gaming machines
The gaming machine dynamically adjusts notification probabilities and execution based on game states, addressing the need for situational adaptation in gaming machines.
Patent Information
- Application Number
- JP2023145892
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-08
- Publication Date
- 2025-09-30
- Estimated Expiration
- 2043-09-08
AI Technical Summary
Gaming machines are expected to change notification probabilities based on situational factors, but existing systems lack the capability to dynamically adjust notifications based on specific game states and conditions.
The gaming machine incorporates notification means, control mechanisms, and state control systems that allow for varying notification probabilities and execution based on predefined conditions, including first and second gaming states, with special notifications triggered by specific conditions in these states.
This enables dynamic adjustment of notification probabilities and execution of special notifications based on game state changes, enhancing player engagement and experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Among conventional pachinko gaming machines, which are a type of gaming machine, there are gaming machines that are capable of executing various notifications, such as the gaming machine described in Patent Document 1, for example. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-249877 Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, gaming machines are expected to change the notification probability depending on the situation. [Means for solving the problem]
[0005] The gaming machine that solves the above problem comprises one or more notification means capable of executing a predetermined notification, notification control means for controlling the notification means, and state control means for controlling a gaming state, and the gaming state includes a first gaming state and a second gaming state that is more advantageous than the first gaming state, and the predetermined notification includes: Contains a given string There is a special notification, and the situation in which the special notification is executed includes a first situation and a second situation, the first situation includes a situation in which the game is controlled to the first game state by satisfying an initialization condition, the second situation includes a situation in which the game is controlled to the first game state by satisfying an end condition in the second game state, the special notification in the first situation includes a notification of a recommended launch area, and in the first situation, the special notification is The probability of being a loser is the first probability The first condition is met , and the probability of being a loser is the second probability The second condition is met In the situationand in the second situation, the special notification is issued when the first condition is met. No , the second condition is satisfied. In the situation The gist of the invention is that the special notification can be executed when the game state changes. [Effects of the Invention]
[0006] According to the present invention, the notification probability can be changed depending on the situation. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. 2 is a front view of the game board. [Figure 3] Figure 3 is a schematic diagram showing the passage inside the second major prize opening. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 5] FIG. 5 is an explanatory diagram illustrating an example of the lottery for the time-saving trigger symbol. [Figure 6] FIG. 6 is an explanatory diagram illustrating an example of transitions between presentation modes and game states. [Figure 7] FIG. 7 is an explanatory diagram illustrating an example of a condition for ending the time-saving state. [Figure 8] 8(a) to 8(d) are explanatory diagrams illustrating an example of a presentation mode of a small win game presentation. [Figure 9] 9(a) to 9(c) are explanatory diagrams illustrating an example of a presentation mode of the first time-saving trigger presentation. [Figure 10] 10(a) to 10(c) are explanatory diagrams illustrating an example of the presentation mode of the second time-saving trigger presentation. [Figure 11] 11(a) to 11(e) are explanatory diagrams illustrating a specific example of an execution mode of the time-saving trigger effect. [Figure 12] 12(a) to 12(e) are explanatory diagrams illustrating a specific example of an execution mode of the time-saving trigger effect. [Figure 13] 13(a) to 13(e) are explanatory diagrams illustrating a specific example of an execution mode of the time-saving trigger effect. DETAILED DESCRIPTION OF THE INVENTION
[0008] An example of an embodiment of a pachinko gaming machine will be described below. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by the player.
[0009] As shown in FIG. 1, a pachinko gaming machine 10, which is an example of a gaming machine, is a non-enclosed type in which a player can touch gaming balls (held balls). In a non-enclosed type pachinko gaming machine 10, when a payout condition for a prize ball is met, the prize ball is actually paid out. The pachinko gaming machine 10 may be an enclosed type in which gaming balls are stored and managed internally and the player cannot touch the gaming balls (held balls). In an enclosed type pachinko gaming machine 10, even when a payout condition for a prize ball is met, the number of gaming balls stored internally increases, but the gaming balls are not actually paid out. In this specification, "paying out prize balls" is not limited to actually paying out gaming balls, but is intended to include increasing the number of gaming balls stored internally.
[0010] The pachinko gaming machine 10 comprises a frame 11 and a gaming board 20. The frame 11 supports the gaming board 20. A gaming area 20a is formed on the front side of the gaming board 20, into which gaming balls can flow. The frame 11 comprises an outer frame 11a, a middle frame 11b, and a front frame 11c. The middle frame 11b is supported so as to be openable and closable relative to the outer frame 11a. The front frame 11c is supported so as to be openable and closable relative to the middle frame 11b. The outer frame 11a is fixed to the island equipment using fasteners such as nails. The middle frame 11b has a portion to which the gaming board 20 is attached, and holds the gaming board 20 attached to that portion. An opening 11d is formed in the front frame 11c. The front frame 11c is provided with transparent protective glass (not shown). The protective glass seals the opening 11d. When the game board 20 is held by the inner frame 11b, the game area 20a is aligned with the opening 11d and is visible through the protective glass via the opening 11d.
[0011] The pachinko gaming machine 10 is equipped with an audio output device 13. As an example, the audio output device 13 is a speaker provided on the front frame 11c. The audio output device 13 is capable of executing an effect of outputting a predetermined sound (hereinafter referred to as an audio effect). For example, the predetermined sound is sound effects, dialogue, music (BGM), etc. The pachinko gaming machine 10 is equipped with a decorative light emitting device 14. As an example, the decorative light emitting device 14 is provided on the front side of the front frame 11c and on the game board 20. The decorative light emitting device 14 is capable of executing an effect (hereinafter referred to as an illumination effect) by lighting, flashing, and extinguishing a light emitting element (not shown). As an example, the light emitting element provided in the decorative light emitting device 14 is an LED.
[0012] The pachinko gaming machine 10 is equipped with a launch handle 18. The launch handle 18 is configured to enable an operation to instruct the launch of a gaming ball. The launch handle 18 is provided in the lower right corner of the front frame 11c. The pachinko gaming machine 10 may also be equipped with a lending button to instruct the lending of a gaming ball and an end button to instruct the end of the game.
[0013] The game board 20 will now be described. As shown in Figures 1 and 2, a game area 20a that is substantially circular in front view is defined on the front surface of the game board 20. In other words, the game board 20 has the game area 20a into which game balls can flow. A display window 20b is formed in the approximate center of the game area 20a. An inlet 20c is formed in the upper left of the game area 20a, through which game balls launched by operating the launch handle 18 flow into the game area 20a.
[0014] The pachinko gaming machine 10 includes an effect display device 15. For example, the effect display device 15 has an image display device capable of displaying an image. The effect display device 15 is attached to the gaming board 20 so that a display area 15a of the image display device is visible through a display window 20b. For example, the effect display device 15 is a liquid crystal display device. The effect display device 15 is capable of executing an effect (hereinafter referred to as a display effect) that displays a predetermined image. For example, the predetermined image may be an effect pattern, a character, a landscape, a letter, a number, or a symbol. In the following description, when the term "display" is used to refer to a character, etc., it means that the character, etc. is displayed as an image. For example, the audio output device 13, the decorative light-emitting device 14, and the effect display device 15 are each effect devices capable of executing an effect, and form an effect execution device group 16 including multiple effect devices. For example, the audio output device 13, the decorative light-emitting device 14, and the effect display device 15 are each notification devices capable of issuing notifications, and it can be said that they form an notification execution device group including multiple notification devices. In other words, it can be said that the performance execution device group 16 is also a notification device group. The performance execution device group 16 as a notification device group is an example of notification means capable of executing a predetermined notification.
[0015] As shown in FIG. 2, the gaming board 20 includes a first special symbol display device 19a. The first special symbol display device 19a is capable of executing a symbol change game (hereinafter referred to as the first special game) in which predetermined symbols are displayed in a variable manner and the special symbol is ultimately displayed in a static manner. The gaming board 20 includes a second special symbol display device 19b. The second special symbol display device 19b is capable of executing a symbol change game (hereinafter referred to as the second special game) in which predetermined symbols are displayed in a variable manner and the special symbol is ultimately displayed in a static manner. The special symbol is a symbol for announcing the result of a special symbol winning lottery. The special symbol winning lottery is an example of an internal lottery. As an example, the special symbol is displayed in a static manner for a special stop time. As an example, the special stop time is 0.5 seconds. Hereinafter, when the first special game and the second special game are not distinguished, they may be collectively referred to as "special games."
[0016] The special symbols include at least a jackpot symbol as a jackpot display result, a small jackpot symbol as a small jackpot display result, a time-saving trigger symbol as a time-saving display result, and a loss symbol as a loss display result. In the pachinko gaming machine 10, if a jackpot is won in the special symbol winning lottery, a jackpot symbol is statically displayed in a special game. After that, after the special game ends, a jackpot game advantageous to the player is executed. Details of the jackpot game will be described later. In the pachinko gaming machine 10, if a small jackpot is won in the special symbol winning lottery, a small jackpot symbol is statically displayed in a special game. After that, after the special game ends, a small jackpot game advantageous to the player is executed. Details of the small jackpot game will be described later. In the pachinko gaming machine 10, if a jackpot or small jackpot is not won in the special symbol winning lottery, a time-saving trigger symbol or a loss symbol is statically displayed in a special game. If a time-saving trigger symbol or a losing symbol is displayed in a special game, the big win game and small win game will not be executed. Hereinafter, when there is no distinction between big win game and small win game, they may be collectively referred to as "winning game." A special game in which a big win symbol is displayed in a stopped state may be referred to as a "big win special game." A special game in which a small win symbol is displayed in a stopped state may be referred to as a "small win special game." A special game in which a time-saving trigger symbol is displayed in a stopped state may be referred to as a "time-saving trigger special game." A special game in which a losing symbol is displayed in a stopped state may be referred to as a "losing special game."
[0017] The gaming board 20 is equipped with a first special hold display device 19c. The first special hold display device 19c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not been met (hereinafter referred to as the first special hold number). The first special hold number has an upper limit. As an example, the upper limit for the first special hold number is 4. The gaming board 20 is equipped with a second special hold display device 19d. The second special hold display device 19d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not been met (hereinafter referred to as the second special hold number). The second special hold number has an upper limit. As an example, the upper limit for the second special hold number is 4.
[0018] The game board 20 is equipped with a normal symbol display device 19e. The normal symbol display device 19e is capable of executing a symbol variation game (hereinafter referred to as a normal game) in which predetermined symbols are variably displayed and ultimately a normal symbol is statically displayed. The normal symbol is a symbol for announcing the result of a normal symbol winning lottery. The normal symbol winning lottery is an example of an internal lottery. As an example, the normal symbol is displayed for the normal stop time. As an example, the normal stop time is 0.004 seconds. The normal symbols include at least a normal winning symbol and a normal losing symbol. In the pachinko gaming machine 10, if the normal symbol winning lottery is won, the normal winning symbol is statically displayed in the normal game. Thereafter, after the normal game ends, a normal winning game is executed. In the pachinko gaming machine 10, if the normal symbol winning lottery is not won, the normal losing symbol is statically displayed in the normal game. When a normal losing symbol is stopped and displayed in a normal game, a normal winning game is not executed. The game board 20 is equipped with a normal hold display device 19f. The normal hold display device 19f displays information that can identify the number of normal games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the normal hold number). There is an upper limit to the normal hold number. As an example, the upper limit to the normal hold number is 4. The game board 20 may also be equipped with a right-hit display device that displays information instructing a right hit, which will be described later, and a round display device that notifies the upper limit number of round games, which will be described later.
[0019] The gaming board 20 is formed with a plurality of winning holes that open into the gaming area 20a. The plurality of winning holes are holes through which gaming balls can enter. The plurality of winning holes include at least a first start hole 22, a second start hole 23, a first large prize hole 24, a second large prize hole 25, and a normal prize hole 30. The first start hole 22 is a winning hole through which gaming balls can enter when the payout conditions for prize balls and the start conditions for the first special game are met. As an example, the first start hole 22 is located below the effect display device 15 and is always open so that gaming balls can enter. The gaming board 20 is equipped with a first start sensor SE1 that detects gaming balls that have entered the first start hole 22 (see FIG. 4).
[0020] The second start opening 23 is a winning opening through which game balls are allowed to enter when the payout conditions for prize balls and the start conditions for the second special game are met. The second start opening 23 is located to the right of the first start opening 22. The second start opening 23 is equipped with an opening / closing piece 23a, which is, for example, plate-shaped. The second start opening 23 is closed and opened by the opening / closing piece 23a. That is, the opening / closing piece 23a can be in a closed or open state. The second start opening 23 is opened when a normal win game is being played. The second start opening 23 can allow game balls to enter when it is open. The second start opening 23 is closed when a normal win game is not being played. When the second start opening 23 is closed, game balls cannot enter, or when it is closed, it is more difficult to allow game balls to enter than when it is open. For example, the second start opening 23 is always open to the left. As an example, the opening / closing piece 23a is buried in the game board 20 when in the closed state. As an example, when the opening / closing piece 23a is in the open state, game balls can flow down the upper surface. As an example, the opening / closing piece 23a is provided so that the upper surface is inclined downward and to the right. As an example, game balls flowing down the upper surface of the opening / closing piece 23a when it is in the open state are guided to the second starting hole 23. In other words, when the opening / closing piece 23a is in the open state, game balls flow down the upper surface of the opening / closing piece 23a and enter the second starting hole 23. As an example, the opening / closing piece 23a allows game balls to flow down the upper surface of the opening / closing piece 23a during at least a portion of the period while the opening / closing piece 23a is transitioning from the open state to the closed state. Therefore, game balls can enter the second starting hole 23 even while the opening / closing piece 23a is transitioning from the open state to the closed state. The game board 20 is equipped with a normal solenoid SL1 (see FIG. 4) as a means for opening and closing the opening / closing piece 23a of the second starting opening 23. The game board 20 is equipped with a second starting sensor SE2 (see FIG. 4) that detects a game ball that has entered the second starting opening 23. The opening / closing piece 23a of the second starting opening 23 is a so-called "normal electric device."
[0021] The first large prize opening 24 is an opening into which game balls enter when the conditions for paying out prize balls are met. The first large prize opening 24 is located to the right of the effect display device 15. The first large prize opening 24 is located above the second starting opening 23. The first large prize opening 24 is equipped with an opening / closing piece 24a, which is, for example, teardrop-shaped. The first large prize opening 24 is closed and opened by the opening / closing piece 24a. In other words, the opening / closing piece 24a can be in a closed state or an open state. The first large prize opening 24 is opened when a jackpot game is played. When open, the first large prize opening 24 can allow game balls to enter. The first large prize opening 24 is closed when a jackpot game is not played. When closed, the first large prize opening 24 cannot allow game balls to enter. As an example, the opening / closing piece 24a rotates about a quarter turn to the left around the lower part from the closed state to the open state. In other words, when the first large prize opening 24 is open, the gaming ball flows down the inner wall surface (top surface) of the opening / closing piece 24a and then enters the first large prize opening 24. The gaming board 20 is equipped with a first special solenoid SL2 (see FIG. 4) as a means for opening and closing the opening / closing piece 24a of the first large prize opening 24. The gaming board 20 is equipped with a first count sensor SE3 (see FIG. 4) that detects gaming balls that have entered the first large prize opening 24. The opening / closing piece 24a of the first large prize opening 24 is a so-called "special electric device."
[0022] The second large prize opening 25 is an opening into which game balls enter when the payout conditions for prize balls are met. The second large prize opening 25 is located at the lower right of the effect display device 15. The second large prize opening 25 is located below the first large prize opening 24. The second large prize opening 25 is located below the second starting opening 23. The second large prize opening 25 is equipped with an opening / closing piece 25a, which is, for example, plate-shaped. The second large prize opening 25 is closed and opened by the opening / closing piece 25a. In other words, the opening / closing piece 25a can be in a closed state or an open state. The second large prize opening 25 is opened when a small prize game is played. The second large prize opening 25 can allow game balls to enter when it is open. The second large prize opening 25 is closed when a small prize game is not played. The second large prize opening 25 cannot allow game balls to enter when it is closed. As an example, the second large prize opening 25 opens upward when the opening / closing piece 25a is in the open state. As an example, when the opening / closing piece 25a is in the closed state, game balls can flow down the top surface. As an example, when the opening / closing piece 25a is in the open state, the opening / closing piece 25a is buried in the gaming board 20. In other words, when the opening / closing piece 25a is in the closed state, game balls flowing down the top surface of the opening / closing piece 25a enter the second large prize opening 25 when the opening / closing piece 25a is in the open state. The gaming board 20 is equipped with a second special solenoid SL3 (see FIG. 4) as a means for opening and closing the opening / closing piece 25a of the second large prize opening 25. The gaming board 20 is equipped with a second count sensor SE4 (see FIG. 4) that detects game balls that have entered the second large prize opening 25. The opening / closing piece 25a of the second large prize opening 25 is a so-called "special electric device."
[0023] As shown in FIG. 3, the gaming board 20 has a passage 26 through which a gaming ball that has entered the second large winning opening 25 can pass. The passage 26 is arranged to branch into a first passage 26a and a second passage 26b at a branching section 27. The pachinko gaming machine 10 has a distribution shutter 28. The distribution shutter 28 is arranged at the branching section 27. The distribution shutter 28 can be in a first state and a second state. A gaming ball that has entered the second large winning opening 25 is distributed to the first passage 26a when the distribution shutter 28 is in the first state. A gaming ball that has entered the second large winning opening 25 is distributed to the second passage 26b when the distribution shutter 28 is in the second state. The game board 20 is provided with a distribution solenoid SL4 (see FIG. 4) as a means for operating the distribution shutter 28 so that it can be in the first state and the second state.
[0024] The gaming board 20 is equipped with a specific sensor SE5 that detects a gaming ball passing through a specific area in the first passage 26a. In this embodiment, the specific area is a so-called "V area." As an example, when the second large winning opening 25 is opened by the execution of a small winning game, if the gaming ball that entered the second large winning opening 25 passes through the specific area, a jackpot game is executed in response to the gaming ball passing through the specific area. In other words, the pachinko gaming machine 10 in this embodiment is a gaming machine (a so-called "type 1 / type 2 hybrid machine") that has a jackpot game that is executed in response to a winning of a jackpot in a winning lottery, and a jackpot game that is executed in response to a winning of a small winning in a winning lottery.
[0025] The game board 20 has a gate 29. The gate 29 is located in the upper right corner of the effect display device 15. The gate 29 is located above the second start opening 23, the first large prize opening 24, and the second large prize opening 25. The gate 29 has a gate opening 29a that is always open so that game balls can enter. The game board 20 has a gate sensor SE6 that detects game balls that enter the gate opening 29a and pass through the gate 29 (see Figure 4). The gate 29 is an entrance opening through which game balls can enter to establish the conditions for starting a normal game. The gate 29 is an entrance opening through which the conditions for paying out prize balls are not established even if a game ball enters.
[0026] The normal winning opening 30 is a winning opening into which game balls enter when the conditions for paying out prize balls are met. As an example, the normal winning opening 30 is located below the effect display device 15. As an example, the normal winning opening 30 is located below the second starting opening 23, the first large winning opening 24, the second large winning opening 25, and the gate 29. The normal winning opening 30 is always open so that game balls can enter. The game board 20 is equipped with a normal sensor SE7 that detects game balls that have entered the normal winning opening 30 (see Figure 4). The game board 20 is equipped with an outlet 31 at the bottom of the game area 20a for discharging game balls that have not entered any of the first starting opening 22, the second starting opening 23, the first large winning opening 24, the second large winning opening 25, and the normal winning opening 30 from the game area 20a.
[0027] In the pachinko gaming machine 10, the player can adjust the firing strength of the gaming ball by operating the firing handle 18, and hit the gaming ball into either the left area to the left of the display window 20b or the right area to the right of the display window 20b. For example, if the gaming ball is fired with a stronger firing strength (hereinafter referred to as a right hit), the gaming ball is likely to flow down into the right area. If the gaming ball flows down the right area, it may enter the second starting opening 23, the first large prize opening 24, the second large prize opening 25, the gate 29, and the regular prize opening 30. Because a right hit requires the gaming ball to be fired with force to reach the right area, the firing strength is adjusted to maximum strength or slightly weaker than maximum strength.
[0028] On the other hand, when the gaming ball is launched with a weaker launch strength (hereinafter referred to as a left hit), the gaming ball is more likely to flow down into the left region. When the gaming ball flows down the left region, it may enter the first starting hole 22. When the gaming ball is launched from the left, it does not need to be launched as forcefully as when the gaming ball is launched from the right, so the strength is adjusted so that the launched gaming ball does not reach the right region. In the pachinko gaming machine 10, when the gaming ball is launched from the right, a flow path for the gaming ball is formed by gaming components such as gaming nails so that the gaming ball cannot enter the first starting hole 22. The gaming components may be arranged to restrict the ball from entering the first starting hole 22 when the gaming ball is launched from the right, or may be arranged to make it more difficult for the ball to enter the first starting hole 22 compared to when the gaming ball is launched from the left.
[0029] The left area is the area located to the left of the center line CL that bisects the play area 20a into left and right halves when the play board 20 is viewed from the front. The right area is the area located to the right of the center line CL when the play board 20 is viewed from the front. A game ball launched by operating the launch handle 18 is guided to the inlet 20c located in the upper left of the play area 20a and flows into the play area 20a. In other words, the left area is also the area closer to the inlet 20c. And the right area is also the area farther from the inlet 20c. A game ball guided down the left area passes to the left of the effect display device 15 located in the center of the play area 20a when viewed from the front. The game ball then heads toward the outlet 31 located at the bottom of the play area 20a. A game ball guided down the right area passes to the right of the effect display device 15 located in the center of the play area 20a when viewed from the front. Thereafter, the game ball heads toward the outlet 31.
[0030] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a plurality of states (hereinafter referred to as ball entry rate states) with different ball entry rates into the second starting hole 23. The plurality of ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the ball entry rate into the second starting hole 23 is higher than in the low ball entry rate state. The high ball entry rate state is advantageous for the player because it is a state in which the probability of a game ball entering the second starting hole 23 is high and it is easy for game balls to enter the second starting hole 23 (easy ball entry state). The high ball entry rate state can also be said to be an electric support state that supports balls entering the second starting hole 23, which is a normal electric device.
[0031] The high ball entry rate state is realized by performing normal symbol fluctuation time shortening control, which shortens the fluctuation time of the normal game (e.g., average fluctuation time) compared to the low ball entry rate state, and opening time extension control, which lengthens the total opening time of the second start port 23 in one normal win game (e.g., average total opening time) compared to the low ball entry rate state. As an example, the normal symbol fluctuation time shortening control can be realized by making at least some of the fluctuation patterns that define the fluctuation time of the normal game different between the low ball entry rate state and the high ball entry rate state. As an example, the opening time extension control is at least one of control that increases the number of times the second start port 23 is opened in one normal win game compared to the low ball entry rate state, and control that lengthens the opening time of one opening of the second start port 23 in a normal win game compared to the low ball entry rate state. As an example, the opening time extension control can be realized by changing at least some of the opening patterns that determine the opening manner of the second start opening 23 in a normal winning game between a low ball entry rate state and a high ball entry rate state. As an example, the opening pattern determines the number of times the second start opening 23 is opened, the opening time, and the opening timing (closing timing).
[0032] As an example, the high ball winning rate state is realized by combining the third control, which will be explained below. The third control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. As an example, the special symbol fluctuation time shortening control can be realized by making at least some of the fluctuation patterns that determine the fluctuation time of the special game different between the low ball winning rate state and the high ball winning rate state. The details of the fluctuation patterns will be described later. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (hereinafter referred to as the "time shortening state"), and the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (hereinafter referred to as the "non-time shortening state").
[0033] Next, we will explain the types of small wins and small win games. The small win game is executed according to the type of small win. The type of small win is determined by the type of small win symbol (special symbol). In other words, the small win game is executed according to the type of special symbol. There may be one type of small win, or multiple types. Each small win symbol of the special symbol includes one or multiple types of special symbols. As an example, there is one type of small win. In other words, there is one type of small win game. As an example, there is one type of small win symbol for the special symbol. In the following explanation, for the sake of convenience, the winning lottery for the special symbol may be simply referred to as the winning lottery.
[0034] In the small win game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the small win opening time). For example, the predetermined effect is an opening effect that allows the start of the small win game to be recognized. In the small win game, after the small win opening time has elapsed, a round game is performed once to open the second large winning port 25.
[0035] In a small win game, a round of play ends when a number condition is met: a predetermined upper limit of game balls enter the ball slot; a time condition is met: a predetermined upper limit of time has elapsed; or a jackpot game execution condition is met: a game ball passes through a specific area. For example, the upper limit of the number of game balls is 10. That is, in a small win game, a round of play ends when the number condition is met: 10 game balls enter the ball slot. For example, the upper limit of the time is 4.252 seconds. That is, in a small win game, a round of play ends when the time condition is met: 4.252 seconds have elapsed. The upper limit of the number of game balls may vary depending on the type of small win game. The upper limit of the time may vary depending on the type of small win game.
[0036] In a small win game, the second large prize opening 25 is opened in a predetermined opening manner (opening pattern) during a round game. As an example, in a small win game, the second large prize opening 25 opens for 0.028 seconds, then closes for 0.5 seconds, which is repeated nine times, and then opens again for 4 seconds. In other words, in a small win game, the second large prize opening 25 is opened ten times during a round game. In a small win game, the distribution shutter 28 operates in a predetermined distribution manner (distribution pattern). As an example, in a small win game, the distribution shutter 28 takes the second state when the round game starts. Thereafter, the distribution shutter 28 takes the first state when a specific number of game balls enter the second large prize opening 25 during the round game. A specific number is set for each small win game. As an example, the specific number is four. As described above, the game balls that have entered the second large winning opening 25 can pass through a specific area of the first passage 26a when the distribution shutter 28 is in the first state. In other words, in a small win game, the execution conditions for a big win game can be met when a specific number of game balls enter the second large winning opening 25 in a round game.
[0037] In round play, a predetermined effect is performed. For example, the predetermined effect is a round effect that allows the player to recognize that a round play of small win game is being executed. In small win game, when the round play ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as small win ending time). For example, the predetermined effect is an ending effect that allows the player to recognize that the small win game has ended. The small win game ends as the small win ending time elapses. In small win game, when the round play ends due to the fulfillment of the execution conditions for the big win game, the big win game is executed after the small win game ends.
[0038] Next, the types of jackpots and jackpot games will be explained. The jackpot game is executed according to the type of jackpot and the type of small jackpot. The type of jackpot is determined by the type of jackpot symbol (special symbol). In other words, the jackpot game is executed according to the type of special symbol.
[0039] As an example, the jackpot game includes a first jackpot game and a second jackpot game. The first jackpot game is a jackpot game that is executed when a player wins a jackpot in a lottery. As an example, there is one type of jackpot. As an example, there is one type of special jackpot symbol. The second jackpot game is a jackpot game that is executed when the conditions for executing the jackpot game are met in a small jackpot game. In other words, the second jackpot game is a jackpot based on winning a small jackpot in a lottery. In this specification, the satisfaction of a predetermined condition is the same as the establishment of a predetermined condition.
[0040] In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the jackpot opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the jackpot opening time has elapsed, a round game in which the first large prize winning port 24 is opened is performed up to a predetermined number of times. As an example, the upper limit number of round games for the first jackpot game and the second jackpot game is 10. Here, in a second jackpot game that is executed when the execution conditions for the jackpot game are satisfied in a small jackpot game, one round game in the small jackpot game is included in the upper limit number of times. In other words, the number of round games in which the first large prize winning port 24 is opened in the second jackpot game is effectively 9 times. In a second jackpot game that is executed when the execution conditions for the jackpot game are satisfied in a small jackpot game, the round game may start without the jackpot opening time having elapsed.
[0041] In a jackpot game, one round of play ends when a number condition is met, that is, a predetermined upper limit number of game balls enter the machine, or a time condition is met, that is, a predetermined upper limit time has elapsed. For example, the upper limit number is 10 balls. In other words, one round of play ends when the number condition is met, that is, when 10 game balls enter the machine. For example, the upper limit time is 25 seconds. In other words, one round of play ends when the time condition is met, that is, when 25 seconds have elapsed.
[0042] In round play, the first large prize opening 24 is opened in a predetermined opening manner (opening pattern). In round play, a predetermined effect is performed. For example, the predetermined effect is a round effect that allows the player to recognize that a round play of a jackpot game is being executed. In jackpot play, when the final round play ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the jackpot ending time). For example, the predetermined effect is an ending effect that allows the player to recognize that the jackpot game has ended. The jackpot game ends with the passage of the jackpot ending time. In the following description, when distinguishing between opening effects in small jackpot games and opening effects in jackpot games, they are referred to as small jackpot opening effect and jackpot opening effect, respectively. Furthermore, when distinguishing between round effects in small jackpot games and round effects in jackpot games, they are referred to as small jackpot round effect and jackpot round effect, respectively. Furthermore, when distinguishing between the ending effects in small hit games and the ending effects in big hit games, they will be referred to as small hit ending effects and big hit ending effects, respectively.
[0043] The following describes the effects that can be executed by the pachinko gaming machine 10. An effect can be executed by one of the multiple effect execution devices that make up the effect execution device group 16, or by having multiple effect devices work together.
[0044] The display effects in the effect display device 15 include a symbol variation game (hereinafter referred to as an effect game) using effect symbols (decorative symbols). The effect display device 15 is capable of displaying a plurality of symbol rows. Each symbol row is composed of a plurality of effect symbols and is also referred to as a reel. Each of the plurality of effect symbols is composed of numbers "1" to "8" as identification information for identifying the result of a winning lottery. As an example, the effect symbol is an Arabic numeral "1" to "8" decorated with characters, patterns, etc., and is a symbol for diversifying the display effects. In the effect game, the effect symbols are variably displayed in each of the plurality of symbol rows, and then the effect symbols are statically displayed in each of the plurality of symbol rows, thereby statically displaying a combination of effect symbols (hereinafter referred to as a symbol combination). In other words, in the effect game, the identification information of the plurality of columns is variably displayed, and then the identification information of the plurality of columns is statically displayed. As an example, the effect game is played by varying (scrolling) the effect symbols of the left symbol row, the center symbol row, and the right symbol row in a predetermined direction.
[0045] As an example, an effect game starts and ends together with a special game. In an effect game, a symbol combination corresponding to the special symbol displayed in the special game is displayed. For example, in an effect game, when a jackpot symbol is displayed in a special game, the jackpot symbol combination is displayed in a stopped state. As an example, a jackpot symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are the same (so-called symbol alignment), such as
[0777] . For example, in an effect game, when a small win symbol is displayed in a special game, a small win symbol combination is displayed in a stopped state. As an example, a small win symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are the same, such as
[0777] . For example, in an effect game, when a time-saving trigger symbol is displayed in a special game, the time-saving trigger symbol combination is displayed in a stopped state. As an example, the symbol combination that triggers the time reduction is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are not the same, such as
[0468] . For example, in an effect game, when a losing symbol is displayed in a special game, a losing symbol combination is displayed in a stopped state. As an example, a losing symbol combination is a combination in which the identification information (numbers) of the effect symbols in all symbol rows are not the same, such as
[0787] and
[0468] . Special games and effect games executed in response to the special games are examples of variable games.
[0046] The effect game may include a reach effect. The reach effect is an effect that forms a reach and ultimately stops and displays a predetermined symbol combination. Hereinafter, the state in which a reach is formed may be referred to as a reach state. A reach is the state just before a winning symbol combination is formed, or the state just before a symbol combination for a second normal win is formed (so-called "tenpai"). For example, a reach is a state in which an effect symbol is displayed variably in an arbitrary symbol row (e.g., a middle symbol row), such as [7↓7], and effect symbols containing the same identification information (numbers) are displayed stationarily in multiple symbol rows different from the aforementioned symbol row (hereinafter referred to as reach formation rows, e.g., the left and right symbol rows). Reach effects include a normal reach effect (hereinafter referred to as an N reach effect), and a super reach effect (hereinafter referred to as an SP reach effect), which has a higher expectation of winning in the current effect game (hereinafter referred to as "win expectation rate") than an N reach effect.
[0047] The electrical configuration of the pachinko gaming machine 10 will be described. As shown in Fig. 4, the pachinko gaming machine 10 is provided with a main board 80 and an auxiliary board 90 on the back side (rear) of the gaming board 20. The main board 80 and the auxiliary board 90 are connected so that various control commands (control signals) can be output in one direction from the main board 80 to the auxiliary board 90. The main board 80 executes predetermined processing and outputs control signals to the auxiliary board 90. The auxiliary board 90 executes predetermined processing based on the control commands input from the main board 80.
[0048] The main board 80 will now be described. The main board 80 includes a main control CPU 81, a main control ROM 82, a main control RWM 83, and a random number generation circuit 84. The main control CPU 81 executes a main control program to perform processing related to the progress of the game. The main control ROM 82 stores the main control program, judgment values used for various judgments and lotteries, tables, etc. The main control ROM 82 stores multiple types of fluctuation patterns. As an example, the fluctuation patterns include a fluctuation pattern for special symbols and a fluctuation pattern for normal symbols. The fluctuation pattern for special symbols is information that can identify the fluctuation time from the start to the end of a special game. The fluctuation pattern for special symbols is information that can identify the fluctuation content of the special game. As an example, the fluctuation pattern for special symbols can identify the presentation time of a presentation game and some or all of the presentation content.
[0049] The variation patterns for special symbols include a big hit variation pattern, a small hit variation pattern, a time-saving trigger variation pattern, and a miss variation pattern. In a presentation game based on a big hit variation pattern, the big hit symbol combination is stopped and displayed after a reach effect. In a presentation game based on a small hit variation pattern, the small hit symbol combination is stopped and displayed after a reach effect. In a presentation game based on a time-saving trigger variation pattern, the time-saving trigger symbol combination is stopped and displayed after a reach effect. In a presentation game based on a miss variation pattern, the miss symbol combination is stopped and displayed after a reach effect or without a reach effect.
[0050] The normal symbol fluctuation pattern is information that can identify the fluctuation time from the start to the end of the normal game. The normal symbol fluctuation pattern is information that can identify the fluctuation content of the normal game. The normal symbol fluctuation pattern includes a normal loss fluctuation pattern and a normal win fluctuation pattern. The main control RWM 83 stores various information that is rewritten depending on the processing results of the main control CPU 81. For example, the information stored by the main control RWM 83 includes flags, counters, and timers. The random number generation circuit 84 generates hardware random numbers. The main board 80 may be configured to be able to generate software random numbers through random number generation processing by the main control CPU 81.
[0051] The main board 80 is connected to each of the sensors SE1 to SE7. The main control CPU 81 can input detection signals output by each of the sensors SE1 to SE7 when they detect a gaming ball. The main board 80 is connected to each of the display devices 19a to 19e. The main control CPU 81 can control the display content of each of the display devices 19a to 19e. The main board 80 is connected to each of the solenoids SL1 to SL4. The main control CPU 81 can control the opening state of the second start opening 23, the first large prize opening 24, and the second large prize opening 25 by controlling the operation of each of the solenoids SL1 to SL3. The main control CPU 81 can control the distribution state of the distribution shutter 28 by controlling the operation of the distribution solenoid SL4.
[0052] The main board 80 is equipped with a backup function. The main board 80 equipped with the backup function can retain information about game control (hereinafter referred to as backup information) stored in the main control RWM 83 of the main board 80 for a predetermined period even if the power supply is stopped. As a result, when the power supply is started again, the pachinko gaming machine 10 can recover based on the backup information that was retained during the period when the power supply was stopped.
[0053] The backup information includes information about special games, information about jackpot games, and information about game status. Examples of information about special games include information that can identify the results of a winning lottery, information that can identify the variation pattern of special games, and information that can identify special symbols generated in special games. Examples of information about jackpot games include information that can identify the progress of jackpot games. Examples of information about game status include information that can identify whether a high probability state is in effect, information that can identify whether a ball-scoring rate improvement state is in effect, and the remaining number of special games that can provide the improved ball-scoring rate state if the ball-scoring rate improvement state is in effect. The predetermined period is the period from when a backup power source (e.g., an electric double-layer capacitor) is discharged until the backup power source becomes unable to supply power. The pachinko gaming machine 10 may be configured with a nonvolatile memory that can retain its stored contents even when power is not supplied to the main control RWM 83, thereby enabling backup information to be retained even after power supply is stopped.
[0054] When power is supplied to the pachinko gaming machine 10 to start it up (including when power is restored), the main control CPU 81 determines whether to initialize the backup information stored in the main control RWM 83. For example, the main control CPU 81 determines to initialize the backup information when an operation signal is input from an initialization switch (not shown). If it is determined not to initialize the backup information, the main control CPU 81 determines whether the backup information stored in the main control RWM 83 is normal. If the backup information is normal, the main control CPU 81 executes a process to restore the pachinko gaming machine 10 based on the backup information in the main control RWM 83. Whether the backup information is normal or abnormal is determined, for example, by checking the state of a backup flag and checking whether the checksum of the backup information matches. If restoring the game machine 10 based on the backup information, the main control CPU 81 outputs control information (hereinafter referred to as a restore command) that can identify that the game machine 10 has been restored based on the backup information to the sub-control CPU 91.
[0055] On the other hand, if it is determined that the backup information should be initialized, or if the backup information stored in the main control RWM 83 is abnormal, the main control CPU 81 initializes the backup information. Thereafter, the main control CPU 81 executes a startup process based on the initialized backup information. When initializing the backup information, the main control CPU 81 outputs control information (hereinafter referred to as an initialization command) that can identify that the backup information has been initialized to the sub-control CPU 91. The main control CPU 81 is an example of an initialization means that initializes the backup information.
[0056] Next, the sub-substrate 90 will be described. The sub-board 90 includes a sub-control CPU 91, a sub-control ROM 92, and a sub-control RWM 93. The sub-control CPU 91 executes a sub-control program to perform processing related to presentation. The sub-control CPU 91 executes a sub-control program to perform processing related to notifications. The sub-control CPU 91 is an example of notification control means that controls notification means. The sub-control ROM 92 stores the sub-control program and determination values used for predetermined lotteries. The sub-control ROM 92 stores display presentation data used for display presentations, light-emitting presentation data used for light-emitting presentations, and audio presentation data used for audio presentations. The sub-control RWM 93 stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, information stored in the sub-control RWM 93 includes flags, counters, and timers. The sub-board 90 does not have a backup function. In other words, the information stored in the sub-control RWM 93 of the sub-board 90 is erased when the power supply is stopped. The sub-board 90 is configured to be able to generate software random numbers through random number generation processing by the sub-control CPU 91. The sub-board 90 may be provided with a random number generation circuit and be able to generate hardware random numbers.
[0057] The sub-board 90 is connected to the performance display device 15. The sub-control CPU 91 is capable of controlling the display content of the performance display device 15. The sub-board 90 is connected to the audio output device 13. The sub-control CPU 91 is capable of controlling the output content of the audio output device 13. The sub-board 90 is connected to the decorative light emitting device 14. The sub-control CPU 91 is capable of controlling the light emitting mode of the decorative light emitting device 14.
[0058] Next, various processes performed by the main control CPU 81 of the main board 80 will be described. The special input process will now be described. The main control CPU 81 executes a special input process as one of the timer interrupt processes performed at a predetermined control period (for example, 4 ms). In the special input process, the main control CPU 81 determines whether a gaming ball has entered the first start hole 22 based on whether a detection signal has been input from the first start sensor SE1. When a gaming ball has entered the first start hole 22, the main control CPU 81 determines whether the first special reserve number stored in the main control RWM 83 is less than the upper limit number. When the first special reserve number is less than the upper limit number, the main control CPU 81 updates the first special reserve number by adding 1. The main control CPU 81 controls the first special reserve display device 19c to display information that can identify the updated first special reserve number. In other words, the reserve condition for the first special game is met when a gaming ball is detected by the first start sensor SE1 when the first special reserve number is less than the upper limit number.
[0059] Next, the main control CPU 81 acquires a random number generated by the random number generation circuit 84 and stores first random number information based on the acquired random number in the main control RWM 83. For example, the random number may be a winning random number used in a lottery to determine whether a special symbol is a winning symbol, a symbol random number used to determine a winning symbol, or a variation pattern random number used to determine a variation pattern. The first random number information is stored so that it is possible to identify that it is information for the first special game and its storage order. The first random number information may be the acquired random number itself, or may be information obtained by processing the random number using a predetermined method. By storing the first random number information in the main control RWM 83, the pachinko gaming machine 10 can suspend execution of the first special game until the start condition is met.
[0060] When the main control CPU81 stores the first random number information in the main control RWM83, if a gaming ball has not entered the first start hole 22 and if the first special reserved number is not less than the upper limit number, the main control CPU81 determines whether a gaming ball has entered the second start hole 23 based on whether a detection signal has been input from the second start sensor SE2. If a gaming ball has entered the second start hole 23, the main control CPU81 determines whether the second reserved number stored in the main control RWM83 is less than the upper limit number. If the second reserved number is less than the upper limit number, the main control CPU81 updates the second reserved number by adding 1. The main control CPU81 controls the second reserved display device 19d to display information that can identify the second reserved number after the addition. The reserved condition for the second special game is met when a gaming ball is detected by the second start sensor SE2 when the second special reserved number is less than the upper limit number.
[0061] Next, the main control CPU 81 acquires a random number generated by the random number generation circuit 84 and stores first random number information based on the acquired random number in the main control RWM 83. The second random number information is stored so that it is possible to identify that it is information to be used in the second special game and its storage order. The second random number information may be the acquired random number itself, or may be information obtained by processing the random number using a predetermined method. By storing the second random number information in the main control RWM 83, the pachinko gaming machine 10 can suspend execution of the second special game until the start condition is met.
[0062] The first special start process will be described. The main control CPU 81 executes a first special start process as one of the timer interrupt processes. The main control CPU 81 determines whether the start conditions of the first special game are met. The main control CPU 81 determines that the start conditions of the first special game are met when there is no jackpot game and the first special game is not being executed. On the other hand, the main control CPU 81 determines that the start conditions of the special game are not met when there is a jackpot game or the first special game is being executed. If the start conditions of the first special game are not met, the main control CPU 81 terminates the first special start process. If the start conditions of the first special game are met, the main control CPU 81 determines whether the first special reserved number is greater than zero. If the first special reserved number is zero, the main control CPU 81 terminates the first special start process.
[0063] If the first special reserve number is greater than zero, the main control CPU81 updates the first special reserve number by subtracting 1. The main control CPU81 controls the first special reserve display device 19c to display information that can identify the first special reserve number after subtraction. Next, the main control CPU81 acquires the earliest stored information from the main control RWM83 among the first random number information. The main control CPU81 uses the winning random number identified from the acquired first random number information to conduct a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a special pattern winning lottery. The main control CPU81 conducts a jackpot lottery with a predetermined jackpot probability.
[0064] When a jackpot is won, the main control CPU81 performs jackpot variation processing. In the jackpot variation processing, the main control CPU81 performs a first special pattern lottery using a pattern random number that can be identified from the first random number information, and determines the jackpot pattern of the special pattern to be stopped and displayed in the first special game. As an example, the main control CPU81 determines one type of jackpot pattern in the first special pattern lottery, regardless of the value of the pattern random number. Note that the main control CPU81 may determine one type of jackpot pattern without performing a first special pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the first random number information, and determines the variation pattern from among multiple jackpot variation patterns. Thereafter, the main control CPU81 ends the first special start processing.
[0065] If the jackpot is not won, the main control CPU 81 performs a time-saving trigger variation process. In the time-saving trigger variation process, the main control CPU 81 performs a time-saving trigger pattern lottery as a second special pattern lottery using a pattern random number that can be identified from the second random number information, and determines the time-saving trigger pattern of the special pattern to be stopped and displayed in the first special game.
[0066] As shown in Fig. 5, the time-saving trigger symbol lottery includes a first time-saving trigger symbol lottery and a second time-saving trigger symbol lottery. As an example, the main control CPU 81 executes the first time-saving trigger symbol lottery in the first time-saving trigger symbol lottery after the pachinko gaming machine 10 is initialized. Then, if the first time-saving trigger symbol lottery is won, the main control CPU 81 executes the second time-saving trigger symbol lottery using a symbol random number different from the symbol random number used in the first time-saving trigger symbol lottery. On the other hand, in the second and subsequent time-saving trigger symbol lottery after the pachinko gaming machine 10 is initialized, the main control CPU 81 executes only the second time-saving trigger symbol lottery out of the first time-saving trigger symbol lottery and the second time-saving trigger symbol lottery. As an example, in the first time-saving trigger symbol lottery, the main control CPU81 determines a winning probability of 50 / 100 and a non-winning probability of 50 / 100. As an example, in the second time-saving trigger symbol lottery, the main control CPU81 determines a winning probability of 40 / 100 and a non-winning probability of 60 / 100.
[0067] As an example, the main control CPU81 determines the first time-saving trigger symbol as the special symbol to be stopped and displayed in the first special game if the second time-saving trigger symbol lottery is not executed. In other words, the main control CPU81 determines the first time-saving trigger symbol as the special symbol to be stopped and displayed in the first special game if the first time-saving trigger symbol lottery is not won. As an example, the main control CPU81 determines the second time-saving trigger symbol as the special symbol to be stopped and displayed in the first special game if the second time-saving trigger symbol lottery is not won. As an example, the main control CPU81 determines the third time-saving trigger symbol as the special symbol to be stopped and displayed in the first special game if the second time-saving trigger symbol lottery is won.
[0068] After determining the type of time-saving trigger symbol, the main control CPU81 performs a lottery to determine a variation pattern using a variation pattern random number that can be identified from the first random number information, and determines a variation pattern from among the variation patterns of the time-saving trigger. After that, the main control CPU81 ends the first special start process. In other words, the losing special symbol is not displayed as a stopped symbol in the first special game.
[0069] The second special start process will be described. The main control CPU 81 executes a second special start process as one of the timer interrupt processes. The main control CPU 81 determines whether the start conditions for the second special game are met. The main control CPU 81 determines that the start conditions for the second special game are met when there is no jackpot game and the second special game is not being executed. On the other hand, the main control CPU 81 determines that the start conditions for the special game are not met when there is a jackpot game or the second special game is being executed. If the start conditions for the second special game are not met, the main control CPU 81 terminates the second special start process. If the start conditions for the second special game are met, the main control CPU 81 determines whether the second special reserved number is greater than zero. If the second special reserved number is zero, the main control CPU 81 terminates the second special start process.
[0070] If the second special reserve number is greater than zero, the main control CPU81 updates the second special reserve number by subtracting 1. The main control CPU81 controls the second special reserve display device 19d to display information that can identify the second special reserve number after subtraction. Next, the main control CPU81 acquires the information that was stored first from the second random number information from the main control RWM83. The main control CPU81 uses the winning random number identified from the acquired second random number information to conduct a jackpot lottery (jackpot determination) to determine whether or not a jackpot has been won as a special pattern winning lottery. The main control CPU81 conducts a jackpot lottery with a predetermined jackpot probability.
[0071] If a jackpot is won, the main control CPU81 performs jackpot variation processing. In the jackpot variation processing, the main control CPU81 performs a third special pattern lottery using a pattern random number that can be identified from the second random number information, and determines the jackpot pattern of the special pattern to be stopped and displayed in the second special game. As an example, the main control CPU81 determines one type of jackpot pattern in the third special pattern lottery, regardless of the value of the pattern random number. Note that the main control CPU81 may determine one type of jackpot pattern without performing a third special pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the second random number information, and determines the variation pattern from among multiple jackpot variation patterns. Thereafter, the main control CPU81 ends the second special start processing.
[0072] If the big win is not won, the main control CPU 81 uses the winning random number specified from the acquired second random number information to perform a small win lottery (small win determination) to determine whether or not a small win will be won as a winning lottery for the special pattern. The main control CPU 81 performs the small win lottery with a predetermined small win probability.
[0073] When a small win is won, the main control CPU81 performs small win variation processing. In the small win variation processing, the main control CPU81 performs a fourth special pattern lottery using a pattern random number that can be identified from the second random number information, and determines the small win pattern of the special pattern to be stopped and displayed in the second special game. As an example, the main control CPU81 determines one type of small win pattern in the fourth special pattern lottery, regardless of the value of the pattern random number. Note that the main control CPU81 may determine one type of small win pattern without performing a fourth special pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the second random number information, and determines the variation pattern from among multiple small win variation patterns. Thereafter, the main control CPU81 ends the second special start processing.
[0074] If the small win is not won, the main control CPU81 performs a loss variation process. In the loss variation process, the main control CPU81 performs a fifth special pattern lottery using a pattern random number that can be identified from the second random number information, and determines the losing special pattern to be stopped and displayed in the second special game. As an example, the main control CPU81 determines one type of losing pattern in the fifth special pattern lottery, regardless of the value of the pattern random number. Note that the main control CPU81 may determine one type of losing pattern without performing a fifth special pattern lottery. The main control CPU81 performs a variation pattern determination lottery using a variation pattern random number that can be identified from the second random number information, and determines the variation pattern from multiple loss variation patterns with or without a reach. Thereafter, the main control CPU81 ends the second special start process.
[0075] The main control CPU 81 outputs a fluctuation start command and a special symbol command to the sub-board 90 in the jackpot fluctuation process, small jackpot fluctuation process, time-saving trigger fluctuation process, and loss fluctuation process. The fluctuation start command is a control command that can specify the fluctuation pattern determined in each fluctuation process in the special start process and the start of the fluctuation game. The special symbol command is a control command that can specify the special symbol (jackpot symbol, small jackpot symbol, time-saving trigger symbol, or loss symbol) determined in each fluctuation process. Note that the fluctuation start command and the special symbol command are different control commands when the fluctuation process of the first special game is executed and when the fluctuation process of the second special game is executed.
[0076] In this way, in the first special start process, it is possible to win a big win in the winning lottery. On the other hand, in the first special start process, it is not possible to win a small win in the winning lottery. In the second special start process, it is possible to win both a small win and a big win in the winning lottery. Also, in the first special start process, the time-saving trigger symbol for the special symbol can be determined. On the other hand, in the second special start process, the time-saving trigger symbol for the special symbol is not determined. Also, in the second special start process, it is possible to determine the losing symbol for the special symbol. On the other hand, in the first special start process, the losing symbol for the special symbol is not determined.
[0077] When the first special start process and the second special start process are completed, the main control CPU81 executes the first special game or the second special game through a process separate from the first special start process and the second special start process. Specifically, when the main control CPU81 finishes the first special start process, it executes the first special game. When executing the first special game, the main control CPU81 controls the first special pattern display device 19a to start variable display of predetermined symbols. The main control CPU81 measures a variable time set in a variable pattern. When the variable time set in the variable pattern has elapsed, the main control CPU81 controls the first special pattern display device 19a to statically display the special symbol determined in the special start process. Furthermore, when the variable time set in the variable pattern has elapsed, the main control CPU81 outputs a control command (hereinafter referred to as a variable end command) capable of specifying the end of the variable game to the sub-board 90.
[0078] When the main control CPU81 has finished the second special start process, it executes a second special game. When executing the second special game, the main control CPU81 controls the second special pattern display device 19b to start the variable display of a predetermined pattern. The main control CPU81 measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the main control CPU81 controls the second special pattern display device 19b to statically display the special pattern determined in the special start process. Furthermore, when the variable time set in the variable pattern has elapsed, the main control CPU81 outputs a variable end command to the sub-board 90.
[0079] The small win game processing will be explained. The small win game processing is processing for executing a small win game. The main control CPU81 executes the small win game after the special game in which the small win symbol is statically displayed ends. As an example, the main control CPU81 executes the small win game by operating the opening / closing piece 25a of the second large prize opening 25 according to a predetermined operation pattern. Specifically, the main control CPU81 specifies the type of small win game based on the small win symbol (type of small win) determined in the second special start processing. The main control CPU81 executes the specified type of small win game.
[0080] First, the main control CPU 81 outputs a control command (hereinafter referred to as a small win opening command) capable of identifying the start of the small win opening time to the sub-board 90. When the small win opening time has elapsed, the main control CPU 81 executes a round game. The main control CPU 81 outputs a control command (hereinafter referred to as a small win round command) capable of identifying the start of a round game of the small win game to the sub-board 90. The main control CPU 81 controls the second special solenoid SL3 using the opening control data corresponding to the identified small win game to control the opening mode of the second large prize opening 25. After the round game starts, the main control CPU 81 controls the second special solenoid SL3 to close the second large prize opening 25 when the number of game balls detected by the second count sensor SE4 reaches the upper limit, when a game ball is detected by the specific sensor SE5, or when the upper limit time for the round game has elapsed. In other words, the main control CPU 81 ends the round game. When a gaming ball is detected by the specific sensor SE5, that is, when the execution conditions for a jackpot game are met, the main control CPU 81 outputs a control command (hereinafter referred to as a V winning command) capable of specifying that the execution conditions for the jackpot game have been met to the sub-board 90. When the round game ends, the main control CPU 81 outputs a control command (hereinafter referred to as a small win ending command) capable of specifying the start of the small win ending time to the sub-board 90. When the small win ending time has elapsed, the main control CPU 81 ends the small win game.
[0081] The jackpot game processing will now be described. The jackpot game processing is processing for executing a jackpot game. The main control CPU 81 executes a jackpot game after the end of a special game in which a jackpot symbol is statically displayed, or after the end of a small jackpot game in which a round of play ends due to the fulfillment of the execution conditions for the jackpot game. As an example, the main control CPU 81 executes a jackpot game by operating the opening / closing piece 24a of the first large prize opening 24 according to a predetermined operation pattern. Specifically, when executing a jackpot game after the end of a special game in which a jackpot symbol is statically displayed, the main control CPU 81 specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the first special start processing and the second special start processing. On the other hand, when a jackpot game is executed after the completion of a small jackpot game in which a round game has ended due to the fulfillment of the execution condition for the jackpot game, the main control CPU 81 specifies the type of jackpot game based on the small jackpot symbol (type of small jackpot) determined in the first special start process and the second special start process. The main control CPU 81 executes the specified type of jackpot game.
[0082] First, the main control CPU 81 outputs a control command (hereinafter referred to as the jackpot opening command) capable of specifying the start of the jackpot opening time to the sub-board 90. When the jackpot opening time has elapsed, the main control CPU 81 executes a round of play. Specifically, the main control CPU 81 controls the first special solenoid SL2 using the opening control data corresponding to the specified jackpot game, thereby controlling the opening mode of the first large prize opening 24. After the round of play begins, the main control CPU 81 controls the first special solenoid SL2 to close the first large prize opening 24 when the number of game balls detected by the first count sensor SE3 reaches the upper limit or the upper limit time for the round of play has elapsed. In other words, the main control CPU 81 ends the round of play. The main control CPU 81 repeatedly executes this process of executing a round of play until the upper limit number of rounds set for the jackpot game has been played. Every time a round of jackpot game is started, the main control CPU 81 outputs a control command (hereinafter referred to as a jackpot round command) capable of specifying the start of the round of jackpot game to the sub-board 90. When the final round of game is completed, the main control CPU 81 outputs a control command (hereinafter referred to as a jackpot ending command) capable of specifying the start of the jackpot ending time to the sub-board 90. When the jackpot ending time has elapsed, the main control CPU 81 ends the jackpot game.
[0083] The game state transition process for transitioning the game state will be described. The main control CPU 81 controls the game state by storing information such as flags in the main control RWM 83.
[0084] As shown in FIG. 6, when the first time-shortening trigger symbol or the second time-shortening trigger symbol is statically displayed in a special game in the non-time-shortening state, the main control CPU 81 controls the game to the first time-shortening state after the special game ends. That is, when the non-time-shortening state is in the non-time-shortening state, the main control CPU 81 controls the game to the first time-shortening state after the special game ends in which the first time-shortening trigger symbol or the second time-shortening trigger symbol is statically displayed. When the main control CPU 81 controls the game to the first time-shortening state after the special game ends in which the first time-shortening trigger symbol or the second time-shortening trigger symbol is statically displayed, the main control CPU 81 updates the time-shortening state flag stored in the main control RWM 83 so that the current game state can be identified. That is, when the main control CPU 81 controls the game to the first time-shortening state after the special game ends in which the first time-shortening trigger symbol or the second time-shortening trigger symbol is statically displayed, the main control CPU 81 updates the time-shortening state flag so that the current game state can be identified.
[0085] When the third time-saving trigger symbol is stopped and displayed in a special game in a non-time-saving state, the main control CPU81 controls the state to the second time-saving state after the special game ends. That is, when the non-time-saving state is in a non-time-saving state, the main control CPU81 controls the state to the second time-saving state after the special game in which the third time-saving trigger symbol is stopped and displayed ends. When controlling the state to the second time-saving state after the special game in which the third time-saving trigger symbol is stopped and displayed ends, the main control CPU81 updates the time-saving state flag so that it can specify that the state is controlled to the second time-saving state.
[0086] When a jackpot game ends, the main control CPU 81 controls the game state according to the type of the jackpot game. As an example, after one type of jackpot game ends, the main control CPU 81 controls the game state to the second time-shortening state. When controlling the game state to the second time-shortening state after the jackpot game ends, the main control CPU 81 updates the time-shortening state flag so that it can specify that the game state is the second time-shortening state.
[0087] As shown in Fig. 7, when the main control CPU 81 is in the time-shortening state and an end condition corresponding to the type of the time-shortening state is satisfied, the main control CPU 81 switches to the non-time-shortening state. As an example, when the main control CPU 81 is in the first time-shortening state, the main control CPU 81 determines that the end condition of the first time-shortening state is satisfied when the total number of times the first special game and the second special game have been executed after the control has been switched to the first time-shortening state reaches a predetermined first upper limit number. As an example, the first upper limit number is 1329 times.
[0088] As an example, when the main control CPU 81 is controlling the game to the second time-shortening state, the main control CPU 81 determines that the termination condition for the second time-shortening state has been met if the total number of times the first special game and the second special game have been executed after the game has been controlled to the second time-shortening state reaches a predetermined second upper limit. For example, the second upper limit is 10 times. As an example, when the main control CPU 81 is controlling the game to the second time-shortening state, the main control CPU 81 determines that the termination condition for the second time-shortening state has been met if the total number of times the second special game has been executed after the game has been controlled to the second time-shortening state reaches a predetermined third upper limit. For example, the third upper limit is 5 times. As an example, when the main control CPU 81 is controlling the game to the second time-shortening state, the main control CPU 81 determines that the termination condition for the second time-shortening state has been met if the number of times a small win game has been executed after the game has been controlled to the second time-shortening state reaches a predetermined fourth upper limit. For example, the fourth upper limit is 1 time. The termination condition of the second time-shortened state, which is satisfied when the number of times the second special game is executed after control to the second time-shortened state reaches a predetermined third upper limit, is an example of a first termination condition of the second time-shortened state. The termination condition of the second time-shortened state, which is satisfied when the number of times the small win game is executed after control to the second time-shortened state reaches a predetermined fourth upper limit, is an example of a second termination condition of the second time-shortened state.
[0089] When the termination condition of each time-shortening state is satisfied, the main control CPU 81 controls the state to the non-time-shortening state and updates the time-shortening state flag stored in the main control RWM 83 so as to be able to identify the game state after control to the non-time-shortening state. In other words, when controlling to the non-time-shortening state, the main control CPU 81 updates the time-shortening state flag so as to be able to identify that the state will be controlled to the non-time-shortening state.
[0090] As an example, when the game state transitions, the main control CPU 81 stores a control command (hereinafter referred to as a state designation command) capable of identifying the current game state in the output buffer. The state designation commands include a state designation command capable of identifying a non-time-shortened state, a state designation command capable of identifying a first time-shortened state, and a state designation command capable of identifying a second time-shortened state. As an example, when power supply is started, the main control CPU 81 stores a state designation command capable of identifying the current game state in the output buffer. The main control CPU 81 that executes the game state transition process is an example of a state control means that controls the game state. The non-time-shortened state is an example of a first game state. The second time-shortened state is an example of a second game state.
[0091] The normal input process will now be described. The main control CPU 81 executes normal input processing as part of the timer interrupt processing. When the main control CPU 81 receives a detection signal from the gate sensor SE6, it determines whether the normal reserved number stored in the main control RWM 83 is less than the upper limit. If the normal reserved number is not less than the upper limit, the main control CPU 81 terminates the normal input processing. If the normal reserved number is less than the upper limit, the main control CPU 81 adds 1 to the normal reserved number to update it. Next, the main control CPU 81 acquires a random number generated by the random number generation circuit 84 and stores normal random number information based on the acquired random number in the main control RWM 83. For example, the random number may be a normal winning random number used in the lottery for drawing a winning normal symbol, a normal symbol random number used to determine the normal winning symbol, and a normal variable pattern random number used to determine the variable pattern for the normal symbol. Then, the main control CPU 81 terminates the normal input processing.
[0092] The normal start process will now be described. The main control CPU81 executes normal start processing as one of the timer interrupt processing. The main control CPU81 determines whether the start conditions for the normal game are met. The main control CPU81 makes a positive determination when the normal win game is not in progress and the normal game is not running, and makes a negative determination when the normal win game is in progress or the normal game is running. If the start conditions for the normal game are not met, the main control CPU81 ends the normal start processing. If the start conditions for the normal game are met, the main control CPU81 determines whether the normal reserved number is greater than zero. If the normal reserved number is zero, the main control CPU81 ends the normal start processing.
[0093] If the normal reserve number is not zero, the main control CPU81 subtracts 1 from the normal reserve number to update it. The main control CPU81 controls the normal reserve display device 19f to display information that can identify the normal reserve number after subtraction. The main control CPU81 acquires the earliest stored information from the normal random number information from the main control RWM83. The main control CPU81 uses the normal win random number identified from the acquired normal random number information to perform a normal win lottery (normal win determination) to determine whether or not a normal win will be determined as a winning lottery for the normal pattern. As an example, the main control CPU81 performs a normal win lottery with a normal win probability according to the current game state. As an example, the normal win probability when the current game state is not in a time-shortened state is zero. As an example, the normal win probability when the current game state is in a time-shortened state is 1 (100%). It should be noted that when the normal winning probability is zero, and when the normal winning probability is 1 (100%), the main control CPU81 does not have to perform the normal winning lottery.
[0094] If a normal win has been won, the main control CPU 81 performs normal win variation processing. In the normal win variation processing, the main control CPU 81 performs a first normal pattern lottery using a normal pattern random number that can be identified from the normal random number information, and determines the normal winning pattern of the normal pattern to be stopped and displayed in the normal game. As an example, the normal winning patterns of the normal patterns that can be stopped and displayed in the normal game include a first normal winning pattern and a second normal winning pattern. As an example, the main control CPU 81 performs a normal pattern lottery to determine the type of normal winning pattern at a ratio according to the current game state. As an example, when the current game state is the first time-shortened state, the main control CPU 81 determines the first normal winning pattern at a ratio of 1 / 1 as the normal winning pattern of the normal pattern. As an example, when the current game state is the second time-shortened state, the main control CPU 81 determines the second normal winning pattern at a ratio of 1 / 1 as the normal winning pattern of the normal pattern. In addition, when the current game state is a non-time-shortening state, the normal winning lottery is not won, so in the non-time-shortening state, the main control CPU 81 does not determine the normal winning pattern of the normal pattern. The main control CPU 81 performs a normal variation pattern determination lottery using a normal variation pattern random number that can be identified from the normal random number information, and determines a variation pattern from one or more normal winning variation patterns.
[0095] If the normal win is not won, the main control CPU 81 performs normal loss variation processing. In the normal loss variation processing, the main control CPU 81 performs a second normal pattern lottery using a normal pattern random number that can be identified from the normal random number information, and determines the normal loss pattern of the normal pattern to be stopped and displayed in the normal game. As an example, the main control CPU 81 determines one type of normal loss pattern in the second normal pattern lottery, regardless of the value of the normal pattern random number. Note that the main control CPU 81 may determine one type of normal loss pattern without performing a second normal pattern lottery. When the current gaming state is the first time-shortened state or the second time-shortened state, the normal win lottery is always won, so the main control CPU 81 does not determine the normal loss pattern of the normal pattern in the first time-shortened state or the second time-shortened state. The main control CPU 81 performs a lottery for determining a normal fluctuation pattern using a normal fluctuation pattern random number that can be specified from the normal random number information, and determines a fluctuation pattern from one or more normal losing fluctuation patterns.
[0096] In the normal fluctuation pattern determination lottery, the main control CPU81 determines a normal fluctuation pattern so that the average fluctuation time is longer in the non-time-shortening state than in the time-shortening state. In other words, in the normal fluctuation pattern determination lottery, the main control CPU81 determines a normal fluctuation pattern so that the average fluctuation time is shorter in the time-shortening state than in the non-time-shortening state. As a result, in the time-shortening state, the fluctuation time of the normal game is shorter than in the non-time-shortening state, and the number of times the normal game is executed per unit time is greater than in the non-time-shortening state.
[0097] Once the normal symbol variation pattern is determined, the main control CPU 81 causes the normal symbol display device 19e to start a normal game. Thereafter, the main control CPU 81 displays a normal symbol corresponding to the result of the normal symbol lottery after the variation time specified in the determined normal symbol variation pattern has elapsed. That is, when a normal win is won, the main control CPU 81 displays a normal winning symbol after the variation time specified in the determined normal symbol variation pattern has elapsed. On the other hand, when a normal win is not won, the main control CPU 81 displays a normal losing symbol after the variation time specified in the determined normal symbol variation pattern has elapsed. Note that, when a normal winning lottery is not performed, the main control CPU 81 may display a normal symbol corresponding to the current game state after the variation time specified in the determined normal symbol variation pattern has elapsed. That is, when the game is in a non-time-saving mode, the main control CPU 81 may display a normal losing symbol after the variation time specified in the determined normal symbol variation pattern has elapsed. On the other hand, in the time-shortening state, the main control CPU81 may stop and display the normal winning symbol when the change time set in the determined change pattern for the normal symbol has elapsed.
[0098] The normal winning game process will be explained. When a normal win is won, the main control CPU81, after the normal game ends, operates the opening / closing piece 23a of the second start opening 23 according to a predetermined operation pattern, and executes a normal win game. As an example, the main control CPU81 operates the opening / closing piece 23a of the second start opening 23 according to an operation pattern according to the type of normal win, and executes a normal win game. In other words, a normal win game is executed according to the type of normal win. As an example, the type of normal win is determined by the type of normal win symbol. In other words, a normal win game is executed according to the type of normal symbol. As an example, the normal win game includes a first normal win game based on a first normal win symbol and a second normal win game based on a second normal win symbol.
[0099] As an example, the main control CPU 81 controls the normal solenoid SL1 so that, during a first normal winning game, an opening pattern is established in which the opening is performed for a first opening time and then a closing is performed for a first closing time. As an example, the first opening time is a time during which a gaming ball cannot enter the second start port 23 while the second start port 23 is open, or a gaming ball cannot almost enter the second start port 23 while the second start port 23 is open. In other words, during a first normal winning game, a gaming ball cannot enter the second start port 23 while the second start port 23 is open, or a gaming ball cannot almost enter the second start port 23 while the second start port 23 is open. As an example, the first opening time is 0.008 seconds. As an example, the first closing time is 0.008 seconds. As an example, the main control CPU 81 controls the normal solenoid SL1 so that, during a second normal winning game, an opening pattern is established in which the opening is performed for a second opening time and then a closing is performed for a second closing time. As an example, the second opening time is the time during which a gaming ball can easily enter the second starting hole 23 while the second starting hole 23 is open. In other words, in a second normal winning game, a gaming ball can easily enter the second starting hole 23 while the second starting hole 23 is open. As an example, the second opening time is 5.4 seconds. As an example, the second closing time is 0.008 seconds.
[0100] Thus, in the non-time-saving state, a normal win is not won, and therefore the game ball does not enter the second start hole 23, or the game ball does not nearly enter the second start hole 23. For this reason, it is recommended to play with a left-handed hand in the non-time-saving state. Also, in the first time-saving state, although a normal win is won, only the first normal win symbol is determined out of the first normal win symbol and the second normal win symbol, so that only the first normal win symbol can be played out of the first normal win game and the second normal win game. And in the first normal win game, the game ball cannot enter the second start hole 23 while the second start hole 23 is open, or the game ball cannot nearly enter the second start hole 23 while the second start hole 23 is open. For this reason, it is recommended to play with a left-handed hand in the first time-saving state. On the other hand, in the time-saving state, when a normal win is won, only the second normal winning symbol is determined out of the first and second normal winning symbols, and therefore, out of the first and second normal winning games, only the second normal winning game can be executed. In the second normal winning game, the game ball can easily enter the second starting hole 23 while the second starting hole 23 is open. For this reason, in the second time-saving state, it is recommended to play by hitting with the right hand to make the game ball enter the second starting hole 23.
[0101] The transition of the game state and the presentation mode in each game state will be explained. For example, each presentation mode has different background images, background music, and types of preview presentations that can be performed.
[0102] As shown in FIG. 6, each game state is associated with a presentation mode. As an example, the first chance mode and the second chance mode are associated with the non-time-shortening state. As an example, the normal mode is associated with the first time-shortening state. As an example, the time-shortening mode is associated with the second time-shortening state. In other words, multiple presentation modes are associated with the non-time-shortening state. On the other hand, one presentation mode is associated with the time-shortening state.
[0103] As an example, when the pachinko gaming machine 10 is initialized, the pachinko gaming machine 10 is controlled to a non-time-shortening state and a first chance mode. When the first time-shortening trigger symbol or the second time-shortening trigger symbol is displayed in a static state during a special game while the pachinko gaming machine 10 is controlled to the non-time-shortening state, the time-shortening trigger symbol is displayed in a static state, triggering the pachinko gaming machine 10 to switch to the first time-shortening state. In other words, when the pachinko gaming machine 10 is controlled to the first chance mode or the second chance mode, the time-shortening trigger symbol or the second time-shortening trigger symbol is displayed in a static state during a special game while the pachinko gaming machine 10 is controlled to the normal mode when the time-shortening trigger symbol is displayed in a static state. When the pachinko gaming machine 10 is controlled to the first time-shortening state and a termination condition for the time-shortening state is satisfied, the time-shortening trigger symbol is displayed in a static state, triggering the pachinko gaming machine 10 to switch to the non-time-shortening state and the second chance mode. That is, when the pachinko gaming machine 10 is controlled in the normal mode, if the termination condition of the time-shortening state is satisfied, the pachinko gaming machine 10 is controlled to the second chance mode in response to the satisfaction of the termination condition of the time-shortening state.
[0104] On the other hand, when the pachinko gaming machine 10 is controlled to the non-time-shortening mode, if a third time-shortening trigger symbol is displayed in a static state during a special game, the pachinko gaming machine 10 is controlled to the second time-shortening mode in response to the display of the time-shortening trigger symbol. In other words, when the pachinko gaming machine 10 is controlled to the first chance mode or the second chance mode in response to the display of the third time-shortening trigger symbol in a special game, the pachinko gaming machine 10 is controlled to the time-shortening mode in response to the display of the time-shortening trigger symbol. When the pachinko gaming machine 10 is controlled to the second time-shortening mode in response to the fulfillment of the termination condition of the time-shortening mode, the pachinko gaming machine 10 is controlled to the non-time-shortening mode in response to the fulfillment of the termination condition of the time-shortening mode, and is also controlled to the second chance mode in response to the fulfillment of the termination condition of the time-shortening mode. In other words, when the pachinko gaming machine 10 is controlled to the time-shortening mode in response to the fulfillment of the termination condition of the time-shortening mode in response to the fulfillment of the termination condition of the time-shortening mode, the pachinko gaming machine 10 is controlled to the second chance mode in response to the fulfillment of the termination condition of the time-shortening mode.
[0105] When the pachinko gaming machine 10 is controlled in the non-time-shortening mode, the first time-shortening mode, or the second time-shortening mode, and the execution conditions for the jackpot game are met, the jackpot game is executed. That is, when the pachinko gaming machine 10 is controlled in the normal mode, the first chance mode, the second chance mode, or the time-shortening mode, and the execution conditions for the jackpot game are met, the jackpot game is executed. When the jackpot game ends, the pachinko gaming machine 10 is controlled to the second time-shortening mode. That is, when the jackpot game ends, the pachinko gaming machine 10 is controlled to the time-shortening mode.
[0106] Thus, when the pachinko gaming machine 10 is controlled to the non-time-saving state, it is controlled to the first chance mode in the non-time-saving state before the first time-saving trigger symbol is displayed after initialization. On the other hand, it is controlled to the second chance mode in the non-time-saving state after the first time-saving trigger symbol is displayed after initialization. Note that if the execution condition for a jackpot game is met before the first time-saving trigger symbol is displayed after initialization, the end of the jackpot game is triggered by control to the time-saving mode. Thereafter, if the termination condition for the time-saving state is met in the time-saving mode, the establishment of the termination condition for the time-saving state is triggered by control to the second chance mode. In other words, if the execution condition for a jackpot game is met before the first time-saving trigger symbol is displayed after initialization, it is considered that the first time-saving trigger symbol is displayed, and it is controlled to the second chance mode when controlled to the non-time-saving state.
[0107] Next, examples of some of the various effects that can be executed in the pachinko gaming machine 10 will be described. First, we will explain the display mode of the small win effect.
[0108] The small win effects are effects that are executed during a small win game. The small win effects include a small win opening effect, a small win round effect, and a small win ending effect. As shown in FIG. 8(a), when a small hit game starts, a small hit opening effect starts. As an example, the small hit opening effect is an effect that allows the player to recognize that a small hit game has started. As an example, the small hit opening effect may include a display effect that displays a small hit opening image sog on the effect display device 15. As an example, the small hit opening image sog is an image that allows the player to recognize that a small hit game has started. As an example, the small hit opening image sog is an image that allows the player to recognize the execution conditions for a big hit game. As an example, the small hit opening image sog is an image that imitates the string of characters "Aim for V!"
[0109] As shown in FIG. 8(b), the start of a round of small win gameplay triggers the end of the small win opening effect and the start of the small win round effect. As an example, the small win round effect is an effect that allows the player to recognize that a round of small win gameplay has started. As an example, the small win round effect may include a display effect that displays a small win round image srg on the effect display device 15. As an example, the small win round image srg is an image that allows the player to recognize that a round of small win gameplay has started. As an example, the small win round image srg is an image that allows the player to recognize the ball entry opening that opens during a round of small win gameplay. As an example, the small win round image srg may include an image that resembles the string of characters "Aim for V!". As an example, the small win round image srg may include an image that resembles an arrow pointing right.
[0110] As shown in Figures 8(c) and 8(d), when the round play of the small win game ends, the small win round performance ends and the small win ending performance starts. The small win ending performance is executed in different ways depending on whether the execution conditions for the big win game are met.
[0111] As shown in FIG. 8(c), if the conditions for executing a jackpot game are met when a round of small hit game play ends, a small hit ending presentation according to the first mode is executed. As an example, the small hit ending presentation according to the first mode is a presentation that allows the player to recognize that a small hit game has ended. As an example, the small hit ending presentation according to the first mode is a presentation that allows the player to recognize that the conditions for executing a jackpot game have been met. As an example, the small hit ending presentation according to the first mode is a presentation that allows the player to recognize that a jackpot game is about to start. As an example, the small hit ending presentation according to the first mode may include a display presentation that displays a first small hit ending image seg1 on the presentation display device 15. As an example, the first small hit ending image seg1 is an image that allows the player to recognize that a small hit game has ended. As an example, the first small hit ending image seg1 is an image that allows the player to recognize that the conditions for executing a jackpot game have been met. For example, the first small win ending image seg1 is an image that allows the player to recognize that a big win game has started. For example, the first small win ending image seg1 is an image that resembles the character string "Congratulations."
[0112] As shown in FIG. 8(d), if the conditions for executing a jackpot game are not met when the round of small hit game play ends, a small hit ending presentation according to the second mode is executed. As an example, the small hit ending presentation according to the second mode is a presentation that allows the player to recognize that the small hit game will end. As an example, the small hit ending presentation according to the second mode is a presentation that allows the player to recognize that the conditions for executing a jackpot game have not been met. As an example, the small hit ending presentation according to the second mode is a presentation that allows the player to recognize that a jackpot game will not start. As an example, the small hit ending presentation according to the second mode may include a display presentation that displays a second small hit ending image seg2 on the presentation display device 15. As an example, the second small hit ending image seg2 is an image that allows the player to recognize that the conditions for executing a jackpot game have not been met. As an example, the second small hit ending image seg2 is an image that allows the player to recognize that the conditions for executing a jackpot game have not been met. For example, the second small win ending image seg2 is an image that allows the player to recognize that the big win game will not start. For example, the second small win ending image seg2 is an image that imitates the character string "Failure".
[0113] Next, the display mode of the time-saving trigger effect will be explained. The time-saving trigger effect is an effect that suggests or notifies whether the time-saving trigger symbol is stopped and, if the time-saving trigger symbol is stopped, the type of the time-saving trigger symbol that is stopped and displayed. As an example, the time-saving trigger effect includes a first time-saving trigger effect and a second time-saving trigger effect.
[0114] First, we will explain the display mode of the first time-saving trigger effect. As an example, the first time-saving trigger effect is an effect that suggests or notifies the result of the first time-saving trigger symbol lottery. Therefore, the first time-saving trigger effect is not executed in the non-time-saving state after the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized, because the first time-saving trigger symbol lottery is not executed. In other words, the first time-saving trigger effect is not executed in the second chance mode. On the other hand, the first time-saving trigger effect can be executed in the non-time-saving state before the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized. In other words, it can be said that the first time-saving trigger effect is an effect exclusive to the first chance mode. As an example, the first time-saving trigger effect is an effect whose display mode changes depending on the result of the first time-saving trigger symbol lottery. In the following explanation, the first time-saving trigger effect that is executed when the first time-saving trigger pattern lottery is won may be referred to as the first time-saving trigger effect according to the first mode, and the first time-saving trigger effect that is executed when the first time-saving trigger pattern lottery is not won may be referred to as the first time-saving trigger effect according to the second mode.
[0115] As shown in FIG. 9(a), the first time-saving trigger effect may include a first common display effect that displays a first common image jkg1. The first common display effect is an effect included in both the first time-saving trigger effect according to the first mode and the first time-saving trigger effect according to the second mode. As an example, the first common display effect is an effect that presents a challenge. As an example, the first common display effect is an effect that suggests or notifies the player that the presented challenge will be completed if the first time-saving trigger pattern lottery is won. As an example, the first common display effect is an effect that suggests or notifies the player that the second time-saving trigger effect will be executed if the presented challenge is completed. As an example, the first common image jkg1 may include an image that presents a challenge. As an example, the first common image jkg1 may include an image that suggests or notifies the player that the presented challenge will be completed if the first time-saving trigger pattern lottery is won. As an example, the first common image jkg1 may include an image that suggests or notifies that the second time-saving trigger effect will be executed if the presented task is accomplished. As an example, the first common image jkg1 may include an image that mimics a situation in which multiple enemy soldiers are guarding a castle gate. As an example, the first common image jkg1 may include an image that mimics the string of characters that reads, "If you annihilate the enemies, you will have a chance to enter time-saving mode."
[0116] The first common display effect starts before the first first special game is started in the first chance mode. As an example, the first common display effect is an effect that encourages the execution of the first first special game in the first chance mode. As an example, the first common display effect is an effect that suggests or notifies the player of a hitting technique for executing the first first special game in the first chance mode. As an example, the first common display effect is an effect that suggests or notifies the player of a recommended launch area during the period before the execution of the first first special game in the first chance mode.
[0117] As an example, the first common image jkg1 may include an image encouraging the player to play the first first special game in the first chance mode. As an example, the first common image jkg1 may include an image suggesting or informing the player of a hitting technique for playing the first first special game in the first chance mode. As an example, the first common image jkg1 may include an image suggesting or informing the player of a recommended launch area for the period before the first first special game is played in the first chance mode. As an example, the first common image jkg1 may include an image imitating the text "Hit left and aim here." As an example, the first common image jkg1 may include an image imitating an arrow pointing to the first starting hole 22.
[0118] As shown in FIG. 9(b), the first time-saving trigger effect according to the first aspect may include a first success display effect that displays a first success image jsg1. For example, the first success display effect is an effect that suggests or notifies the player that the first time-saving trigger symbol lottery has been won. For example, the first success display effect is an effect that suggests or notifies the player that a task has been completed. For example, the first success display effect is an effect that suggests or notifies the player that a second time-saving trigger effect will be executed. For example, the first success image jsg1 may include an image that suggests or notifies the player that the first time-saving trigger symbol lottery has been won. For example, the first success image jsg1 may include an image that resembles the word "success." For example, the first success image jsg1 may include an image that resembles all enemy soldiers in front of the castle gate having fallen.
[0119] As shown in FIG. 9(c), the first time-saving trigger effect according to the second aspect may include a first failure display effect that displays a first failure image jfg1. For example, the first failure display effect is an effect that suggests or notifies the player that the first time-saving trigger symbol lottery has not been won. For example, the first failure display effect is an effect that suggests or notifies the player that the task has not been completed. For example, the first failure display effect is an effect that suggests or notifies the player that the second time-saving trigger effect will not be executed. For example, the first failure image jfg1 may include an image that suggests or notifies the player that the first time-saving trigger symbol lottery has not been won. For example, the first failure image jfg1 may include an image that suggests or notifies the player that the task has not been completed. For example, the first failure image jfg1 may include an image that suggests or notifies the player that the second time-saving trigger effect will not be executed. For example, the first failure image jfg1 may include an image that resembles the word "fail." As an example, the first failure image jfg1 may include an image simulating a situation in which enemy soldiers remain in front of a castle gate.
[0120] Next, the display mode of the second time-saving trigger effect will be explained. As an example, the second time-saving trigger effect is an effect that suggests or notifies the result of the second time-saving trigger symbol lottery. Therefore, the second time-saving trigger effect is executed in both the non-time-saving state before the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized, and the non-time-saving state after the first time-saving trigger symbol stops. In other words, the second trigger effect is executed in both the first chance mode and the second chance mode. As an example, the second time-saving trigger effect is an effect whose presentation mode differs depending on the result of the second time-saving trigger symbol lottery. In the following description, the second time-saving trigger effect that is executed when the second time-saving trigger symbol lottery is won may be referred to as the second time-saving trigger effect according to the first mode, and the second time-saving trigger effect that is executed when the second time-saving trigger symbol lottery is not won may be referred to as the second time-saving trigger effect according to the second mode.
[0121] As shown in FIG. 10(a), the second time-saving trigger effect may include a second common display effect that displays a second common image jkg2. The second common display effect is an effect included in both the second time-saving trigger effect according to the first mode and the second time-saving trigger effect according to the second mode. As an example, the second common display effect is an effect that presents a challenge. As an example, the second common display effect is an effect that suggests or notifies the player that the presented challenge will be completed if the second time-saving trigger symbol lottery is won. As an example, the second common display effect is an effect that suggests or notifies the player that the presented challenge will be completed if the presented challenge is completed. As an example, the second common display effect may include an image that presents a challenge. As an example, the second common image jkg2 may include an image that suggests or notifies the player that the presented challenge will be completed if the second time-saving trigger symbol lottery is won. As an example, the second common image jkg2 may include an image that suggests or notifies that control will be entered into the second time-saving state if the presented task is accomplished. As an example, the second common image jkg2 may include an image that mimics a situation in which multiple enemy soldiers are closing a castle gate. As an example, the second common image jkg2 may include an image that mimics the text "Enter time-saving mode by breaking through the castle gate."
[0122] As shown in FIG. 10(b), the second time-saving trigger effect according to the first aspect may include a second success display effect that displays a second success image jsg2. For example, the second success display effect is an effect that suggests or notifies a player that the second time-saving trigger symbol lottery has been won. For example, the second success display effect is an effect that suggests or notifies a player that a task has been completed. For example, the second success display effect is an effect that suggests or notifies a player that the game will be controlled to the second time-saving state. For example, the second success image jsg2 may include an image that suggests or notifies a player that the second time-saving trigger symbol lottery has been won. For example, the second success image jsg2 may include an image that suggests or notifies a player that a task has been completed. For example, the second success image jsg2 may include an image that resembles the word "success." For example, the second success image jsg2 may include an image that resembles a character breaking through a castle gate. The second success display effect is an example of a specific notification, which is a predetermined notification.
[0123] As shown in FIG. 10(c), the second time-saving trigger effect according to the second aspect may include a second failure display effect that displays a second failure image jfg2. For example, the second failure display effect is an effect that suggests or notifies the player that the second time-saving trigger symbol lottery has not been won. For example, the second failure display effect is an effect that suggests or notifies the player that the task has not been completed. For example, the second failure display effect is an effect that suggests or notifies the player that the game will not be controlled to the second time-saving trigger state. For example, the second failure image jfg2 may include an image that suggests or notifies the player that the second time-saving trigger symbol lottery has not been won. For example, the second failure image jfg2 may include an image that suggests or notifies the player that the task has not been completed. For example, the second failure image jfg2 may include an image that suggests or notifies the player that the game will not be controlled to the second time-saving state. For example, the second failure image jfg2 may include an image that resembles the word "fail." As an example, the second failure image jfg2 may include an image that simulates a situation in which the character fails to break through the castle gate.
[0124] In this way, the first time-saving trigger effect is an effect that can be executed only in the non-time-saving state before the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized, between the non-time-saving state before the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized and the non-time-saving state after the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized. On the other hand, the second time-saving trigger effect is an effect that can be executed in both the non-time-saving state before the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized and the non-time-saving state after the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized. The second time-saving trigger effect according to the first aspect, and the series of effects consisting of the first time-saving trigger effect according to the first aspect and the second time-saving trigger effect according to the first aspect are examples of special notifications. In other words, the special notification corresponds to the second time-saving trigger effect according to the first mode in the non-time-saving state after the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized. The special notification also corresponds to a series of effects, including the first time-saving trigger effect according to the first mode and the second time-saving trigger effect according to the first mode, in the non-time-saving state before the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized. The non-time-saving state before the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized is an example of a first situation in which a specific notification is executed. In other words, the first situation in which a specific notification is executed is the situation when the backup information of the pachinko gaming machine 10 is initialized. The non-time-saving state after the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized is an example of a second situation in which a specific notification is executed. In other words, the specific notification in the first situation has the same notification mode as the specific notification in the second situation. The non-time-saving state before the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized is an example of a first situation in which a special notification is executed. In other words, the first situation in which a special notification is executed is the situation when the backup information of the pachinko gaming machine 10 is initialized. The special notification in the first situation includes a first common effect as a notification of a recommended launch area. The non-time-saving state after the first time-saving trigger symbol stops after the pachinko gaming machine 10 is initialized is an example of a second situation in which a special notification is executed.That is, the special notification in the first situation has a part of the same notification mode as the special notification in the second situation.
[0125] The various processes executed by the sub-control CPU 91 of the sub-board 90 to execute the above-mentioned effects will be explained. The small win effect processing for executing the small win effect will be explained.
[0126] When the sub-control CPU 91 inputs a small win opening command, it controls the performance execution device group 16 to execute a small win opening performance. When the sub-control CPU 91 inputs a small win round command, it controls the performance execution device group 16 to execute a small win round performance instead of the small win opening performance. When the sub-control CPU 91 inputs a small win ending command, it controls the performance execution device group 16 to execute a small win ending performance. At this time, the sub-control CPU 91 determines whether the execution conditions for a big win game are met during the execution of the small win performance based on whether a V winning command is input during the execution of the small win performance. As an example, when the sub-control CPU 91 inputs a V winning command, it updates the V winning flag stored in the sub-control RWM 93 so that it can identify that the V winning command has been input. As an example, when the sub-control CPU 91 inputs a small win opening command, it initializes the V winning flag. Then, the sub-control CPU 91 executes a small win ending presentation in a manner depending on whether or not the execution conditions for the jackpot game have been met. As an example, when the sub-control CPU 91 inputs a small win ending command, it refers to the V winning flag stored in the sub-control RWM 93. When the sub-control CPU 91 determines from the V winning flag that the execution conditions for the jackpot game have been met, it controls the presentation execution device group 16 to execute a small win ending presentation according to a first manner. When the sub-control CPU 91 determines from the V winning flag that the execution conditions for the jackpot game have not been met, it controls the presentation execution device group 16 to execute a small win ending presentation according to a second manner. Thereafter, the sub-control CPU 91 ends the small win presentation processing.
[0127] The big win effect processing for executing the big win effect will be described. A jackpot performance is a performance that occurs during jackpot play. There are three types of jackpot performances: a jackpot opening performance, a jackpot round performance, and a jackpot ending performance. When the sub-control CPU 91 inputs a jackpot opening command, it controls the performance execution device group 16 to execute a jackpot opening performance. When the sub-control CPU 91 inputs a jackpot round command, it controls the performance execution device group 16 to execute a jackpot round performance. When the sub-control CPU 91 inputs a jackpot ending start command, it controls the performance execution device group 16 to execute a jackpot ending performance. When the sub-control CPU 91 inputs a jackpot ending end command, it controls the performance execution device group 16 to end the jackpot ending performance.
[0128] Next, the presentation mode process for controlling the presentation mode will be described. As an example, the sub-control CPU 91 executes a presentation mode process when a state designation command is input. As an example, in the presentation mode process, when the sub-control CPU 91 inputs a state designation command, it identifies the current game state from the state designation command. When the sub-control CPU 91 identifies a first time-shortened state from the state designation command, it controls to the normal mode. When the sub-control CPU 91 identifies a second time-shortened state from the state designation command, it controls to the time-shortened mode. When the sub-control CPU 91 identifies a non-time-shortened state from the state designation command, it determines whether or not the first time-shortened trigger symbol has been stopped and displayed since power supply to the pachinko gaming machine 10 was started. As an example, the sub-control CPU 91 determines whether or not the first time-shortened trigger symbol has been stopped and displayed since power supply to the pachinko gaming machine 10 was started based on a first-time flag stored in the sub-control RWM 93. The first-time flag is information that can recognize whether the current state is before or after the first time-shortened trigger symbol has been stopped and displayed since power supply to the pachinko gaming machine 10 was started. As an example, when the sub-control CPU 91 identifies the first time-shortening state from the state designation command, and when the sub-control CPU 91 identifies the second time-shortening state from the state designation command, the sub-control CPU 91 updates the initial flag so as to be able to identify that the state has occurred after the first time-shortening trigger symbol has been stopped and displayed since power supply to the pachinko gaming machine 10 was started. When the sub-control CPU 91 identifies that the state has occurred before the first time-shortening trigger symbol has been stopped and displayed since power supply to the pachinko gaming machine 10 was started, the sub-control CPU 91 controls the pachinko gaming machine 10 to the first chance mode. When the sub-control CPU 91 identifies that the state has occurred after the first time-shortening trigger symbol has been stopped and displayed since power supply to the pachinko gaming machine 10 was started, the sub-control CPU 91 controls the pachinko gaming machine 10 to the second chance mode. As an example, when the sub-control CPU 91 controls the pachinko gaming machine 10 to a predetermined presentation mode, it controls the presentation execution device group 16 to display a background image corresponding to the presentation mode. As an example, when the sub-control CPU 91 controls the pachinko gaming machine 10 to a predetermined presentation mode, it controls the presentation execution device group 16 to output background music corresponding to the presentation mode.
[0129] The effect game processing for executing the effect game will be described. When the sub-control CPU 91 inputs a variation start command and a special symbol command, it controls the effect execution device group 16 to execute an effect game. Specifically, when the sub-control CPU 91 inputs a variation start command, it selects an effect pattern (effect content) of the effect game based on a variation pattern that can be identified from the command.
[0130] When the sub-control CPU 91 inputs a special symbol command, it determines a symbol combination to be stopped and displayed in the presentation game based on the special symbol that can be identified from the command. That is, if a jackpot symbol can be identified, the sub-control CPU 91 determines a jackpot symbol combination. If a small win symbol can be identified, the sub-control CPU 91 determines a small win symbol combination. If a time-saving trigger symbol can be identified, the sub-control CPU 91 determines a time-saving trigger symbol combination. If a loss symbol can be identified, the sub-control CPU 91 determines a loss symbol combination. If a predetermined reach condition is met, the sub-control CPU 91 determines a symbol combination that includes a reach. The reach condition may be met by determining a reach-enabled variation pattern. Alternatively, the reach condition may be determined by, in addition to determining a reach-enabled variation pattern, conducting a lottery using a predetermined random number and winning the lottery.
[0131] The sub-control CPU 91 controls the effect execution device group 16 to start the variable display of effect symbols in each symbol column upon input of a variation start command. In other words, the sub-control CPU 91 starts the effect game. When a reach condition is met, the sub-control CPU 91 controls the effect execution device group 16 to stop displaying effect symbols in the reach formation column at a predetermined timing, forming a reach. The sub-control CPU 91 controls the effect execution device group 16 to execute a reach effect specified by a variation pattern. When a predetermined timing arrives, the sub-control CPU 91 temporarily stops and displays the symbol combination, and upon input of a variation end command, stops and displays the fixed symbol combination. Note that the sub-control CPU 91 may stop and display the fixed symbol combination upon the passage of a variation time specified for the variation pattern, regardless of the variation end command. In this case, the variation end command may be omitted.
[0132] The time-saving trigger effect processing for executing the time-saving trigger effect will be described. First, the process of determining whether or not to execute a time-saving trigger effect and the effect mode when the time-saving trigger effect is executed will be described.
[0133] When the sub-control CPU 91 identifies a time-saving trigger symbol from the special symbol command, it determines whether to execute a time-saving trigger effect and the effect mode to be used when the time-saving trigger effect is executed, based on the type of the time-saving trigger symbol and the contents of the initial flag. For example, when the sub-control CPU 91 identifies from the initial flag that the first time-saving trigger symbol has not yet been displayed since power supply to the pachinko gaming machine 10 was started, it determines to execute a first time-saving trigger effect. For example, when the sub-control CPU 91 identifies a first time-saving trigger symbol from the special symbol command, it determines to execute a first time-saving trigger effect according to a second mode. For example, when the sub-control CPU 91 identifies a second time-saving trigger symbol or a third time-saving trigger symbol from the special symbol command, it determines to execute a first time-saving trigger effect according to a first mode. On the other hand, if the sub-control CPU 91 determines from the initial flag that the first time-saving trigger symbol has been displayed in a stopped state since power supply to the pachinko game machine 10 was started, it decides not to execute the first time-saving trigger performance.
[0134] As one example, when a second time-saving trigger symbol or a third time-saving trigger symbol is identified from the special symbol command, the sub-control CPU 91 determines to execute a second time-saving trigger effect regardless of the content of the initial flag. As one example, when a second time-saving trigger symbol is identified from the special symbol command, the sub-control CPU 91 determines to execute a second time-saving trigger effect according to the second mode. As one example, when a third time-saving trigger symbol is identified from the special symbol command, the sub-control CPU 91 determines to execute a second time-saving trigger effect according to the first mode. Winning the first time-saving trigger symbol lottery is an example of a first condition for executing a specific notification in a first situation. Winning the second time-saving trigger symbol lottery is an example of a second condition for executing a specific notification in a first situation. Winning the second time-saving trigger symbol lottery is an example of a second condition for executing a specific notification in a second situation. That is, in the first situation, the second condition is a condition that can be met if the first condition is met, while in the second situation, the second condition is a condition that can be met regardless of the first condition.
[0135] Next, the process of executing the time-saving trigger effect will be described. When the pachinko gaming machine 10 is initialized and controlled to a non-time-shortening state, the sub-control CPU 91 controls the effect execution device group 16 to execute a first time-shortening trigger effect. In other words, when the pachinko gaming machine 10 is initialized and controlled to a non-time-shortening state, the sub-control CPU 91 controls the effect execution device group 16 to execute a first common display effect. As an example, the sub-control CPU 91 controls the effect execution device group 16 to execute the first common display effect in response to input of an initialization command.
[0136] When it has been decided to execute the first time-saving trigger effect according to the first mode, the sub-control CPU 91 controls the effect execution device group 16 to execute a first success display effect instead of the first common display effect when a first time has elapsed since the start of a special game in which the time-saving trigger symbol is stopped and displayed. On the other hand, when it has been decided to execute the first time-saving trigger effect according to the second mode, the sub-control CPU 91 controls the effect execution device group 16 to execute a first failure display effect instead of the first common display effect when a first time has elapsed since the start of a special game in which the time-saving trigger symbol is stopped and displayed. As an example, the first time is 5 seconds.
[0137] Thereafter, the sub-control CPU 91 controls the effect execution device group 16 to execute a second time-saving trigger effect when a second time has elapsed since the start of a special game in which the time-saving trigger symbol is stopped and displayed. Specifically, if the execution of the second time-saving trigger effect according to the first mode has been determined, the sub-control CPU 91 controls the effect execution device group 16 to execute the second time-saving trigger effect according to the first mode when a second time has elapsed since the start of a special game in which the time-saving trigger symbol is stopped and displayed. On the other hand, if the execution of the second time-saving trigger effect according to the second mode has been determined, the sub-control CPU 91 controls the effect execution device group 16 to execute the second time-saving trigger effect when a second time has elapsed since the start of a special game in which the time-saving trigger symbol is stopped and displayed. As an example, the second time is 10 seconds. Note that, if the first success display effect is being executed, the sub-control CPU 91 controls the effect execution device group 16 to execute the second time-saving trigger effect instead of the first success display effect.
[0138] A specific example of how various effects are executed in the non-time-shortening state of the pachinko gaming machine 10 configured as described above will be described below. 11(a) and 11(b) show a situation in which the termination condition of the second time-shortening state is established when the number of times the second special game has been executed after control has been placed in the second time-shortening state reaches a predetermined third upper limit. In other words, the situation is shown in which the termination condition of the second time-shortening state (first termination condition) is established, causing the pachinko gaming machine 10 to be controlled to a non-time-shortening state. At this time, the pachinko gaming machine 10 is controlled to the second chance mode upon being placed in the non-time-shortening state.
[0139] As shown in Figure 11(c), it is assumed that the first first special game is executed in the second chance mode. The first special game executed at this time is the first special game in which the third time-saving trigger symbol is stopped and displayed.
[0140] As shown in Figures 11(d) and 11(e), in the effect execution device group 16, the second time-saving trigger effect is executed when the second time has elapsed since the start of the first special game. At this time, since the first special game being executed is the first special game in which the third time-saving trigger symbol is stopped and displayed, the second time-saving trigger effect is executed in the first mode. In other words, in the effect execution device group 16, when the second common display effect ends, the second success display effect is executed. This allows the player to recognize that the game is being controlled to the second time-saving state.
[0141] 12(a) shows a situation in which a small win is won in the winning lottery in the second time-shortened state, and a small win game is executed. In the effect execution device group 16, a small win opening effect and a small win round effect are executed in association with the execution of the small win game.
[0142] Then, as shown in FIG. 12(b), assume that the execution condition for the jackpot game is not met during the small win game, and the round of the small win game ends. The effect execution device group 16 executes the small win ending effect according to the second mode upon the end of the round of the small win game. This allows the player to recognize that the execution condition for the jackpot game was not met during the small win game. Furthermore, as described above, if the number of small win games executed after control to the second time-shortening mode reaches a predetermined fourth upper limit, the game is controlled from the second time-shortening mode to the non-time-shortening mode. In other words, the small win ending effect according to the second mode allows the player to recognize that the game will be controlled to the non-time-shortening mode after the end of the small win game. Then, the pachinko gaming machine 10 is controlled to the non-time-shortening mode upon the establishment of the end condition for the second time-shortening mode (the second end condition). The pachinko gaming machine 10 is then controlled to the non-time-shortening mode upon being controlled to the non-time-shortening mode.
[0143] As shown in Figure 12(c), it is assumed that the first first special game is executed in the second chance mode. The first special game executed at this time is the first special game in which the third time-saving trigger symbol is stopped and displayed.
[0144] As shown in Figures 12(d) and 12(e), in the effect execution device group 16, the second time-saving trigger effect is executed when the second time has elapsed since the start of the first special game. At this time, since the first special game being executed is the first special game in which the third time-saving trigger symbol is stopped and displayed, the second time-saving trigger effect is executed in the first mode. In other words, in the effect execution device group 16, when the second common display effect ends, the second success display effect is executed. This allows the player to recognize that the game is being controlled to the second time-saving state.
[0145] Thus, the non-time-shortening state after the first time-shortening trigger symbol is displayed after initialization of the pachinko gaming machine 10 includes a non-time-shortening state that is controlled when the number of times the second special game is executed after control is switched to the second time-shortening state reaches a predetermined third upper limit. Furthermore, the non-time-shortening state after the first time-shortening trigger symbol is displayed after initialization of the pachinko gaming machine 10 includes a non-time-shortening state that is controlled when the number of times the small win game is executed after control is switched to the second time-shortening state reaches a predetermined fourth upper limit. Regardless of which of these termination conditions is met, the same second success display effect can be executed when the machine switches from the second time-shortening state to the non-time-shortening state.
[0146] 13(a) and 13(b) show a situation in which the power supply is cut off while the pachinko gaming machine 10 is in the first time-shortening state, and then the pachinko gaming machine 10 is initialized as the power supply is restarted. That is, the situation is shown in which the pachinko gaming machine 10 is controlled to a non-time-shortening state due to the initialization of the pachinko gaming machine 10. At this time, since the first time-shortening trigger symbol has not been displayed in a stopped state since the pachinko gaming machine 10 was initialized, the pachinko gaming machine 10 is controlled to the first chance mode. The effect execution device group 16 executes an effect that allows the player to recognize that the pachinko gaming machine 10 is in the first chance mode. This allows the player to recognize that the pachinko gaming machine 10 is less likely to be controlled to the second time-shortening state than when it is in the second chance mode.
[0147] When the pachinko gaming machine 10 is initialized and controlled to a non-time-saving state, the effect execution device group 16 starts a first time-saving trigger effect. That is, the effect execution device group 16 starts a first common display effect. This allows the player to recognize the recommended hitting method. The player also recognizes that all he or she needs to do is to make the game ball enter the first starting hole 22. Thereafter, when the player launches the game ball using the recommended hitting method and the game ball enters the first starting hole 22, a first special game is executed. The first special game executed at this time is assumed to be the first special game in which the third time-saving trigger symbol is stopped and displayed.
[0148] As shown in Fig. 13(c), the effect execution device group 16 executes the first success display effect when the first time has elapsed since the start of the special game. This allows the player to recognize that the second time-saving trigger effect will be executed. The player can also recognize that the second time-saving trigger symbol or the third time-saving trigger symbol will be stopped and displayed.
[0149] As shown in Figures 13(d) and 13(e), in the effect execution device group 16, the second time-saving trigger effect is executed when the second time has elapsed since the start of the special game. At this time, since the special game being executed is the special game in which the third time-saving trigger symbol is stopped and displayed, the second time-saving trigger effect is executed in the first mode. In other words, in the effect execution device group 16, when the second common display effect ends, the second success display effect is executed. This allows the player to recognize that the game is being controlled to the second time-saving state.
[0150] Thus, in the first situation in which the pachinko gaming machine 10 is controlled to a non-time-saving state before the first time-saving trigger symbol stops after initialization, a specific notification can be executed when both the first time-saving trigger symbol lottery and the second time-saving trigger symbol lottery are won. On the other hand, in the second situation in which the pachinko gaming machine 10 is controlled to a non-time-saving state after the first time-saving trigger symbol stops after initialization, a specific notification can be executed when only the second time-saving trigger symbol lottery is won out of the first time-saving trigger symbol lottery and the second time-saving trigger symbol lottery. Similarly, in the first situation in which the pachinko gaming machine 10 is controlled to a non-time-saving state before the first time-saving trigger symbol stops after initialization, a special notification can be executed when both the first time-saving trigger symbol lottery and the second time-saving trigger symbol lottery are won. On the other hand, in the second situation in which the pachinko gaming machine 10 is controlled to a non-time-saving state after the first time-saving trigger symbol stops after being initialized, a special notification can be executed when only the second time-saving trigger symbol lottery is won out of the first time-saving trigger symbol lottery and the second time-saving trigger symbol lottery.
[0151] The effects of this embodiment will be described. (1) According to this embodiment, the execution conditions for the specific notification differ between the first situation and the second situation in that either both the first condition and the second condition are included or only one of the first condition and the second condition is included. Therefore, the notification probability of the specific notification can be changed depending on the situation.
[0152] (2) According to this embodiment, the conditions for executing the special notification differ between the first situation and the second situation, in that both the first and second conditions are included, or only one of the first and second conditions is included. Therefore, the notification probability of the special notification can be changed depending on the situation.
[0153] (3) According to this embodiment, the specific notification in the first situation has the same notification mode as the specific notification in the second situation. Therefore, the player can easily recognize that the specific notification is being executed whether the situation at the time the specific notification is executed is the first situation or the second situation.
[0154] (4) According to this embodiment, the special notification in the first situation has some of the same notification modes as the special notification in the second situation. Therefore, whether the situation when the special notification is executed is the first situation or the second situation, the player can easily recognize that the special notification is being executed.
[0155] (5) According to this embodiment, when the second time-shortening state is changed to the non-time-shortening state, the specific notification is executed with the same notification probability regardless of whether the first termination condition or the second termination condition is satisfied. Therefore, it is possible to prevent the control for executing the specific notification in the second situation from becoming complicated.
[0156] (6) According to this embodiment, when the second time-shortening state is changed to the non-time-shortening state, the special notification is executed with the same notification probability regardless of whether the first termination condition or the second termination condition is satisfied. Therefore, it is possible to prevent the control for executing the special notification in the second situation from becoming complicated.
[0157] (7) According to this embodiment, in the first situation, the execution conditions for the specific notification are gradually satisfied. Then, when some of the execution conditions are satisfied, a notification different from the specific notification is executed. Therefore, the player can recognize the degree to which the execution conditions for the specific notification are fulfilled by the notification different from the specific notification. Therefore, in the first situation, the player can enjoy gradually fulfilling the execution conditions for the specific notification.
[0158] (8) According to this embodiment, in the first situation, the execution conditions for the special notification are gradually satisfied. Then, when some of the execution conditions are satisfied, a notification different from the special notification is executed, so the player can recognize the degree to which the execution conditions for the special notification are met by the notification different from the special notification. Therefore, in the first situation, the player can enjoy gradually seeing whether the execution conditions for the special notification are met.
[0159] (9) According to this embodiment, when the backup information is initialized, the specific notification is less likely to be executed than in the second situation, which makes it easier for the manager of the gaming machine to initialize the backup information.
[0160] (10) According to this embodiment, when the backup information is initialized, the special notification is less likely to be executed than in the second situation, which makes it easier for the manager of the gaming machine to initialize the backup information.
[0161] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. The specific notification may be any notification. For example, the specific notification may be a notification that a bonus will be awarded, or may not be a notification that a bonus will be awarded. For example, the specific notification may be a notification that a bonus will be awarded when a pending special game ends, or a notification that a bonus will be awarded when a running special game ends. For example, the specific notification may be a notification that a time-saving state advantageous to the player will be awarded, or a notification that a game state different from the time-saving state and advantageous to the player will be awarded. For example, the specific notification may be a notification of the playability of the pachinko gaming machine 10, a notification to alert the player, or an error notification.
[0162] The special notification may be any notification. For example, the special notification may be a notification that a bonus will be awarded, or may not be a notification that a bonus will be awarded. For example, the special notification may be a notification that a bonus will be awarded when a pending special game ends, or a notification that a bonus will be awarded when a running special game ends. For example, the special notification may be a notification that a time-saving state advantageous to the player will be awarded, or a notification that a game state different from the time-saving state and advantageous to the player will be awarded. For example, the special notification may be a notification of the playability of the pachinko gaming machine 10, a notification to alert the player, or an error notification.
[0163] The first situation may be any situation. For example, the first situation may be a situation when the game is controlled to a time-shortened state, or a situation when the game is controlled to a non-time-shortened state. For example, the first situation may be a situation when a variable game is being executed, or a situation when a variable game is not being executed. For example, the first situation may be a situation when a game ball enters a predetermined ball entry port. For example, the first situation may be a situation when a predetermined error notification is being executed, or a situation when a predetermined error notification is not being executed. For example, the first situation may be a situation when the pachinko gaming machine 10 is restored following the start of power supply, or a situation when the pachinko gaming machine 10 is initialized following the start of power supply. For example, the first situation may be a situation where any combination of these multiple situations is performed.
[0164] The second situation may be any situation. For example, the second situation may be a situation when the game is controlled to a time-shortened state, or a situation when the game is controlled to a non-time-shortened state. For example, the second situation may be a situation when a variable game is being executed, or a situation when a variable game is not being executed. For example, the second situation may be a situation when a game ball enters a predetermined ball entry opening. For example, the second situation may be a situation when a predetermined error notification is being executed, or a situation when a predetermined error notification is not being executed. For example, the second situation may be a situation when the pachinko gaming machine 10 is restored following the start of power supply, or a situation when the pachinko gaming machine 10 is initialized following the start of power supply. For example, the second situation may be a situation where any combination of these multiple situations is performed.
[0165] The specific notification in the first situation may have a partially identical notification mode to the specific notification in the second situation. In other words, the specific notification in the first situation may have a partially different notification mode from the specific notification in the second situation. As an example, the sub-control CPU 91 may be capable of executing a different second success display effect depending on whether the mode is controlled to the first chance mode or the second chance mode.
[0166] The special notification in the first situation may have the same notification mode as the special notification in the second situation. As an example, when the sub-control CPU 91 is controlled to the second chance mode, the sub-control CPU 91 may be capable of executing at least the first time-saving trigger effect according to the first mode out of the first time-saving trigger effect according to the first mode and the first time-saving trigger effect according to the second mode.
[0167] When a specific condition different from the first condition and the second condition is satisfied in one or both of the first and second situations, a different notification (any notification) may be executed. For example, the different notification may be one or more notifications arbitrarily selected from among a sound notification, a light notification, a display notification, and a notification by the movement of a movable body. For example, the specific condition may be satisfied when a gaming ball enters a predetermined ball entry opening. For example, the specific condition may be satisfied when a gaming ball enters the first starting opening 22. For example, the specific condition may be satisfied when a winning lottery is won. For example, the specific condition may be satisfied when a special game whose execution was suspended due to a gaming ball entering the first starting opening 22 is a winning special game. In other words, the specific condition may be satisfied simultaneously with the first and second conditions, or at a time different from the first and second conditions. As one example, when a specific condition is satisfied before the specific notification (or special notification), the execution of the specific notification (or special notification) may be restricted. As one example, when a specific condition is satisfied during the execution of the specific notification (or special notification), the execution of the specific notification (or special notification) may be restricted. As one example, restricting the execution may include restricting the execution of notifications by some of the multiple notification means. As one example, restricting the execution may include not executing the notification. As one example, restricting the execution may include terminating the notification. As one example, restricting the execution may include reducing the notification intensity. As one example, reducing the notification intensity may include reducing the volume of a sound notification. As one example, reducing the notification intensity may include outputting another sound simultaneously in a sound notification. As one example, reducing the notification intensity may include reducing the light intensity in a light-emitting notification. As one example, reducing the notification intensity may include reducing the visibility in a display notification.
[0168] A predetermined notification (any notification) may be executed at the same time as a specific notification (or special notification). In this case, the predetermined notification may be executed with priority over the specific notification (or special notification). As an example, if a specific notification (or special notification) and a predetermined notification are executed at the same time, the execution of the specific notification (or special notification) may be restricted. As an example, the predetermined notification may be composed of one or more notifications arbitrarily selected from a notification by sound, a notification by light emission, a notification by display, and a notification by operation of a movable body.
[0169] In the second time-saving trigger symbol lottery, winning rates may be determined differently for the first time-saving trigger symbol lottery after the pachinko gaming machine 10 is initialized and the second or subsequent time-saving trigger symbol lottery. For example, the winning rate for the second time-saving trigger symbol lottery may be higher or lower for the first time-saving trigger symbol lottery after the pachinko gaming machine 10 is initialized than for the second or subsequent time-saving trigger symbol lottery.
[0170] In the second or subsequent time-saving trigger symbol lottery after the pachinko gaming machine 10 is initialized, only the first time-saving trigger symbol lottery may be executed out of the first time-saving trigger symbol lottery and the second time-saving trigger symbol lottery. In this case, in the second or subsequent time-saving trigger symbol lottery after the pachinko gaming machine 10 is initialized, if the first time-saving trigger symbol lottery is not won, the first time-saving trigger symbol may be determined, and if the first time-saving trigger symbol lottery is won, the third time-saving trigger symbol may be determined. In other words, the second time-saving state may be controlled when the first condition is satisfied. Furthermore, a specific notification may be executed when the first condition is satisfied. For example, the winning rate in the first time-saving trigger symbol lottery may be higher or lower in the second or subsequent time-saving trigger symbol lottery after the pachinko gaming machine 10 is initialized compared to the first time-saving trigger symbol lottery. Also, as an example, the probability of winning the first time-saving trigger symbol lottery may be the same when it is the second or subsequent time-saving trigger symbol lottery after the pachinko gaming machine 10 is initialized as when it is the first time-saving trigger symbol lottery.
[0171] In the first time-saving trigger symbol lottery after the pachinko gaming machine 10 is initialized, one of the first time-saving trigger symbol lottery and the second time-saving trigger symbol lottery may be executed. In the second or subsequent time-saving trigger symbol lottery after the pachinko gaming machine 10 is initialized, both the first time-saving trigger symbol lottery and the second time-saving trigger symbol lottery may be executed.
[0172] The various notifications and various effects may be executed by one or more arbitrary devices among the effect execution device group 16. As an example, the effect execution device group 16 may include a movable body capable of performing a predetermined operation.
[0173] There may be multiple types of small hits. When multiple types of small hits are provided, there may be multiple types of small hit games. In this case, the upper limit number may differ depending on the type of small hit game. Also, the upper limit time may differ depending on the type of small hit game. Also, the specific number may differ depending on the type of small hit game. The jackpot game that is executed when the execution conditions for the jackpot game are met in the small hit game may differ depending on the type of small hit (small hit game).
[0174] When multiple types of small wins are provided, there may be a small win that is or is likely to be a condition for ending the time-saving state, and the small win that is or is likely to be a condition for ending the time-saving state may differ depending on the type of time-saving state. When configured in this way, in the time-saving state, when a gaming ball enters the second starting opening 23, the gaming ball may not enter the second large winning opening 25, or may be difficult to enter. In this way, depending on the type of time-saving state, any jackpot game (a jackpot game based on any small win game) can be executed with an extremely high probability.
[0175] The first special game and the second special game may be executed in the order of winning at the first start slot 22 and the second start slot 23. One of the first and second special games may be executed in preference to the other special game.
[0176] The pachinko gaming machine 10 may be equipped with a probability variable function. For example, a pachinko gaming machine 10 equipped with a probability variable function may be configured to provide a high probability state until the next jackpot game, a high probability state until a drop lottery is won (a so-called drop machine), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). Furthermore, a pachinko gaming machine 10 equipped with a probability variable function may be configured to provide a high probability state on the condition that the gaming ball passes through a specific area within the first large prize opening 24 (a so-called V probability variable machine). The pachinko gaming machine 10 may be configured to combine the specifications of a drop machine and a V probability variable machine.
[0177] The pachinko gaming machine 10 may be of the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize entry hole, thereby executing a big win game.
[0178] The main control CPU 81, main control ROM 82, main control RWM 83, and random number generation circuit 84 may be configured on a single chip. The specific configuration of the game board 20 may be changed arbitrarily.
[0179] The sub-substrate 90 may be a sub-general control substrate, and a display control substrate that specializes in controlling the performance display device 15, a light-emitting control substrate that specializes in controlling the decorative light-emitting device 14, and a sound control substrate that specializes in controlling the sound output device 13 may be provided separately from the sub-substrate 90. Such a sub-general control substrate and a substrate that controls other performances may be included in the sub-substrate. In an embodiment, the main control CPU 81 and the sub-control CPU 91 may be mounted on a single substrate. The display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single or multiple substrates.
[0180] The technical ideas that can be understood from the above-described embodiment and modified examples will be described. (i) A gaming machine comprising an alarm means capable of executing a predetermined alarm and an alarm control means for controlling the alarm means, wherein the predetermined alarm includes a specific alarm, and the situations in which the specific alarm is executed include a first situation and a second situation, wherein in the first situation, the specific alarm can be executed when both a first condition and a second condition are satisfied, and in the second situation, the specific alarm can be executed when only one of the first condition and the second condition is satisfied.
[0181] (ii) A gaming machine as described in appendix (i), in which the specific notification in the first situation has the same notification mode as the specific notification in the second situation in part or in whole. (c) A gaming machine as described in appendix (a) or (b), which is provided with a state control means for controlling a gaming state, the gaming state including a first gaming state and a second gaming state that is more advantageous than the first gaming state, the second gaming state being controlled to the first gaming state when a first termination condition is satisfied or when a second termination condition is satisfied, and the second state including a situation in which the second gaming state is controlled to the first gaming state when the first termination condition is satisfied, and a situation in which the second gaming state is controlled to the first gaming state when the second termination condition is satisfied.
[0182] (ii) A gaming machine described in any of Appendix (i), Appendix (ii), and Appendix (iii), in which, in the first situation, the second condition is a condition that can be met when the first condition is met, and in the first situation, when the first condition is met, a notification different from the specific notification can be executed.
[0183] (e) A gaming machine as described in Appendix (a), Appendix (b), Appendix (c), and Appendix (d), which is equipped with an initialization means for initializing backup information, and the first situation is the situation when the backup information is initialized.
[0184] (e) A gaming machine comprising an alarm means capable of executing a predetermined alarm and an alarm control means for controlling the alarm means, wherein the predetermined alarm includes a special alarm, and the situations in which the special alarm is executed include a first situation and a second situation, and the special alarm in the first situation includes an alarm of a recommended launch area, and in the first situation, the special alarm can be executed when both the first condition and the second condition are satisfied, and in the second situation, the special alarm can be executed when only one of the first condition and the second condition is satisfied.
[0185] (G) A gaming machine as described in appendix (F), in which the special notification in the first situation has the same notification manner as the special notification in the second situation in part or in whole. (H) A gaming machine as described in Appendix (F) or Appendix (G), which is provided with a state control means for controlling a gaming state, wherein the gaming state includes a first gaming state and a second gaming state that is more advantageous than the first gaming state, wherein the second gaming state is controlled to the first gaming state when a first termination condition is satisfied or when a second termination condition is satisfied, and wherein the second state includes a situation in which the second gaming state is controlled to the first gaming state when the first termination condition is satisfied, and a situation in which the second gaming state is controlled to the first gaming state when the second termination condition is satisfied.
[0186] (i) A gaming machine described in any of Appendix (F), Appendix (G), and Appendix (H), in which, in the first situation, the second condition is a condition that can be met if the first condition is met, and in the first situation, if the first condition is met and the second condition is not met, an alert different from the special alert can be executed.
[0187] (J) A gaming machine as described in Appendix (F), Appendix (G), Appendix (H), and Appendix (I) that is equipped with an initialization means for initializing backup information, and the first situation is the situation when the backup information is initialized. [Explanation of symbols]
[0188] CL...center line jfg1...first failure image jfg2...second failure image jkg1...first common image jkg2...second common image jsg1...first success image jsg2...second success image SE1...first start sensor SE2...second start sensor SE3...first count sensor SE4...second count sensor SE5...specific sensor SE6...gate sensor SE7...normal sensor seg1...first small win ending image seg2...second small win ending image SL1...normal solenoid SL2...first special solenoid SL3...second special solenoid SL4...distribution solenoid sog...small win opening image srg...small win round image 10...pachinko game machine 11...frame body 11a...outer frame 11b...middle frame 11c...front frame 11d...opening 13...sound output device 14...decorative light emitting device 15...performance display device 15a...Display area 16...Performance execution device group 18...Launch handle 19a...First special symbol display device 19b...Second special symbol display device 19c...First special hold display device 19d...Second special hold display device 19d...Second hold display device 19e...Normal symbol display device 19f...Normal hold display device 20...Game board 20a...Game area 20b...Display window 20c...Inlet 22...First start port 23...Second start port 23a...Opening / closing piece 24...First large prize port 24a...Opening / closing piece 25...Second large prize port 25a...Opening / closing piece 26...Passage 26a...First passage 26b...Second passage 27...Branch section 28...Distribution shutter 29...Gate 29a...Gate port 30...Normal prize port 31...Outlet 80...Main board 81...Main control CPU 82...Main control ROM 83...Main control RWM 84...Random number generation circuit 90...Sub-board 91...Sub-control CPU 92...Sub-control ROM 93...Sub-control RWM
Claims
[Claim 1] One or more notification means capable of executing a predetermined notification; notification control means for controlling the notification means; and a state control means for controlling the game state. The gaming state includes a first gaming state and a second gaming state that is more advantageous than the first gaming state, The predetermined notification may be a special notification including a predetermined character string, The situation in which the special notification is executed includes a first situation and a second situation, The first situation includes a situation in which the first gaming state is controlled by satisfying an initialization condition, The second situation includes a situation in which the game state is controlled to the first game state when a termination condition is satisfied in the second game state, the special notification in the first situation includes notification of a recommended launch area; In the first situation, the special notification can be executed when a first condition is satisfied, in which the probability of a miss is a first probability, and a second condition is satisfied, in which the probability of a miss is a second probability, In the second situation, the special notification can be executed in a situation where the first condition is not satisfied and the second condition is satisfied; The special notification is executable when the game state changes.
Citation Information
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