gaming machines
The pachinko gaming machine enhances entertainment value by incorporating a special symbol variation game with controlled gaming states and effects, addressing the need for increased jackpot probabilities and varied experiences.
Patent Information
- Application Number
- JP2021183055
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-11-10
- Publication Date
- 2025-11-05
- Estimated Expiration
- 2041-11-10
AI Technical Summary
There is a demand for gaming machines that offer increased entertainment value, particularly in pachinko machines, by enhancing the probability of winning a jackpot and improving the gaming experience through varied gaming states and effects.
A pachinko gaming machine with a special symbol variation game that includes first and second special symbol games, controlled by a gaming state control means, offering different gaming states and effects based on the outcome of the symbol games, and allowing for parallel execution of both games, with distinct termination conditions and effects based on the type of jackpot result.
Enhances player interest and entertainment value by providing varied gaming experiences and effects, increasing the chances of winning jackpots and small prizes through controlled gaming states and symbol variations.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Among conventional pachinko gaming machines, which are a type of gaming machine, there are some that are configured to be controllable to a state in which the probability of winning a jackpot in a jackpot lottery is increased, such as the gaming machine described in Patent Document 1. In addition, there are other pachinko gaming machines that are configured to be controllable to a state in which the advantage of a gaming ball entering a certain starting winning slot is increased, such as the gaming machine described in Patent Document 1. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-97881 Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, there is a demand for gaming machines that offer increased entertainment value. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is a gaming machine in which, when a jackpot is won in a jackpot lottery, a jackpot result is derived in a special symbol variation game that derives a result based on a special symbol, and a jackpot game is awarded after the special symbol variation game is finished, and the gaming machine is equipped with a gaming state control means that controls a gaming state, an effect execution means, and an effect control means that can control the effect execution means, and the special symbol variation game includes a first special symbol variation game that can be executed in response to a gaming ball entering a first starting hole, and a second special symbol variation game that can be executed in response to a gaming ball entering a second starting hole, and the gaming states include a first gaming state and a second gaming state that is more advantageous than the first gaming state, and when a jackpot is not won in the jackpot lottery, the special symbol variation game is executed in response to a the results derived in the game include a specific result and a non-specific result, and when in the first game state, the game is controlled to the second game state after the specific result is derived in the special symbol variation game, and when in the first game state, the game is not controlled to the second game state after the non-specific result is derived in the special symbol variation game, and the termination conditions for the second game state include a first termination condition that is established when the number of times the first special symbol variation game is executed reaches a first specified number of times, and a second termination condition that is established when the number of times the second special symbol variation game is executed reaches a second specified number that is different from the first specified number of times, and the jackpot results include a plurality of types of jackpot results including a specific jackpot result and a special jackpot result that is different from the specific jackpot result, The game state controlled after the end of the jackpot game when the specific jackpot result is derived in the special symbol variation game in the second game state differs from the game state controlled after the end of the jackpot game when the specific jackpot result is derived in the special symbol variation game in the first game state, in that when the special jackpot result is derived in the special symbol variation game in the first game state and the jackpot game is awarded, the game state does not change before and after the jackpot game and is controlled to the first game state after the end of the jackpot game, and when the special jackpot result is derived in the special symbol variation game in the second game state and the jackpot game is awarded, the game state changes before and after the jackpot game,When the specific jackpot result is derived in the special symbol variation game in the first gaming state, a special effect is not executed, and when the specific jackpot result is derived in the special symbol variation game in the second gaming state, the special effect can be executed, and when the special jackpot result is derived in the special symbol variation game in either the first gaming state or the second gaming state, the special effect is not executed, and a performance pattern variation game using a performance pattern different from the special pattern can be executed during the execution of the special symbol variation game, and when a jackpot is won in the jackpot lottery, a jackpot pattern result is derived in the performance pattern variation game by a combination of the performance patterns, and the jackpot pattern result includes a plurality of types of the jackpot pattern results including a special performance pattern result, and when the specific jackpot result is derived in the special symbol variation game in the first gaming state, the special performance pattern result is not derived in the performance pattern variation game, and when the specific jackpot result is derived in the special symbol variation game in the second gaming state, the special performance pattern result is not derived in the performance pattern variation game, and when the specific jackpot result is derived in the special symbol variation game in the When the specific jackpot result is derived in the special symbol variation game in the special game state, the special effect symbol result can be derived in the effect symbol variation game, and when the type of the jackpot symbol result is different, the combination of the effect symbols is different, and when the special jackpot result is derived in the special symbol variation game in either the first game state or the second game state, the special effect symbol result is not derived in the effect symbol variation game, and when the first game state is The type of the jackpot pattern result derived in the presentation pattern variation game when the special jackpot result is derived in the different pattern variation game is at least partially different from the type of the jackpot pattern result derived in the presentation pattern variation game when the special jackpot result is derived in the special pattern variation game in the second gaming state, and the type of the jackpot pattern result derived in the presentation pattern variation game when the specific jackpot result is derived in the special pattern variation game in the first gaming state isThe gist of the present invention is that when the special jackpot result is derived in the special symbol variation game in the second gaming state, the type of the jackpot pattern result derived in the performance symbol variation game is the same as that of the special jackpot pattern result derived in the performance symbol variation game. [Effects of the Invention]
[0008] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. [Figure 3] A diagram showing the types of jackpots. [Figure 4] FIG. 10 is a diagram showing a rendering mode. [Figure 5] 2 is a block diagram showing the electrical configuration of the pachinko game machine. FIG. [Figure 6] 10(a) to 10(n) are diagrams showing the types of jackpot games and the game status after the jackpot games end. [Figure 7] FIG. 10 is a diagram showing conditions for terminating a substantially normal state. [Figure 8] A diagram showing the change in the game state when the second jackpot game is played consecutively. [Figure 9] This figure shows how the type of reach effect is determined depending on the game state when a jackpot is won and the type of special pattern. [Figure 10] A figure showing how the type of jackpot symbol combination is determined depending on the game state when a jackpot is won and the type of jackpot symbol. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1 , a pachinko gaming machine 10 as a gaming machine includes a frame 11. The frame 11 includes an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to installation equipment (so-called island equipment). The middle frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A gaming board unit including a gaming board 20 is fixed to the middle frame 13. The front frame 14 is supported on the front side of the middle frame 13 so as to be openable and closable so as to cover the front of the gaming board 20. A protective glass that covers the entire opening 14a of the front frame 14 and protects the gaming board 20 is supported on the front frame 14. The middle frame 13 and the front frame 14 are supported on the outer frame 12 so as to be openable and closable. The pachinko gaming machine 10 includes a launch handle 16 on the front side of the front frame 14. In the pachinko gaming machine 10, gaming balls as gaming media are shot with an intensity corresponding to the amount of operation (rotation amount) of the shooting handle 16. In other words, the pachinko gaming machine 10 is configured so that the shooting intensity of the gaming balls can be adjusted by operating the shooting handle 16.
[0011] The pachinko gaming machine 10 is provided with a decorative lamp 17 as a light-emitting means on the front side of the front frame 14. The decorative lamp 17 performs effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and extinguishing built-in light-emitting elements. The pachinko gaming machine 10 is provided with a speaker 18 as a sound output means on the front side of the front frame 14. The speaker 18 performs effects (hereinafter referred to as sound effects) by outputting sounds such as background sounds (so-called BGM) and sound effects.
[0012] As shown in FIG. 2, a game area 21 that is substantially circular in front view is defined on the front side of the game board 20. The game board 20 is provided with a guide passage 21a that guides game balls launched by operating the launch handle 16 to the game area 21. The game board 20 is provided with a backflow prevention valve 21b that prevents game balls launched into the game area 21 from returning back to the guide passage 21a. A game ball launched by operating the launch handle 16 is guided by the guide passage 21a, passes through the backflow prevention valve 21b located at the most downstream side of the guide passage 21a, and reaches the game area 21. Then, the game ball that has reached the game area 21 flows down the game area 21.
[0013] The pachinko gaming machine 10 includes an information display panel 22. The information display panel 22 includes a first special symbol display unit 22a. The first special symbol display unit 22a variably displays predetermined symbols and displays a first special symbol variation game (hereinafter referred to as the first special game) in which the first special symbol is finally fixed and stopped. The information display panel 22 includes a second special symbol display unit 22b. The second special symbol display unit 22b variably displays predetermined symbols and displays a second special symbol variation game (hereinafter referred to as the second special game) in which the second special symbol is finally fixed and stopped. In the following description, the first special game and the second special game may be collectively referred to simply as the "special game." The special game corresponds to the special symbol variation game. The special symbol is a symbol for notifying the result of an internal lottery, such as a jackpot lottery, which will be described later. In this specification, the term "variable display" refers to a state in which the type of displayed symbol changes over time. In this specification, the term "determined stop display" refers to a state in which the symbols are definitively displayed and the type of symbol being displayed does not change. In the following description, the term "determined stop display" may be referred to as "derivation."
[0014] The special symbols that can be derived in the special symbol display units 22a and 22b include at least a winning symbol as a winning display result and a non-winning symbol as a non-winning display result. The winning symbols include a jackpot symbol and a small winning symbol. The jackpot symbol as a jackpot result is derived in a special game when the jackpot lottery is won. The small winning symbol as a small winning result is derived in a special game when the small winning lottery is won. The non-winning symbols include a losing symbol and a chance symbol. In this embodiment, the losing symbol corresponds to a non-specific result, and the chance symbol corresponds to a specific result. In this way, the results that are derived in the variable game when the jackpot is not won in the jackpot lottery include a specific result and a non-specific result. The chance symbol is also called a time-saving symbol.
[0015] In this embodiment, the first special game and the second special game are configured to be executable simultaneously. The pachinko gaming machine 10 is configured to be able to execute the second special game even while the first special game is being executed, and is also configured to be able to execute the first special game even while the second special game is being executed. Therefore, in the pachinko gaming machine 10, both the first special game and the second special game may be executed in parallel.
[0016] In the pachinko gaming machine 10, when a player wins a jackpot lottery, a jackpot symbol is derived in the special game that is the target of the winning, and then a jackpot game is awarded (occurs). In this way, in the pachinko gaming machine 10, when a player wins a jackpot in the jackpot lottery, a jackpot result is derived in the variable game, and the jackpot game is awarded after the variable game ends. Also, in the pachinko gaming machine 10, when a player wins a small jackpot lottery, a small jackpot symbol is derived in the special game that is the target of the winning, and then a small jackpot game is awarded (occurs). In this way, in the pachinko gaming machine 10, when a player wins a small jackpot in the small jackpot lottery, a small jackpot result is derived in the variable game, and the small jackpot game is awarded after the variable game ends. Winning a jackpot lottery is equivalent to winning a jackpot in the jackpot lottery. Similarly, winning the small prize lottery is equivalent to winning a small prize in the small prize lottery.
[0017] In the pachinko gaming machine 10, if a jackpot symbol is derived in the first special game while the second special game is being executed, a losing symbol is derived in the second special game, and the second special game ends. Similarly, in the pachinko gaming machine 10, if a jackpot symbol is derived in the second special game while the first special game is being executed, a losing symbol is derived in the first special game, and the first special game ends. Also, in the pachinko gaming machine 10, if a small win symbol is derived in the second special game while the first special game is being executed, a losing symbol is derived in the first special game, and the first special game ends. On the other hand, in the pachinko gaming machine 10, if a losing symbol is derived in the first special game while the second special game is being executed, the second special game does not end, and the execution of the second special game continues. Similarly, in the pachinko gaming machine 10, if a losing symbol is derived in the second special game while the first special game is being executed, the first special game does not end and the execution of the first special game continues.
[0018] The information display panel 22 is provided with a first special hold display section 22c. The first special hold display section 22c recognizably displays the number of first special games whose execution has been put on hold because the start conditions have been met but the execution conditions have not yet been met (hereinafter referred to as the first special hold number). The information display panel 22 is provided with a second special hold display section 22d. The second special hold display section 22d recognizably displays the number of second special games whose execution has been put on hold because the start conditions have been met but the execution conditions have not yet been met (hereinafter referred to as the second special hold number).
[0019] The information display panel 22 includes a normal symbol display section 22e. The normal symbol display section 22e variably displays predetermined symbols and displays a normal symbol variable game (hereinafter referred to as a normal game) that ultimately derives a normal symbol. The normal symbols that can be derive on the normal symbol display section 22e include at least a normal win symbol that is derives in the event of a normal win and a normal loss symbol that is derives in the event of a normal loss. In the pachinko gaming machine 10, when a normal win lottery is won, a normal win symbol is derives in the normal game, and then a normal win game is awarded (occurs) after the normal game of the normal win is completed. The information display panel 22 also includes a normal hold display section 22f. The normal hold display section 22f recognizably displays the number of normal games whose execution has been suspended because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number).
[0020] Additionally, for example, the information display panel 22 may include a right-hit display unit that notifies the player of the strength of the ball being shot. The information display panel 22 may also include a round number display unit that displays the number of rounds played during a jackpot game. These multiple display units do not need to be provided on the same component, but may be provided separately on different components.
[0021] The pachinko gaming machine 10 is provided with a center frame 23 decorated with various decorations, located approximately in the center of the play area 21 of the game board 20. The center frame 23 is provided with an opening 23a. The pachinko gaming machine 10 is provided with an effect display device 25 as display means. For example, the effect display device 25 may be a display device such as a liquid crystal display or an organic EL display. The effect display device 25 is provided with a display area 25r in which an image is displayed. The effect display device 25 is attached to the game board 20 so that the player can view the display area 25r through the opening 23a of the center frame 23. The effect display device 25 executes an effect (hereinafter referred to as a display effect) that displays an image imitating a predetermined character or letter.
[0022] The pachinko gaming machine 10 is equipped with a non-specific first start opening 26. The non-specific first start opening 26 is located below the center frame 23 in the gaming area 21. The non-specific first start opening 26 is always open so that game balls can enter the non-specific first start opening 26. The pachinko gaming machine 10 is equipped with a non-specific first start sensor SE1a (shown in FIG. 5) that detects game balls that have entered the non-specific first start opening 26. For example, the non-specific first start opening 26 is connected to a ball passage that guides the entered game ball to the back side of the gaming board 20 (discharges the game ball from the gaming board 20 to the outside), and the non-specific first start sensor SE1a is disposed in the ball passage. When a game ball is detected by the non-specific first start sensor SE1a, the start condition for the first special game may be met, and the payout condition for prize balls is also met. When the non-specific first start sensor SE1a detects a gaming ball and the payout condition for the prize balls is met, three gaming balls are awarded as prize balls. In this way, when a gaming ball enters the non-specific first start port 26, the prize balls are paid out.
[0023] The pachinko gaming machine 10 is equipped with a specific first start opening 27a. The specific first start opening 27a is located to the lower right of the center frame 23 in the gaming area 21. The pachinko gaming machine 10 is equipped with a specific first start sensor SE1b (shown in FIG. 5) that detects a gaming ball that has entered the specific first start opening 27a. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the specific first start opening 27a, and the specific first start sensor SE1b is disposed in the ball passage. When a gaming ball is detected by the specific first start sensor SE1b, the start condition for the first special game may be met, and the payout condition for the prize ball is also met. When a gaming ball is detected by the specific first start sensor SE1b and the payout condition for the prize ball is met, one gaming ball is awarded as a prize ball. In this way, when a gaming ball enters the specific first start opening 27a, a prize ball is paid out.
[0024] Furthermore, the specific first starting hole 27a has a first variable member 27b as a variable member. The first variable member 27b is operable between an open state in which it is easy or possible to cause the gaming ball to enter the specific first starting hole 27a, and a closed state in which it is difficult (or impossible) to cause the gaming ball to enter the specific first starting hole 27a. The first variable member 27b operates by receiving power from a first actuator A1 (shown in FIG. 5). In the following description, the open state of the first variable member 27b may be referred to as "the specific first starting hole 27a is opened," and the closed state of the first variable member 27b may be referred to as "the specific first starting hole 27a is closed."
[0025] As described above, the pachinko gaming machine 10 is equipped with the non-specific first start port 26 and the specific first start port 27a as start ports into which the start condition for the first special game can be fulfilled when a game ball enters. In the following description, the non-specific first start port 26 and the specific first start port 27a may be collectively referred to as the "first start port 26, 27a." In the following description, for example, "when a game ball enters the first start port 26, 27b" means when a game ball enters either the non-specific first start port 26 or the specific first start port 27a. In the following description, the non-specific first start sensor SE1a and the specific first start sensor SE1b may be collectively referred to as the "first start sensor SE1." In this embodiment, a non-specific first start sensor SE1a and a specific first start sensor SE1b are provided as sensors for detecting game balls that enter the first start holes 26, 27a, but a single sensor may be provided. For example, a sensor may be disposed in a ball passage through which game balls that enter the first start holes 26, 27a pass. In this embodiment, the non-specific first start hole 26 and the specific first start hole 27a correspond to the first start holes. In other words, in this embodiment, the first start holes include the non-specific first start hole 26 and the specific first start hole 27a having the first variable member 27b as a variable member. Also, in this embodiment, the first special game corresponds to the first variable game.
[0026] The pachinko gaming machine 10 is equipped with a second start opening 28. The second start opening 28 is located to the right of the center frame 23 in the gaming area 21. The second start opening 28 is always open so that game balls can enter the opening. The pachinko gaming machine 10 is equipped with a second start sensor SE2 (shown in FIG. 5) that detects game balls that enter the second start opening 28. For example, the second start opening 28 is connected to a ball passage that guides the entered game ball to the back side of the gaming board 20 (discharges the game ball from the gaming board 20 to the outside), and the second start sensor SE2 is disposed in the ball passage. When the second start sensor SE2 detects a game ball, the start condition for the second special game may be met, and the payout condition for the prize ball is also met. When the second start sensor SE2 detects a game ball and the payout condition for the prize ball is met, one game ball is awarded as a prize ball. In this way, when a gaming ball enters the second starting hole 28, a prize ball is paid out. In this embodiment, the second special game corresponds to the second variable game. In this way, the variable game includes a first variable game that can be executed when a gaming ball enters the first starting hole 26, 27a, and a second variable game that can be executed when a gaming ball enters the second starting hole 28.
[0027] In this embodiment, when a gaming ball enters the first start hole 26, 27a and the start conditions for the first special game are met, a jackpot lottery is held, but a small jackpot lottery is not held. Thus, in the pachinko gaming machine 10, a jackpot lottery is held when a ball enters the first start hole 26, 27a, but a small jackpot lottery is not held when a ball enters the first start hole 26, 27a. On the other hand, in this embodiment, when a gaming ball enters the second start hole 28 and the start conditions for the second special game are met, a jackpot lottery is held, and if the jackpot lottery is not won, a small jackpot lottery is held. In other words, in this embodiment, when a gaming ball enters the second start hole 28 and the start conditions for the second special game are met, both a jackpot lottery and a small jackpot lottery may be held. In addition, similar to the case where a gaming ball enters the second starting hole 28, the configuration may be such that a small jackpot lottery may be held when a gaming ball enters the first starting hole 26, 27a.
[0028] The pachinko gaming machine 10 is equipped with a first large prize opening 29a. The first large prize opening 29a is located to the right of the center frame 23 in the gaming area 21. The pachinko gaming machine 10 is equipped with a first count sensor SE3 (shown in FIG. 5) that detects a gaming ball that has entered the first large prize opening 29a. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the first large prize opening 29a, and the first count sensor SE3 is disposed in the ball passage. When a gaming ball is detected by the first count sensor SE3, a payout condition for a prize ball is met. When a gaming ball is detected by the first count sensor SE3 and the payout condition for a prize ball is met, 10 gaming balls are awarded as prize balls. In this way, when a gaming ball enters the first large prize opening 29a, prize balls are paid out. In addition, first large prize opening 29a has second variable member 29b. Second variable member 29b is operable between an open state, which allows game balls to enter first large prize opening 29a, and a closed state, which prevents game balls from entering first large prize opening 29a. Second variable member 29b operates by receiving power from second actuator A2 (shown in FIG. 5). When second variable member 29b is in the open state, game balls are allowed to enter first large prize opening 29a. When second variable member 29b is in the closed state, game balls are not allowed to enter first large prize opening 29a. In the following description, the open state of second variable member 29b may be referred to as "first large prize opening 29a is opened," and the closed state of second variable member 29b may be referred to as "first large prize opening 29a is closed."
[0029] The pachinko gaming machine 10 is equipped with a second large prize opening 31a. The second large prize opening 31a is located to the lower right of the center frame 23 in the gaming area 21. The pachinko gaming machine 10 is equipped with a second count sensor SE4 (shown in FIG. 5) that detects a gaming ball that has entered the second large prize opening 31a. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the second large prize opening 31a, and the second count sensor SE4 is disposed in the ball passage. When a gaming ball is detected by the second count sensor SE4, a payout condition for a prize ball is met. When a gaming ball is detected by the second count sensor SE4 and the payout condition for a prize ball is met, 10 gaming balls are awarded as prize balls. In this way, when a gaming ball enters the second large prize opening 31a, a prize ball is paid out. The second large prize opening 31a also has a third variable member 31b. The third variable member 31b is operable between an open state, which allows game balls to enter the second large prize opening 31a, and a closed state, which prevents game balls from entering the second large prize opening 31a. The third variable member 31b is powered by a third actuator A3 (shown in FIG. 5). When the third variable member 31b is in the open state, game balls are allowed to enter the second large prize opening 31a. When the third variable member 31b is in the closed state, game balls are not allowed to enter the second large prize opening 31a. In the following description, the open state of the third variable member 31b may be referred to as "the second large prize opening 31a is opened," and the closed state of the third variable member 31b may be referred to as "the second large prize opening 31a is closed."
[0030] The pachinko gaming machine 10 is equipped with a gate 33. The gate 33 is located to the right of the center frame 23 in the gaming area 21. The gate 33 has a gate opening that is always open so that gaming balls can enter the gate. A gate sensor SE5 (shown in FIG. 5) that detects gaming balls that enter and pass through the gate opening is disposed at the gate opening. When a gaming ball is detected by the gate sensor SE5, a start condition for a normal game can be established. In addition, in this embodiment, when the machine is in a state waiting for a jackpot game to occur, the detection of a gaming ball by the gate sensor SE5 triggers the establishment of a start condition for the jackpot game, and the jackpot game is initiated.
[0031] The pachinko gaming machine 10 is equipped with a first general winning opening 34 and a second general winning opening 35. The first general winning opening 34 is located to the lower left of the center frame 23 in the gaming area 21. The second general winning opening 35 is located to the lower right of the center frame 23 in the gaming area 21. The first general winning opening 34 and the second general winning opening 35 are always open so that gaming balls can enter them. The pachinko gaming machine 10 is equipped with a first general sensor SE6 (shown in FIG. 5) that detects gaming balls that enter the first general winning opening 34, and a second general sensor SE7 (shown in FIG. 5) that detects gaming balls that enter the second general winning opening 35. For example, a ball passage that leads the entered gaming ball to the back side of the gaming board 20 is connected to the first general winning opening 34, and the first general sensor SE6 is disposed in the ball passage. When a gaming ball is detected by the first general sensor SE6, the conditions for paying out prize balls are met. When a gaming ball is detected by the first general sensor SE6 and the conditions for paying out prize balls are met, five gaming balls are awarded as prize balls. In this way, when a gaming ball enters the first general winning opening 34, prize balls are paid out. When a gaming ball is detected by the second general sensor SE7, the conditions for paying out prize balls are met. When a gaming ball is detected by the second general sensor SE7 and the conditions for paying out prize balls are met, five gaming balls are awarded as prize balls. In this way, when a gaming ball enters the second general winning opening 35, prize balls are paid out. The general winning openings 34 and 35 are also called regular winning openings.
[0032] The pachinko gaming machine 10 is provided with an outlet 36. In this embodiment, gaming balls that do not enter the start holes 26, 27a, 28, the big prize holes 29a, 31a, or the general prize holes 34, 35 are discharged from the machine through the outlet 36 (discharged from the gaming board 20 to the outside). The pachinko gaming machine 10 is provided with game components, such as nails (gaming nails) and windmills, that change the behavior of gaming balls flowing down the gaming area 21.
[0033] The pachinko gaming machine 10 includes a passage member 37 and a passage member 38. The passage member 37 and the passage member 38 are located in the gaming area 21, below and to the right of the center frame 23. A specific first starting hole 27a is located in the passage member 37. A first variable member 27b of the specific first starting hole 27a is a member that forms the upper surface of the passage member 37. A second large winning hole 31a is located in the passage member 37. A third variable member 31b of the second large winning hole 31a is a member that forms the upper surface of the passage member 37. In the gaming area 21, the passage member 38 is disposed such that the distance between the lower surface of the passage member 38 and the upper surface of the passage member 37 is longer than the diameter of a gaming ball. In the gaming area 21, the passage member 37 and the passage member 38 form a flow-down passage 39. In the flow-down passage 39, the specific first starting port 27a is located upstream of the second large winning port 31a. In the flow-down passage 39, all game balls that do not enter the specific first starting port 27a are guided to the second large winning port 31a. When a game ball enters through the ball entry port 39a at the most upstream part of the flow-down passage 39 and does not enter either the specific first starting port 27a or the second large winning port 31a, the game ball that entered through the ball entry port 39a is discharged from the discharge port 39b at the most downstream part of the flow-down passage 39.
[0034] The passage member 38 has a plurality of first protrusions 38a on its underside at a location where the first variable member 27b of the specific first starting opening 27a and the flow-down passage 39 are formed. When a gaming ball flowing down (passing through) the flow-down passage 39 collides with the first protrusions 38a, the flow-down speed (passing speed) of the gaming ball decreases. In other words, the first protrusions 38a have the function of suppressing the flow-down speed of the gaming ball flowing down the upper surface of the first variable member 27b of the specific first starting opening 27a. In addition, the passage member 38 has a plurality of second protrusions 38b on its underside at a location where the third variable member 31b of the second large winning opening 31a and the flow-down passage 39 are formed. When a gaming ball flowing down the flow-down passage 39 collides with the second protrusions 38b, the flow-down speed of the gaming ball decreases. That is, the second protrusion 38b has the function of suppressing the flow speed of the gaming balls flowing down the upper surface of the third variable member 31b of the second large winning opening 31a.
[0035] Next, the path along which the gaming ball flows down in this embodiment will be described. The pachinko gaming machine 10 configured as described above has multiple paths for game balls to flow down in the game area 21, depending on the strength of the game balls being launched. The paths for game balls to flow down can also be understood as areas through which game balls flow down. The multiple paths include a first path R1 that passes to the left of the center frame 23 (performance display device 25) and leads to the outlet 36, and a second path R2 that passes to the right of the center frame 23 (performance display device 25) and leads to the outlet 36. The first path R1 and the second path R2 may overlap partially or not entirely. In the following description, when the game board 20 is viewed from the front, the area located to the left of the center line CL that bisects the game area 21 into left and right halves is referred to as the left area R1a, and the area located to the right of the center line CL is referred to as the right area R2a. The path flowing down the left region R1a corresponds to the first path R1, and the path flowing down the right region R2a corresponds to the second path R2. In this embodiment, the left region R1a corresponds to the non-specific region of the gaming board, and the right region R2a corresponds to the specific region of the gaming board.
[0036] The player can then operate the launch handle 16 to adjust the launch strength of the game ball, thereby hitting the game ball into either the left-side area R1a or the right-side area R2a, and causing the game ball to enter the start holes 26, 27a, 28, the special prize holes 29a, 31a, the gate 33, or the general prize holes 34, 35. Specifically, when the game ball is launched with a weaker launch strength (i.e., a left-handed shot), the game ball is more likely to flow down into the left-side area R1a and may enter the non-specific first start hole 26 or the first general prize hole 34. In this way, when the game ball is flowed down into a non-specific area of the game board, the game ball is configured to enter the first start hole of the first and second start holes. In other words, the non-specific first start hole 26 is located within the non-specific area. On the other hand, when a gaming ball is launched with a stronger launch strength (so-called right-hand shot), the gaming ball is more likely to flow down the right-side area R2a and potentially enter the specific first start opening 27a, the second start opening 28, the first large prize opening 29a, the second large prize opening 31a, the gate 33, or the second general prize opening 35. Thus, when a gaming ball is flowed down the specific area of the gaming board, it is configured to be able to enter either the first start opening or the second start opening. That is, the specific first start opening 27a is located within the specific area. Therefore, it can be said that the non-specific first start opening 26 and the first general prize opening 34 are located on the first path R1, and the specific first start opening 27a, the second start opening 28, the first large prize opening 29a, the second large prize opening 31a, the gate 33, and the second general prize opening 35 are located on the second path R2.
[0037] In this embodiment, when a gaming ball flows down the first path R1, it is less likely to enter the specific first start opening 27a, the second start opening 28, the first large prize opening 29a, the second large prize opening 31a, the gate 33, or the second general prize opening 35 than when it flows down the second path R2. In this embodiment, when a gaming ball flows down the second path R2, it is less likely to enter the non-specific first start opening 26 or the first general prize opening 34 than when it flows down the first path R1. In the following description, a gaming ball launched with a launch intensity that launches the gaming ball down the first path R1 may be referred to as a "left hit." Note that a left hit causes the gaming ball to flow down into a non-specific area of the gaming board. In addition, a "right-hand hit" may refer to a game ball being launched with a launch intensity that causes the game ball to flow down the second path R2. A right-hand hit causes the game ball to flow down a specific area of the game board. In the right-hand area R2a, the gate 33, the first large prize opening 29a, the second start opening 28, the second general prize opening 35, the specific first start opening 27a, and the second large prize opening 31a are arranged in this order from upstream.
[0038] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a gaming state with a higher jackpot probability compared to the low probability state. The high probability state is what is known as a "probability variable state (probability variable state)," and the low probability state is a "non-probability variable state (non-probability variable state)." Hereinafter, the high probability state will be referred to as the "probability variable state," and the low probability state will be referred to as the "non-probability variable state." The pachinko gaming machine 10 can be controlled to the probability variable state up to a maximum of 100 special games have been played since being controlled to the probability variable state.
[0039] The pachinko gaming machine 10 has a low opening state and a high opening state as gaming states with different advantageous degrees for balls entering the starting hole. The low opening state and the high opening state have different advantageous degrees for game balls entering the specific first starting hole 27a among the starting holes. The high opening state is a gaming state in which the probability of game balls entering the specific first starting hole 27a is higher than in the low opening state, and the advantageous degree for game balls entering the specific first starting hole 27a is higher. The high opening state is a so-called "electric support state," and the low opening state is a "non-electric support state." For example, the low opening state and the high opening state may have different ratios of the number of winning balls to the number of game balls fired.
[0040] The high opening state can be realized, for example, by performing one control arbitrarily selected from the three controls, the first control, the second control, and the third control, which will be described below, or by combining multiple controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to the low opening state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than in the low opening state. The third control is an opening time extension control that lengthens the total opening time of the first variable member 27b in one normal winning game compared to the low opening state. Note that the opening time extension control may be at least one of a control that increases the number of times the first variable member 27b is opened in one normal winning game compared to the low opening state and a control that lengthens the opening time of one opening of the first variable member 27b in a normal winning game compared to the low opening state. The high opening state may also be realized by combining a fourth control, which will be described below. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low opening state. When the special symbol fluctuation time shortening control is performed, the high opening state becomes a so-called "fluctuation time shortening state (variation shortening state)".
[0041] In this embodiment, since the first variable member 27b may be in the open state even in the low-open state, a gaming ball may enter the specific first starting hole 27a even in the low-open state. However, in the low-open state, for example, by configuring the device so that the normal winning lottery is not won, the first variable member 27b may not be in the open state and a gaming ball may not enter the specific first starting hole 27a. In addition, in the low-open state, for example, even if the normal winning lottery is won, the first variable member 27b may not be in the open state, so that a gaming ball may not enter the specific first starting hole 27a. In this configuration, the low-open state can be said to be a state in which a gaming ball cannot enter the specific first starting hole 27a. On the other hand, the high-open state can be said to be a state in which a gaming ball can enter the specific first starting hole 27a.
[0042] The high opening state in the pachinko gaming machine 10 includes a short high opening state and a long high opening state. In the long high opening state, the total opening time of the first variable member 27b in one normal winning game is longer than in the short high opening state. Specifically, the total opening time of the first variable member 27b in one normal winning game in the long high opening state is a time (e.g., 5.7 seconds) during which it is easy to cause a game ball to enter the specific first starting hole 27a. On the other hand, the total opening time of the first variable member 27b in one normal winning game in the short high opening state is a time (e.g., 0.036 seconds) during which it is not easy to cause a game ball to enter the specific first starting hole 27a. Incidentally, the total opening time of the first variable member 27b in one normal winning game in the low opening state is a time (e.g., 0.032 seconds) during which it is not easy to cause a game ball to enter the specific first starting hole 27a. As described above, when the long high open state is in effect, the game ball is likely to enter the specific first starting hole 27a. For this reason, when the long high open state is in effect, it is recommended to hit the ball to the right.
[0043] The controllable gaming states in the pachinko gaming machine 10 include a normal gaming state, an essentially normal state, a specific gaming state, and a special gaming state. The normal gaming state is a gaming state that is a non-probability variable state and a low opening state. The essentially normal state is a gaming state that is a non-probability variable state and a short high opening state. The specific low probability gaming state is a gaming state that is a non-probability variable state and a long high opening state. The specific high probability gaming state is a gaming state that is a probability variable state and a long high opening state. In the following description, the specific low probability gaming state and the specific high probability gaming state may be collectively referred to as a "specific gaming state." The special gaming state is a gaming state that is a probability variable state and a low opening state. The special state in this embodiment is also called a small hit rush (small hit RUSH). In this embodiment, the normal gaming state corresponds to the first gaming state, and the essentially normal state corresponds to the second gaming state. In this embodiment, the special gaming state corresponds to the third gaming state. In this embodiment, the substantially normal state corresponds to the non-specific gaming state. In this embodiment, the normal gaming state corresponds to the normal state, and the substantially normal state corresponds to the special state.
[0044] In the pachinko gaming machine 10, the normal gaming state is a low opening state, while the substantial normal state is a high opening state. Therefore, it can be said that the substantial normal state is a gaming state that is more advantageous than the normal gaming state. In other words, the second gaming state is more advantageous than the first gaming state. Furthermore, the non-specific gaming state is more advantageous than the normal gaming state. Similarly, in the pachinko gaming machine 10, the normal gaming state is a low opening state, while the specific gaming state is a high opening state. Therefore, it can be said that the specific gaming state is a gaming state that is more advantageous than the normal gaming state.
[0045] In the pachinko gaming machine 10, if a chance symbol is drawn in a special game while in a normal gaming state among the multiple gaming states, the machine is controlled to a substantially normal state. However, in the pachinko gaming machine 10, if a chance symbol is drawn in a special game while in a gaming state other than the normal gaming state among the multiple gaming states, the drawing of the chance symbol is not used as a trigger to control the machine to a substantially normal state. The substantially normal state is controlled to an upper limit of either 20 first special games or 8 second special games, whichever comes first. For example, the substantially normal state may be controlled to an upper limit of until the total number of executions of each special game reaches the number that triggers the end of the game.
[0046] Incidentally, in the pachinko gaming machine 10, regardless of the gaming state, even if a losing symbol is drawn in a special game, the gaming machine is not controlled to the substantially normal state. In other words, if a losing symbol is drawn in a special game, the gaming machine is not controlled to the substantially normal state. In other words, if a non-specific result is drawn in a variable game, the gaming machine is not controlled to the special state. In this way, after a chance symbol is drawn in a special game during the normal gaming state, the game machine is controlled to the substantially normal state in response to the drawing of the chance symbol. On the other hand, after a losing symbol is drawn in a special game during the normal gaming state, the game machine is not controlled to the substantially normal state in response to the drawing of the losing symbol. In other words, after a specific result is drawn in a variable game during the first gaming state, the gaming machine is controlled to the second gaming state, whereas after a non-specific result is drawn in a variable game during the first gaming state, the game machine is not controlled to the second gaming state. In other words, when a specific result is derived in a variable game during a normal game state, the game is controlled to a non-specific game state, whereas when a non-specific result is derived in a variable game during a normal game state, the game is not controlled to a non-specific game state. In this way, when a specific result is derived in a variable game during a normal game state, the game may be controlled to a special state thereafter.
[0047] In the pachinko gaming machine 10, the fluctuation time of the second special game when the game machine is controlled to any one of the normal gaming state, the substantially normal gaming state, and the specific gaming state exceeds a predetermined fluctuation time (e.g., 4 minutes or 8 minutes). Specifically, in this embodiment, the fluctuation time of the second special game when the game machine is controlled to any one of the normal gaming state, the substantially normal gaming state, and the specific gaming state is 10 minutes in the case of at least a small win and a loss. For example, the fluctuation time of the second special game when the game machine is controlled to any one of the normal gaming state, the substantially normal gaming state, and the specific gaming state may not exceed the predetermined fluctuation time (e.g., 1 minute) only in the case of a big win. On the other hand, in this embodiment, the fluctuation time of the second special game when the game machine is controlled to the special gaming state does not exceed the predetermined fluctuation time. Therefore, in this embodiment, the fluctuation time of the second special game when the game machine is controlled to the special gaming state and a small win occurs is shorter than the fluctuation time of the second special game when the game machine is controlled to a gaming state other than the special gaming state and a small win occurs. On the other hand, the variation time of the second special game when controlled to the special game state is shorter than the variation time of the first special game when controlled to the special game state.
[0048] In the pachinko gaming machine 10, the non-specific first start hole 26 is always open so that game balls can enter. Therefore, in the pachinko gaming machine 10, the advantage of a game ball entering the non-specific first start hole 26 is the same regardless of the gaming state. That is, in this embodiment, the advantage of a game ball entering the first start hole in the non-specific area of the gaming board is the same regardless of the gaming state, i.e., the first gaming state, the second gaming state, or the third gaming state. Similarly, in the pachinko gaming machine 10, the second start hole 28 is always open so that game balls can enter. Therefore, in the pachinko gaming machine 10, the advantage of a game ball entering the second start hole 28 is the same regardless of the gaming state. In other words, in this embodiment, the advantage of the game ball entering the second starting hole in a specific area of the game board is the same regardless of whether the game state is the first game state, the second game state, or the third game state.
[0049] In the pachinko gaming machine 10, a right hit can cause a gaming ball to enter the second starting hole 28 regardless of the gaming state. However, as described above, the fluctuation time of the second special game when the gaming machine is controlled to a gaming state other than the special gaming state exceeds the predetermined fluctuation time. Therefore, when the gaming state is other than the special gaming state and is not a specific gaming state controlled to a long high opening state in which right hitting is recommended, left hitting is recommended. In other words, when the gaming machine is in the normal gaming state, left hitting is recommended. Similarly, when the gaming machine is substantially in the normal state, left hitting is recommended. Thus, in this embodiment, the first gaming state and the second gaming state are gaming states in which it is recommended to cause the gaming ball to flow down into a non-specific area. In other words, at least the second gaming state is a gaming state in which it is recommended to cause the gaming ball to flow down into a non-specific area.
[0050] On the other hand, the fluctuation time of the second special game when controlled in the special game state does not exceed a predetermined fluctuation time. Furthermore, as described above, the fluctuation time of the second special game when controlled in the special game state is shorter than the fluctuation time of the first special game when controlled in the special game state. Therefore, when in the special game state, hitting to the right is recommended. In other words, in this embodiment, the third game state is a game state in which it is recommended to cause the game ball to flow down to a specific area on the game board.
[0051] According to the pachinko gaming machine 10, when it is controlled to the special gaming state, the number of small wins per unit time increases, so that the number of game balls that can be acquired per unit predetermined time is greater than the number of game balls consumed per unit predetermined time. In this way, when the pachinko gaming machine 10 is controlled to the special gaming state, if you hit the right side, even if a big win game is not awarded, it is possible to increase the number of game balls you have (balls in hand).
[0052] When the pachinko gaming machine 10 is controlled to either the normal gaming state or the substantially normal state, hitting left is recommended, and therefore, it is expected that the player will hit left. However, when the pachinko gaming machine 10 is controlled to either the normal gaming state or the substantially normal state, hitting left does not increase the number of balls held, and the number of balls held decreases the longer the game continues. Furthermore, when the pachinko gaming machine 10 is controlled to the special gaming state, hitting right is recommended, but the fluctuation time of the second special game is long, and even if hitting right, the number of small wins per unit time is low, and the number of game balls consumed per unit specified time is greater than the number of game balls that can be acquired per unit specified time. Thus, when the pachinko gaming machine 10 is controlled to the special gaming state, it is difficult to increase the number of game balls held (held balls) even if hitting right. Thus, the special gaming state can be said to be advantageous compared to other gaming states. In other words, the special gaming state is advantageous compared to the normal gaming state. The special gaming state is more advantageous than the specific gaming state. The third gaming state is more advantageous than the first gaming state. The third gaming state is more advantageous than the second gaming state.
[0053] In the pachinko gaming machine 10, when the special gaming state is controlled, the player can expect to win a jackpot and also expect the period of time in the special gaming state to be extended. Since the special gaming state ends when 100 special games are played after the pachinko gaming machine 10 is controlled to the special gaming state, the player can expect the period of time in the special gaming state to be extended until 100 special games are played. Incidentally, in the pachinko gaming machine 10, the number of balls held can be increased by an average of 1,000 from the time the special gaming state is controlled to the time the special gaming state ends. On the other hand, in the pachinko gaming machine 10, when a jackpot game is awarded, it is difficult to increase the number of balls held by an average of 1,000 or more. Thus, in the pachinko gaming machine 10, the expected value of the increase in the number of balls held is higher from the time the special gaming state starts until the special gaming state ends than from a single jackpot game.
[0054] Next, a jackpot in the pachinko gaming machine 10 will be described with reference to FIG. The pachinko gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The multiple types of jackpot symbols are classified into a first jackpot symbol, a second jackpot symbol, a third jackpot symbol, and a fourth jackpot symbol. The first jackpot symbol, the second jackpot symbol, the third jackpot symbol, and the fourth jackpot symbol are each different. In this embodiment, the first jackpot symbol corresponds to a special jackpot result, and the second jackpot symbol corresponds to a specific jackpot result. In other words, the jackpot result includes a special jackpot result. The jackpot result includes a specific jackpot result. Also, in this embodiment, the third jackpot symbol corresponds to a non-special jackpot result, and the fourth jackpot symbol corresponds to a special jackpot result. In other words, the jackpot result includes a non-special jackpot result. The jackpot result includes a special jackpot result. In this way, the jackpot symbols corresponding to the jackpot results include the first jackpot symbol corresponding to the special jackpot result, the second jackpot symbol corresponding to the specific jackpot result, the third jackpot symbol corresponding to the non-special jackpot result, and the fourth jackpot symbol corresponding to the special jackpot result. Each of the multiple types of jackpot symbols has a predetermined type of jackpot. Specifically, the first jackpot symbol is designated as the first jackpot, the second jackpot symbol is designated as the second jackpot, the third jackpot symbol is designated as the third jackpot, and the fourth jackpot symbol is designated as the fourth jackpot. Hereinafter, jackpot game based on the first jackpot will be referred to as the "first jackpot game," jackpot game based on the second jackpot will be referred to as the "second jackpot game," jackpot game based on the third jackpot will be referred to as the "third jackpot game," and jackpot game based on the fourth jackpot will be referred to as the "fourth jackpot game."
[0055] In the pachinko game machine 10, the probability of various jackpot symbols being determined (shown as "determination probability" in FIG. 3) differs between a case where a jackpot is won in a jackpot lottery triggered by a ball entering the first starting port 26, 27a and a case where a jackpot is won in a jackpot lottery triggered by a ball entering the second starting port 28. Specifically, when a jackpot is won in a jackpot lottery triggered by a ball entering the first starting port 26, 27a, the first jackpot symbol is determined with a probability of "5%," the second jackpot symbol with a probability of "45%,", the third jackpot symbol with a probability of "10%," and the fourth jackpot symbol with a probability of "40%". On the other hand, if a jackpot is won in the jackpot lottery that is triggered by the ball entering the second starting hole 28, the first jackpot symbol will be determined with a 20% probability, the second jackpot symbol with a 30% probability, the third jackpot symbol with a 22% probability, and the fourth jackpot symbol with a 28% probability.
[0056] Thus, when a jackpot is won, the rate (probability) at which the first jackpot symbol is determined as the jackpot symbol is lower than the rate at which the second jackpot symbol is determined as the jackpot symbol. In other words, when a jackpot is won, the rate at which a special jackpot result is determined as the jackpot result is lower than the rate at which a specific jackpot result is determined as the jackpot result. Also, when a jackpot is won, the rate at which the third jackpot symbol is determined as the jackpot symbol is lower than the rate at which a fourth jackpot symbol is determined as the jackpot symbol. In other words, when a jackpot is won, the rate at which a non-special jackpot result is determined as the jackpot result is lower than the rate at which a special jackpot result is determined as the jackpot result.
[0057] In a jackpot game, an opening effect is first performed over a predetermined opening period to notify the start of the jackpot game. After the opening effect ends, a round game is played in which the first large prize opening 29a is opened. The round game is played up to a predetermined maximum number of times. In one round game, the first large prize opening 29a remains open until a first open game termination condition is met, in which a predetermined maximum number of game balls enter the opening, or a second open game termination condition is met, in which a predetermined maximum time has elapsed. In a round game, a round effect is performed. Then, when the final round game in a jackpot game ends, an ending effect is performed over a predetermined ending period to notify the end of the jackpot game. The jackpot game ends with the end of the ending effect.
[0058] The number of rounds of play is determined for each jackpot. Specifically, the number of rounds of play is determined to be "four" for the first to fourth jackpots. In addition, the game state after the end of the jackpot game is determined for each jackpot. For example, the game state after the end of the jackpot game is determined for each jackpot, depending on the game state at the time of winning the jackpot (shown as "game state at the time of winning" in Figure 3).
[0059] Specifically, for the first jackpot, regardless of whether the game state at the time of the jackpot win was the normal game state, the essentially normal game state, the specific low probability game state, the specific high probability game state, or the special game state, the game state after the jackpot win is set to the special game state. At this time, the special game state is controlled up to the end of 100 special games. "100 special games" is the total number of times the first special game and the second special game have been completed. Note that the probability variable state is controlled up to the end of 100 special games without winning a jackpot. Therefore, if 100 special games are completed after being controlled to the special game state, the probability variable state ends, and the special game state is controlled to the normal game state.
[0060] For the second jackpot, if the game state at the time of the jackpot win is the normal game state, the game state after the jackpot game is controlled to a specific high probability game state. In this case, the probability variable state is controlled to an upper limit until 100 special games are completed. On the other hand, the high open state is controlled to an upper limit until 150 first special games are completed or until 10,000 second special games are completed, whichever comes first. Therefore, if the game state at the time of the jackpot win is the normal game state and the second jackpot game is awarded, the game state is controlled to an upper limit from the end of the second jackpot game until 100 special games are completed. Then, after 100 special games have been played since the end of the second jackpot game, the game is controlled to a specific low-probability game state until the number of first special games completed since the end of the second jackpot game reaches 150, or until the number of second special games completed since the end of the second jackpot game reaches 10,000, with the upper limit being that. Furthermore, for the second jackpot, if the game state at the time of the jackpot win is essentially a normal state, a specific low-probability game state, a specific high-probability game state, or a special game state, the game state after the end of the jackpot game is set to a special game state. At this time, the game is controlled to a special game state with the upper limit being that until 100 special games have been played.
[0061] For the third jackpot, regardless of whether the game state at the time of the jackpot win was the normal game state, the substantially normal game state, the specific low probability game state, the specific high probability game state, or the special game state, the game state after the jackpot win is controlled to the specific low probability game state. At this time, the game state is controlled to the high open state and then controlled to the specific low probability game state until the end of 150 first special games or the end of 10,000 second special games, whichever comes first.
[0062] For the fourth jackpot, if the game state at the time of the jackpot win is the normal game state, the game state after the jackpot game is controlled to the normal game state. Also, for the fourth jackpot, if the game state at the time of the jackpot win is substantially the normal state, the specific low probability game state, the specific high probability game state, or the special game state, the game state after the jackpot game is controlled to the specific low probability game state. At this time, the game is controlled to the high opening state and then controlled to the specific low probability game state until the end of 150 first special games or the end of 10,000 second special games, whichever comes first.
[0063] In the pachinko gaming machine 10, when the long high opening state is controlled after the end of a jackpot game, the long high opening state is controlled until 150 first special games are completed or until 10,000 second special games are completed, whichever comes first. Therefore, it can be seen that the end conditions of the long high opening state include an end condition that is established when 150 first special games are completed and an end condition that is established when 10,000 second special games are completed. Note that if a jackpot game is awarded while the machine is controlled in the long high opening state, the long high opening state ends. In other words, it can be said that the end conditions of the long high opening state include an end condition that is established when a jackpot is won or an end condition that is established when a jackpot game is awarded.
[0064] If a jackpot is won and a jackpot game is awarded while the game is being controlled to one of various game states, the game state under control will end even if the upper limit of the game state under control has not been reached. After the jackpot game ends, the game state will be controlled again to the type of game state and the type of jackpot that was in effect when the jackpot was won.
[0065] Next, a small win in the pachinko gaming machine 10 will be described. During a small win game, the second large prize opening 31a is opened, allowing game balls to enter the second large prize opening 31a. During a small win game, the second large prize opening 31a is opened in a predetermined opening mode. During a small win game, the second large prize opening 31a remains open in a predetermined opening mode until a first open game termination condition is met, in which a predetermined upper limit number of game balls enter the second large prize opening 31a, or until a second open game termination condition is met, in which a predetermined upper limit time has elapsed. For example, during a small win game, the second large prize opening 31a remains open for 0.476 seconds. Thus, during a small win game, the second large prize opening 31a remains open at least once for a time sufficient to allow game balls to enter the second large prize opening 31a.
[0066] As described above, in a jackpot game, first large prize opening 29a is opened to allow game balls to enter first large prize opening 29a. On the other hand, in a small prize game, second large prize opening 31a is opened to allow game balls to enter second large prize opening 31a. In this way, the large prize opening that opens when a small prize game is awarded is different from the large prize opening that opens when a jackpot game is awarded.
[0067] The display effects that the effect display device 25 in this embodiment can execute include an effect symbol variation game (hereinafter referred to as an effect game) in which effect symbols (hereinafter referred to as effect symbols) are variably displayed in multiple rows, and a combination of effect symbols is ultimately derived. In this way, the pachinko gaming machine 10 is configured to be able to execute an effect symbol variation game using effect symbols. The effect symbols are symbols decorated with characters, patterns, etc., and are also called "decorative symbols" or "decorative symbols." The effect game is executed by vertically varying (scrolling) the first, second, and third symbol rows. The effect symbols in the first row are so-called first symbols, the second row are so-called second symbols, and the third row are so-called third symbols. In the following explanation, the "first column" will be referred to as the "left column" and the "first symbol" will be referred to as the "left symbol", the "second column" will be referred to as the "middle column" and the "second symbol" will be referred to as the "middle symbol", and the "third column" will be referred to as the "right column" and the "third symbol" will be referred to as the "right symbol". In this embodiment, in principle, in each column, performance symbols imitating the numbers "1" to "8" are displayed in a predetermined order.
[0068] The effect game is executed in conjunction with the special game. Specifically, the effect game starts when the special game starts and ends when the special game ends. In this way, the pachinko gaming machine 10 is configured to be able to execute an effect symbol variation game while the special symbol variation game is being executed. That is, the pachinko gaming machine 10 can execute an effect game while the variation game is being executed. Then, in the effect game, a combination of effect symbols corresponding to the special symbols derived in the special game is derived. When a jackpot symbol is derived in the special game, the jackpot symbol combination is derived in the effect game. For example, a jackpot symbol combination is a symbol combination in which the effect symbols in all columns are the same, such as "777." In this way, when a jackpot is won in the jackpot lottery, the jackpot symbol is derived in the special game, and the jackpot symbol combination is derived in the effect game. Thereafter, the pachinko gaming machine 10 awards a jackpot game. That is, in the pachinko gaming machine 10, when a jackpot is won in the jackpot lottery, the jackpot result is derived in the variable game and the jackpot pattern result is derived in the presentation game, and the jackpot game is awarded after the variable game ends. Also, when a small jackpot pattern is derived in the special game, a small jackpot pattern combination is derived in the presentation game. For example, a small jackpot pattern combination is a pattern combination in which the presentation patterns in at least some columns are different from the presentation patterns in other columns, such as "112" or "426."
[0069] Furthermore, when a losing symbol is derived in the special game, a losing symbol combination is derived in the effect game. For example, a losing symbol combination is a symbol combination in which the effect symbols in at least some columns are different from the effect symbols in other columns, such as "323" or "426." Incidentally, the symbol combination for a small win may be a symbol combination that is partially or entirely common with the losing symbol combination. For example, if a symbol combination that is common between the small win symbol combination and the losing symbol combination is derived in the effect game, it becomes difficult to identify whether it is a small win or a loss from the effect symbols. On the other hand, the symbol combination for a small win may be a symbol combination different from the losing symbol combination. In this case, it becomes easy to identify whether it is a small win or a loss from the effect symbols.
[0070] Furthermore, when a chance symbol is derived in a special game, a chance symbol combination is derived in an effect game. For example, a chance symbol combination is a symbol combination in which the effect symbols in at least some columns are different from the effect symbols in other columns, such as "123" or "112." The losing symbol combination and the chance symbol combination may be partially or entirely the same, or may be entirely different. Furthermore, the small winning symbol combination and the chance symbol combination may be partially or entirely the same, or may be entirely different. In the effect game, a temporary stop display is displayed before the effect symbol is derived. In this specification, "temporary stop display" means a state that indicates something different from derivation, such as a "fluctuating state."
[0071] Jackpot symbol combinations include those made up of symbols that resemble odd numbers (for example, "111" or "777") and those made up of symbols that resemble even numbers (for example, "222" or "888"). In the following explanation, jackpot symbol combinations made up of symbols that resemble odd numbers will be referred to as "jackpot odd symbol combinations," and jackpot symbol combinations made up of symbols that resemble even numbers will be referred to as "jackpot even symbol combinations." Other jackpot symbol combinations include a jackpot symbol combination ("GGG") made up of a symbol that resembles the letter "G" (hereinafter referred to as "G symbol"). In the following explanation, a jackpot symbol combination made up of symbols that resemble the letter "G" will be referred to as a "jackpot special symbol combination." In principle, the G symbol does not change its display with other numbers in the effect game. On the other hand, the G symbol may be displayed on the effect display device 25 only when the reach effect described below is executed. In the pachinko gaming machine 10, the effect symbols imitating odd numbers, the effect symbols imitating even numbers, and the G symbol each have a different base color. Specifically, in the pachinko gaming machine 10, the effect symbols imitating odd numbers are based on "red," the effect symbols imitating even numbers are based on "blue," and the G symbol is based on "gold." In other words, the odd-numbered symbol combinations for jackpots, the even-numbered symbol combinations for jackpots, and the special symbol combinations for jackpots each have a different base color for the effect symbols constituting each combination.
[0072] In the pachinko gaming machine 10, when the machine is controlled to the normal game state after the jackpot game ends, a jackpot even symbol combination is derived in the presentation game. In the pachinko gaming machine 10, when the machine is controlled to the special game state after the jackpot game ends, a jackpot odd symbol combination or a jackpot even symbol combination is derived in the presentation game. In the pachinko gaming machine 10, when the machine is controlled to the special game state after the jackpot game ends, one of a jackpot odd symbol combination, a jackpot even symbol combination, and a jackpot special symbol combination is derived in the presentation game. Therefore, when a jackpot special symbol combination is derived in the presentation game, it can be recognized that the machine will be controlled to the special game state after the jackpot game ends. Furthermore, when a jackpot odd symbol combination is derived in the presentation game, it can be recognized that the machine will be controlled to the special game state after the jackpot game ends, even if it is not controlled to the special game state after the jackpot game ends.
[0073] In an effect game, the display mode of the effect symbols may become a reach mode (a reach is formed), and a reach effect (also simply referred to as a reach) may be performed. The reach mode is a state in which effect symbols resembling the same number are temporarily displayed in specific columns (e.g., the left and right columns) among multiple columns, and effect symbols in columns other than the specific columns (e.g., the middle column) continue to be displayed in a variable manner. The reach effect may include multiple types of reach effects in which the characters that appear and the actions of the effect symbols differ. For example, the reach effect may include a normal reach effect and a super reach effect that is performed after the start of the normal reach effect. When a super reach effect is performed during the execution of a special game, the expectation of a jackpot may be higher than when only a normal reach effect is performed. Note that the reach effect is performed during the execution of a special game. As will be described in detail later, there are multiple types of super reach effects in the pachinko gaming machine 10. The reach effect can be executed by the effect display device 25 during execution of the effect game and before a symbol combination is derived in the effect game.
[0074] The pachinko gaming machine 10 is configured to be able to execute a presentation mode. There are multiple presentation modes. The pachinko gaming machine 10 is controlled to one of the multiple presentation modes. A presentation mode is also called a presentation state. In each presentation mode, mode identification information that identifies the presentation mode being controlled, that is, the currently selected presentation mode, is announced. For example, in the pachinko gaming machine 10, a different background image is displayed on the presentation display device 25 for each type of presentation mode to announce the mode identification information. For example, in the pachinko gaming machine 10, a decorative lamp 17 emits light in a different color for each type of presentation mode to announce the mode identification information. For example, in the pachinko gaming machine 10, a different background sound is output from the speaker 18 for each type of presentation mode to announce the mode identification information.
[0075] As shown in FIG. 4, the presentation modes in the pachinko gaming machine 10 include a normal presentation mode, a chance presentation mode, and a special presentation mode. The normal presentation mode is controlled during normal gaming. Furthermore, the normal presentation mode is controlled to a substantially normal state. For example, when a chance symbol is drawn in a special game during normal gaming, the normal presentation mode is continuously controlled. In addition, although not shown, when a fourth jackpot game is awarded during normal gaming, after the fourth jackpot game ends, the machine is controlled again to the normal gaming state and again to the normal presentation mode. Furthermore, although not shown, when the substantially normal state ends without a jackpot being won during normal gaming, the machine is controlled to a normal gaming state and continues to be controlled to the normal presentation mode.
[0076] The chance presentation mode is controlled when a specific game state is in progress. The chance presentation mode is controlled when a transition to a specific game state occurs during the normal presentation mode. For example, if a second jackpot is awarded during the normal game state, after the second jackpot has ended, the system is controlled to a specific high-probability game state and is controlled to the chance presentation mode. Similarly, the chance presentation mode is controlled when a transition to a specific game state occurs during the special presentation mode. For example, if a fourth jackpot is awarded during the special game state, after the fourth jackpot has ended, the system is controlled to a specific low-probability game state and is controlled to the chance presentation mode. Furthermore, if the high-probability state ends during the chance mode without a jackpot being won, the system is controlled to the normal presentation mode.
[0077] The special presentation mode is controlled when the special game state is in effect. The special presentation mode is controlled when the normal presentation mode transitions to the special game state. For example, if a first jackpot is awarded during the normal game state, after the first jackpot has ended, the game is controlled to the special game state and the special presentation mode is activated. For example, if a second jackpot is awarded during a substantially normal game state, after the second jackpot has ended, the game is controlled to the special game state and the special presentation mode is activated. Similarly, the special presentation mode is controlled when the game transitions to the special game state during the chance presentation mode. For example, if a second jackpot is awarded during a specific game state, after the second jackpot has ended, the game is controlled to the special game state and the special presentation mode is activated. Furthermore, if the special presentation mode ends without a jackpot being won, the game is controlled to the normal presentation mode.
[0078] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 5, the pachinko gaming machine 10 includes a main board 40 as a main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of the processes. The pachinko gaming machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes for executing light-emitting effects by the decorative lamps 17, sound effects by the speakers 18, and display effects by the effect display device 25. The main board 40 and the sub-board 50 are disposed on the back side of the gaming board 20. The main board 40 and the sub-board 50 are included in a gaming board unit. In the pachinko gaming machine 10, the main board 40 and the sub-board 50 can be said to be disposed inside the machine. The main board 40 is connected to the sub-board 50.
[0079] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 executes a control program (main control program) of the main CPU 41 to perform various processes.
[0080] The main ROM 42 stores a main control program, lottery tables, and judgment values used in predetermined lotteries. For example, the main ROM 42 stores jackpot judgment values used in jackpot lotteries. The jackpot judgment values include a high-probability jackpot judgment value and a common jackpot judgment value. In the pachinko gaming machine 10, only the common jackpot judgment value is used in jackpot lotteries when the probability of a jackpot is low, while both the common jackpot judgment value and the high-probability jackpot judgment value are used in jackpot lotteries when the probability of a jackpot is high. In addition, the main ROM 42 stores small jackpot judgment values used in small jackpot lotteries. The main ROM 42 also stores chance judgment values used in chance lotteries. The main ROM 42 also stores effect judgment values used in effect lotteries. In effect lotteries, a decision is made as to whether to execute reach effects. For this reason, effect lotteries can also be called reach lotteries.
[0081] Additionally, for example, the main ROM 42 stores multiple types of fluctuation patterns. The multiple types of fluctuation patterns are associated with a fluctuation time from the start of a special game to the end of the special game (special game fluctuation time). The fluctuation pattern can be said to be information capable of identifying the fluctuation time of the special game. The fluctuation pattern may be information capable of identifying some or all of the presentation content of the presentation game that is performed from the start of the special game to the end of the special game. The fluctuation patterns include, for example, a big win fluctuation pattern, a small win fluctuation pattern, a chance fluctuation pattern, and a non-win fluctuation pattern. The big win fluctuation pattern is associated with a presentation content of the presentation game that ultimately derives a big win symbol combination through a reach presentation. The small win fluctuation pattern is associated with a presentation content of the presentation game that ultimately derives a small win symbol combination without a reach presentation. Note that the small win fluctuation pattern may be associated with a variation pattern in which a presentation content of the presentation game that ultimately derives a miss symbol combination through a reach presentation. The chance variation pattern is associated with a performance content that ultimately derives a chance pattern from the performance pattern after passing through a predetermined chance performance. The non-winning variation pattern includes a non-winning no-reach variation pattern and a non-winning reach variation pattern. The non-winning no-reach variation pattern is associated with a performance content that ultimately derives a losing pattern combination or a chance pattern combination without passing through a reach performance as the performance content of the performance game. The non-winning reach variation pattern is associated with a performance content that ultimately derives a losing pattern combination or a chance pattern combination after passing through a reach performance as the performance content of the performance game.
[0082] The various fluctuation patterns are classified into fluctuation patterns that can be determined in a normal gaming state, fluctuation patterns that can be determined in a substantially normal state, fluctuation patterns that can be determined in a specific gaming state, and fluctuation patterns that can be determined in a special gaming state. Note that fluctuation patterns that can be determined in a specific low-probability gaming state and fluctuation patterns that can be determined in a specific high-probability gaming state may be separated. Some or all of the fluctuation patterns that can be determined in each gaming state may be the same as the fluctuation patterns that can be determined in other gaming states.
[0083] Moreover, the various fluctuation patterns are classified into a fluctuation pattern for a first special game that can be determined when the first special game is executed, and a fluctuation pattern for a second special game that can be determined when the second special game is executed. The fluctuation patterns classified as fluctuation patterns that can be determined in a specific gaming state have a shorter (or often shorter) fluctuation time defined for the fluctuation pattern for the first special game than the fluctuation patterns classified as fluctuation patterns that can be determined in other gaming states. Moreover, the fluctuation patterns classified as fluctuation patterns that can be determined in a special gaming state have a shorter (or often shorter) fluctuation time defined for the fluctuation pattern for the second special game than the fluctuation patterns classified as fluctuation patterns that can be determined in other gaming states.
[0084] The main RWM 43 is configured to be able to store various information that can be rewritten as appropriate during operation of the pachinko gaming machine 10. Information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to be able to generate random numbers. For example, the random numbers may be generated as hardware random numbers by mounting a random number generation circuit on the main board 40 that updates the value of the random number at predetermined cycles, or may be generated as software random numbers by having the main CPU 41 update the value of the random number at predetermined control cycles.
[0085] A first start sensor SE1, a second start sensor SE2, a first count sensor SE3, a second count sensor SE4, a gate sensor SE5, a first general sensor SE6, and a second general sensor SE7 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE7 via a port. An information display panel 22 is connected to the main board 40. The main CPU 41 is able to control the display content of the information display panel 22 via a drive circuit. A first actuator A1, a second actuator A2, and a third actuator A3 are connected to the main board 40. The main CPU 41 is able to control the operation of the first actuator A1, the operation of the second actuator A2, and the operation of the third actuator A3 via the drive circuit.
[0086] Next, the sub-board 50 will be described. The sub-board 50 is equipped with a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 performs various processes (for example, processes related to effects) by executing its control program (sub-control program). The sub-ROM 52 stores the sub-control program, lottery tables used in the lottery, and judgment values. The sub-ROM 52 stores display effect data that can identify the mode (content) of the display effect in the effect display device 25. The sub-ROM 52 stores light-emitting effect data that can identify the mode (content) of the light-emitting effect in the decorative lamp 17. The sub-ROM 52 stores sound effect data that can identify the mode (content) of the sound effect in the speaker 18.
[0087] The sub-RWM 53 is configured to be able to store various information that can be rewritten as appropriate during operation of the pachinko gaming machine 10. Information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to be able to generate random numbers. For example, the random numbers may be generated as hardware random numbers by mounting a random number generation circuit on the sub-board 50 that updates the value of the random number at predetermined cycles, or as software random numbers by having the sub-CPU 51 update the value of the random number at predetermined control cycles.
[0088] The sub-board 50 is connected to the decorative lamps 17, the speaker 18, and the performance display device 25. The sub-CPU 51 is capable of controlling the decorative lamps 17, the speaker 18, and the performance display device 25 via a drive circuit.
[0089] Here, various processes performed by the main CPU 41 will be described. First, the special symbol input process performed by the main CPU 41 will be described. In the special symbol input process, the main CPU 41 performs a first special symbol input process. Furthermore, when the main CPU 41 finishes the first special symbol input process, it performs a second special symbol input process. Then, in the special symbol input process, when the main CPU 41 finishes the second special symbol input process, it ends the special symbol input process.
[0090] In the first special symbol input process, the main CPU 41 determines whether a game ball has entered the first start port 26, 27a based on whether a detection signal has been input from the first start sensor SE1 (hereinafter referred to as the first input determination). If the determination result of the first input determination is negative, the main CPU 41 terminates the first special symbol input process. On the other hand, if the determination result of the first input determination is positive, the main CPU 41 determines whether the first special reserve number stored in the main RWM 43 is less than the upper limit number (4 in this embodiment) (hereinafter referred to as the first reserve determination). If the determination result of the first reserve determination is negative, the main CPU 41 terminates the first special symbol input process. If the determination result of the first reserve determination is positive, the main CPU 41 adds 1 to the first special reserve number to update it. In addition, the main CPU 41 controls the information display panel 22 to display the updated first special reserve number. The main CPU 41 stores control information (hereinafter referred to as the first reserved number command) capable of identifying the updated first special reserved number in the output buffer. The control information (command) stored in the output buffer is output to the sub-board 50 in the next or subsequent interrupt processing. If the result of the first reserved determination is positive, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. In this embodiment, by storing the random number information for the first special game in the main RWM 43, its execution is suspended until the execution condition for the first special game is met. The random number information may be the acquired random number itself, or information obtained by processing the random number using a predetermined method. For example, the random numbers are winning lottery random numbers used in the big win lottery and small win lottery, pattern random numbers used to determine the big win pattern, variation pattern random numbers used to determine the variation pattern, effect lottery random numbers used in the effect lottery, etc. After that, the main CPU 41 ends the first special pattern input process.
[0091] In the second special symbol input process, the main CPU 41 determines whether a game ball has entered the second start hole 28 based on whether a detection signal has been input from the second start sensor SE2 (hereinafter referred to as the second input determination). If the determination result of the second input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the determination result of the second input determination is positive, the main CPU 41 determines whether the second special reserve number stored in the main RWM 43 is less than the upper limit number (4 in this embodiment) (hereinafter referred to as the second reserve determination). If the determination result of the second reserve determination is negative, the main CPU 41 terminates the special symbol input process. If the determination result of the second reserve determination is positive, the main CPU 41 adds 1 to the second special reserve number to update it. The main CPU 41 controls the information display panel 22 to display the updated second special reserve number. In addition, the main CPU 41 stores control information (hereinafter referred to as the second reserve number command) capable of identifying the updated second special reserve number in the output buffer. Furthermore, if the determination result of the second reservation determination is positive, the main CPU 41 acquires a random number generated within the main board 40, stores random number information based on the acquired random number in the main RWM 43, and terminates the special symbol input process. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the second special game and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main RWM 43, its execution is suspended until the execution condition for the second special game is met. Thereafter, the main CPU 41 terminates the second special symbol input process.
[0092] Next, the special symbol start process performed by the main CPU 41 will be described. In the special symbol start processing, the main CPU 41 determines whether a winning game (a big win game, a small win game) is not in progress and whether the game is waiting for a big win game to occur. If the game is in a winning game or is in a state waiting for a big win game to occur, the main CPU 41 ends the special symbol start processing. On the other hand, if the game is not in a winning game and the game is not waiting for a big win game to occur, the main CPU 41 makes a first in-execution determination. In the first in-execution determination, the main CPU 41 determines whether the first special game is being executed. Then, if it is determined in the first in-execution determination that the first special game is being executed, the main CPU 41 makes a second in-execution determination. In the second in-execution determination, the main CPU 41 determines whether the second special game is being executed. On the other hand, if it is determined in the first in-execution determination that the first special game is not being executed, the main CPU 41 makes a first hold determination. In the first hold determination, the main CPU 41 determines whether the first special hold number stored in the main RWM 43 is 1 or more. If the first hold determination determines that the first special hold number is not 1 or more, the main CPU 41 performs a second execution determination. On the other hand, if the first hold determination determines that the first special hold number is 1 or more, the main CPU 41 performs a first special symbol start process related to the execution of a first special game. After performing the first special symbol start process, the main CPU 41 performs a second execution determination.
[0093] If the second execution determination determines that the second special game is being executed, the main CPU 41 terminates the special symbol start processing. On the other hand, if the second execution determination determines that the second special game is not being executed, the main CPU 41 performs a second reservation determination. In the second reservation determination, the main CPU 41 determines whether the second special reservation number stored in the main RWM 43 is 1 or more. If the second reservation determination determines that the second special reservation number is not 1 or more, the main CPU 41 terminates the special symbol start processing. On the other hand, if the second reservation determination determines that the second special reservation number is 1 or more, the main CPU 41 performs second special symbol start processing related to the execution of the second special game. After performing the second special symbol start processing, the main CPU 41 terminates the special symbol start processing.
[0094] Here, the first special symbol start process will be explained. In the first special symbol start processing, the main CPU 41 updates the first special reserve number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated first special reserve number is displayed. The main CPU 41 also stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads out the earliest stored random number information from the main RWM 43 among the random number information for the first special game. Note that, after reading out the earliest random number information, the main CPU 41 erases the earliest stored random number information from the main RWM 43. Thereafter, the main CPU 41 performs a jackpot lottery processing.
[0095] In the jackpot lottery process, the main CPU 41 performs a jackpot lottery based on the value of a winning lottery random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. At this time, the main CPU 41 references information that can identify the game state stored in the main RWM 43 and that can identify whether the game state is a non-probability variable state or a probability variable state (hereinafter referred to as probability state information). If the game state is a probability variable state, the main CPU 41 performs a jackpot lottery using the common jackpot determination value and the high-probability jackpot determination value. If the game state is a non-probability variable state, the main CPU 41 performs a jackpot lottery using the common jackpot determination value. The main CPU 41 determines whether the value of the winning lottery random number matches the jackpot determination value and performs a jackpot lottery. In this embodiment, if the value of the winning lottery random number matches the jackpot determination value, the jackpot lottery is considered to have been won, and if the value of the winning lottery random number does not match the jackpot determination value, the jackpot lottery is considered to have been lost. If the jackpot lottery is won, the main CPU 41 ends the jackpot lottery process and executes the jackpot game process.
[0096] If the jackpot lottery is not won, the jackpot lottery process is terminated, and the main CPU 41 performs chance lottery process. In the chance lottery process, the main CPU 41 performs a chance lottery based on the read random number information and the chance determination value stored in the main ROM 42. The random number information used in the chance lottery is the same as the random number information used in the jackpot lottery (the value of the winning lottery random number). The chance determination value is different from the value determined as the jackpot determination value and the value determined as the minor win determination value, even within the range of values that the random number information used in the jackpot lottery and the chance lottery can take. If the chance lottery is won, the main CPU 41 terminates the chance lottery process and executes chance game process. On the other hand, if the chance lottery is not won, the chance lottery process is terminated, and the main CPU 41 executes loss game process. In other words, in the first special symbol start process, if the main CPU 41 does not win the jackpot lottery and does not win the chance lottery, the main CPU 41 executes loss game process.
[0097] In the jackpot game processing, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be specified from the read random number information. In the jackpot game processing in the first special symbol start processing, the main CPU 41 determines one of the first to fourth jackpot symbols based on the value of the symbol random number. In the jackpot game processing in the first special symbol start processing, the first jackpot symbol is determined with a probability of 5%, the second jackpot symbol with a probability of 45%, the third jackpot symbol with a probability of 10%, and the fourth jackpot symbol with a probability of 40%. In addition, in the jackpot game processing, the main CPU 41 determines the jackpot variation pattern based on the value of the variation pattern random number that can be specified from the read random number information. At this time, the main CPU 41 determines the jackpot variation pattern according to the game status. For example, in the jackpot game processing in the first special symbol start processing, in the normal gaming state, the main CPU 41 determines a jackpot fluctuation pattern for the first special game that is classified into the fluctuation patterns that can be determined in the normal gaming state. After determining the special symbol and the fluctuation pattern, the main CPU 41 ends the jackpot game processing and stores control information that can identify the determined special symbol (hereinafter referred to as a symbol command) and control information that can identify the determined fluctuation pattern (hereinafter referred to as a fluctuation pattern command) in an output buffer. Then, the main CPU 41 ends the first special symbol start processing.
[0098] In the chance game processing, the main CPU 41 determines a chance symbol. When there is one or more types of chance symbols, the main CPU 41 may determine the chance symbol based on the value of a symbol random number. Furthermore, in the chance game processing, the main CPU 41 determines a variation pattern based on the value of a variation pattern random number that can be identified from the read random number information. Specifically, in the chance game processing in the first special symbol start processing, if the game is in a normal gaming state, the main CPU 41 determines a chance variation pattern for the first special game that is classified as a variation pattern that can be determined in the normal gaming state, based on the value of a variation pattern random number that can be identified from the read random number information. On the other hand, in the chance game processing in the first special symbol start processing, if the game is in a gaming state other than the normal gaming state, the main CPU 41 determines a non-win reach variation pattern for the first special game that is classified as a variation pattern that can be determined in the gaming state being controlled, based on the value of a variation pattern random number that can be identified from the read random number information. After determining the special symbol and the variation pattern, the main CPU 41 ends the chance game process, stores the symbol command that can specify the determined special symbol and the variation pattern command that can specify the determined variation pattern in the output buffer, and then ends the first special symbol start process.
[0099] In the loss game processing, the main CPU 41 determines a loss symbol. When there is one or more types of loss symbols, the main CPU 41 may determine the loss symbol based on the value of the symbol random number. Furthermore, in the loss game processing, the main CPU 41 performs a performance lottery based on the value of a performance lottery random number that can be identified from the read random number information and the performance judgment value stored in the main ROM 42. The main CPU 41 determines that the performance lottery has been won if the value of the performance lottery random number matches the performance judgment value, and determines that the performance lottery has not been won if the value of the performance lottery random number does not match. Based on the value of the variation pattern random number that can be identified from the read random number information, the main CPU 41 determines a non-win reach variation pattern if the performance lottery has been won, and determines a non-win reach variation pattern if the performance lottery has not been won. At this time, the main CPU 41 determines a non-win reach variation pattern or a non-win reach variation pattern depending on the game status. For example, in the loss game processing in the first special symbol start processing, when the effect lottery is won in the normal game state, the main CPU 41 determines a non-winning reach variation pattern for the first special game that is classified as a variation pattern that can be determined in the normal game state. After determining the special symbol and variation pattern, the main CPU 41 ends the loss game processing and stores the pattern command that can identify the determined special symbol and the variation pattern command that can identify the determined variation pattern in the output buffer. Then, the main CPU 41 ends the first special symbol start processing.
[0100] Next, the second special symbol start process will be described. In the second special symbol start processing, the main CPU 41 updates the second special reserve number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated second special reserve number is displayed. The main CPU 41 also stores a second reserve number command that can identify the updated second special reserve number in the output buffer. Next, the main CPU 41 reads out the first-stored random number information from the main RWM 43 among the random number information for the second special game. After reading out the first-stored random number information, the main CPU 41 erases the first-stored random number information from the main RWM 43. Thereafter, the main CPU 41 performs a jackpot lottery process.
[0101] In the jackpot lottery process in the second special symbol start process, the main CPU 41 performs the same control as in the jackpot lottery process in the first special symbol start process described above. However, if the jackpot lottery is won in the jackpot lottery process in the second special symbol start process, the main CPU 41 ends the jackpot lottery process and executes the jackpot game process. On the other hand, if the jackpot lottery is not won in the jackpot lottery process in the second special symbol start process, the main CPU 41 ends the jackpot lottery process and executes the small jackpot lottery process.
[0102] In the jackpot game processing in the second special symbol start processing, the main CPU 41 performs the same control as in the jackpot game processing in the first special symbol start processing described above. However, in the jackpot game processing in the second special symbol start processing, the main CPU 41 determines one of the first to fourth jackpot symbols based on the value of the symbol random number. In the jackpot game processing in the second special symbol start processing, the first jackpot symbol is determined with a probability of 20%, the second jackpot symbol with a probability of 30%, the third jackpot symbol with a probability of 22%, and the fourth jackpot symbol with a probability of 28%. In addition, in the jackpot game processing in the second special symbol start processing, the main CPU 41 determines the jackpot variation pattern for the second special game. After determining the special symbol and the variation pattern, the main CPU 41 ends the jackpot game process, stores the symbol command that can specify the determined special symbol and the variation pattern command that can specify the determined variation pattern in the output buffer, and then ends the second special symbol start process.
[0103] In the small win lottery processing, the main CPU 41 performs a small win lottery based on the value of the winning lottery random number that can be identified from the read random number information (the value of the winning lottery random number used in the big win lottery processing) and the small win determination value stored in the main ROM 42. The main CPU 41 determines whether the value of the winning lottery random number matches the small win determination value, and performs a small win lottery. In this embodiment, if the value of the winning lottery random number matches the small win determination value, the small win lottery is considered to have been won, and if the value of the winning lottery random number does not match the small win determination value, the small win lottery is considered to have been lost. Then, if the small win lottery is won, the main CPU 41 ends the small win lottery processing and executes small win game processing. On the other hand, if the small win lottery is not won, the main CPU 41 ends the small win lottery processing and executes loss game processing.
[0104] In the small win game processing, the main CPU 41 determines a small win symbol. When there is one or more types of small win symbols, the main CPU 41 may determine a chance symbol based on the value of the symbol random number. Furthermore, in the small win game processing, the main CPU 41 determines a small win variation pattern based on the value of a variation pattern random number that can be specified from the read random number information. For example, in the small win game processing in the second special symbol start processing, when a special game state is in effect, the main CPU 41 determines a small win variation pattern for the second special game, which is classified as a variation pattern that can be determined in the special game state, based on the value of a variation pattern random number that can be specified from the read random number information. In this way, in the pachinko gaming machine 10, when a small win symbol is won, a small win variation pattern is determined. In the pachinko gaming machine 10, when a small win symbol is derived in the special game, no reach effect is executed. After determining the special symbol and the variation pattern, the main CPU 41 ends the small win game process, stores the symbol command that can specify the determined special symbol and the variation pattern command that can specify the determined variation pattern in the output buffer, and then ends the second special symbol start process.
[0105] In the loss game processing in the second special symbol start processing, the main CPU 41 performs the same control as in the loss game processing in the first special symbol start processing described above. However, in the loss game processing in the second special symbol start processing, the main CPU 41 determines a loss-reaching variable pattern for the second special game or a loss-reaching variable pattern for the second special game according to the result of the effect lottery. After determining the special symbol and variable pattern, the main CPU 41 ends the loss game processing and stores the symbol command that can identify the determined special symbol and the variable pattern command that can identify the determined variable pattern in the output buffer. Then, the main CPU 41 ends the second special symbol start processing.
[0106] In this embodiment, the main CPU 41 performs a jackpot lottery, thereby realizing a function as a jackpot lottery means for performing a jackpot lottery. Also, in this embodiment, the main CPU 41 performs a small jackpot lottery, thereby realizing a function as a small jackpot lottery means for performing a small jackpot lottery. In this embodiment, the main CPU 41 determines a special symbol to be derived in a special game, thereby realizing a function as a result determination means for determining a result to be derived in a variable game. In this embodiment, the main CPU 41 determines a variation pattern in the first special symbol start process and the second special symbol start process, thereby realizing a function as a variation pattern determination means for determining a variation pattern.
[0107] When the special symbol start process is completed, the main CPU 41 performs a process separate from the special symbol start process and executes a special game. Specifically, the main CPU 41 controls the information display panel 22 so that a special game is started. The main CPU 41 measures the fluctuation time associated with the fluctuation pattern determined in the special symbol start process. Then, when the fluctuation time associated with the fluctuation pattern has elapsed, the main CPU 41 controls the information display panel 22 so that the special symbol determined in the special symbol start process is derived. Furthermore, when the fluctuation time associated with the fluctuation pattern has elapsed, the main CPU 41 stores a game end command in the output buffer to derive a symbol combination based on the effect symbols.
[0108] Incidentally, if the second special game results in a jackpot and the second special symbol display unit 22b outputs a jackpot symbol during the execution of the first special game, the main CPU 41 causes the first special symbol display unit 22a to output a losing symbol and forcibly terminates the first special game being executed. Similarly, if the first special game results in a jackpot and the first special symbol display unit 22a outputs a jackpot symbol during the execution of the second special game, the main CPU 41 causes the second special symbol display unit 22b to output a losing symbol and forcibly terminates the second special game being executed. Furthermore, if the main CPU 41 causes a jackpot symbol to be output in the special game, the main CPU 41 enters a state of waiting for the occurrence of a jackpot game and stores control information (hereinafter referred to as an occurrence wait command) capable of identifying this state of waiting for the occurrence of a jackpot game in the output buffer. The state of waiting for a big win game to occur corresponds to a state in which the condition device is operating and the continuous role device is not operating.
[0109] In addition, when the main CPU 41 receives a detection signal that can identify the detection of game balls entering various winning holes, it controls the payout of game balls as prize balls. For example, when a detection signal is received from the second start sensor SE2, the main CPU 41 controls the payout of game balls to the second start hole 28 in the number of prize balls determined.
[0110] Next, the big win processing performed by the main CPU 41 will be described. When the main CPU 41 receives a detection signal from the gate sensor SE5 while waiting for a jackpot game to occur, the main CPU 41 executes jackpot processing and awards a jackpot game. In this embodiment, awarding a jackpot game in response to the input of a detection signal from the gate sensor SE5 corresponds to operating a device for continuously operating a bonus item.
[0111] In the jackpot processing, the main CPU 41 specifies the type of jackpot game based on the jackpot symbol (i.e., the type of jackpot) determined in the special symbol start processing. Then, after the end of the jackpot special game, the main CPU 41 starts control to award the specified type of jackpot game. Therefore, the main CPU 41 awards the jackpot game by executing the jackpot processing. In this way, in the pachinko gaming machine 10, the jackpot game is awarded after a jackpot is won.
[0112] During jackpot processing, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 counts the opening time. Furthermore, once the opening time has elapsed, the main CPU 41 performs processing to execute a round game. Specifically, the main CPU 41 controls the second actuator A2 to open the first large prize opening 29a according to the opening mode (opening pattern), thereby starting the round game. After starting the round game, if the first open game termination condition or the second open game termination condition is met, the main CPU 41 controls the second actuator A2 to close the first large prize opening 29a, thereby ending the round game. The main CPU 41 repeatedly performs processing to execute a round game until the maximum number of rounds set for the jackpot game has been completed. The main CPU 41 stores a round command in the output buffer each time a round game is started. Furthermore, the main CPU 41 stores an ending command in the output buffer upon completion of the final round game. When the main CPU 41 stores the ending command in the output buffer, it counts the ending time. Then, when the ending time has elapsed, the main CPU 41 ends the big win process.
[0113] Next, the small win process performed by the main CPU 41 will be described. The main CPU 41 performs small win processing after the small win special game has ended. After the small win special game has ended, the main CPU 41 performs small win processing regardless of whether a detection signal has been input from the gate sensor SE5. In the small win processing, the main CPU 41 starts control to award a small win game after the small win special game has ended. Therefore, the main CPU 41 awards a small win game by executing the small win processing. In this way, in the pachinko gaming machine 10, a small win game is awarded after a small win is won. When awarding a small win game in the small win processing, the main CPU 41 controls the third actuator A3 to open the second large winning opening 31a with an upper limit of 0.476 seconds. After awarding the small win game, the main CPU 41 controls the third actuator A3 to close the second large prize opening 31a when the first open game ending condition or the second open game ending condition is met, and ends the small win processing.
[0114] Next, the game status processing performed by the main CPU 41 will be described. The main RWM 43 stores information that can identify the game state (hereinafter referred to as game state information). The game state information includes information that can identify whether the game state is a non-probability variable state or a probability variable state (the above-mentioned probability state information), and information that can identify whether the game state is a low opening state, a short high opening state, or a long high opening state (hereinafter referred to as opening state information). In the pachinko gaming machine 10, the game state under control can be identified by a combination of information that can be identified from the probability state information and the opening state information.
[0115] For example, if the main CPU 41 can identify a non-probability variable state from the probability state information and a low-probability variable state from the open state information, it can determine that it is controlling to the normal gaming state. In the following description, "controlling to the normal gaming state" means updating the probability state information that can identify a non-probability variable state and the open state information that can identify a low-probability variable state, respectively. Similarly, if the main CPU 41 can identify a non-probability variable state from the probability state information and can identify a short high-probability variable state from the open state information, it can determine that it is controlling to the substantially normal state. In the following description, "controlling to the substantially normal state" means updating the probability state information that can identify a non-probability variable state and the open state information that can identify a short high-probability variable state, respectively.
[0116] When the main CPU 41 can identify a non-probability variable state from the probability state information and can identify a long high-probability variable state from the open state information, it can determine that it is controlling to a specific low-probability variable state. In the following description, "controlling to a specific low-probability variable state" means updating the probability state information that can identify a non-probability variable state and the open state information that can identify a long high-probability variable state, respectively. Similarly, when the main CPU 41 can identify a probability variable state from the probability state information and can identify a long high-probability variable state from the open state information, it can determine that it is controlling to a specific high-probability variable state. In the following description, "controlling to a specific high-probability variable state" means updating the probability state information that can identify a probability variable state and the open state information that can identify a long high-probability variable state, respectively. When the main CPU 41 can identify a probability variable state from the probability state information and can identify a low-probability variable state from the open state information, it can determine that it is controlling to a special game state. In the following explanation, "controlling to a special game state" means updating to probability state information that can identify a special state and open state information that can identify a low open state.
[0117] After the first jackpot game ends, the main CPU 41 updates the probability state information to identify a probability variable state. Furthermore, after the second jackpot game ends, the main CPU 41 updates the probability state information to identify a probability variable state. When updating the probability state information to identify a probability variable state, the main CPU 41 sets "100 times" as information that identifies the remaining number of special games that can be controlled to the probability variable state (hereinafter referred to as probability variable number information). The probability variable number information is stored in the main RWM 43. If the number of times that can be identified from the probability variable number information is 1 or more, the main CPU 41 subtracts 1 from the number that can be identified from the probability variable number information upon the end of the special game, and updates the probability variable number information. At this time, the main CPU 41 updates the probability variable number information upon the end of either the first special game or the second special game. If the updated probability variable number information reaches 0, the main CPU 41 updates the probability state information to identify a non-probability variable state. As a result, for example, if the probability variable count information reaches 0 when in a special gaming state and is updated to probability state information that can identify a non-probability variable state, the special gaming state will end and the game will be controlled to a normal gaming state. For example, if the probability variable count information reaches 0 when in a specific high probability gaming state and is updated to probability state information that can identify a non-probability variable state, the open state information that can identify a long high open state continues to be set, so the specific high probability gaming state will end and the game will be controlled to a specific low probability gaming state.
[0118] Furthermore, when a chance symbol is derived in a special game during a normal gaming state, the main CPU 41 updates the opening state information to identify a short high opening state. When updating the opening state information to identify a short high opening state, the main CPU 41 sets "20 times" as information that can identify the remaining number of times of the first special game that can be controlled to the short high opening state (hereinafter referred to as first short count information). Furthermore, when updating the opening state information to identify a short high opening state, the main CPU 41 sets "8 times" as information that can identify the remaining number of times of the second special game that can be controlled to the short high opening state (hereinafter referred to as second short count information). The first short count information and the second short count information are stored in the main RWM 43.
[0119] When the number of times that can be specified from the first short count information is 1 or more, the main CPU 41 subtracts 1 from the number of times that can be specified from the first short count information upon the end of the first special game, and updates the first short count information. The main CPU 41 does not update the first short count information, even after the second special game has ended. When the updated first short count information reaches 0, the main CPU 41 updates it to open state information, which can be specified as a low open state. When the updated first short count information reaches 0, the main CPU 41 sets the second short count information to "0" and initializes the second short count information. When the number of times that can be specified from the second short count information is 1 or more, the main CPU 41 subtracts 1 from the number of times that can be specified from the second short count information upon the end of the second special game, and updates the second short count information. The main CPU 41 does not update the second short count information, even after the first special game has ended. Then, when the updated second short count information reaches 0, the main CPU 41 updates it to open state information that can identify a low open state. Also, when the updated second short count information reaches 0, the main CPU 41 sets the first short count information to "0 times" and initializes the first short count information. As a result, when the first short count information or the second short count information reaches 0 while the game is substantially in the normal state and is updated to open state information that can identify a low open state, the substantially normal state ends and the game is controlled to the normal game state.
[0120] Furthermore, when a jackpot is won in the normal gaming state and a second jackpot game is awarded, the main CPU 41 updates the opening state information to identify a long high opening state after the second jackpot game ends. Furthermore, the main CPU 41 updates the opening state information to identify a long high opening state after the third jackpot game ends. Furthermore, when a jackpot is won in a gaming state other than the normal gaming state and a fourth jackpot game is awarded, the main CPU 41 updates the opening state information to identify a long high opening state after the fourth jackpot game ends. When updating the opening state information to identify a long high opening state, the main CPU 41 sets "150 times" as information that can identify the remaining number of times of the first special game that can be controlled to the long high opening state (hereinafter referred to as first long number information). Furthermore, when updating the open state information to identify the long high open state, the main CPU 41 sets "10000 times" as information that can identify the remaining number of times of the second special game that can be controlled to the long high open state (hereinafter referred to as second long number information). The first long number information and the second long number information are stored in the main RWM 43.
[0121] When the number of times that can be specified from the first long count information is 1 or more, the main CPU 41 subtracts 1 from the number of times that can be specified from the first long count information upon the end of the first special game, and updates the first long count information. Note that the main CPU 41 does not update the first long count information, even when the second special game ends. When the updated first long count information reaches 0, the main CPU 41 updates it to open state information that can be specified as a low open state. When the updated first long count information reaches 0, the main CPU 41 sets the second long count information to "0 times" and initializes the second long count information. When the number of times that can be specified from the second long count information is 1 or more, the main CPU 41 subtracts 1 from the number of times that can be specified from the second long count information upon the end of the second special game, and updates the second long count information. Note that the main CPU 41 does not update the second long count information, even when the first special game ends. Then, when the updated second long count information reaches 0, the main CPU 41 updates it to open state information that can identify a low open state. Also, when the updated second long count information reaches 0, the main CPU 41 sets the first long count information to "0 times" and initializes the first long count information. As a result, when the first long count information or the second long count information reaches 0 during a specific low probability gaming state and is updated to open state information that can identify a low open state, the specific low probability gaming state ends and the game is controlled to a normal gaming state.
[0122] Incidentally, when a jackpot game is awarded, the main CPU 41 initializes various count information. Specifically, when a jackpot game is awarded, the main CPU 41 sets the probability variable count information to "0 times" and initializes the probability variable count information. Similarly, when a jackpot game is awarded, the main CPU 41 sets the first short count information to "0 times" and initializes the first short count information. Furthermore, when a jackpot game is awarded, the main CPU 41 sets the second short count information to "0 times" and initializes the second short count information. Furthermore, when a jackpot game is awarded, the main CPU 41 sets the first long count information to "0 times" and initializes the first long count information. Furthermore, when a jackpot game is awarded, the main CPU 41 sets the second long count information to "0 times" and initializes the second long count information. In addition, when a jackpot game is awarded, the main CPU 41 updates the probability state information to identify a non-probability variable state and updates the open state information to identify a low open state. As a result, the game is in a normal game state while the jackpot game is awarded.
[0123] When the main CPU 41 updates the probability state information, it stores control information (hereinafter referred to as a probability state information command) that can identify the updated probability state information in the output buffer. Similarly, when the main CPU 41 updates the open state information, it stores control information (hereinafter referred to as an open state information command) that can identify the updated open state information in the output buffer. When the main CPU 41 updates the probability variable count information, it stores control information (hereinafter referred to as a probability variable count information command) that can identify the updated probability variable count information in the output buffer. When the main CPU 41 updates the first short count information, it stores control information (hereinafter referred to as a first short count information command) that can identify the updated first short count information in the output buffer. Similarly, when the main CPU 41 updates the second short count information, it stores control information (hereinafter referred to as a second short count information command) that can identify the updated second short count information in the output buffer. Furthermore, when the main CPU 41 updates the first long count information, it stores control information (hereinafter referred to as a first long count information command) that can identify the updated first long count information in the output buffer. Similarly, when the main CPU 41 updates the second long count information, it stores control information (hereinafter referred to as a second long count information command) that can identify the updated second long count information in the output buffer. In this embodiment, the main CPU 41 performs game status processing, thereby realizing a function as game status control means that controls the game status.
[0124] Next, the normal symbol input process performed by the main CPU 41 will be described. In the normal symbol input process, the main CPU 41 determines whether the gaming ball has passed (entered) the gate 33 based on whether a detection signal has been input from the gate sensor SE5. If the gaming ball has not passed through the gate 33, the main CPU 41 terminates the normal symbol input process. On the other hand, if the gaming ball has passed through the gate 33, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit number (4 in this embodiment). If the normal reserve number is not less than the upper limit number, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit number, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. In this case, the main CPU 41 controls the information display panel 22 to display the updated normal reserve number. In addition, the main CPU 41 stores control information (hereinafter referred to as a normal reserve number command) capable of identifying the updated normal reserve number in the output buffer. Next, the main CPU 41 acquires the normal winning lottery random number generated within the main board 40, and stores random number information based on the acquired random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is for a normal game and the storage order of the random number information can be identified. Thereafter, the main CPU 41 ends the normal symbol input process.
[0125] Next, the normal symbol start process performed by the main CPU 41 will be described. In the normal symbol start processing, the main CPU 41 determines whether the execution conditions for the normal game are met. The main CPU 41 makes a positive determination when the game is not in a normal win game and not in a normal game, and makes a negative determination when the game is in a normal win game or in a normal game. If the execution conditions for the normal game are not met, the main CPU 41 terminates the normal symbol start processing. On the other hand, if the execution conditions for the normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start processing. If the normal reserve number is 1 or more, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by subtracting 1. In this processing, the main CPU 41 controls the information display panel 22 so that the updated normal reserve number is displayed. In addition, the main CPU 41 stores a normal reserve number command capable of specifying the updated normal reserve number in the output buffer.
[0126] Next, the main CPU 41 reads the random number information for the normal game that was stored earliest from the main RWM 43. After reading the earliest random number information, the main CPU 41 erases the earliest stored random number information from the main RWM 43. Next, the main CPU 41 determines whether to determine a normal win based on the read random number information for the normal game and the normal win determination value stored in the main ROM 42. The probability of winning a normal win may be different between a high opening state and a low opening state. If a normal win is determined, the main CPU 41 determines the normal win symbol to be derived in the normal game and the fluctuation time of the normal game. If a normal win is not determined, the main CPU 41 determines the normal loss symbol to be derived in the normal game and the fluctuation time of the normal game. For example, the main CPU 41 determines the fluctuation time of the normal game according to the game state. The main CPU 41 may be configured to determine the normal game variation time by determining a normal variation pattern in which the variation time of the normal game is determined. The normal variation pattern may be stored in the main ROM 42. After that, the main CPU 41 ends the normal symbol start process.
[0127] Then, the main CPU 41 executes the normal game by performing processing separate from the normal symbol start processing. Specifically, the main CPU 41 starts the normal game and controls the information display panel 22 so that the normal symbol determined in the normal symbol start processing is derived when the variable time determined in the normal symbol start processing has elapsed. In addition, the main CPU 41 stores control information capable of identifying the start of execution of the normal game in the output buffer in conjunction with starting execution of the normal game.
[0128] Next, the normal winning process performed by the main CPU 41 will be described. After the normal game of the normal win is completed, the main CPU 41 performs normal win processing. In the normal win processing, the main CPU 41 starts control to award a normal win game according to the game status. Therefore, the main CPU 41 awards a normal win by performing the normal win processing. In this way, in the pachinko gaming machine 10, a normal win game is awarded after a normal win is won. In the normal win processing, the main CPU 41 controls the first actuator A1 so that the second start port 28 is opened in an opening mode according to the game status.
[0129] Next, various processes performed by the secondary CPU 51 will be described. First, the effect game processing performed by the secondary CPU 51 will be described. The sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 to execute an effect game and effects associated with the effect game. Specifically, when the game is in any of the normal game state, the substantially normal game state, and the special game state, the sub-CPU 51 controls the execution of an effect game when it inputs a variation pattern command that can identify a variation pattern for the first special game. Note that when the game is in any of the normal game state, the substantially normal game state, and the special game state, the sub-CPU 51 does not control the execution of an effect game even when it inputs a variation pattern command that can identify a variation pattern for the second special game. On the other hand, when the game is in the special game state, the sub-CPU 51 controls the execution of an effect game when it inputs a variation pattern command that can identify a variation pattern for the second special game. Note that when the game is in the special game state, the sub-CPU 51 does not control the execution of an effect game even when it inputs a variation pattern command that can identify a variation pattern for the first special game. In this way, the sub-CPU 51 executes an effect game based on the second special game when the game is in the special game state. On the other hand, the sub-CPU 51 executes an effect game based on the first special game when the game is in any one of the normal gaming state, the substantially normal state, and the specific gaming state.
[0130] When controlling the execution of the effect game, the sub-CPU 51 determines the symbol combination of the effect symbols to be ultimately derived in the effect game based on the variation pattern command and the symbol command. If the special symbol identifiable from the symbol command is a jackpot symbol, the sub-CPU 51 determines the jackpot symbol combination. Details will be described later, but at this time, the sub-CPU 51 determines the jackpot symbol combination according to the game status after the jackpot game ends. Furthermore, if the special symbol identifiable from the symbol command is a small jackpot symbol, the sub-CPU 51 determines the small jackpot symbol combination. If the special symbol identifiable from the symbol command is a chance symbol, the sub-CPU 51 determines the chance symbol combination. At this time, if a non-win variation pattern is specified, the sub-CPU 51 may determine a chance symbol combination including a reach (for example, "323" or "454"). Furthermore, if the special symbol identifiable from the symbol command is a losing symbol, the sub-CPU 51 determines the losing symbol combination. When the reach condition is established and a reach effect is performed in the effect game, the sub-CPU 51 may determine a losing symbol combination including the reach (for example, "323" or "454"). In this embodiment, the reach condition is established when a non-winning reach variable pattern is specified among the non-winning variable patterns.
[0131] When the sub-CPU 51 inputs a variation pattern command, it controls the effect display device 25 to variably display the effect symbols. In other words, the sub-CPU 51 starts an effect game. The variation pattern command can be considered control information that instructs the start of an effect game based on a variation pattern. Furthermore, when the sub-CPU 51 executes a reach effect, it controls the effect display device 25 to execute the reach effect. Then, at a predetermined timing, the sub-CPU 51 temporarily stops and displays the symbol combination of the determined effect symbols. Thereafter, the sub-CPU 51 derives an effect symbol combination in response to the input of a game end command. Note that the sub-CPU 51 may measure a variation time that can be determined from the variation pattern, regardless of the game end command, and derive an effect symbol combination in response to the passage of the variation time. In this case, the game end command may be omitted.
[0132] Next, the winning effect processing performed by the sub-CPU 51 will be described. When the sub-CPU 51 inputs an occurrence wait command, it controls at least one of the decorative lamp 17, the speaker 18, and the effect display device 25 so that an occurrence wait effect is executed. The occurrence wait effect is executed with effect content that encourages the player to throw a game ball into the gate 33. The occurrence wait effect is executed with effect content that encourages the player to hit the ball to the right. In this way, the occurrence wait effect is executed with effect content that encourages the player to start a jackpot game.
[0133] During a jackpot game, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a jackpot effect is performed. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an opening effect is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a round effect is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an ending effect is performed.
[0134] During a small win game, the sub-CPU 51 controls at least one of the decorative lamp 17, the speaker 18, and the effect display device 25 so that a small win effect is performed. In this embodiment, the small win effect is such that a small win pattern based on an effect pattern is continuously displayed on the effect display device 25, and the display content of the effect display device 25 at the end of the small win special game and the display content of the effect display device 25 during a small win game are the same.
[0135] Next, the status processing performed by the secondary CPU 51 will be described. The sub-RWM 53 stores information that can identify a game state. The information that can identify a game state stored in the sub-RWM 53 includes information that can identify whether the game state is a non-probability variable state or a probability variable state (hereinafter referred to as sub-probability state information). When the sub-CPU 51 inputs a probability variable state information command, it updates the sub-probability state information to information that can be identified from the command. Furthermore, the information that can identify a game state stored in the sub-RWM 53 includes information that can identify whether the game state is a low opening state, a short high opening state, or a long high opening state (hereinafter referred to as sub-opening state information). When the sub-CPU 51 inputs an opening state information command, it updates the sub-opening state information to information that can be identified from the command.
[0136] The sub-RWM 53 also stores information (hereinafter referred to as sub-use probability variable count information) that can specify the remaining number of times a special game that can be controlled to a probability variable state. When the sub-CPU 51 inputs a probability variable count information command, it updates the sub-use probability variable count information to a number that can be specified from the command. The sub-RWM 53 also stores information (hereinafter referred to as sub-use first short count information) that can specify the remaining number of times a first special game that can be controlled to a short high opening state. When the sub-CPU 51 inputs a first short count information command, it updates the sub-use first short count information to a number that can be specified from the command. Similarly, the sub-RWM 53 stores information (hereinafter referred to as sub-use second short count information) that can specify the remaining number of times a second special game that can be controlled to a short high opening state. When the sub-CPU 51 inputs a second short count information command, it updates the sub-use second short count information to a number that can be specified from the command. The sub RWM 53 also stores information (hereinafter referred to as sub first long count information) that can specify the remaining number of times the first special game can be controlled to the long high opening state. When the sub CPU 51 inputs a first long count information command, it updates the sub first long count information to the number that can be specified from the command. Similarly, the sub RWM 53 stores information (hereinafter referred to as sub second long count information) that can specify the remaining number of times the second special game can be controlled to the long high opening state. When the sub CPU 51 inputs a second long count information command, it updates the sub second long count information to the number that can be specified from the command.
[0137] When the sub-CPU 51 inputs an opening command, it sets the win status flag stored in the sub-RWM 53 to a value that can identify that a jackpot game is in progress. When the sub-CPU 51 inputs an ending command and then a variation pattern command, it sets the win status flag stored in the sub-RWM 53 to a value that can identify that a jackpot game is not in progress. When the sub-CPU 51 inputs a small win occurrence command, it sets the win status flag stored in the sub-RWM 53 to a value that can identify that a small win game is in progress. When the sub-CPU 51 inputs a variation pattern command after inputting a small win occurrence command, it sets a value that can identify that a jackpot game is not in progress. By referencing the win status flag stored in the sub-RWM 53, the sub-CPU 51 can identify whether a jackpot game is in progress, a small win game is in progress, or a jackpot game is not in progress (not a jackpot game, not a small win game). The sub-CPU 51 may be configured to set a value that can identify a state of waiting for a jackpot game to the win status flag when it inputs an occurrence wait command. In this case, the sub-CPU 51 can identify whether a state of waiting for a jackpot game to occur is present by referring to the win status flag stored in the sub-RWM 53.
[0138] Next, the presentation mode processing performed by the sub-CPU 51 will be described. The sub-RWM 53 stores information that can identify the presentation mode (hereinafter referred to as presentation mode information). When the sub-CPU 51 is controlled to a normal game state after the end of a jackpot game, it updates the presentation mode information to identify the normal presentation mode. When the sub-CPU 51 is controlled to a specific low-probability game state after the end of a jackpot game, it updates the presentation mode information to identify the chance presentation mode. Similarly, when the sub-CPU 51 is controlled to a specific high-probability game state after the end of a jackpot game, it updates the presentation mode information to identify the chance presentation mode. Furthermore, when the sub-CPU 51 is controlled to a special game state after the end of a jackpot game, it updates the presentation mode information to identify the special presentation mode. Furthermore, when the high-open state ends during the chance presentation mode, the sub-CPU 51 updates the presentation mode information to identify the normal presentation mode. Similarly, when the probability variable state ends during the special presentation mode, the sub-CPU 51 updates the presentation mode information to identify the normal presentation mode. As a result, in principle, the presentation mode information when controlled to the normal gaming state or substantially normal state is presentation mode information that can identify the normal presentation mode. Also, in principle, the presentation mode information when controlled to the special gaming state is presentation mode information that can identify the chance presentation mode. Also, in principle, the presentation mode information when controlled to the special gaming state is presentation mode information that can identify the special presentation mode.
[0139] Furthermore, the sub-CPU 51 controls at least some of the decorative lamps 17, the speaker 18, and the performance display device 25 so that mode identification information is announced according to the performance mode that can be identified from the performance mode information. For example, when the sub-CPU 51 can identify that the mode is the normal performance mode, it controls the speaker 18 so that background sound corresponding to the normal performance mode is output. Also, for example, when the sub-CPU 51 can identify that the mode is the normal performance mode, it controls the performance display device 25 so that a background image corresponding to the normal performance mode is displayed. In this embodiment, the sub-CPU 51 performs performance mode processing, thereby realizing the function of a performance mode control means that controls the performance mode.
[0140] In this embodiment, at least some of the decorative lamps 17, speakers 18, and performance display device 25 function as performance execution means. In this embodiment, the secondary CPU 51 controls the decorative lamps 17, speakers 18, and performance display device 25, thereby realizing the function of performance control means that controls the performance execution means. In this embodiment, the secondary CPU 51 controls the decorative lamps 17 as light-emitting means, thereby realizing the function of light-emitting control means that controls the light-emitting means. In this embodiment, the secondary CPU 51 controls the speaker 18 as sound output means, thereby realizing the function of sound output control means that controls the sound output means. In this embodiment, the secondary CPU 51 controls the performance display device 25 as display means, thereby realizing the function of display control means that controls the display means.
[0141] Here, the change in the number of balls possessed with respect to the playing time in each playing state in the pachinko gaming machine 10 will be explained. In the pachinko gaming machine 10, if a gaming ball enters the second starting hole 28, even if it does not result in a big win, there is a high probability of a small win. Therefore, by hitting the right side, a gaming ball can enter the second starting hole 28, which triggers a small win lottery and creates a chance to win prize balls. However, because the variable time of the second special game in a gaming state other than the special gaming state is significantly longer than the variable time of the second special game in the special gaming state, the time until a small win game is actually awarded and the chance to win prize balls arrives is also significantly longer. In this embodiment, the second large prize opening 31a finally opens about 10 minutes after the second special game begins with a gaming ball entering the second starting hole 28.
[0142] And, when hitting to the right at least in the normal game state or substantially normal state, the number of game balls consumed per unit of time (number of game balls fired) exceeds the number of game balls that can be acquired per unit of time. Furthermore, when hitting to the right in the normal game state or substantially normal state, game balls do not enter the non-specific first start hole 26, and it is difficult for game balls to enter the specific first start hole 27a, so the number of special games executed per unit of time is significantly reduced. For this reason, when hitting to the left in the normal game state or substantially normal state, it is preferable.
[0143] Furthermore, in the specific gaming state, hitting from the right makes it easier for gaming balls to enter the specific first starting hole 27a than in the normal gaming state or substantially normal state, making it easier to execute the first special game. Specifically, the number of gaming balls that enter the specific first starting hole 27a per unit time by hitting from the right in the specific gaming state is more likely to be greater than the number of gaming balls that enter the non-specific first starting hole 26 per unit time by hitting from the left in the specific gaming state. For this reason, hitting from the left is preferable in the specific gaming state.
[0144] On the other hand, when the special game state is in effect, the variable time of the second special game is shortened. As a result, when the special game state is in effect, the number of small wins per unit time tends to be greater than when the game state is in a non-special game state. Therefore, when the special game state is in effect, hitting the right side is preferable.
[0145] According to the pachinko gaming machine 10, when controlled to the special gaming state, the number of small wins per unit time increases, so that the number of gaming balls that can be acquired per unit time is greater than the number of gaming balls consumed per unit time. In this way, when the pachinko gaming machine 10 is controlled to the special gaming state, if you hit the right side, even if a big win is not awarded, it is possible to increase the number of gaming balls you have (so-called balls in stock). In other words, the special gaming state can be said to be advantageous compared to other gaming states.
[0146] Incidentally, when the pachinko gaming machine 10 is controlled to a normal gaming state or a substantially normal state, it is preferable to hit from the left, so it is assumed that the player will hit from the left. However, when the pachinko gaming machine 10 is controlled to a normal gaming state or a substantially normal state, the number of balls held cannot be increased even if the player hits from the left, and the number of balls held decreases the longer the game continues.
[0147] In the pachinko gaming machine 10, when the machine is controlled to a specific gaming state, it is preferable to hit from the right, so it is assumed that the player will hit from the right. However, when the machine is controlled to a specific gaming state, the number of balls held cannot be increased even if the player hits from the right, and the more the game continues, the fewer balls the player will have. However, when the machine is controlled to a specific gaming state, it is easy to make a gaming ball enter the specific first starting hole 27a by hitting from the right, so the decrease in the number of balls held when the game continues can be suppressed compared to when the machine is controlled to a normal gaming state or a substantially normal state.
[0148] On the other hand, when the pachinko gaming machine 10 is controlled to a special gaming state, hitting to the right is preferable, and therefore hitting to the right is expected. When the pachinko gaming machine 10 is controlled to a special gaming state, hitting to the right increases the chances of winning a small jackpot per unit of time and causing a gaming ball to enter the second large winning slot 31a, thereby increasing the number of balls held, and the more the game continues, the more balls held. In this way, in the special gaming state, the number of small jackpots won per unit of time increases, thereby increasing the number of balls held. In other words, the pachinko gaming machine 10 is configured to be controllable to a special gaming state in which the number of small jackpots won per unit of time increases, thereby increasing the number of balls held.
[0149] In the pachinko gaming machine 10, when the machine is controlled to the special gaming state, the player can expect to win a jackpot and also expect that the period of time that the machine is controlled to the special gaming state will be extended. In addition, in the pachinko gaming machine 10, the special gaming state ends when the number of times that the special game has been executed since the machine was controlled to the special gaming state reaches 100, so the player can expect that the period of time that the machine is controlled to the special gaming state will be extended until the end of 100 special games.
[0150] Next, the game characteristics of the pachinko gaming machine 10 will be described. As shown in Figures 6(a) and 6(b), in the pachinko gaming machine 10, when a chance symbol is drawn in a special game during a normal game state, the state is essentially normal. At this time, the presentation mode is controlled to continue as the normal presentation mode.
[0151] As shown in Figures 6(c) and 6(d), in the pachinko gaming machine 10, when a first jackpot symbol is derived in a special game and a first jackpot game is awarded, whether the machine is in the normal gaming state or the substantially normal gaming state, the machine is controlled to a special gaming state after the first jackpot game ends. At this time, the presentation mode switches from the normal presentation mode to the special presentation mode. Thus, whether the machine is in the normal gaming state or the substantially normal gaming state, when a first jackpot symbol is derived in a special game and a jackpot game ends, the machine is controlled to a special gaming state after the jackpot game ends. In other words, whether the machine is in the normal gaming state or the substantially normal gaming state, when a special jackpot result is derived in a variable game, the machine is controlled to a special gaming state after the jackpot game ends.
[0152] Incidentally, although not shown, in the pachinko gaming machine 10, whether in the normal gaming state or the specific gaming state, if a first jackpot symbol is derived in a special game and a first jackpot game is awarded, the machine is controlled to a special gaming state after the first jackpot game ends. In other words, whether in the normal gaming state or the specific gaming state, if a special jackpot result is derived in a variable game, the machine is controlled to a special gaming state after the jackpot game ends. Also, in the pachinko gaming machine 10, whether in the normal gaming state or the specific gaming state, if a first jackpot symbol is derived in a special game and a first jackpot game is awarded, the machine is controlled to a special gaming state after the first jackpot game ends.
[0153] As shown in Figures 6(e) and 6(f), in the pachinko gaming machine 10, if a second jackpot symbol is derived in a special game during normal play and a second jackpot game is awarded, the machine is controlled to a specific high-probability game state after the second jackpot game ends. At this time, the presentation mode switches from the normal presentation mode to the chance presentation mode. In other words, if a second jackpot symbol is derived in a special game during normal play and a second jackpot game is awarded, the game state changes before and after the second jackpot game. In this way, if a specific jackpot result is derived in a variable game during the first game state, the game state controlled after the jackpot game ends is the specific high-probability game state.
[0154] Also, as shown in Figures 6(g) and 6(h), in the pachinko gaming machine 10, if a second jackpot symbol is derived in a special game and a second jackpot game is awarded during a substantially normal game state, the game state is controlled to a special game state after the second jackpot game ends. At this time, the presentation mode switches from the normal presentation mode to the special presentation mode. Thus, if a specific jackpot result is derived in a variable game during a non-specific game state, the game state is controlled to a special game state after the jackpot game ends. In other words, if a second jackpot symbol is derived in a special game and a second jackpot game is awarded during a substantially normal game state, the game state before and after the second jackpot game changes. Thus, if a specific jackpot result is derived in a variable game during a second game state, the game state controlled after the jackpot game ends is the special game state.
[0155] In this way, the game state controlled after the end of a jackpot game when the second jackpot symbol is derived in a special game during a substantially normal state differs from the game state controlled after the end of a jackpot game when the second jackpot symbol is derived in a special game during a normal state. In other words, the game state controlled after the end of a jackpot game changes depending on whether the second jackpot symbol is derived in a special game during a normal state, or whether the second jackpot symbol is derived in a special game during a normal state after a chance symbol is derived in the special game and the game enters a substantially normal state. Furthermore, the game state controlled after the end of a jackpot game when the second jackpot symbol is derived in a special game during a substantially normal state is more advantageous than the game state controlled after the end of a jackpot game when the second jackpot symbol is derived in a special game during a normal state. That is, the game state controlled after the end of a jackpot game when a specific jackpot result is derived in a variable game in the second game state is different from the game state controlled after the end of a jackpot game when a specific jackpot result is derived in a variable game in the first game state. And, the game state controlled after the end of a jackpot game when a specific jackpot result is derived in a variable game in the second game state is more advantageous than the game state controlled after the end of a jackpot game when a specific jackpot result is derived in a variable game in the first game state.
[0156] The game state controlled after the end of the first jackpot game when the first jackpot symbol is drawn in the special game in either the normal game state or the substantially normal state is the same as the game state controlled after the end of the second jackpot game when the second jackpot symbol is drawn in the special game in the substantially normal state. In other words, the game state controlled after the end of the jackpot game when the special jackpot result is drawn in the variable game in either the first game state or the second game state is the same as the game state controlled after the end of the jackpot game when the specific jackpot result is drawn in the variable game in the second game state.
[0157] Incidentally, although not shown, in the pachinko gaming machine 10, when a second jackpot symbol is derived and a second jackpot game is awarded in a special game, whether in the normal gaming state or the special gaming state, the machine is controlled to the special gaming state after the second jackpot game ends. Also, in the pachinko gaming machine 10, when a second jackpot symbol is derived and a second jackpot game is awarded in a special game, whether in the normal gaming state or the special gaming state, the machine is controlled to the special gaming state after the second jackpot game ends.
[0158] As shown in Figures 6(i) and 6(j), in the pachinko gaming machine 10, whether in the normal gaming state or the substantially normal gaming state, if a third jackpot symbol is derived in a special game and a third jackpot game is awarded, the machine is controlled to a specific low-probability gaming state after the third jackpot game ends. At this time, the presentation mode switches from the normal presentation mode to the chance presentation mode. Thus, whether in the normal gaming state or the substantially normal gaming state, if a third jackpot symbol is derived in a special game and a third jackpot game is awarded, the machine is controlled to a specific low-probability gaming state after the third jackpot game ends. Incidentally, although not shown, in the pachinko gaming machine 10, whether in the normal gaming state or the substantially normal gaming state, if a third jackpot symbol is derived in a special game and a third jackpot game is awarded, the machine is controlled to a specific low-probability gaming state after the third jackpot game ends. In addition, in the pachinko game machine 10, regardless of whether it is in a normal game state or a special game state, if a third jackpot symbol is derived in a special game and a third jackpot game is awarded, after the third jackpot game ends, the machine is controlled to a specific low probability game state.
[0159] As shown in Figures 6(k) and 6(l), in the pachinko gaming machine 10, if a fourth jackpot symbol is derived in a special game during normal gaming mode and a fourth jackpot is awarded, the machine is controlled to the normal gaming mode after the fourth jackpot has ended. At this time, the presentation mode does not switch from the normal presentation mode and remains in the normal presentation mode. Thus, in the pachinko gaming machine 10, if a fourth jackpot symbol is derived in a special game during normal gaming mode and a fourth jackpot is awarded, the game state remains unchanged before and after the fourth jackpot, and the machine is controlled to the normal gaming mode after the fourth jackpot has ended. In other words, in this embodiment, if a special jackpot result is derived in a variable game during normal gaming mode and a jackpot is awarded, the game state remains unchanged before and after the jackpot, and the machine is controlled to the first gaming mode after the jackpot has ended.
[0160] On the other hand, as shown in Figures 6(m) and 6(n), in the pachinko gaming machine 10, if a fourth jackpot symbol is derived in a special game and a fourth jackpot is awarded during a substantially normal state, the game is controlled to a specific low-probability game state after the fourth jackpot game ends. At this time, the presentation mode switches from the normal presentation mode to the chance presentation mode. Thus, if a fourth jackpot symbol is derived in a special game and a fourth jackpot is awarded during a substantially normal state, the game state changes before and after the fourth jackpot game. In particular, if a fourth jackpot symbol is derived in a special game during a substantially normal state, the specific low-probability game state, which is controlled after the fourth jackpot game ends, is more advantageous than the normal game state. That is, if a special jackpot result is derived in a variable game and a jackpot is awarded during a second game state, the game state changes before and after the jackpot game. When a special jackpot result is derived in the variable game during the second gaming state, the gaming state controlled after the jackpot game ends is more advantageous than the first gaming state.
[0161] Thus, the game state controlled after the end of a jackpot game when a fourth jackpot symbol is derived in a special game during a substantially normal game state differs from the game state controlled after the end of a jackpot game when a fourth jackpot symbol is derived in a special game during a normal game state. In other words, the game state controlled after the end of a jackpot game changes depending on whether a fourth jackpot symbol is derived in a special game during a normal game state, or whether a chance symbol is derived in a special game during a normal game state, which results in a substantially normal state, and then the fourth jackpot symbol is derived. Furthermore, the game state controlled after the end of a jackpot game when a fourth jackpot symbol is derived in a special game during a substantially normal state is more advantageous than the game state controlled after the end of a jackpot game when a fourth jackpot symbol is derived in a special game during a normal game state.
[0162] Furthermore, the game state controlled after the end of the third jackpot game when the third jackpot symbol is drawn in the special game in either the normal game state or the substantially normal state is the same as the game state controlled after the end of the fourth jackpot game when the fourth jackpot symbol is drawn in the special game in the substantially normal state. In other words, the game state controlled after the end of the jackpot game when a non-special jackpot result is drawn in the variable game in either the first game state or the second game state is the same as the game state controlled after the end of the jackpot game when a special jackpot result is drawn in the variable game in the second game state.
[0163] In addition, in the pachinko gaming machine 10, when a second jackpot symbol is drawn in a special game during normal play, the presentation mode controlled after the end of the second jackpot game is the same as the presentation mode controlled after the end of the fourth jackpot game when a fourth jackpot symbol is drawn in a special game during a substantially normal play. Specifically, when a second jackpot symbol is drawn in a special game during normal play, the machine is controlled to the chance presentation mode after the end of the jackpot game, just as when a fourth jackpot symbol is drawn in a special game during a substantially normal play. As a result, when a jackpot game is awarded under a condition where it is not possible to determine whether the game is in a normal play condition or a substantially normal play condition, even if the machine is controlled to the chance presentation mode after the end of the jackpot game, it becomes difficult to determine whether the game is in a probability variable state, and the player can enjoy the game while hoping for a probability variable state.
[0164] Incidentally, although not shown, in the pachinko gaming machine 10, if a fourth jackpot symbol is derived and a fourth jackpot game is awarded in a special game during a specific gaming state, the machine is controlled to a specific low-probability gaming state after the fourth jackpot game ends. In other words, the gaming state controlled after the jackpot game ends when a fourth jackpot symbol is derived in a special game during a specific gaming state differs from the gaming state controlled after the jackpot game ends when a fourth jackpot symbol is derived in a special game during a normal gaming state. Also, in the pachinko gaming machine 10, if a fourth jackpot symbol is derived and a fourth jackpot game is awarded in a special game during a special gaming state, the machine is controlled to a specific low-probability gaming state after the fourth jackpot game ends. In other words, when a fourth jackpot symbol is derived in a special game during a special game state, the game state controlled after the end of the jackpot game differs from the game state controlled after a fourth jackpot symbol is derived in a special game during a normal game state.
[0165] As described above, the pachinko gaming machine 10 has a gaming feature in which the gaming state controlled after the end of the jackpot game may differ depending on whether the gaming state at the time of the jackpot win is the normal gaming state or the substantially normal state. This increases the attention paid to whether the jackpot win will occur in the normal gaming state or the substantially normal state in the pachinko gaming machine 10.
[0166] In particular, in the pachinko gaming machine 10, when a first jackpot game is awarded, regardless of whether the game state at the time of the jackpot win was the normal game state or the substantially normal game state, the game will be controlled to the special game state after the jackpot game ends. On the other hand, in the pachinko gaming machine 10, even when a second jackpot game is awarded, if the game state at the time of the jackpot win was the normal game state, the game will not be controlled to the special game state, but if the game state was the substantially normal game state, the game will be controlled to the special game state if the game state was the substantially normal game state. Therefore, if the normal game state changes to the substantially normal state and a jackpot is won, there is a high expectation that the game will be controlled to the special game state after the jackpot game ends. In other words, in the pachinko gaming machine 10, if a jackpot is won in the jackpot lottery when the game state is substantially normal, there is a high expectation that the game will be controlled to the special game state after the jackpot game ends, compared to when a jackpot is won in the jackpot lottery when the game state is normal. In other words, in this embodiment, if a jackpot is won in the jackpot lottery when in the second gaming state, there is a higher expectation that the game will be controlled to the third gaming state after the jackpot game ends, compared to when a jackpot is won in the jackpot lottery when in the first gaming state.
[0167] However, in the pachinko gaming machine 10, the actual normal state is not continuously controlled until a jackpot is won. As shown in FIG. 7 , in the pachinko gaming machine 10, when a chance symbol is drawn in a special game during the normal gaming state, the pachinko gaming machine 10 is controlled to the substantially normal gaming state. If 20 first special games are executed in this substantially normal gaming state, the substantially normal gaming state ends, and the machine is controlled to the normal gaming state. Even before 20 first special games have been executed, if eight second special games have been executed after the substantially normal gaming state was entered, the substantially normal gaming state ends, and the machine is controlled to the normal gaming state. In other words, even before eight second special games have been executed, if 20 first special games have been executed after the substantially normal gaming state was entered, the substantially normal gaming state ends, and the machine is controlled to the normal gaming state. Thus, the conditions for terminating the substantially normal gaming state include an end condition that is met when the first special game has been executed 20 times, and an end condition that is met when the second special game has been executed 8 times. That is, the termination conditions for the second gaming state include a first termination condition that is met when the number of times the first variation game is executed reaches a first specified number of times, and a second termination condition that is met when the number of times the second variation game is executed reaches a second specified number that is different from the first specified number of times. In this embodiment, the second specified number of times is less than the first specified number of times.
[0168] Incidentally, in the pachinko gaming machine 10, the substantial normal state ends even when a jackpot is won and a jackpot game is awarded during the substantial normal state. In other words, it can be said that the conditions for terminating the substantial normal state include an end condition that is established by winning a jackpot, and an end condition that is established by awarding a jackpot game.
[0169] In the pachinko gaming machine 10, even if the same jackpot game is awarded consecutively, the degree of advantage of the gaming state after the jackpot game ends may increase. For example, as shown in Figure 8, if a second jackpot symbol is derived in a special game during a normal game state, the machine is controlled to a specific high probability game state after the second jackpot game ends. If a second jackpot symbol is derived in a special game during a normal game state, the machine is controlled to a specific high probability game state after the second jackpot game ends. In other words, in the pachinko gaming machine 10, if a second jackpot symbol is derived in a special game during a normal game state, the machine is controlled to a specific high probability game state after the second jackpot game ends, and if a second jackpot symbol is derived in a special game during a normal game state, the machine is controlled to a special game state after the second jackpot game ends. In other words, in this embodiment, if a specific jackpot result is derived in a variable game during a normal game state, the game is controlled to the specific game state after the jackpot game ends, and thereafter, if a specific jackpot result is derived in a variable game during a normal game state, the game is controlled to the special game state after the jackpot game ends. At this time, the presentation mode switches from the normal presentation mode to the chance presentation mode, and then from the chance presentation mode to the special presentation mode.
[0170] 3, in the pachinko gaming machine 10, if a jackpot is won in the jackpot lottery triggered by a ball entering the first starting hole 26, 27a, the first jackpot symbol is determined with a probability of 5%, the second jackpot symbol with a probability of 45%, the third jackpot symbol with a probability of 10%, and the fourth jackpot symbol with a probability of 40%. On the other hand, in the pachinko gaming machine 10, if a jackpot is won in the jackpot lottery triggered by a ball entering the second starting hole 28, the first jackpot symbol is determined with a probability of 20%, the second jackpot symbol with a probability of 30%, the third jackpot symbol with a probability of 22%, and the fourth jackpot symbol with a probability of 28%. Thus, if a player wins a jackpot in a jackpot lottery triggered by a ball entering the second starting port 28, the probability of being awarded the first jackpot game is higher than if a player wins a jackpot in a jackpot lottery triggered by a ball entering the first starting port 26, 27a. In other words, if a player wins a jackpot in a jackpot lottery triggered by a ball entering the second starting port 28, the expectation of being controlled to a special game state after the jackpot game ends is higher than if a player wins a jackpot in a jackpot lottery triggered by a ball entering the first starting port 26, 27a. In particular, a situation in which a jackpot lottery triggered by a ball entering the second starting port 28 is frequently held is a special game state, and therefore, even if a second jackpot game is awarded, the player will be controlled to a special game state after the jackpot game ends. In other words, if a player wins a jackpot in a jackpot lottery triggered by the ball entering the second starting port, there is a higher expectation that the player will be controlled to the third game state after the jackpot game ends, compared to if the player wins a jackpot in a jackpot lottery triggered by the ball entering the first starting port.
[0171] Next, the process of determining the type of reach effect and the process of determining the symbol combination for the jackpot will be described. In the pachinko gaming machine 10, the process of determining the type of reach effect and the process of determining the symbol combination for the jackpot are performed by the sub-CPU 51.
[0172] First, the process of determining the type of reach effect will be described. The super reach effects that can be executed in the pachinko gaming machine 10 include a first reach effect, a second reach effect, and a third reach effect. In the pachinko gaming machine 10, the sub-CPU 51 determines the type of super reach effect. In the pachinko gaming machine 10, the type of super reach effect is determined so that the third reach effect has the highest jackpot expectation among the first reach effect to the third reach effect. In the pachinko gaming machine 10, the type of super reach effect is determined so that the first reach effect has the lowest jackpot expectation among the first reach effect to the third reach effect.
[0173] The sub-CPU 51 determines the type of super reach effect when a variation pattern including a super reach effect in its effect content can be identified from the variation pattern command. For example, the sub-CPU 51 does not determine the type of super reach effect when a variation pattern that does not include a super reach effect in its effect content can be identified among non-winning reach effect variation patterns. On the other hand, for example, the sub-CPU 51 determines the type of super reach effect when a variation pattern including a super reach effect in its effect content can be identified among non-winning reach effect variation patterns. For example, when a chance symbol can be identified from the symbol command, the sub-CPU 51 determines the type of super reach effect when a variation pattern including a super reach effect in its effect content can be identified. On the other hand, for example, when a chance symbol can be identified from the symbol command, the sub-CPU 51 does not determine the type of super reach effect when a variation pattern other than a variation pattern including a super reach effect in its effect content can be identified. The sub-CPU 51 determines the type of super reach effect according to at least the game status and the special symbol that can be identified from the symbol command.
[0174] 9, in the normal gaming state, if the sub-CPU 51 can specify any one of a miss symbol, a chance symbol, a second jackpot symbol, a third jackpot symbol, and a fourth jackpot symbol from the symbol command, it determines the first reach effect or the second reach effect. On the other hand, in the normal gaming state, if the sub-CPU 51 can specify the first jackpot symbol from the symbol command, it determines any one of the first reach effect to the third reach effect.
[0175] In a substantially normal state, if any of a miss symbol, a chance symbol, a third jackpot symbol, and a fourth jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines the first reach effect or the second reach effect. On the other hand, in a substantially normal state, if any of a first jackpot symbol or a second jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines any of the first reach effect to the third reach effect.
[0176] In the specific gaming state, if any of a losing symbol, a chance symbol, a third jackpot symbol, and a fourth jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines the first reach effect or the second reach effect. On the other hand, in the specific gaming state, if any of a first jackpot symbol or a second jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines any of the first reach effect to the third reach effect. Similarly, in the special gaming state, if any of a losing symbol, a chance symbol, a third jackpot symbol, and a fourth jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines the first reach effect or the second reach effect. On the other hand, in the special gaming state, if any of a first jackpot symbol or a second jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines any of the first reach effect to the third reach effect.
[0177] Next, the process of determining the winning symbol combination will be described. As described above, there are three types of jackpot symbol combinations in the pachinko gaming machine 10: jackpot even symbol combinations, jackpot odd symbol combinations, and jackpot special symbol combinations. In the pachinko gaming machine 10, the sub-CPU 51 determines the jackpot symbol combinations.
[0178] When a jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines the jackpot symbol combination. The sub-CPU 51 determines the jackpot symbol combination according to at least the game state and the type of jackpot symbol that can be specified from the symbol command.
[0179] 10, in the normal gaming state, if the first jackpot symbol can be identified from the symbol command, the sub-CPU 51 determines one of the jackpot even symbol combination, the jackpot odd symbol combination, and the jackpot special symbol combination. Also, in the normal gaming state, if the second jackpot symbol or the third jackpot symbol can be identified from the symbol command, the sub-CPU 51 determines the jackpot even symbol combination or the jackpot odd symbol combination. Also, in the normal gaming state, if the fourth jackpot symbol can be identified from the symbol command, the sub-CPU 51 determines the jackpot even symbol combination.
[0180] In the substantially normal state, if the first or second jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines one of the jackpot even symbol combination, the jackpot odd symbol combination, or the jackpot special symbol combination. Also, in the substantially normal state, if the third or fourth jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines the jackpot even symbol combination or the jackpot odd symbol combination.
[0181] In the specific gaming state, if the first or second jackpot symbol can be identified from the symbol command, the sub-CPU 51 determines one of the jackpot even symbol combination, the jackpot odd symbol combination, or the jackpot special symbol combination. Also, in the specific gaming state, if the third or fourth jackpot symbol can be identified from the symbol command, the sub-CPU 51 determines one of the jackpot even symbol combination or the jackpot odd symbol combination. Similarly, in the special gaming state, if the first or second jackpot symbol can be identified from the symbol command, the sub-CPU 51 determines one of the jackpot even symbol combination, the jackpot odd symbol combination, or the jackpot special symbol combination. In addition, in the special game state, if the third jackpot symbol or the fourth jackpot symbol can be specified from the symbol command, the sub-CPU 51 determines the jackpot even symbol combination or the jackpot odd symbol combination.
[0182] When the sub-CPU 51 determines a special jackpot symbol combination as the symbol combination for a jackpot, it determines the type of effect symbol that will form a reach. At this time, the sub-CPU 51 determines the type of effect symbol that will form a reach from among the effect symbols that resemble the numbers "1" to "8". Then, when the sub-CPU 51 determines a special jackpot symbol combination as the symbol combination for a jackpot, the sub-CPU 51 controls the effect display device 25 so that a reach is formed using the effect symbol of the type determined as the effect symbol that will form a reach. After that, the sub-CPU 51 controls the effect display device 25 so that the symbol that will form a reach is switched from the "effect symbol that resembles a number" to the "G symbol" at the timing after the start of the super reach effect.
[0183] Furthermore, when executing the determined type of super reach performance, the sub-CPU 51 controls the performance display device 25 so that the super reach performance is executed at the timing after the normal reach performance is started. At this time, the sub-CPU 51 controls the performance display device 25 so that the determined type of super reach performance is executed.
[0184] Here, based on Fig. 9, whether or not the third reach effect is executed according to the game state during the stay and the special symbol derived in the special game will be explained. In this embodiment, the third reach effect corresponds to the special effect. In this way, in this embodiment, the third reach effect, which corresponds to the special effect among the effects that can be executed by the effect display device 25, can be executed during the execution of the effect game and before the symbol combination is derived in the effect game.
[0185] In the pachinko gaming machine 10, the third reach effect can be executed when the first jackpot symbol is derived in the special game, regardless of whether the gaming state is the normal gaming state, the substantially normal state, the specific gaming state, or the special gaming state. In other words, in the pachinko gaming machine 10, the third reach effect can be executed when the first jackpot symbol is derived in the special game, regardless of whether the gaming state is the normal gaming state or the substantially normal state. In this embodiment, the special effect can be executed when the special jackpot result is derived in the variable game, regardless of whether the gaming state is the normal state or the special state.
[0186] In the pachinko gaming machine 10, when a second jackpot symbol is derived in a special game during a normal game state, a third reach effect is not executed. On the other hand, in the pachinko gaming machine 10, when a second jackpot symbol is derived in a special game during a substantially normal game state, a third reach effect may be executed. Thus, in this embodiment, when a specific jackpot result is derived in a variable game during a normal game state, a special effect is not executed. On the other hand, in this embodiment, when a specific jackpot result is derived in a variable game during a special game state, a special effect may be executed. Similarly, in the pachinko gaming machine 10, when a second jackpot symbol is derived in a special game during a specific game state or a special game state, a third reach effect may be executed.
[0187] In the pachinko gaming machine 10, when a third jackpot symbol is derived in a special game, the third reach effect is not executed regardless of whether the gaming state is the normal gaming state, the substantially normal gaming state, the specific gaming state, or the special gaming state. In other words, in the pachinko gaming machine 10, when a third jackpot symbol is derived in a special game, the third reach effect is not executed regardless of whether the gaming state is the normal gaming state or the substantially normal state. In this embodiment, when a non-special jackpot result is derived in a variable game, the special effect is not executed regardless of whether the gaming state is the normal state or the special state.
[0188] In the pachinko gaming machine 10, when a fourth jackpot symbol is derived in a special game, the third reach effect is not executed regardless of whether the gaming state is the normal gaming state, the substantially normal gaming state, the specific gaming state, or the special gaming state. In other words, in the pachinko gaming machine 10, when a fourth jackpot symbol is derived in a special game, the third reach effect is not executed regardless of whether the gaming state is the normal gaming state or the substantially normal state. In this embodiment, when a special jackpot result is derived in a variable game, the special effect is not executed regardless of whether the gaming state is the normal state or the special state.
[0189] In the pachinko gaming machine 10, when a losing symbol is derived in a special game, the third reach effect as a special effect is not executed regardless of whether the gaming state is the normal gaming state, the substantially normal gaming state, the specific gaming state, or the special gaming state. In other words, in the pachinko gaming machine 10, when a losing symbol is derived in a special game, the third reach effect is not executed regardless of whether the gaming state is the normal gaming state or the substantially normal state. In this embodiment, when a non-specific result is derived in a variable game, the special effect is not executed regardless of whether the gaming state is the normal state or the special state.
[0190] In the pachinko gaming machine 10, when a chance symbol is derived in a special game, the third reach effect as a special effect is not executed regardless of whether the gaming state is the normal gaming state, the substantially normal gaming state, the specific gaming state, or the special gaming state. In other words, in the pachinko gaming machine 10, when a chance symbol is derived in a special game, the third reach effect is not executed regardless of whether the gaming state is the normal gaming state or the substantially normal state. In this embodiment, when a specific result is derived in a variable game, the special effect is not executed regardless of whether the gaming state is the normal state or the special state.
[0191] Incidentally, as described above, when a small win symbol is derived in a special game, the reach effect is not executed in the pachinko gaming machine 10. Therefore, in the pachinko gaming machine 10, when a small win symbol is derived in a special game, the third reach effect is not executed regardless of whether the pachinko gaming machine 10 is in the normal game state or the substantially normal state.
[0192] In this way, in the pachinko gaming machine 10, the third reach effect is not executed even if any of the small win symbol, chance symbol, and loss symbol is derived in the special game. In other words, regardless of whether it is in the normal state or the special state, when the result derived in the variable game when the jackpot is not won in the jackpot lottery is derived in the variable game, the special effect is not executed.
[0193] Next, with reference to FIG. 10, the possibility of a special jackpot symbol combination being derived in the effect game will be explained depending on the game state during the current play and the jackpot symbol derived in the special game. In this embodiment, the special jackpot symbol combination corresponds to the special effect symbol result. In the pachinko gaming machine 10, as described above, the jackpot symbol combinations include the jackpot even symbol combination, the jackpot odd symbol combination, and the jackpot special symbol combination. Thus, in this embodiment, there are multiple types of jackpot symbol results, including the special effect symbol result.
[0194] In the pachinko gaming machine 10, when the first jackpot symbol is derived in the special game, a jackpot special symbol combination may be derived in the effect game, regardless of whether the gaming state is the normal gaming state, the substantially normal state, the specific gaming state, or the special gaming state. In other words, in the pachinko gaming machine 10, when the first jackpot symbol is derived in the special game, a jackpot special symbol combination may be derived in the effect game, regardless of whether the gaming state is the normal gaming state or the substantially normal state. In this embodiment, when a special jackpot result is derived in the variable game, a special effect symbol result may be derived in the effect game, regardless of whether the gaming state is the normal state or the special state.
[0195] In the pachinko gaming machine 10, when a second jackpot symbol is derived in a special game during normal play, a special jackpot symbol combination is not derived in the effect game. On the other hand, in the pachinko gaming machine 10, when a second jackpot symbol is derived in a special game during a substantially normal play, a special jackpot symbol combination may be derived in the effect game. In this way, when a specific jackpot result is derived in a variable game during normal play, a special effect symbol result is not derived in the effect game. On the other hand, when a specific jackpot result is derived in a variable game during a special play, a special effect symbol result may be derived in the effect game. Similarly, in the pachinko gaming machine 10, when a second jackpot symbol is derived in a special game during a specific play or special play, a special jackpot symbol combination may be derived in the effect game.
[0196] In the pachinko gaming machine 10, when the third jackpot symbol is derived in the special game, no special jackpot symbol combination is derived in the effect game, regardless of whether the gaming state is the normal gaming state, the substantially normal gaming state, the specific gaming state, or the special gaming state. In other words, in the pachinko gaming machine 10, when the third jackpot symbol is derived in the special game, no special jackpot symbol combination is derived in the effect game, regardless of whether the gaming state is the normal gaming state or the substantially normal state. In this way, when a non-special jackpot result is derived in the variable game, no special effect symbol result is derived in the effect game, regardless of whether the gaming state is the normal state or the special state.
[0197] Furthermore, in the pachinko gaming machine 10, when a fourth jackpot symbol is derived in a special game, no special symbol combination for a jackpot is derived in an effect game, regardless of whether the gaming state is the normal gaming state, the substantially normal gaming state, the specific gaming state, or the special gaming state. In other words, in the pachinko gaming machine 10, when a fourth jackpot symbol is derived in a special game, no special symbol combination for a jackpot is derived in an effect game, regardless of whether the gaming state is the normal gaming state or the substantially normal state. In this way, when a special jackpot result is derived in a variable game, no special effect symbol result is derived in an effect game, regardless of whether the gaming state is the normal state or the special state.
[0198] Incidentally, when a fourth jackpot symbol is derived in a special game in the normal gaming state, only the jackpot even symbol combination can be derived in the effect game among the jackpot even symbol combination, the jackpot odd symbol combination, and the jackpot special symbol combination. On the other hand, when a gaming state other than the normal gaming state is in which a fourth jackpot symbol is derived in a special game, only the jackpot even symbol combination or the jackpot odd symbol combination can be derived in the effect game among the jackpot even symbol combination, the jackpot odd symbol combination, and the jackpot special symbol combination. In other words, when a fourth jackpot symbol is derived in a special game in the normal gaming state, the type of jackpot symbol combination derived in the effect game is the jackpot even symbol combination. On the other hand, when the fourth jackpot symbol is derived in the special game in the substantially normal state, the types of jackpot symbol combinations derived in the effect game are a jackpot even symbol combination and a jackpot odd symbol combination. Thus, the types of jackpot symbol combinations derived in the effect game when the fourth jackpot symbol is derived in the special game in the normal game state are at least partially different from the types of jackpot symbol combinations derived in the effect game when the fourth jackpot symbol is derived in the special game in the substantially normal state. In other words, the types of jackpot symbol results derived in the effect game when a special jackpot result is derived in the variable game in the normal state are at least partially different from the types of jackpot symbol results derived in the effect game when a special jackpot result is derived in the variable game in the special state.
[0199] In the normal gaming state, when a second jackpot symbol is derived in a special game, the effect game can result in an even jackpot symbol combination or an odd jackpot symbol combination among the even jackpot symbol combinations, odd jackpot symbol combinations, and special jackpot symbol combinations. In other words, the types of jackpot symbol combinations derived in the effect game when a second jackpot symbol is derived in a special game in the normal gaming state are the even jackpot symbol combinations and odd jackpot symbol combinations. In this way, the types of jackpot symbol combinations derived in the effect game when a second jackpot symbol is derived in a special game in the normal gaming state are the same as the types of jackpot symbol combinations derived in the effect game when a fourth jackpot symbol is derived in a special game in the essentially normal state. That is, the type of jackpot pattern result derived in the presentation game when a specific jackpot result is derived in the variable game in the normal state is the same as the type of jackpot pattern result derived in the presentation game when a special jackpot result is derived in the variable game in the special state.
[0200] The effects of this embodiment will be described below. (1) When a second jackpot symbol is derived in a special game, the game state controlled after the end of the jackpot game differs depending on whether the game is in the normal game state or the substantially normal state controlled after a chance symbol is derived in a special game during the normal game state. In other words, the game state controlled after the end of the jackpot game differs depending on whether the second jackpot symbol is derived in the special game during the normal game state, or whether a chance symbol is derived in the special game during the normal game state, resulting in a substantially normal state, and then the second jackpot symbol is derived in the special game during the normal game state. This provides the player with the enjoyment of not only whether the second jackpot symbol is derived in the special game, but also whether a chance symbol is derived in the special game and the substantially normal state is achieved even if a jackpot is not won in the jackpot lottery, thereby enhancing the enjoyment of the game.
[0201] (2) The game state controlled after the end of a jackpot game when a second jackpot symbol is drawn in a special game during a substantially normal game state is more advantageous than the game state controlled after the end of a jackpot game when a second jackpot symbol is drawn in a special game during a normal game state. As a result, during a normal game state, even if a jackpot is not won in the jackpot lottery, attention to whether a chance symbol will be drawn in the special game and the game will return to a substantially normal state can be increased before the second jackpot symbol is drawn in the special game, thereby improving interest. Furthermore, when a chance symbol is drawn in the special game and the game returns to a substantially normal state, attention to whether a second jackpot symbol will be drawn in the special game can be increased, thereby improving interest.
[0202] (3) The game state controlled after the end of a jackpot game when the first jackpot symbol is drawn in a special game, whether in the normal game state or the substantially normal game state, is the same as the game state controlled after the end of a jackpot game when the second jackpot symbol is drawn in a special game in the substantially normal game state. Therefore, even in the normal game state, a situation is created in which the game state controlled after the end of a jackpot game when the second jackpot symbol is drawn in a special game in the substantially normal game state is controlled, thereby improving the enjoyment of the game.
[0203] (4) When a jackpot is won in the jackpot lottery, the probability that the first jackpot symbol is determined as the jackpot symbol is smaller than the probability that the second jackpot symbol is determined as the jackpot symbol. This increases the chance that the second jackpot symbol is derived as the jackpot symbol. Therefore, if the first jackpot symbol is derived during the normal game state, and the second jackpot symbol is derived in the special game during the essentially normal game state, the player will be more surprised when the game state is controlled to the state controlled after the jackpot game ends, which can ultimately increase the player's interest.
[0204] (5) If a fourth jackpot symbol is derived in a variable game during normal game mode and a jackpot game is awarded, the game state remains unchanged before and after the jackpot game, and the game is controlled to the normal game mode after the jackpot game ends. On the other hand, if a fourth jackpot symbol is derived in a special game during normal game mode and a jackpot game is awarded during a substantially normal game mode, which is controlled after a chance symbol is derived in a special game, the game state changes before and after the jackpot game. In other words, the change in the game state controlled after the jackpot game ends depends on whether the fourth jackpot symbol is derived in a special game during normal game mode, or whether a chance symbol is derived in a special game during normal game mode and the game is substantially normal, after which the fourth jackpot symbol is derived. As a result, in the normal game state, not only can the fourth jackpot symbol be derived in the special game, but even if no jackpot is won in the jackpot lottery, the player can enjoy noticing whether a chance symbol is derived in the special game and the game is essentially in the normal state, thereby improving the interest.
[0205] (6) When a fourth jackpot symbol is drawn in a special game during a substantially normal game state, the game state controlled after the end of the jackpot game is more advantageous than the normal game state. In other words, when a fourth jackpot symbol is drawn in a special game during a substantially normal game state, the game state controlled after the end of the jackpot game is more advantageous than the game state controlled after the fourth jackpot symbol is drawn in a special game during a normal game state. This increases interest in whether a chance symbol will be drawn in the special game and the substantially normal game state will be achieved, even if a jackpot is not won in the jackpot lottery, before the fourth jackpot symbol is drawn in the special game, thereby enhancing interest. Furthermore, when a chance symbol is drawn in the special game and the substantially normal game state is achieved, it increases interest in whether a fourth jackpot symbol will be drawn in the special game, thereby enhancing interest.
[0206] (7) Whether in the normal game state or the substantially normal game state, the game state to be controlled after the end of the jackpot game when the third jackpot symbol is drawn in the special game is the same as the game state to be controlled after the end of the jackpot game when the fourth jackpot symbol is drawn in the special game in the substantially normal game state. Therefore, even in the normal game state, a situation is created in which the game state to be controlled after the end of the jackpot game when the fourth jackpot symbol is drawn in the special game in the substantially normal game state is controlled, thereby improving the enjoyment.
[0207] (8) When a jackpot is won in the jackpot lottery, the probability that the third jackpot symbol is determined as the jackpot symbol is smaller than the probability that the fourth jackpot symbol is determined as the jackpot symbol. This increases the chances of the fourth jackpot symbol being derived as the jackpot symbol. Therefore, if the third jackpot symbol is derived during normal play, and the fourth jackpot symbol is derived in the special game during what is essentially the normal play, the player will be more surprised when the game state is controlled to the state controlled after the jackpot game ends, which can ultimately increase the player's interest.
[0208] (9) Even if a jackpot is not won in the jackpot lottery, if a chance symbol is drawn in the special game during the normal game state, the game is controlled to a substantially normal state that is more advantageous than the normal game state. Therefore, not only is it possible to win a jackpot in the jackpot lottery, but even if a jackpot is not won in the jackpot lottery, a chance symbol is drawn in the special game, and the game is controlled to a substantially normal state, which enhances the game's enjoyment. Furthermore, the conditions for ending the substantially normal state include a first ending condition that is met when the first special game is executed 20 times, which is a first specified number of times, and a second ending condition that is met when the second special game is executed 8 times, which is a second specified number of times. In other words, when the substantially normal state is in effect, the substantially normal state ends when 20 first special games are executed or 8 second special games are executed. In this way, by configuring the condition for terminating the substantially normal state to be met depending on the number of times each of the first special game and the second special game is played, it is possible to create a different gameplay than when the condition for terminating the substantially normal state is met, for example, when the total number of times the first special game and the second special game are played reaches a specified number, thereby increasing interest.
[0209] (10) Because the substantially normal state recommends that game balls flow into the left region R1a, it is generally assumed that game balls will enter the non-specific first start port 26, which is the first start port, and the first special game will be played. It can be inferred that the second special game will be played in such a substantially normal state by allowing game balls to flow into the right region R2a instead of the recommended left region R1a. Therefore, if the second special game is played as a result of allowing game balls to flow into the right region R2a instead of the recommended left region R1a, the substantially normal state is terminated when the second special game has been played a second specified number of times, which is less than the first specified number of times. This can encourage game balls to flow into the left region R1a, which is recommended in the substantially normal state, so that more special games are played in the substantially normal state, effectively enhancing the game's enjoyment under the expected game characteristics.
[0210] (11) In the special game state in which it is recommended to let the game ball flow down to the right-side region R2a where it is expected that the game ball will enter the second starting hole 28, there are more opportunities for a jackpot lottery to be held when the game ball enters the second starting hole 28 than in the normal game state and the substantially normal state in which it is recommended to let the game ball flow down to the left-side region R1a where it is not expected that the game ball will enter the second starting hole 28. As a result, in the special game state, which is more advantageous than the normal game state and the substantially normal state, there is a higher expectation that the game will be controlled to the special game state after the jackpot game ends by winning the jackpot in the jackpot lottery triggered by the ball entering the second starting hole 28 than in the normal game state and the substantially normal state. This creates a game aspect that draws more attention to being controlled to the special game state, thereby improving the game's enjoyment.
[0211] In addition, when a jackpot is won in the jackpot lottery during the substantially normal state, there is a higher expectation of being controlled to the special game state after the jackpot game ends, compared to when a jackpot is won in the jackpot lottery during the normal game state. This makes it possible to increase attention to winning a jackpot in the jackpot lottery during the substantially normal state before the conditions for terminating the substantially normal state are met, and makes the game more enjoyable, as the conditions for terminating the substantially normal state are met depending on the number of times each of the first special game and the second special game is played.
[0212] (12) If a second jackpot symbol is derived in a special game during the normal game state, the game is controlled to a specific game state that is more advantageous than the normal game state after the jackpot game ends. If a second jackpot symbol is derived again in the special game during the specific game state, the game is controlled to a specific game state that is more advantageous than the specific game state after the jackpot game ends. Thus, even if a second jackpot symbol is derived in a special game during the normal game state, and then a second jackpot symbol is derived again in the special game during the specific game state, the game state after the jackpot game ends gradually becomes more advantageous. Therefore, even if a player wins a jackpot in the jackpot lottery and the second jackpot symbol is derived consecutively in the special game, the game state can be enjoyed and the excitement can be enhanced.
[0213] (13) In the special game state, the number of small wins per unit time increases, which allows the player to increase the number of balls they have. In other words, in the special game state, the player can increase the number of balls they have even if they do not win a big win, which increases the expectation that the second big win symbol will be derived consecutively in the special game, thereby increasing the player's interest.
[0214] (14) When the first jackpot symbol is drawn in the special game whether in the normal game state or the special game state, the special game state is entered after the jackpot game ends. Therefore, even in the normal game state, a situation is created in which the special game state is entered without passing through the special game state, thereby enhancing the enjoyment of the game.
[0215] (15) When a chance symbol that can be derived when a jackpot is not won in a jackpot lottery in a special game is derived during a normal game state, the game may then be controlled to a substantially normal state. When a second jackpot symbol is derived during a special game during a substantially normal game state, a third reach effect may be executed. However, when a second jackpot symbol is derived during a special game during a normal game state, the third reach effect is not executed. Thus, when a second jackpot symbol is derived during a special game, if the game is substantially in a normal game state, the third reach effect may be executed, even though it would not be executed during a normal game state. Therefore, even when a second jackpot symbol is derived during a special game, whether or not the game is controlled to a substantially normal state can be varied to enhance the game's enjoyment.
[0216] (16) When the first jackpot symbol is derived in the special game, whether in the normal game state or the substantially normal state, the third reach effect may be executed. Therefore, even in the normal game state, the player can expect the third reach effect to be executed in the same way as when the second jackpot symbol is derived in the special game in the substantially normal state, thereby enhancing the player's interest.
[0217] (17) Among the special symbols that are drawn when a jackpot is not won in the jackpot lottery, when a losing symbol that is not controlled to the substantially normal state even if drawn is drawn in the special game, the third reach effect is not executed in the special game regardless of whether the game is in the normal game state or the substantially normal state. This increases attention to whether the special symbol drawn in the special game is a chance symbol or a losing symbol, even when a jackpot is not won, thereby enhancing interest. In other words, it is possible to entertain the situation of not winning a jackpot, which is generally uninteresting, and effectively enhance interest.
[0218] (18) When a chance symbol that can be drawn when a jackpot is not won in a special game lottery during a normal game state is drawn, the game may then be controlled to a substantially normal state. When a second jackpot symbol is drawn in a special game during a substantially normal game state, a special jackpot symbol combination may be drawn in the effect game. However, when a second jackpot symbol is drawn in a special game during a normal game state, a special jackpot symbol combination is not drawn. Thus, when a second jackpot symbol is drawn in a special game, if the game is substantially normal at that time, a special jackpot symbol combination that would not be drawn in the normal game state may be drawn in the effect game. Therefore, even when a second jackpot symbol is drawn in a special game, whether or not the game is controlled to a substantially normal state can affect whether or not a special jackpot symbol combination is drawn in the effect game, thereby enhancing the game's excitement.
[0219] (19) When the first jackpot symbol is derived in the special game, whether in the normal game state or the substantially normal state, a special jackpot symbol combination can be derived in the presentation game. Therefore, even in the normal game state, it is possible to expect that the special jackpot symbol combination will be derived, just as when the second jackpot symbol is derived in the special game in the substantially normal state, thereby increasing the interest.
[0220] (20) When a fourth jackpot symbol is derived in a special game, whether in the normal game state or the substantially normal state, no special jackpot symbol combination is derived in the effect game. However, the type of jackpot symbol combination derived in the effect game when the fourth jackpot symbol is derived in a special game in the normal game state is at least partially different from the type of jackpot symbol combination derived in the effect game when the fourth jackpot symbol is derived in a special game in the substantially normal state. In other words, although the fourth jackpot symbol is not derived when the fourth jackpot symbol is derived in a special game, by varying the jackpot symbol combination derived in the effect game depending on whether the game is in the normal game state or the substantially normal state, the player can enjoy the changes in the jackpot symbol combination and thereby enhance the excitement.
[0221] (21) The type of jackpot symbol combination that is derived in the effect game when the second jackpot symbol is derived in the special game during normal play is the same as the type of jackpot symbol combination that is derived in the effect game when the fourth jackpot symbol is derived in the special game during substantially normal play. In this way, even if the jackpot symbol derived in the special game is different, the jackpot symbol combination that is derived in the effect game may be the same. This prevents players from focusing only on the effect game, allowing them to enjoy both the special game and the effect game, making it easier to increase their interest.
[0222] 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 advantage of the game state controlled after the end of a jackpot game when a second jackpot symbol is derived in a special game during a substantially normal game state may be the same as the advantage of the game state controlled after the end of a jackpot game when a second jackpot symbol is derived in a special game during a substantially normal game state. For example, the game state controlled after the end of a jackpot game when a second jackpot symbol is derived in a special game during a substantially normal game state may be the same as the game state controlled after the end of a jackpot game when a second jackpot symbol is derived in a special game during a normal game state.
[0223] The game state controlled after the end of a jackpot game when a first jackpot symbol is derived in a special game, whether in the normal game state or the substantially normal game state, may be different from the game state controlled after the end of a jackpot game when a second jackpot symbol is derived in a special game in the substantially normal game state. For example, the game state controlled after the end of a jackpot game when a first jackpot symbol is derived in a special game in the normal game state is different from the game state controlled after the end of a jackpot game when a second jackpot symbol is derived in a special game in the substantially normal game state. On the other hand, the game state controlled after the end of a jackpot game when a first jackpot symbol is derived in a special game in the substantially normal game state may be the same as the game state controlled after the end of a jackpot game when a second jackpot symbol is derived in a special game in the substantially normal game state. In this way, when the first jackpot symbol is derived in a special game, the game state controlled after the end of the jackpot game may be different depending on whether the game is in the normal game state or the substantially normal state. Additionally, when the first jackpot symbol is derived in a special game, the game state controlled after the end of the jackpot game may be different depending on whether the game is in the normal game state or the special game state. Similarly, when the first jackpot symbol is derived in a special game, the game state controlled after the end of the jackpot game may be different depending on whether the game is in the normal game state or the special game state.
[0224] The game state controlled after the end of a jackpot game when a third jackpot symbol is derived in a special game, whether in the normal game state or the substantially normal game state, may be different from the game state controlled after the end of a jackpot game when a fourth jackpot symbol is derived in a special game in the substantially normal game state. For example, the game state controlled after the end of a jackpot game when a third jackpot symbol is derived in a special game in the normal game state is different from the game state controlled after the end of a jackpot game when a fourth jackpot symbol is derived in a special game in the substantially normal game state. On the other hand, the game state controlled after the end of a jackpot game when a third jackpot symbol is derived in a special game in the substantially normal game state may be the same as the game state controlled after the end of a jackpot game when a fourth jackpot symbol is derived in a special game in the substantially normal game state. In this way, when the third jackpot symbol is derived in the special game, the game state controlled after the end of the jackpot game may be different depending on whether the game is in the normal game state or the substantially normal state. Additionally, when the third jackpot symbol is derived in the special game, the game state controlled after the end of the jackpot game may be different depending on whether the game is in the normal game state or the special game state. Similarly, when the third jackpot symbol is derived in the special game, the game state controlled after the end of the jackpot game may be different depending on whether the game is in the normal game state or the special game state.
[0225] When a jackpot is won in the jackpot lottery, the rate at which the first jackpot symbol is determined as the jackpot symbol may be the same as the rate at which the second jackpot symbol is determined as the jackpot symbol. Also, when a jackpot is won in the jackpot lottery, the rate at which the second jackpot symbol is determined as the jackpot symbol may be lower than the rate at which the first jackpot symbol is determined as the jackpot symbol.
[0226] Regardless of whether the game is in the normal game state or the substantially normal game state, if a second jackpot symbol is derived in a special game, the game state controlled after the jackpot game ends may be the same. For example, regardless of whether the game is in the normal game state or the substantially normal game state, if a second jackpot symbol is derived in a special game, the game state controlled after the jackpot game ends may be the same. Similarly, regardless of whether the game is in the normal game state or the substantially normal game state, if a fourth jackpot symbol is derived in a special game, the game state controlled after the jackpot game ends may be the same. For example, regardless of whether the game is in the normal game state or the substantially normal game state, if a fourth jackpot symbol is derived in a special game, the game state controlled after the jackpot game ends may be the same.
[0227] The game state controlled after the end of a jackpot game when a fourth jackpot symbol is derived in a special game during a substantially normal game state may be the normal game state. For example, the advantage of the game state controlled after the end of a jackpot game when a fourth jackpot symbol is derived in a special game during a substantially normal game state may be the same as the advantage of the game state controlled after the end of a jackpot game when a fourth jackpot symbol is derived in a special game during a normal game state.
[0228] When a jackpot is won and the special game state is entered after the jackpot game ends, the third reach effect may be executed. For example, when the second jackpot symbol is derived in the special game during a substantially normal game state, the third reach effect may be executed. For example, when the first jackpot symbol is derived in the special game during either the normal game state or the substantially normal game state, the third reach effect may be executed.
[0229] The third reach effect may be executed even if the jackpot is not won. In other words, the third reach effect may be executed even when a losing symbol is derived in the special game.
[0230] The third reach effect may be a reach effect in which the symbol combination of a jackpot is displayed in a variable manner (so-called full rotation reach effect). The full rotation reach effect is an effect in which the symbols in each row are synchronized and displayed in a variable manner when the symbol combination of a jackpot is formed by the symbols in each row. When the full rotation reach effect is executed, the player can determine that a jackpot has been reached.
[0231] The special symbol combination for a jackpot may be configured to be displayed as a fixed stop only when the third reach effect is executed. For example, the sub-CPU 51 may be configured to determine the special symbol combination for a jackpot as a fixed stop display only when the third reach effect is determined as the type of reach effect.
[0232] The termination condition of the substantially normal state may be changed. For example, the termination condition of the substantially normal state may be either a first termination condition that is established when the first special game is played a first specified number of times (20 times), or a second termination condition that is established when the second special game is played a second specified number of times (8 times). Alternatively, for example, the termination condition of the substantially normal state may be established when the total number of times the first special game is played and the second special game is played reaches a specified number. For example, the termination condition of the substantially normal state may be established when the number of times a small jackpot is won (the number of times a small jackpot game is awarded) reaches a specified number. The termination condition of the substantially normal state can also be considered to be the termination condition of the short high opening state.
[0233] The end condition of the long high opening state may be changed. For example, the end condition of the long high opening state may be either an end condition that is established when 150 first special games are completed or an end condition that is established when 10,000 second special games are completed. Alternatively, for example, the end condition of the long high opening state may be an end condition that is established when the total number of times the first special game is played and the number of times the second special game is played reaches a specified number. For example, the end condition of the long high opening state may be an end condition that is established when the number of times a small jackpot is won (the number of times a small jackpot game is awarded) reaches a specified number.
[0234] The area into which it is recommended to let the game ball flow down may be changed in each game state. For example, in a substantially normal game state, it may be configured to recommend letting the game ball flow down to an area different from that in the normal game state. For example, in a normal game state, it may be configured to recommend letting the game ball flow down to the left area R1a, while in a substantially normal state, it may be configured to recommend letting the game ball flow down to the right area R2a. For example, in a special game state, it may be configured to recommend letting the game ball flow down to the left area R1a. For example, in a special game state, it may be configured to recommend letting the game ball flow down to the left area R1a.
[0235] The special gaming state does not have to be a gaming state in which the number of small wins per unit time increases, thereby increasing the number of balls held. For example, the special gaming state may be a gaming state in which the probability of winning a jackpot in a jackpot lottery is higher than in a probability variable state. For example, the special gaming state may be a gaming state in which the period controlled to the long high opening state is longer than the period controlled to the specific gaming state in the above embodiment.
[0236] When a jackpot is won and the game enters a special game state after the jackpot game ends, the game may be configured to derive a special jackpot symbol combination in the presentation game. For example, when a second jackpot symbol is derived in a special game during a substantially normal game state, the game may be configured to derive a special jackpot symbol combination in the presentation game. For example, when a first jackpot symbol is derived in a special game during either the normal game state or the substantially normal game state, the game may be configured to derive a special jackpot symbol combination in the presentation game.
[0237] Even if a jackpot is not won, the special symbol combination for the jackpot may be derived in the presentation game. In other words, even if a losing symbol is derived in the special game, the special symbol combination for the jackpot may be derived in the presentation game.
[0238] When a special jackpot symbol combination is displayed as a fixed symbol, for example, a symbol combination other than the special jackpot symbol combination may be temporarily displayed, and then the special jackpot symbol combination may be displayed as a fixed symbol instead. In this case, the player is prompted to pay attention to whether the jackpot symbol combination will be temporarily displayed as a fixed symbol, and then, once the jackpot symbol combination is temporarily displayed as a fixed symbol, the player is prompted to pay attention to whether the symbol combination will change to the special jackpot symbol combination, thereby gradually increasing the interest. Note that the special jackpot symbol combination is a symbol combination composed of multiple rows of effect symbols, but it may also be, for example, a single effect symbol.
[0239] There may be two or more types of controllable presentation modes in the normal gaming state. For example, the presentation mode controlled in the normal gaming state may be different from the presentation mode controlled in the substantially normal state. Furthermore, it may be possible to specify whether the normal gaming state or the substantially normal state is being present. Furthermore, for example, if a specific presentation mode among the controllable presentation modes in the normal gaming state is in effect and the second jackpot symbol is displayed as a fixed stop in the special game, a third reach presentation may be executed. On the other hand, for example, if a presentation mode other than the specific presentation mode among the controllable presentation modes in the normal gaming state is in effect and the second jackpot symbol is displayed as a fixed stop in the special game, the third reach presentation may not be executed. Furthermore, for example, if a specific presentation mode among the controllable presentation modes in the normal gaming state is in effect and the second jackpot symbol is displayed as a fixed stop in the special game, a special symbol combination for the jackpot may be displayed as a fixed stop. On the other hand, for example, if the second jackpot symbol is displayed as a fixed stop in the special game when a presentation mode other than a specific presentation mode among the presentation modes controllable in the normal gaming state is selected, the special symbol combination for the jackpot may be configured not to be displayed as a fixed stop. The state when controlled in a specific presentation mode can be considered as a special state, and the state when controlled in a presentation mode other than the specific presentation mode can be considered as a normal state. Note that, although a specific presentation mode among the presentation modes controllable in the normal gaming state has been given as an example, this is not limiting and may also be applied, for example, when a specific presentation (e.g., a preview presentation or a mission presentation) is being executed during the execution of a special game.
[0240] The special game that is executed when a game ball enters a starting hole having a variable member, such as the specific first starting hole 27a, does not have to be the first special game as in the above embodiment, but may be, for example, the second special game.
[0241] Pachinko gaming machines that can be controlled to the probability variable state include those that control the state until the next jackpot game is awarded, those that control the state until the next jackpot game is awarded (falling machine), and those that control the state until a predetermined number of special games are completed (ST machine). Pachinko gaming machines that can be controlled to the probability variable state also include those that control the state to the probability variable state when the game ball passes through a specific area (V probability variable machine). The pachinko gaming machine of the above embodiment may be embodied as a pachinko gaming machine with any of these specifications. It may also be a pachinko gaming machine with a specification that combines the falling machine and the V probability variable machine described above. A V probability variable machine may also have a specification that includes a single large prize slot and generates a specific round of play. The V probability variable machine has a specification that generates a specific round game by having multiple large prize winning ports, including a large prize winning port (V prize winning port) that opens in a specific round game and a large prize winning port that opens in a round game other than the specific round game. Each embodiment may be embodied in a V probability variable machine of any specification. The above embodiment does not have to be a gaming machine that can be controlled to a special game state (small win rush).
[0242] When the pachinko gaming machine of the above embodiment is embodied as a V-type machine, the expectation of being controlled to the probability variable state after the end of the jackpot game may be different between when a jackpot is won in a jackpot lottery triggered by a ball entering the first starting port 26, 27a and when a jackpot is won in a jackpot lottery triggered by a ball entering the second starting port 28. For example, when a jackpot is won in a jackpot lottery triggered by a ball entering the second starting port 28, the probability of being awarded a jackpot game type with a high expectation of the game ball passing through a specific area during the jackpot game may be higher than when a jackpot is won in a jackpot lottery triggered by a ball entering the first starting port 26, 27a. This configuration not only draws attention to the game state after the end of the jackpot game, but also draws attention to whether the special game that resulted in the jackpot was the first special game or the second special game, thereby increasing interest.
[0243] The number of game balls consumed (number of game balls fired) in the above embodiment is the number of game balls fired into the game area 21, and can also be called the number of valid balls. The number of game balls paid out in the above embodiment is the number of game balls paid out as prize balls, and can also be called the number of prize balls. This number of prize balls may be the number of prize balls when all balls enter the prize slots, or it may be the number of prize balls excluding prize balls paid out when balls enter some of the prize slots.
[0244] The above embodiment may be embodied in a pachinko gaming machine in which a virtual medium composed of electronic data is dispensed when a gaming ball is dispensed. That is, the above embodiment may be embodied in a pachinko gaming machine in which no physical gaming medium is dispensed (a so-called controlled gaming machine). Such a pachinko gaming machine is configured to convert a gaming ball into a launchable gaming ball by using the virtual medium and to be able to launch the gaming ball.
[0245] In the above embodiment, the sub-substrate 50 may be a sub-general control substrate, and a display control substrate that specializes in controlling the performance display device 25, a light emission control substrate that specializes in controlling the decorative lamps 17, and a sound control substrate that specializes in controlling the speaker 18 may be provided separately from the sub-substrate 50. Such a sub-general control substrate and other substrates that control performances may be collectively referred to as a sub-substrate (sub-controller).
[0246] In the above embodiment, the main CPU 41 of the main board 40 and the sub-CPU 51 of the sub-board 50 may be mounted on a single board. Also, in the above modified example, the display control board, the light emission control board, and the sound control board may be arbitrarily combined to form a single board or multiple boards.
[0247] The information display panel 22 may be provided with a remaining number display unit that displays the number of prize balls remaining to be paid out to the player. The information display panel 22 may be provided with a round number display unit that displays the number of rounds of play during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same member (in the above embodiment, the information display panel 22); for example, some or all of the display units may be provided on a member separate from the other display units.
[0248] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be described. (i) The first starting port includes a non-specific first starting port and a specific first starting port having a variable member, and the non-specific first starting port is provided within the non-specific area, and the specific first starting port is provided within the specific area.
[0249] (b) When a small jackpot is won in the small jackpot lottery, the small jackpot result is derived in the variable game, and the small jackpot game is awarded after the variable game ends, and in the third game state, the number of small jackpots won per unit time increases, allowing the number of balls held to be increased.
[0250] (c) In a gaming machine in which, when a jackpot is won in a jackpot lottery, a jackpot result is derived in a variable game, and a jackpot game is awarded after the variable game ends, the gaming machine is provided with a game state control means for controlling a game state, and a result determination means for determining a result to be derived in the variable game, wherein the game states include a first game state and a second game state that is more advantageous than the first game state, and when a jackpot is not won in a jackpot lottery, results to be derived in the variable game include a specific result and a non-specific result, and when in the first game state, the specific result is derived in the variable game. A gaming machine characterized in that the gaming machine is controlled to the second gaming state after a result is derived, but is not controlled to the second gaming state after the non-specific result is derived in the variable game when in the first gaming state, the jackpot results include multiple types of jackpot results including a specific jackpot result, and the gaming state controlled after the end of the jackpot game when the specific jackpot result is derived in the variable game when in the second gaming state is different from the gaming state controlled after the end of the jackpot game when the specific jackpot result is derived in the variable game when in the first gaming state.
[0251] (D) In a gaming machine in which, when a jackpot is won in a jackpot lottery, a jackpot result is derived in a variable game, and a jackpot game is awarded after the variable game ends, the gaming machine is provided with a gaming state control means for controlling a gaming state, and a result determination means for determining a result derived in the variable game, wherein the gaming state includes a first gaming state and a second gaming state that is more advantageous than the first gaming state, and when a jackpot is not won in a jackpot lottery, the results derived in the variable game include a specific result and a non-specific result, and when in the first gaming state, the gaming machine is controlled to the second gaming state after the specific result is derived in the variable game. On the other hand, when in the first gaming state, after the non-specific result is derived in the variable game, the gaming machine is not controlled to the second gaming state, and there are multiple types of jackpot results including a special jackpot result, and when the special jackpot result is derived in the variable game and the jackpot game is awarded when in the first gaming state, the gaming state does not change before and after the jackpot game and the gaming machine is controlled to the first gaming state after the jackpot game ends, while when in the second gaming state, when the special jackpot result is derived in the variable game and the jackpot game is awarded, the gaming machine is characterized in that
[0252] (e) A gaming machine in which, when a jackpot is won in a jackpot lottery, a jackpot result is derived in a variable game and a jackpot game is awarded after the variable game has ended, the gaming machine comprising: a gaming state control means for controlling the gaming state; and a result determination means for determining the result to be derived in the variable game, the gaming states including a normal gaming state, a specific gaming state that is more advantageous than the normal gaming state, and a special gaming state that is more advantageous than the specific gaming state, the jackpot results include a plurality of types of jackpot results including a specific jackpot result, and if the specific jackpot result is derived in the variable game while in the normal gaming state, the gaming machine is controlled to the specific gaming state after the jackpot game has ended, and thereafter, if the specific jackpot result is derived in the variable game while in the specific gaming state, the gaming machine is controlled to the special gaming state after the jackpot game has ended.
[0253] (e) A gaming machine in which, when a jackpot is won in a jackpot lottery, a jackpot result is derived in a variable game and a jackpot game is awarded after the variable game ends, the gaming machine is equipped with a result determination means for determining the result to be derived in the variable game and a presentation control means capable of controlling a presentation execution means, wherein the results derived in the variable game when a jackpot is not won in the jackpot lottery include a specific result and a non-specific result, and when the specific result is derived in the variable game in a normal state, the gaming machine may thereafter be controlled to a special state, and the jackpot result includes multiple types of jackpot results including a specific jackpot result, and when the specific jackpot result is derived in the variable game in the normal state, a special presentation is not executed, whereas when the specific jackpot result is derived in the variable game in the special state, the special presentation can be executed.
[0254] (G) In a gaming machine in which an effect game can be executed while a variable game is being executed, and in which, when a jackpot is won in a jackpot lottery, a jackpot result is derived in the variable game and a jackpot symbol result is derived in the effect game, and a jackpot game is awarded after the variable game ends, the gaming machine is provided with a result determination means for determining the result derived in the variable game, and in which, when a jackpot is not won in the jackpot lottery, the results derived in the variable game include a specific result and a non-specific result, and in which the specific result is derived in the variable game in a normal state When the normal state is reached, the game machine may thereafter be controlled to a special state, and the jackpot result includes a plurality of types of jackpot results including a specific jackpot result, and the jackpot pattern result includes a plurality of types of jackpot pattern results including a special effect pattern result, and when the specific jackpot result is derived in the variable game in the normal state, the special effect pattern result is not derived in the effect game, whereas when the specific jackpot result is derived in the variable game in the special state, the special effect pattern result can be derived in the effect game. [Explanation of symbols]
[0255] 10...Pachinko gaming machine 17...Decorative lamp 18...Speaker 22...Information display panel 25...Performance display device 26...Non-specific first start port 27a...Specific first start port 28...Second start port 29a...First large prize port 31a...Second large prize port 40...Main board 41...Main CPU 42...Main ROM 43...Main RWM 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RWM R1a...Left side area R2a...Right side area
Claims
[Claim 1] In a gaming machine in which, when a jackpot is won in a jackpot lottery, the jackpot result is derived in a special symbol variation game that derives the result by a special symbol, and the jackpot game is awarded after the special symbol variation game ends, a game state control means for controlling a game state; A performance execution means; A performance control means capable of controlling the performance execution means, The special symbol variation game includes a first special symbol variation game that can be executed when a gaming ball enters a first starting hole, and a second special symbol variation game that can be executed when a gaming ball enters a second starting hole, The gaming state includes a first gaming state and a second gaming state that is more advantageous than the first gaming state, When a jackpot is not won in the jackpot lottery, the results derived in the special symbol variation game include a specific result and a non-specific result, When in the first gaming state, after the specific result is derived in the special symbol variation game, the game is controlled to the second gaming state, and when in the first gaming state, after the non-specific result is derived in the special symbol variation game, the game is not controlled to the second gaming state, The termination conditions of the second gaming state include a first termination condition that is established when the number of times the first special symbol variation game is executed reaches a first specified number of times, and a second termination condition that is established when the number of times the second special symbol variation game is executed reaches a second specified number that is different from the first specified number of times, The jackpot result includes a plurality of types of jackpot results, including a specific jackpot result and a special jackpot result different from the specific jackpot result, The game state controlled after the end of the jackpot game when the specific jackpot result is derived in the special symbol variation game in the second game state is different from the game state controlled after the end of the jackpot game when the specific jackpot result is derived in the special symbol variation game in the first game state, When the special jackpot result is derived in the special symbol variation game during the first gaming state and the jackpot game is awarded, the gaming state does not change before and after the jackpot game, and the game is controlled to the first gaming state after the jackpot game ends, When the special jackpot result is derived in the special symbol variation game during the second gaming state and the jackpot game is awarded, the gaming state changes before and after the jackpot game, When the specific jackpot result is derived in the special symbol variation game during the first gaming state, the special effect is not executed, When the specific jackpot result is derived in the special symbol variation game during the second gaming state, the special effect can be executed, When the special big win result is derived in the special symbol variation game in either the first gaming state or the second gaming state, the special effect is not executed, During the execution of the special symbol variation game, a performance symbol variation game using a performance symbol different from the special symbol can be executed, When a jackpot is won in the jackpot lottery, a jackpot pattern result is derived from the combination of the effect patterns in the effect pattern variation game, The jackpot pattern results include a plurality of types of jackpot pattern results including special effect pattern results, When the specific jackpot result is derived in the special symbol variation game during the first gaming state, the special effect symbol result is not derived in the effect symbol variation game, When the specific jackpot result is derived in the special symbol variation game during the second gaming state, the special effect symbol result can be derived in the effect symbol variation game, If the type of the jackpot pattern result is different, the combination of the performance patterns will be different. When the special big win result is derived in the special symbol variation game whether in the first gaming state or the second gaming state, the special effect symbol result is not derived in the effect symbol variation game, the type of the jackpot pattern result derived in the presentation pattern variation game when the special jackpot result is derived in the special pattern variation game in the first gaming state is at least partially different from the type of the jackpot pattern result derived in the presentation pattern variation game when the special jackpot result is derived in the special pattern variation game in the second gaming state; A gaming machine characterized in that the type of jackpot pattern result derived in the performance pattern change game when the specific jackpot result is derived in the special pattern change game in the first gaming state is the same as the type of jackpot pattern result derived in the performance pattern change game when the special jackpot result is derived in the special pattern change game in the second gaming state.
Citation Information
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