gaming machines
The gaming machine enhances player interest through variable games and controlled mode transitions based on lottery results, offering engaging performance and mode presentations.
Patent Information
- Application Number
- JP2023115317
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-13
- Publication Date
- 2026-01-08
- Estimated Expiration
- 2043-07-13
AI Technical Summary
Existing gaming machines lack engaging mode transition presentations to enhance player interest.
A gaming machine that executes variable games based on winning lottery results, with performance and mode control mechanisms to transition between presentation modes, including a first and second performance mode, with a controlled mode transition presentation that occurs after provisional result display and before final result display, and lasts longer than the second mode duration.
Increases player engagement by providing dynamic and prolonged mode transition presentations.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, some pachinko gaming machines, which are a type of gaming machine, diversify the presentation by controlling the machine to one of a plurality of presentation modes. Furthermore, some of these gaming machines are capable of controlling the transition of the presentation mode on the condition that a predetermined number of variable games have been executed since the machine was controlled to a predetermined presentation mode. In such gaming machines, when the presentation mode is transitioned, a mode transition presentation indicating that the presentation mode is transitioning may be executed.
[0003] For example, in the gaming machine of Patent Document 1, there is a case where the gaming machine shifts to the special mode or the accompanying mode on the condition that 100 variable games have been executed since the first special mode was controlled. Also, in the gaming machine of Patent Document 1, the transition of the effect mode is shown by executing the continuation effect during the execution of the 100th variable game since the first special mode was controlled. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-5439 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in such gaming machines, there is still room for further improvement in the mode transition presentation that indicates a transition in presentation mode in order to increase the interest of the player. [Means for solving the problem]
[0006] A gaming machine that solves the above problem is a gaming machine that can execute a variable game based on the result of a winning lottery, and is equipped with a performance execution means that executes a performance, a performance control means that controls the performance execution means, and a mode control means that controls to select one of a plurality of performance modes, and in the variable game, after provisional result information showing the result of the winning lottery is displayed, final result information that definitively notifies the result of the winning lottery is displayed, and the performance modes include a first performance mode and a second performance mode, and the mode control means controls to select the first performance mode on the condition that the variable game has been executed a specific number of times after controlling to the first performance mode. The presentation control means is capable of controlling a transition from the first presentation mode to the second presentation mode, and the presentation control means is capable of controlling execution of a mode transition presentation indicating that the presentation mode is transitioning as the presentation mode transitions from the first presentation mode to the second presentation mode, and the mode transition presentation is executed at a timing after the provisional result information is displayed and before the final result information is displayed in the specific number of variation games since control to the first presentation mode, and a presentation time of the mode transition presentation is longer than a time during which the game is controlled to the second presentation mode in the specific number of variation games. In addition, if the specific number of times of the variable game is not a win after being controlled to the first presentation mode, after the specific number of times of the variable game is executed after being controlled to the first presentation mode, the game is not controlled to the first presentation mode. The gist of this is as follows. [Effects of the Invention]
[0007] According to the present invention, it is possible to increase the interest of the player. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a front view showing a pachinko gaming machine. [Figure 2] FIG. 2 is a front view showing the game board. [Figure 3] FIG. 3(a) is an explanatory diagram showing the types of big winning symbols, and FIG. 3(b) is an explanatory diagram showing the types of special winning symbols. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 5]FIG. 5 is an explanatory diagram showing the transition of the gaming state. [Figure 6] FIG. 6 is an explanatory diagram showing the types of rendering modes. [Figure 7] FIG. 7 is an explanatory diagram showing the transition of the presentation mode. [Figure 8] 8(a) to 8(f) are explanatory diagrams showing the modes of effects in the second variable game after the time-shortening state is entered. [Figure 9] FIG. 9 is a timing chart showing a specific example of the flow of control when a mode transition effect is executed. DETAILED DESCRIPTION OF THE INVENTION
[0009] An embodiment of a pachinko gaming machine will be described below. In the following description, 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 launch handle HD that is operated by a player to launch a gaming ball. The pachinko gaming machine 10 includes a speaker SP that outputs audio. The speaker SP can output audio such as music and sound effects to provide various notifications (hereinafter referred to as audio notifications) and various effects (hereinafter referred to as audio effects). The pachinko gaming machine 10 includes a decorative lamp LA having a light-emitting element (not shown). The decorative lamp LA can provide various notifications (hereinafter referred to as light-emitting notifications) and various effects (hereinafter referred to as light-emitting effects) by turning on, blinking, and extinguishing the light-emitting element. The pachinko gaming machine 10 includes an effect button D1 and a cross key D2 as examples of operating means capable of performing predetermined operations. The effect button D1 and the cross key D2 will be described in detail below.
[0010] The pachinko gaming machine 10 includes a gaming board YB. A gaming area YBa is formed on the front side of the gaming board YB, into which gaming balls can flow. In this embodiment, gaming balls launched by operating the launch handle HD reach the gaming area YBa. The gaming board YB includes an opening window YBb in approximately the center when viewed from the front. A center frame W with various designs is attached to the opening window YBb.
[0011] As shown in FIG. 2, the pachinko gaming machine 10 is equipped with an effect display device 12 having an image display unit GH capable of displaying an image. The effect display device 12 is attached to the gaming board YB so that the image display unit GH is visible through the opening window YBb (center frame W) of the gaming board YB when viewed from the front. For example, the image display unit GH is a liquid crystal panel or an organic EL panel. The effect display device 12 can execute various notifications (hereinafter referred to as display notifications) and various effects (hereinafter referred to as display effects) by displaying various images. In this embodiment, the effect display device 12 corresponds to an effect execution means that executes effects.
[0012] The pachinko gaming machine 10 is provided with an information display device 13 that can display predetermined information. The information display device 13 is provided on the gaming board YB at a position that can be seen by the player. The information display device 13 has a first special symbol display unit 13a. The first special symbol display unit 13a is capable of executing a first special symbol variation game in which predetermined symbols are displayed in a variable manner and the first special symbol is finally displayed as a fixed, stopped symbol. The information display device 13 has a second special symbol display unit 13b. The second special symbol display unit 13b is capable of executing a second special symbol variation game in which predetermined symbols are displayed in a variable manner and the second special symbol is finally displayed as a fixed, stopped symbol. The first special symbol and the second special symbol are symbols for notifying the results of a special winning lottery, which will be described later.
[0013] In the following explanation, the special winning lottery for the first special symbol will be abbreviated as the "first special winning lottery," and the special winning lottery for the second special symbol will be abbreviated as the "second special winning lottery." Furthermore, the first special symbol changing game will be abbreviated as the "first special game," and the second special symbol changing game will be abbreviated as the "second special game." Furthermore, the first special game and the second special game will be collectively referred to as the "special game." In this specification, "changing display" means a state in which the type of displayed symbol changes over time. In this specification, "determined stop display" means a state in which the symbol is definitively displayed as stopped, and the type of displayed symbol does not change. With respect to symbols, "determined stop display" and "derivation" have the same meaning.
[0014] The special symbols that can be derived in the first special symbol display unit 13a and the second special symbol display unit 13b include a special winning symbol as a special winning result, a jackpot symbol as a jackpot result, and a losing symbol as a losing result. In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, if a special winning is won in the special winning lottery, a special winning symbol is derived in the special game, and a special winning game is triggered after the special game ends. The special winning game will be described in detail later. Furthermore, if a jackpot is won in the special winning lottery, a jackpot symbol is derived in the special game, and a jackpot game is triggered after the special game ends. In the following description, a jackpot won in the special winning lottery may be referred to as a "pattern winning," and a jackpot game triggered when a jackpot is won in the special winning lottery may be referred to as a "pattern winning jackpot game." The jackpot game will be described in detail later. On the other hand, if neither the special jackpot nor the jackpot is won in the special jackpot lottery, a losing symbol is drawn in the special game. That is, in the first special symbol display unit 13a and the second special symbol display unit 13b of this embodiment, a special game can be executed in which the special symbols are varied and stopped based on the result of the special jackpot lottery.
[0015] The information display device 13 includes a first special hold display unit 13c. The first special hold display unit 13c displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of first special games that have been put on hold is referred to as the "first special hold number." In this embodiment, the maximum value of the first special hold number is "4." The information display device 13 includes a second special hold display unit 13d. The second special hold display unit 13d displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of second special games that have been put on hold is referred to as the "second special hold number." In this embodiment, the maximum value of the second special hold number is "1."
[0016] The information display device 13 includes a normal symbol display unit 13e. The normal symbol display unit 13e is capable of executing a normal symbol variation game in which predetermined symbols are variably displayed and a normal symbol is finally displayed as a fixed, stopped symbol. The normal symbol is a symbol for announcing the result of a normal lottery, which will be described later. In the following explanation, the normal symbol variation game will be abbreviated to "normal game." The normal symbols that can be derived to the normal symbol display unit 13e include a normal winning symbol and a normal losing symbol. In this embodiment, when a normal winning symbol is won in the normal lottery, a normal winning symbol is derived in the normal game, and a normal winning game is initiated after the normal game ends.
[0017] The information display device 13 includes a regular hold display unit 13f. The regular hold display unit 13f displays information that can identify the number of regular games whose execution has been put on hold because the hold conditions have been met but the execution conditions have not yet been met. In the following description, the number of regular games that are on hold will be referred to as the "regular hold number." In this embodiment, the maximum value of the regular hold number is "1." Note that the display units in the information display device 13 do not need to be provided on a single display unit, but may be provided on different parts. The information display device 13 may also include a right-hit display unit that displays information instructing a so-called "right hit," and a round display unit that notifies the maximum number of rounds of play, which will be described later.
[0018] The game board YB is formed with a plurality of winning holes into which game balls can enter. The plurality of winning holes open into the game area YBa. The plurality of winning holes include a first start winning hole 14, a second start winning hole 15, a first large winning hole 18, and a second large winning hole 21. The plurality of winning holes may include a winning hole different from these winning holes.
[0019] The first start winning opening 14 is a winning opening into which game balls are admitted to fulfill the conditions for awarding prize balls and the conditions for holding the first special game. As an example, the first start winning opening 14 is located below the effect display device 12. The first start winning opening 14 is always open so that game balls can enter. The pachinko gaming machine 10 is equipped with a first start winning sensor SE1 that detects game balls that have entered the first start winning opening 14 (see FIG. 4). In this embodiment, when a game ball is detected by the first start winning sensor SE1, the conditions for holding the first special game may be fulfilled, and the conditions for paying out a predetermined number of prize balls are fulfilled.
[0020] The second start winning opening 15 is a winning opening into which game balls enter to fulfill the conditions for awarding prize balls and the conditions for holding the second special game. As an example, the second start winning opening 15 is located to the right of the effect display device 12. The pachinko gaming machine 10 is equipped with a second start winning sensor SE2 that detects game balls that enter the second start winning opening 15 (see FIG. 4). In this embodiment, when a game ball is detected by the second start winning sensor SE2, the conditions for holding the second special game may be fulfilled, and the conditions for paying out a predetermined number of prize balls are fulfilled.
[0021] The pachinko gaming machine 10 is equipped with a normal movable piece 16 that can be in a first operating state in which a gaming ball cannot enter the second start winning hole 15, and a second operating state in which a gaming ball can enter the second start winning hole 15. The normal movable piece 16 is always in the first operating state, and operates to the second operating state when a normal winning game is triggered. In other words, when a normal winning game is triggered, the second start winning hole 15 becomes capable of receiving a gaming ball. The gaming board YB is equipped with a first solenoid SL1 as a means for operating the normal movable piece 16 (see FIG. 4).
[0022] The first large prize opening 18 is an opening into which game balls are allowed to enter in order to establish a condition for awarding prize balls. As an example, the first large prize opening 18 is located below the second start prize opening 15. The pachinko gaming machine 10 is equipped with a first count sensor SE3 that detects game balls that have entered the first large prize opening 18 (see FIG. 4). Specifically, in this embodiment, when a game ball is detected by the first count sensor SE3, a condition for awarding a predetermined number of prize balls is established.
[0023] The pachinko gaming machine 10 is equipped with a first special opening / closing piece 19 that can be in an open state in which the first large prize opening 18 is open so that game balls can enter, and a closed state in which the first large prize opening 18 is closed so that game balls cannot enter. For example, the first special opening / closing piece 19 may be a door-like member that opens and closes the first large prize opening 18. The first special opening / closing piece 19 is normally in a closed state and operates to an open state when a special win game is generated. In other words, when a special win game is generated, the first large prize opening 18 is opened so that game balls can enter. The gaming board YB is equipped with a second solenoid SL2 as means for operating the first special opening / closing piece 19 (see FIG. 4).
[0024] A passage 26 is provided at the back of first large prize opening 18, through which a gaming ball that has entered first large prize opening 18 can pass. Passage 26 is provided so as to branch into first passage 26a and second passage 26b at branching section 27 downstream of first large prize opening 18.
[0025] The branching section 27 is provided with a distribution shutter 28 that distributes gaming balls that have entered the first large winning opening 18 to the first passage 26a or the second passage 26b by the operation of a fourth solenoid SL4 (see FIG. 4). The distribution shutter 28 operates so as to be able to take a first distribution state in which the gaming balls that have entered the first large winning opening 18 are distributed to the first passage 26a, and a second distribution state in which the gaming balls are distributed to the second passage 26b. The distribution shutter 28 operates in a predetermined operating pattern when a predetermined operating condition is met.
[0026] The pachinko gaming machine 10 includes a specific passage sensor SE5 that detects a gaming ball that enters the first large prize opening 18 and passes through a specific area in the first passage 26a (see FIG. 4). The specific area is a so-called V-area. As will be described in detail later, in this embodiment, when the first large prize opening 18 is opened during a special prize game, a jackpot is triggered when the gaming ball that entered the first large prize opening 18 passes through the specific area in the first passage 26a and is detected by the specific passage sensor SE5, thereby triggering a jackpot game. In this embodiment, the allocation of a gaming ball that entered the first large prize opening 18 to either the first passage 26a or the second passage 26b can also be understood as a winning lottery for a bonus item. In this case, the allocation of a gaming ball that entered the first large prize opening 18 to the first passage 26a corresponds to winning a jackpot in the winning lottery for a bonus item. In the following description, a jackpot won in a lottery for winning a role may be referred to as a "playable role win," and a jackpot game that occurs when a player wins a jackpot in a lottery for winning a role may be referred to as a "jackpot game based on a role win." In other words, the pachinko gaming machine 10 in this embodiment is a gaming machine that can generate a jackpot game based on a symbol win and a jackpot game based on a role win (a so-called "type 1 / type 2 mixed machine").
[0027] The second large prize opening 21 is an opening into which game balls enter in order to fulfill the conditions for awarding prize balls. As an example, the second large prize opening 21 is located below the first large prize opening 18. The pachinko gaming machine 10 is equipped with a second count sensor SE4 that detects game balls that enter the second large prize opening 21 (see FIG. 4). Specifically, in this embodiment, when a game ball is detected by the second count sensor SE4, the conditions for paying out a predetermined number of prize balls are fulfilled.
[0028] The pachinko gaming machine 10 is equipped with a second special opening / closing piece 22 that can be in an open state in which the second large prize opening 21 is open to allow game balls to enter, and a closed state in which the second large prize opening 21 is closed to prevent game balls from entering. For example, the second special opening / closing piece 22 may be a door-like member that opens and closes the second large prize opening 21. The second special opening / closing piece 22 is normally in a closed state and operates to an open state when a jackpot game is generated. In other words, when a jackpot game is generated, the second large prize opening 21 is opened to allow game balls to enter. The gaming board YB is equipped with a third solenoid SL3 as means for operating the second special opening / closing piece 22 (see FIG. 4). In this embodiment, in a jackpot game, the second large winning opening 21 is opened, and the condition for awarding a prize ball is met when a game ball that has entered the second large winning opening 21 is detected by the second count sensor SE4. That is, in this embodiment, in a jackpot game, game balls can be acquired as prize balls.
[0029] The gaming board YB has a gate 23. As an example, the gate 23 is located above the second start winning hole 15. The gate 23 has a gate opening 23a formed therein. The gate opening 23a is always open so that gaming balls can enter. The pachinko gaming machine 10 has a gate sensor SE6 that detects gaming balls that have entered the gate opening 23a (see FIG. 4). The gate opening 23a is an entrance through which gaming balls are allowed to enter in order to establish the conditions for starting a normal game. Even if a gaming ball enters the gate opening 23a, the conditions for awarding prize balls are not established.
[0030] 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 through which gaming balls flow in the gaming area YBa, depending on the launch strength of the gaming balls. The paths through which gaming balls flow can also be understood as the areas through which gaming balls flow. The multiple paths include a first path R1 that flows down the left side of the center frame W (the effect display device 12) and a second path R2 that flows down the right side of the center frame W (the effect display device 12). The first path R1 and the second path R2 may overlap partially or not entirely. In the following description, when the gaming board YB is viewed from the front, the area located to the left of the center line CL that bisects the gaming area YBa into left and right halves is referred to as the left side region R1a, and the area located to the right of the center line CL is referred to as the right side region R2a. That is, in this embodiment, the path that flows down the left side region R1a is the first path R1, and the path that flows down the right side region R2a is the second path R2.
[0031] A player can adjust the launch strength of a game ball by operating the launch handle HD, thereby allowing the game ball to be shot into either the left area R1a or the right area R2a. The first start winning hole 14 is open on the first path R1 (left area R1a). Therefore, if the game ball is launched with a weaker launch strength, the game ball will likely flow down the left area R1a and potentially land in the first start winning hole 14. The second path R2 (right area R2a) has, in order from upstream, the gate opening 23a, the second start winning hole 15, the first major winning hole 18, and the second major winning hole 21. Therefore, if the game ball is launched with a stronger launch strength, the game ball will likely flow down the right area R2a and potentially land in the second start winning hole 15, the first major winning hole 18, the second major winning hole 21, or the gate opening 23a.
[0032] In the following description, firing a game ball toward the left region R1a with a firing intensity that makes it easy for the game ball to flow down the first path R1 may be referred to as a "left hit." Also, firing a game ball with a firing intensity that makes it easy for the game ball to flow down the second path R2 may be referred to as a "right hit."
[0033] Next, the gaming state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 of this embodiment includes a non-time-shortening state and a time-shortening state as multiple gaming states with different degrees of advantage to the player. In this embodiment, the non-time-shortening state and the time-shortening state are gaming states in which the average fluctuation time of the special game is different. Specifically, the time-shortening state of this embodiment is a state in which the average fluctuation time of the special game is shorter than that of the non-time-shortening state. Also, in this embodiment, the non-time-shortening state and the time-shortening state are gaming states in which the probability of the gaming ball entering the second start winning slot 15 is different. Specifically, the time-shortening state of this embodiment is a state in which the probability of the gaming ball entering the second start winning slot 15 is higher than that of the non-time-shortening state. In other words, in this embodiment, the time-shortening state is a ball-entry rate improvement state in which the rate of the gaming ball entering the second start winning slot 15 is improved compared to that of the non-time-shortening state.
[0034] For example, the rate at which game balls enter the second start winning slot 15 can be improved by performing one of the three controls described below, selected arbitrarily, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game. The second control is normal symbol probability variation control, which increases the probability of winning a normal win in a normal lottery (normal win probability). The third control is operation time extension control, which lengthens the total operation time during which the normal movable piece 16 operates in the second operation state during one normal win game. The operation time extension control may be at least one of control that increases the number of times the normal movable piece 16 operates in the second operation state during one normal win game, and control that lengthens the operation time during which the normal movable piece 16 operates in the second operation state during a normal win game.
[0035] In particular, in this embodiment, the operating time during which the normal movable piece 16 operates in the second operating state in one normal winning game in the non-time-saving state is short enough that the game ball cannot actually enter the second start winning hole 15. Therefore, in this embodiment, in the non-time-saving state, it is more advantageous for the player to shoot the game ball into the left region R1a than to shoot the game ball into the right region R2a. In other words, the non-time-saving state can be said to be a game state in which hitting from the left is recommended.
[0036] On the other hand, in this embodiment, the operating time during which the normal movable piece 16 operates in the second operating state in one normal winning game in the time-saving state is long enough for the game ball to enter the second start winning hole 15. Therefore, in this embodiment, in the time-saving state, it is more advantageous for the player to shoot the game ball into the right-side region R2a than to shoot the game ball into the left-side region R1a. In other words, the time-saving state can be said to be a game state in which right-hand hitting is recommended.
[0037] Next, a special winning game in the pachinko gaming machine 10 of this embodiment will be described. The special winning game is initiated after the end of the special game in which the special winning symbol is derived. In the special winning game, a role game is played to open the first large winning opening 18. Specifically, in the role game, a predetermined effect is first played for a predetermined opening time. For example, the predetermined effect is an opening effect indicating the start of the role game. In the role game, after the opening time has elapsed, an opening game is played to open the first large winning opening 18. The opening game ends when a first opening end condition is met, in which a predetermined upper limit number of game balls (one in this embodiment) enters the game, or a second opening end condition is met, in which a predetermined upper limit time has elapsed. In the opening game of the role game, the first large winning opening 18 is opened to a predetermined opening mode. Specifically, in this embodiment, the first large winning opening 18 is opened at the start of the opening game and closed at the end of the opening game. That is, in this embodiment, the first special opening / closing piece 19 operates to the open state when the open game starts, and operates to the closed state when the open game ends. Also, in this embodiment, a predetermined effect is performed during the open game in the role game. For example, the predetermined effect is an open game effect indicating that the open game is being executed to open the first large winning opening 18. Thereafter, in the role game, a predetermined effect is performed for a predetermined ending time. For example, the predetermined effect is an ending effect indicating the end of the role game.
[0038] In the special winning game of this embodiment, if the game ball passes through a specific area in the first passage 26a during the role game, a jackpot game based on the role game win is triggered after the role game ends. Thereafter, the special winning game ends with the end of the jackpot game based on the role game win. On the other hand, if the game ball does not pass through a specific area in the first passage 26a during the role game, the special winning game ends with the end of the role game.
[0039] Next, the jackpot game in this embodiment will be described. In the following description, when simply referring to a "jackpot game," it is intended to include both a "jackpot game based on a symbol hit" and a "jackpot game based on a bonus hit."
[0040] In a jackpot game, a predetermined effect is first performed for a predetermined opening time. For example, the predetermined effect is an opening effect indicating the start of a jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the second large prize opening 21 is opened is performed up to a predetermined maximum number of times. A round game ends when a first round end condition is met, in which a predetermined maximum number of game balls (10 in this embodiment) enter the round game, or when a second round end condition is met, in which a predetermined maximum time has elapsed. In a round game, the second large prize opening 21 is opened to a predetermined opening mode. Specifically, in this embodiment, the second large prize opening 21 is opened upon the start of a round game and closed upon the end of the round game. That is, in this embodiment, the second special opening / closing piece 22 operates to an open state upon the start of a round game and operates to a closed state upon the end of the round game. In this embodiment, a predetermined effect is performed during a round game. For example, the predetermined effect is a round effect that indicates that a round game is being played to open the second large prize opening 21. When the final round game is completed, a predetermined effect is played for a predetermined ending time in the jackpot game. For example, the predetermined effect is an ending effect that indicates the end of the jackpot game. Then, the jackpot game ends as the ending time passes.
[0041] Next, the types of wins (big wins and special wins) in this embodiment will be explained. As shown in Fig. 3(a), the pachinko gaming machine 10 of this embodiment has a plurality of types of jackpot symbols as special jackpot symbols. Each of the plurality of types of jackpot symbols is assigned a type of jackpot game. The type of jackpot symbol can also be understood as the type of jackpot.
[0042] In this embodiment, the jackpot symbols of the special symbols are classified into three groups of symbols ZA, symbols ZB, and symbols ZC at a predetermined ratio. Specifically, in this embodiment, of the 100 types of jackpot symbols of the first special symbols, 10 types of jackpot symbols are classified into symbols ZA, 40 types of jackpot symbols are classified into symbols ZB, and 50 types of jackpot symbols are classified into symbols ZC. In addition, in this embodiment, all of the 100 types of jackpot symbols of the second special symbols are classified into symbols ZA.
[0043] In the following explanation, a jackpot based on a jackpot symbol classified as symbol ZA will be referred to as a "jackpot ZA," a jackpot based on a jackpot symbol classified as symbol ZB will be referred to as a "jackpot ZB," and a jackpot based on a jackpot symbol classified as symbol ZC will be referred to as a "jackpot ZC." In addition, in the following explanation, the jackpot games based on the jackpots ZA, ZB, and ZC will be referred to as "jackpot game ZA," "jackpot game ZB," and "jackpot game ZC," respectively.
[0044] In this embodiment, the upper limit number of rounds in the jackpot game ZA is set to 10. In addition, the upper limit number of rounds in the jackpot games ZB and ZC is set to 3. In this embodiment, the upper limit time for each round of the jackpot games ZA to ZC is set to 25 seconds.
[0045] In this embodiment, after the end of a jackpot game based on a winning symbol, the time-saving state may be entered. Specifically, after the end of the jackpot games ZA and ZB, the time-saving state is entered. On the other hand, after the end of the jackpot game ZC, the time-saving state is entered.
[0046] 3(b), the pachinko gaming machine 10 of this embodiment has a plurality of types of special winning symbols as special winning symbols of special symbols. The types of special winning games are respectively determined for the plurality of types of special winning symbols. The types of special winning symbols can also be understood as the types of special winnings.
[0047] In this embodiment, the special winning symbols of the special symbols are classified into two groups, Za and Zb, at a predetermined ratio. Specifically, in this embodiment, of the 100 special winning symbols of the second special symbols, 50 are classified as Za and 50 are classified as Zb. Note that in this embodiment, the first special symbols do not include special winning symbols. That is, in this embodiment, no special winning symbols are derived in the first special game.
[0048] In the following explanation, a special win based on a special winning symbol classified as symbol Za will be referred to as a "special win Za," and a special win based on a special winning symbol classified as symbol Zb will be referred to as a "special win Zb." Also, in the following explanation, special win games based on special win Za and special win Zb will be referred to as "special win game Za" and "special win game Zb," respectively.
[0049] In the special winning game of this embodiment, the first special opening / closing piece 19 operates in a different operation pattern depending on the type of special winning. Specifically, in each of the special winning games Za and Zb, the first special opening / closing piece 19 operates in an operation pattern that allows the game ball to enter the first large winning opening 18.
[0050] In addition, in the special winning game of this embodiment, the distribution shutter 28 operates in a certain operation pattern. In this operation pattern, the distribution shutter 28 operates in a first distribution state in which the game ball that has entered the first large winning opening 18 is distributed to the first passage 26a, and in a second distribution state in which the game ball that has entered the first large winning opening 18 is distributed to the second passage 26b.
[0051] In this embodiment, when a game ball passes through a specific area in the first passage 26a in a special winning game and is detected by the specific passage sensor SE5, a jackpot is awarded, and the jackpot game is triggered after the game of the special winning game is over. In the following description, the fact that a game ball passes through a specific area in the first passage 26a and is detected by the specific passage sensor SE5 in a special winning game is referred to as a "specific condition."
[0052] Thus, in this embodiment, in each of the special winning games Za and Zb, the first special opening / closing piece 19 is operated in an operation pattern that allows the gaming ball to enter the first large winning opening 18, and the distribution shutter 28 is operated in an operation pattern that allows the gaming ball that has entered the first large winning opening 18 to pass through the first passage 26a. Therefore, in each of the special winning games Za and Zb, a specific condition can be met to trigger a jackpot game. In particular, in each of the special winning games Za and Zb, if the gaming ball is hit to the right during the special winning game, the first special opening / closing piece 19 and the distribution shutter 28 are operated in an operation pattern that causes the gaming ball to enter the first large winning opening 18 and pass through the first passage 26a with an extremely high probability. That is, in this embodiment, in each of the special winning games Za and Zb, if the game ball is hit to the right during the special winning game, there is an extremely high probability that a specific condition will be met and a big winning game will occur.
[0053] In the following description, the jackpot games that occur when specific conditions are met in the special jackpot game Za and the special jackpot game Zb will be referred to as "jackpot game Za" and "jackpot game Zb", respectively.
[0054] In this embodiment, the maximum number of rounds in the jackpot game Za is set to 10. That is, in this embodiment, in the special win game Za, the jackpot opening is opened a total of 11 times, including one opening game in the accessory game and ten rounds in the jackpot game. In the jackpot game Zb, the maximum number of rounds is set to 6. That is, in this embodiment, in the special win game Zb, the jackpot opening is opened a total of seven times, including one opening game in the accessory game and six rounds in the jackpot game.
[0055] In this embodiment, the upper limit time for each round of the jackpot games Za and Zb is set to 25 seconds. Also, in this embodiment, the upper limit number of game balls that can be entered in each round of the jackpot games Za and Zb is set to 10.
[0056] In this embodiment, after the end of a jackpot game based on a hit of a role, the game may be controlled to a time-shortened state. Specifically, after the end of the jackpot games Za and Zb, the game is controlled to a time-shortened state.
[0057] Next, the termination conditions when the time-saving state ends will be described. In the pachinko gaming machine 10 of this embodiment, the time-saving state may end when a jackpot game is started. In other words, the end condition for ending the time-saving state includes a jackpot end condition that is established when a jackpot game is started.
[0058] In the pachinko gaming machine 10 of this embodiment, the time-saving state may end when a special game is executed a predetermined maximum number of times after the time-saving state is entered. In other words, in this embodiment, the end condition for the time-saving state to end is a count end condition that is met when a special game is executed a predetermined number of times after the time-saving state is entered. In this embodiment, the count of the count end condition is 100 times regardless of the type of jackpot game that has occurred.
[0059] In the pachinko gaming machine 10 of this embodiment, the time-saving state may end when the number of times a special winning symbol is drawn in a special game reaches a predetermined upper limit of the number of wins. In other words, the end condition for ending the time-saving state includes a special win end condition that is established when a special winning symbol is drawn in a special game. In this embodiment, the special winning symbol is drawn in a special game when a special win is won in a special win lottery. Therefore, in this embodiment, the special win end condition can also be understood as a condition that is established when a special win is won in a special win lottery. In this embodiment, the upper limit of the number of wins in the special win end condition is one, regardless of the type of jackpot game that has occurred.
[0060] Next, the effect symbol variation game executed in the pachinko gaming machine 10 will be described. In this embodiment, the effect display device 12 is capable of executing an effect pattern change game in which effect patterns are variably displayed in multiple columns and ultimately a combination of effect patterns is derived. In the following explanation, the effect pattern change game is abbreviated to "effect game." The effect patterns are symbols (decorative symbols) decorated with characters, patterns, etc., and are intended to diversify the display effects. In this embodiment, the effect game is performed by variably displaying (scrolling) the first, second, and third symbol columns in a predetermined direction.
[0061] The effect game starts with the start of the special game and ends with the end of the special game. Specifically, in the effect game, effect symbols are temporarily displayed as stopped symbols in each of the first to third symbol columns (hereinafter referred to as "temporary stop display"), and then the effect symbols temporarily displayed as stopped symbols in each symbol column are displayed as fixed stop symbols, thereby deriving a combination of effect symbols. In the effect game, a combination of effect symbols corresponding to the special symbols derived in the special game is derived. Specifically, when a jackpot symbol (jackpot result) is derived in the special game, a jackpot symbol combination based on the effect symbols is also derived in the effect game. Furthermore, when a special winning symbol (special winning result) is derived in the special game, a special winning symbol combination based on the effect symbols is derived in the effect game. And when a losing symbol (losing result) is derived in the special game, a losing symbol combination based on the effect symbols is derived in the effect game. In the following explanation, the special game and the effect game may be collectively referred to as "variable game."
[0062] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 4, the pachinko gaming machine 10 includes a main control board 40. The main control board 40 performs various processes and outputs control signals such as control commands, which are an example of control information, depending on the results of the processes. The pachinko gaming machine 10 includes a sub-control board 50. The main control board 40 and the sub-control board 50 are connected so that control signals can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 executes predetermined processes based on the control signals input from the main control board 40.
[0063] The main control board 40 will now be described in detail. The main control board 40 includes a microprocessor 41. The microprocessor 41 includes a processing unit (hereinafter referred to as the main control CPU 41a) and a storage unit (memory). The main control CPU 41a executes a main control program to perform various processes. The storage unit of the microprocessor 41 includes a ROM area (hereinafter referred to as the main control ROM 41b) from which information can be read but to which information cannot be written, and a RAM area (hereinafter referred to as the main control RAM 41c) from which information can be read and written.
[0064] The main control ROM 41b stores judgment values and tables used for various judgments and lotteries. The main control ROM 41b stores multiple types of fluctuation patterns. The fluctuation pattern is fluctuation information that can identify the content of the special game. In particular, in this embodiment, the fluctuation pattern is information that can identify the fluctuation time from the start to the end of the special game. The fluctuation pattern may also be information that can identify the content of the presentation to be performed during the execution of the special game. Furthermore, the main control ROM 41b stores multiple types of fluctuation pattern tables as fluctuation pattern tables used when determining the fluctuation pattern. In this embodiment, the fluctuation pattern table is a collection of judgment values that are referenced when determining the fluctuation pattern.
[0065] The main control RAM 41c stores various information that is rewritten depending on the results of processing by the main control CPU 41a. For example, the information stored in the main control RAM 41c includes flags, counters, and timers. The microprocessor 41 includes a random number circuit (not shown) that generates hardware random numbers. The microprocessor 41 may also be capable of generating software random numbers through the random number generation process performed by the main control CPU 41a. The main control CPU 41a, main control ROM 41b, and main control RAM 41c are not limited to being configured on a single chip as the microprocessor 41, and may each be configured separately.
[0066] The main control CPU 41a is connected to the first start winning sensor SE1, the second start winning sensor SE2, the first count sensor SE3, the second count sensor SE4, the specific passing sensor SE5, and the gate sensor SE6. The main control CPU 41a is configured to be able to input the detection signals output by each sensor when it detects a gaming ball. The main control CPU 41a is connected to the information display device 13. The main control CPU 41a is configured to be able to control the display content of the information display device 13.
[0067] The main control CPU 41a is connected to the first solenoid SL1, the second solenoid SL2, the third solenoid SL3, and the fourth solenoid SL4. The main control CPU 41a is configured to be able to control the operation of the normal movable piece 16 by controlling the first solenoid SL1. The main control CPU 41a is configured to be able to control the operation of the first special opening / closing piece 19 by controlling the second solenoid SL2. The main control CPU 41a is configured to be able to control the operation of the second special opening / closing piece 22 by controlling the third solenoid SL3. The main control CPU 41a is configured to be able to control the operation of the sorting shutter 28 by controlling the fourth solenoid SL4.
[0068] Next, the sub-control board 50 will be described in detail. The sub-control board 50 comprises a sub-control CPU 50a, a sub-control ROM 50b, and a sub-control RAM 50c. The sub-control CPU 50a executes a sub-control program to perform various processes related to the effects. The sub-control ROM 50b stores the sub-control program and judgment values used in predetermined lotteries. The sub-control ROM 50b stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects.
[0069] The sub-control RAM 50c stores various information that is rewritten during operation of the pachinko gaming machine 10. For example, the information stored in the sub-control RAM 50c includes flags, counters, and timers. In this embodiment, the sub-control board 50 is also configured to be able to generate software random numbers through a random number generation process performed by the sub-control CPU 50a. The sub-control board 50 may also be equipped with a random number generation circuit and be able to generate hardware random numbers.
[0070] The sub-control CPU 50a is connected to the performance display device 12. The sub-control CPU 50a is configured to be able to control the display content of the performance display device 12. The sub-control CPU 50a is connected to a decorative lamp LA. The sub-control CPU 50a is configured to be able to control the light emission mode of the decorative lamp LA. The sub-control CPU 50a is connected to a speaker SP. The sub-control CPU 50a is configured to be able to control the output mode of the speaker SP. In this way, in this embodiment, the sub-control CPU 50a functions as a performance control means that controls the performance execution means.
[0071] The sub-control CPU 50a is connected to the effect button D1 and the cross key D2. In this embodiment, the effect button D1 and the cross key D2 are button-type means configured to be pressable. The effect button D1 and the cross key D2 are not limited to being button-type, but may be touch-sensor type, or may be configured to cause a predetermined display device to function as touch-panel type means. The effect button D1 and the cross key D2 may be configured to include multiple operable parts. In one example of this embodiment, the effect button D1 is configured to include a single operable part. The cross key D2 is configured to include multiple operable parts, such as the left key D2l, the right key D2r, the up key D2u, and the down key D2d. The sub-control CPU 50a is configured to be able to input an operation signal to be output when the effect button D1 is operated, and an operation signal to be output when each key D2l, D2r, D2u, and D2d of the cross key D2 is operated.
[0072] Next, various processes performed by the main control CPU 41a will be described. First, the special symbol input process will be described. In the special symbol input process, the main control CPU 41a determines whether a gaming ball has entered the first start winning port 14 based on whether a detection signal has been input from the first start winning sensor SE1. When a gaming ball has entered the first start winning port 14, the main control CPU 41a determines whether the first special reserve number stored in the main control RAM 41c is less than the upper limit number (4 in this embodiment). When the first special reserve number is less than the upper limit number, the main control CPU 41a updates the first special reserve number by adding 1. Subsequently, the main control CPU 41a controls the first special reserve display unit 13c to display information that can identify the updated first special reserve number. In this way, the reserve condition for the first special game is met when a gaming ball is detected by the first start winning sensor SE1 when the first special reserve number is less than the upper limit number. At this time, the main control CPU 41a generates information (hereinafter referred to as the first reserved number command) that can identify the updated first special reserved number and sets it in the output buffer. In this embodiment, the information (control command) set in the output buffer is output to the sub-control board 50 in a predetermined output process.
[0073] Next, the main control CPU 41a acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the main control RAM 41c. For example, the random numbers may be special win random numbers used in the special win lottery, special symbol random numbers used in the lottery to determine special symbols, and variation pattern random numbers used to determine variation patterns. The main control CPU 41a 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. The random number information may be the acquired random numbers themselves, or may be information obtained by processing the random numbers using a predetermined method. By storing the random number information used for the first special game in the main control RAM 41c, the pachinko gaming machine 10 of this embodiment can suspend its execution until the start condition of the first special game is met.
[0074] When the random number information for the first special game is stored in the main control RAM 41c, if a game ball has not entered the first start winning port 14 and if the number of first special reserves is not less than the upper limit number, the main control CPU 41a determines whether the game ball has entered the second start winning port 15 based on whether a detection signal has been input from the second start winning sensor SE2. If a game ball has entered the second start winning port 15, the main control CPU 41a determines whether the number of second special reserves stored in the main control RAM 41c is less than the upper limit number (1 in this embodiment). If the number of second special reserves is less than the upper limit number, the main control CPU 41a updates the second special reserve number by adding 1. At this time, the main control CPU 41a controls the second special reserve display unit 13d to display information that can identify the updated second special reserve number. In this way, the reservation condition of the second special game is met when the second special reservation number is less than the upper limit number and the game ball is detected by the second start winning sensor SE2. Also, at this time, the main control CPU 41a generates information that can identify the updated second special reservation number (hereinafter referred to as the second reservation number command) and sets it in the output buffer.
[0075] Next, the main control CPU 41a acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the main control RAM 41c. The main control CPU 41a stores the random number information so that it is possible to identify that the random number information is to be used for the second special game and the storage order of the random number information. By storing the random number information to be used for the second special game in the main control RAM 41c, the pachinko gaming machine 10 of this embodiment can suspend the execution of the second special game until the execution conditions for the second special game are met.
[0076] Next, the special symbol start process will be described. In the special symbol start processing, the main control CPU 41a determines whether the execution conditions for the special game are met. The main control CPU 41a makes a positive determination if the game is not a winning game, a special game is not being executed, and it is not during the inter-variation interval time set after the special game ends, while making a negative determination if the game is a winning game, a special game is being executed, or during the inter-variation interval time. In this embodiment, the inter-variation interval time is the time from the end of one variable game to the time when the next variable game can be started. If the execution conditions for the special game are not met, the main control CPU 41a ends the special symbol start processing. If the execution conditions for the special game are met, the main control CPU 41a determines whether the second special reserved number stored in the main control RAM 41c is equal to or greater than "1". If the second special reserved number is equal to or greater than "1", the main control CPU 41a performs processing to execute the second special game. On the other hand, if the second special reservation number is not "1" or more, the main control CPU 41a determines whether the first special reservation number stored in the main control RAM 41c is "1" or more. If the first special reservation number is "1" or more, the main control CPU 41a performs a process to execute a first special game.
[0077] On the other hand, if the first special reserved number is not "1" or more, the main control CPU 41a determines whether an output flag has been set in a predetermined storage area in the main control RAM 41c. The output flag is information that can identify that a standby state command that can identify a standby state has been output. The standby state is a state when a special game is not being executed, a winning game has not occurred, and a special game is not reserved. If the output flag has not been set, the main control CPU 41a generates a standby state command and outputs it to the sub-control board 50, and sets an output flag in the main control RAM 41c. Thereafter, the main control CPU 41a ends the special symbol start process. On the other hand, if the output flag has been set, the main control CPU 41a ends the special symbol start process without generating a new standby state command.
[0078] When performing processing to execute a special game, the main control CPU41a first updates the special reserve number stored in the main control RAM41c by subtracting "1". Specifically, when executing a first special game, the main control CPU41a updates the first special reserve number by subtracting "1" and controls the first special reserve display unit 13c so that the updated first special reserve number is displayed. At this time, the main control CPU41a generates a first reserve number command indicating the updated first special reserve number and sets it in the output buffer. Similarly, when executing a second special game, the main control CPU41a updates the second special reserve number by subtracting "1" and controls the second special reserve display unit 13d so that the updated second special reserve number is displayed. At this time, the main control CPU41a generates a second reserve number command indicating the updated second special reserve number and sets it in the output buffer.
[0079] Next, the main control CPU 41a acquires the random number information for the special game that was stored first from the main control RAM 41c. The main control CPU 41a then conducts a special win lottery using a special win random number identified from the acquired random number information. In other words, in this embodiment, the main control CPU 41a corresponds to a special lottery means that conducts a special win lottery as a special lottery. Specifically, when the main control CPU 41a executes a first special game, it acquires the random number information for the first special game that was stored first from the main control RAM 41c, and conducts a first special win lottery using a special win random number identified from the acquired random number information. Similarly, when the main control CPU 41a executes a second special game, it acquires the random number information for the second special game that was stored first from the main control RAM 41c, and conducts a second special win lottery using a special win random number identified from the acquired random number information.
[0080] Here, the main control CPU 41a determines whether or not a jackpot has been won by determining whether or not the value of the special win random number matches the jackpot determination value stored in the main control ROM 41b. If the value of the special win random number matches the jackpot determination value, the main control CPU 41a performs jackpot fluctuation processing. In the jackpot fluctuation processing, the main control CPU 41a determines one of the special symbols classified as jackpot symbols by conducting a lottery to determine the special symbol based on the value of the special symbol random number identified from the acquired random number information. This determined special symbol becomes the fixed stop symbol derived in the special game.
[0081] On the other hand, if the value of the special win random number does not match the jackpot determination value, the main control CPU 41a determines whether or not the special win has been won by determining whether or not the value of the special win random number matches the special win determination value stored in the main control ROM 41b.
[0082] At this time, the main control CPU 41a determines whether or not a special win will be won using different special win determination values for the first special win lottery and the second special win lottery. For this reason, in this embodiment, the probability of winning a special win in the first special win lottery is different from the probability of winning a special win in the second special win lottery. Specifically, in this embodiment, the special win determination values are allocated so that the second special win lottery has a higher probability of winning a special win than the first special win lottery. In particular, in this embodiment, the special win determination values are allocated so that a special win can be won in the second special win lottery, but that a special win cannot be won in the first special win lottery.
[0083] When the value of the special win random number matches the special win determination value, the main control CPU 41a performs special win variation processing. In the special win variation processing, the main control CPU 41a determines a special symbol from among the special symbols classified as special win symbols by performing a lottery based on the value of the special symbol random number specified from the acquired random number information. This determined special symbol becomes the fixed stop symbol derived in the special game.
[0084] If the value of the special win random number does not match either the jackpot determination value or the special win determination value, the main control CPU 41a performs a loss variation process. In the loss variation process, the main control CPU 41a determines a special symbol as a loss symbol. This determined special symbol becomes the fixed stop symbol derived in the special game.
[0085] Then, when the main control CPU41a determines the fixed stop symbol derived in the special game, it determines the change pattern by conducting a change pattern determination lottery based on the value of the change pattern random number specified from the acquired random number information. Specifically, when the main control CPU41a determines a jackpot symbol as the fixed stop symbol, it determines a change pattern from the change patterns for jackpots. When the main control CPU41a determines a special win symbol as the fixed stop symbol, it determines a change pattern from the change patterns for special wins. When the main control CPU41a determines a losing symbol as the fixed stop symbol, it determines a change pattern from the change patterns for losing.
[0086] At this time, the main control CPU 41a determines the variation pattern by referring to different variation pattern tables depending on the game situation. In this embodiment, there are four types of variation pattern tables: a normal table, a special table, a first special table, and a second special table.
[0087] The normal table is a fluctuation pattern table that is referenced in special games that are played after the first time when the current game state is not in a time-shortened state and after the time-shortened state has ended. The special table is a fluctuation pattern table that is referenced in special games that are played up to the first time when the current game state is not in a time-shortened state and after the time-shortened state has ended. In this embodiment, the first time is one time. That is, the normal table is a fluctuation pattern table that is referenced in special games that are played after the second time-shortened state has ended and after, and the special table is a fluctuation pattern table that is referenced in the first special game after the time-shortened state has ended. The normal table and the special table have their fluctuation pattern judgment values assigned so that the average fluctuation time of the fluctuation game is longer on the special table than on the normal table.
[0088] The first special table is a fluctuation pattern table that is referenced in the special games up to the second time after the current game state is controlled to the time-shortened state. The second special table is a fluctuation pattern table that is referenced in the special games after the second time after the current game state is controlled to the time-shortened state when the current game state is controlled to the time-shortened state. In this embodiment, the second time is 10 times. That is, the first special table is a fluctuation pattern table that is referenced in the special games up to the tenth time after the time-shortened state, and the second special table is a fluctuation pattern table that is referenced in the special games from the eleventh time onwards after the time-shortened state. The first special table and the second special table have fluctuation pattern determination values that are assigned so that the average fluctuation time of the fluctuation games is longer in the second special table than in the first special table.
[0089] Furthermore, the normal table is assigned a fluctuation pattern determination value so that the average fluctuation time of the fluctuation game is longer than that of the second special table. That is, in this embodiment, the fluctuation pattern determination values are assigned so that the average fluctuation time of the fluctuation game is longer in the order of the first special table < the second special table < the normal table < the special table.
[0090] Then, when the main control CPU41a determines the variation pattern, it ends the special symbol start process. After the special symbol start process is completed, the main control CPU 41a executes a special game by performing a process separate from the special symbol start process. Specifically, the main control CPU 41a controls the display content of the information display device 13 to start the variation of the first special symbol or the second special symbol. The main control CPU 41a also sets information specifying the special symbol determined in the special symbol start process (hereinafter referred to as a special symbol designation command) in the output buffer. The main control CPU 41a also sets information specifying a variation pattern and instructing the start of an effect game (hereinafter referred to as a variation pattern designation command) in the output buffer. The main control CPU 41a also measures the variation time determined for the variation pattern determined in the special symbol start process. After the variation time determined for the variation pattern has elapsed, the main control CPU 41a ends the special game by controlling the information display device 13 to derive the special symbol determined in the special symbol start process. Thereafter, the main control CPU 41a controls the special symbols derived in the special game to be displayed in a fixed, stopped state for a predetermined interval between variations. Also, when the variation time set for the variation pattern determined in the special symbol start process has elapsed, the main control CPU 41a sets information for deriving a combination of effect symbols (hereinafter referred to as an all-symbol stop command) in the output buffer.
[0091] By the above-described control, the pachinko gaming machine 10 of this embodiment can execute a variable game based on the result of the special winning lottery. In addition, in this embodiment, the sub-control CPU 50a determines a variable pattern in the special symbol start process, thereby functioning as a variable time determination means for determining the variable time of the variable game.
[0092] Next, a special win process for generating a special win game performed by the main control CPU 41a will be described. In this embodiment, the main control CPU 41a executes the special win process, thereby realizing a special game control means for generating a special game.
[0093] The main control CPU 41a performs special win processing after the special game of the special win is over. In the special win processing, the main control CPU 41a performs control according to the type of special win won, thereby generating a special win game based on the won special win. As a result, in this embodiment, when the result of the special win lottery is a special win, a special win game is generated.
[0094] First, the main control CPU 41a starts measuring the opening time in the special feature game, and generates information capable of identifying the start of the special feature game in the special winning game (hereinafter referred to as the special feature game start command) and sets it in the output buffer.
[0095] When the opening time has elapsed, the main control CPU 41a starts the open game by controlling the second solenoid SL2 to open the first large winning opening 18 based on an operation pattern corresponding to the type of special win. At this time, the main control CPU 41a controls the start of the open game to start an effective detection period during which the specific passage sensor SE5 is enabled to detect the game ball. At this time, the main control CPU 41a also generates information (hereinafter, an open start command) that can identify the start of the open game and sets it in the output buffer. Furthermore, in the special win processing, the main control CPU 41a controls the fourth solenoid SL4 to operate the distribution shutter 28 based on a predetermined operation pattern during the special win game.
[0096] Thereafter, when the first opening end condition or the second opening end condition is satisfied, the main control CPU 41a controls the second solenoid SL2 to close the first large prize opening 18, thereby ending the open game. At this time, the main control CPU 41a controls the detection valid period to end with the end of the open game. At this time, the main control CPU 41a also generates information capable of identifying the end of the open game (hereinafter referred to as the opening end command) and sets it in the output buffer. Next, the main control CPU 41a starts measuring the ending time of the special feature game. Then, when the ending time has elapsed, the main control CPU 41a generates information capable of identifying the end of the special feature game in the special win game (hereinafter referred to as the special feature game end command) and sets it in the output buffer.
[0097] In addition, if the operation of the distribution shutter 28 based on a predetermined operation pattern has not ended at the end of the special feature play, the main control CPU 41a controls the fourth solenoid SL4 to end the operation of the distribution shutter 28 upon the end of the special feature play.
[0098] Then, when a gaming ball is detected by the specific passage sensor SE5 during the effective detection period during the accessory game, the main control CPU 41a performs the jackpot processing described below after the accessory game ends. After that, the main control CPU 41a ends the special win processing with the end of the jackpot processing. On the other hand, when a gaming ball is not detected by the specific passage sensor SE5 during the accessory game, the main control CPU 41a ends the special win processing without performing the jackpot processing.
[0099] Furthermore, when a gaming ball is detected by the specific passing sensor SE5 within the valid detection period, the main control CPU 41a outputs a detection enable command to the sub-control board 50. On the other hand, when a gaming ball is detected by the specific passing sensor SE5 outside the valid detection period, the main control CPU 41a outputs a detection disable command to the sub-control board 50.
[0100] Next, a big win process performed by the main control CPU 41a to generate a big win game will be described. When a game ball is detected by the specific passage sensor SE5 in a special winning game, the main control CPU 41a performs a jackpot process after the special winning game ends. Also, the main control CPU 41a performs a special winning process after the special game of the jackpot ends.
[0101] In the jackpot processing, the main control CPU 41a starts measuring the opening time and generates information capable of identifying the start of the jackpot game (hereinafter referred to as the jackpot game start command) and sets it in the output buffer. When the opening time has elapsed, the main control CPU 41a performs processing to execute a round game. Specifically, the main control CPU 41a controls the third solenoid SL3 to open the second large prize opening 21 based on a predetermined opening pattern, thereby starting the round game. After starting the round game, if the first round end condition or the second round end condition is met, the main control CPU 41a controls the third solenoid SL3 to close the second large prize opening 21, thereby ending the round game. The main control CPU 41a repeatedly performs this processing to execute the round game until the maximum number of round games has been played. Furthermore, the main control CPU 41a generates information capable of identifying the start of the round game (hereinafter referred to as the round start command) and sets it in the output buffer each time a round game is started. Furthermore, every time a round of play ends, the main control CPU 41a generates information capable of identifying the end of the round of play (hereinafter referred to as a round end command) and sets it in the output buffer.
[0102] When the final round of games is completed, the main control CPU 41a starts measuring the ending time. Then, when the ending time has elapsed, the main control CPU 41a generates information that can identify the end of the jackpot game (hereinafter, jackpot game end command) and sets it in the output buffer. After that, the main control CPU 41a ends the jackpot processing.
[0103] Next, the processing related to the game state performed by the main control CPU 41a will be described. In this embodiment, the main control CPU 41a executes the following control to realize the function as a game state control means that controls the game state to one of multiple game states.
[0104] The main control CPU 41a can control the game state by setting a predetermined value to the activation flag stored in the main control RAM 41c. Specifically, the main control CPU 41a controls the game state to the non-time-shortened state by setting the activation flag to a value that can identify the non-time-shortened state. The main control CPU 41a controls the game state to the time-shortened state by setting the activation flag to a value that can identify the time-shortened state. The main control CPU 41a can also set the number of activations in the time-shortened state by setting a predetermined value to the activation count flag in the main control RAM 41c. Then, when the main control CPU 41a updates the values of the activation flag and the activation count flag, it outputs a game state command that can identify the current game state and the number of activations to the sub-control board 50.
[0105] When the main control CPU 41a terminates a jackpot game, it updates the values of the activation flag and the activation count flag according to the type of jackpot game. This allows the main control CPU 41a to control the game to a time-shortened state upon the termination of the jackpot game. Specifically, when the main control CPU 41a terminates each of the jackpot games ZA, ZB, Za, and Zb, it sets the activation flag to a value that identifies the time-shortened state and sets the activation count flag to a value that identifies 100 as the number of activations. That is, when the main control CPU 41a terminates each of the jackpot games ZA, ZB, Za, and Zb, it controls the game to a time-shortened state after the jackpot game ends. On the other hand, when the main control CPU 41a terminates the jackpot game ZC, it does not update the value of the activation flag. In this embodiment, the game is controlled to a non-time-shortened state during the jackpot game. That is, when the main control CPU 41a ends the big win game ZC, it continues to control the game to the non-time-shortening state even after the big win game ends.
[0106] Furthermore, the main control CPU 41a updates the value of the activation count flag each time a special game is executed after the time-shortening state is entered. Then, the main control CPU 41a sets the activation flag to a value that can identify a non-time-shortening state when a predetermined number of special games have been executed since the time-shortening state is entered. This allows the main control CPU 41a to control the time-shortening state to end when the count end condition is met.
[0107] Furthermore, when the main control CPU 41a is controlled to the time-shortened state, the main control CPU 41a sets the activation flag to a value that can identify a non-time-shortened state when the number of times a special winning symbol is derived in a special game reaches the upper limit of the number of wins. Note that in this embodiment, the upper limit of the number of wins in the special winning termination condition is one regardless of the type of jackpot game that has occurred, so when the main control CPU 41a is controlled to the time-shortened state, the main control CPU 41a sets the activation flag to a value that can identify a non-time-shortened state when the special winning symbol is derived in a special game. This allows the main control CPU 41a to control the time-shortened state to end when the special winning termination condition is met.
[0108] In addition, when starting a jackpot game, the main control CPU 41a sets a value that can identify the non-time-shortening state to the activation flag. This allows the main control CPU 41a to control the termination of the time-shortening state when the jackpot termination condition is met.
[0109] Here, the transition of the game state realized by the control of the main control CPU 41a as described above will be explained. As shown in FIG. 5, if a player wins a jackpot ZA or ZB in the non-time-saving mode, the game is controlled to the time-saving mode after the jackpot game ZA or ZB ends. On the other hand, if a player wins a jackpot ZC in the non-time-saving mode, the game is controlled to the non-time-saving mode even after the jackpot game ZC ends. Furthermore, if a player wins a special jackpot Za or Zb in the non-time-saving mode, the game is controlled to a different game state depending on whether the game ball passed through a specific area in the special jackpot game Za or Zb. Specifically, if the game ball passes through a specific area in the special jackpot game Za or Zb, the jackpot game Za or Zb is triggered, and the game is controlled to the time-saving mode after the jackpot game ends. On the other hand, if the game ball does not pass through the specific area in the special jackpot game Za or Zb, the jackpot game Za or Zb is not triggered, and the game is controlled to the non-time-saving mode even after the special jackpot game Za or Zb ends.
[0110] Furthermore, if a jackpot ZA or ZB is won in the time-shortened state, the system is temporarily controlled to the non-time-shortened state when the jackpot game ZA or ZB starts, but is controlled to the time-shortened state again after the jackpot game ZA or ZB ends. On the other hand, if a jackpot ZC is won in the time-shortened state, the system is controlled to the non-time-shortened state when the jackpot game ZC starts, and is then controlled to the non-time-shortened state even after the jackpot game ZC ends.
[0111] Furthermore, when a special win Za or Zb is won in the time-shortened state, the game is controlled to a non-time-shortened state when a special win symbol is drawn in the special game, and then controlled to a different game state depending on whether the game ball passes through a specific area in the special win game Za or Zb. Specifically, if the game ball passes through a specific area in the special win game Za or Zb, a jackpot game Za or Zb is triggered, and the game is controlled to the time-shortened state after the jackpot game ends. In other words, when a special win Za or Zb is won in the time-shortened state, the game is temporarily controlled to a non-time-shortened state when a special win symbol is drawn, but when the game ball passes through a specific area in the special win game Za or Zb that occurs subsequently, the game is controlled to the time-shortened state again after the jackpot game Za or Zb ends. On the other hand, when the game ball does not pass through the specific area in the special winning games Za, Zb, the big winning games Za, Zb are not generated, and the game is controlled to a non-time-shortening state even after the special winning games Za, Zb are finished.
[0112] Furthermore, when the number of times the special game has been executed in the time-shortening state reaches the number of times it has been activated, the state is controlled to a non-time-shortening state. Next, the normal symbol input process performed by the main control CPU 41a will be described.
[0113] In the normal symbol input process, when the main control CPU 41a receives a detection signal from the gate sensor SE6 and the normal hold number is less than the upper limit, it updates the normal hold number stored in the main control RAM 41c by adding 1 and controls the normal hold display unit 13f to display the updated normal hold number. The main control CPU 41a then acquires a random number generated within the main control board 40 and stores random number information based on the acquired random number in the main control RAM 41c. In this case, the main control CPU 41a stores the random number information for the normal game so that the storage order of the random number information can be identified. For example, the random number may be a normal win random number used for determining whether a normal win has occurred (normal lottery). The main control CPU 41a then terminates the normal symbol input process.
[0114] Next, the normal symbol start process performed by the main control CPU 41a will be described. In the normal symbol start process, when a normal win game is not being played and the normal game is not being executed, and the normal reserve number stored in the main control RAM 41c is 1 or greater, the main control CPU 41a updates the normal reserve number stored in the main control RAM 41c by subtracting 1. Also, at this time, the main control CPU 41a controls the normal reserve display unit 13f so that the updated normal reserve number is displayed. Next, the main control CPU 41a reads the random number information for the normal game that was stored first from the main control RAM 41c and performs a normal lottery based on the read random number information. Specifically, the main control CPU 41a performs a normal lottery by determining whether the value of the normal win random number matches the normal win determination value stored in the main control ROM 41b. At this time, the main control CPU 41a performs a normal lottery using a normal win determination value that varies depending on the current game state. For example, in this embodiment, the normal win determination value is assigned to each game state so that when in a non-specific game state, a normal win will not be won regardless of the value of the normal win random number, whereas when in a specific game state, a normal win will be won regardless of the value of the normal win random number.
[0115] Next, the main control CPU 41a determines the normal symbol to be derived in the normal game and the fluctuation time of the normal game. After that, the main control CPU 41a ends the normal symbol start process. At this time, the main control CPU 41a may determine a shorter fluctuation time for the normal game in the specific game state compared to the non-specific game state (or may make it easier to determine a shorter fluctuation time for the normal game).
[0116] Then, the main control CPU 41a executes a normal game by performing a process separate from the normal symbol start process. Specifically, the main control CPU 41a starts the normal game and controls the information display device 13 so that the normal symbol determined in the normal symbol start process is displayed when the variable time determined in the normal symbol start process has elapsed.
[0117] Next, the normal win processing performed by the main control CPU 41a will be explained. When the normal game of the normal win ends, the main control CPU 41a executes the normal win processing. In the normal win processing, the main control CPU 41a controls the first solenoid SL1 to operate the normal movable piece 16 to the second operating state in an operating mode determined for the normal symbol (type of normal win), thereby generating a normal win game.
[0118] Through such normal pattern input processing, normal pattern start processing, and normal winning processing, the main control CPU 41a operates the normal movable piece 16 so that when the time-shortening state is in effect, the game ball is more likely to enter the second start winning hole 15 than when the time-shortening state is not in effect.
[0119] In addition to the above-mentioned processes, the main control CPU 41a also performs various other processes. For example, when the main control CPU 41a receives a detection signal indicating that a gaming ball has been detected from each sensor, it generates information indicating that the detection signal has been received and sets the information in the output buffer.
[0120] Next, various processes performed by the sub-control CPU 50a will be described. When the sub-control CPU 50a receives a control signal from the main control CPU 41a, it executes various processes in accordance with the control signal.
[0121] First, the effect symbol variation process for executing the effect game will be described. When the sub-control CPU 50a inputs a special symbol designation command and a variable pattern designation command, it controls the effect display device 12 to execute an effect game corresponding to the special game by starting the variable display of effect symbols. Specifically, when the sub-control CPU 50a inputs a special symbol designation command, it determines a combination of effect symbols to be derived in the effect game based on the type of special symbol designated by the input special symbol designation command.
[0122] Specifically, when a special symbol classified as a jackpot symbol is designated, the sub-control CPU 50a determines a symbol combination for a jackpot based on the effect symbols. When a special symbol classified as a special winning symbol is designated, the sub-control CPU 50a determines a symbol combination for a special winning based on the effect symbols. When a special symbol classified as a losing symbol is designated, the sub-control CPU 50a determines a symbol combination for a losing based on the effect symbols.
[0123] Furthermore, when the sub-control CPU 50a inputs a variation pattern designation command, it determines the effect to be executed during the execution of the effect game based on the variation pattern designated by the input variation pattern designation command. Thereafter, the sub-control CPU 50a controls the effect display device 12 to start the variable display of the effect symbols of each symbol column. That is, the sub-control CPU 50a starts the effect game. Specifically, the sub-control CPU 50a controls the effect display device 12 to variably display three columns of effect symbols. Furthermore, the sub-control CPU 50a controls the execution of various effects whose execution has been determined. Next, after starting the effect game, the sub-control CPU 50a temporarily stops the display of the effect symbols of each symbol column when a predetermined timing arrives. Furthermore, the sub-control CPU 50a ends the effect game by displaying the effect symbols of each symbol column as fixed and stopped, triggered by the input of the all-symbol stop command. In this embodiment, the symbol combination of the effect symbols that is temporarily stopped corresponds to provisional result information that indicates the result of the winning lottery, and the symbol combination of the effect symbols that is fixed and stopped corresponds to fixed result information that definitely notifies the result of the winning lottery. Note that the sub-control CPU 50a may also fix and stop the display of the effect symbols of each symbol row when the variable time set for the variable pattern has elapsed, regardless of the all symbol stop command. In this case, the all symbol stop command may be omitted.
[0124] After that, the sub-control CPU 50a controls the display of the effect symbols of each symbol row to be fixed and stopped until a standby state command or a variation pattern designation command is input. As a result, in this embodiment, the effect symbols of each symbol row are fixed and stopped and displayed over the inter-variation interval time.
[0125] Next, processing related to the gaming state will be described. When the sub-control CPU 50a receives a game state command from the main control CPU 41a, it stores a value that identifies the game state determined from the received game state command in the sub-action flag of the sub-control RAM 50c. Furthermore, the sub-control CPU 50a stores a value that identifies the number of operations determined from the received game state command in the sub-action count flag of the sub-control RAM 50c. Furthermore, when the sub-control CPU 50a is in the time-shortened state, it updates the value of the sub-action count flag each time a special game is executed. At this time, the sub-control CPU 50a may update the value of the sub-action count flag upon input of a variable pattern designation command, or upon input of a special symbol designation command. Furthermore, the sub-control CPU 50a may update the value of the sub-action count flag upon input of an all-symbol stop command. This allows the sub-control CPU 50a to identify the current game state and the number of operations.
[0126] Next, the presentation modes in the pachinko gaming machine 10 of this embodiment will be described. The pachinko gaming machine 10 of this embodiment has a plurality of presentation modes that define various presentation aspects. The sub-control CPU 50a stores a value that can identify a predetermined presentation mode in a mode flag in the sub-control RAM 50c. The sub-control CPU 50a then performs processing related to various presentation aspects according to the presentation mode identified from the value stored in the mode flag. This allows the sub-control CPU 50a to execute various presentation aspects in a manner that corresponds to the current presentation mode. The various presentation aspects include, for example, the type of image displayed as a background image, the types of presentation that can be executed, and the probability of execution of a presentation.
[0127] As shown in FIG. 6, the pachinko gaming machine 10 of this embodiment has five types of presentation modes: a normal mode, a special mode, a first special mode, a second special mode, and a third special mode.
[0128] The normal mode and the special mode are presentation modes when the current game state is in a non-time-shortening state. In particular, the normal mode is a presentation mode that is controlled when the current game state is in a non-time-shortening state and after the first number of variable games has ended since the time-shortening state ended. The special mode is a presentation mode that is controlled when the current game state is in a non-time-shortening state and after the first number of variable games has ended since the time-shortening state ended.
[0129] The first special mode, the second special mode, and the third special mode are presentation modes when the current game state is in a time-shortened state. In particular, the first special mode is a presentation mode that is controlled when the current game state is in a time-shortened state, from when the game is controlled to the time-shortened state until the number-of-games transition condition for the second number of variable games is met. The second special mode and the third special mode are presentation modes that are controlled when the current game state is in a time-shortened state, from when the game is controlled to the time-shortened state until the number-of-games transition condition for the second number of variable games is met. In this embodiment, the first special mode corresponds to the first presentation mode, and the second special mode and the third special mode correspond to the second presentation mode.
[0130] In this embodiment, different types of images are displayed as background images in each presentation mode. That is, in this embodiment, the normal mode, special mode, first special mode, second special mode, and third special mode can be understood as presentation modes in which at least the images displayed as background images on the presentation display device 12 are different. Specifically, in the normal mode, a normal background image is displayed as the background image. In the special mode, a special background image is displayed as the background image. In the first special mode, a first special background image is displayed as the background image. In the second special mode, a second special background image is displayed as the background image. In the third special mode, a third special background image is displayed as the background image.
[0131] In addition, in this embodiment, the average time determined as the fluctuation time of the fluctuation game may differ in each presentation mode. For example, in this embodiment, the average time determined by the main control CPU 41a as the fluctuation time of the variable game differs between when the game is controlled in the normal mode and when the game is controlled in the special mode. As described above, in this embodiment, when the current gaming state is a non-time-shortened state, when the fluctuation pattern of the special game is determined, the normal table is referenced for special games played after the first time since the time-shortened state ended, while the special table is referenced for special games played up to the first time since the time-shortened state ended. Furthermore, the judgment values of the fluctuation pattern are assigned so that the average fluctuation time of the variable game is longer on the special table than on the normal table. Therefore, in this embodiment, when the game is controlled in the special mode, the average fluctuation time of the variable game is longer than when the game is controlled in the normal mode.
[0132] Furthermore, in this embodiment, the average time determined by the main control CPU 41a as the fluctuation time of the variable game differs between when the game is controlled in the first special mode and when the game is controlled in the second or third special mode. As described above, in this embodiment, when the current game state is the time-shortened state, the first special table is referenced in the special games up to the second time after the game is controlled in the time-shortened state, while the second special table is referenced in the special games after the second time after the game is controlled in the time-shortened state. Furthermore, the second special table allocates the fluctuation pattern judgment values so that the average fluctuation time of the variable game is longer than that of the first special table. Therefore, in this embodiment, when the game is controlled in the second or third special mode, the average fluctuation time of the variable game is longer than that when the game is controlled in the first special mode.
[0133] Here, the control for transitioning the presentation mode will be explained. In this embodiment, the sub-control CPU 50a executes the following control to realize the function of mode control means for controlling to one of a plurality of presentation modes.
[0134] As shown in Fig. 7, the sub-control CPU 50a stores a value that can identify the first special mode in the mode flag when a game state command that can identify the time-shortened state is input. Therefore, in this embodiment, the start of the time-shortened state is triggered by a transition from the normal mode or the special mode to the first special mode. Also, in this embodiment, if a special win or a jackpot is won in the second special mode or the third special mode and the time-shortened state is again controlled via a jackpot game (indicated as "time-shortened state reset" in the figure), the transition to the first special mode will also occur.
[0135] The sub-control CPU 50a can control a transition from the first special mode to the second special mode or the third special mode when the second number of variable games is played after control is entered into the first special mode. Specifically, the sub-control CPU 50a determines the number of variable games played after control is entered into the time-shortened state based on the value of the sub-operation count flag. As described above, in this embodiment, control is entered into the first special mode when the time-shortened state is initiated, and therefore the number of variable games played after control is entered into the time-shortened state corresponds to the number of variable games played after control is entered into the first special mode. Then, when the number of variable games played after control is entered into the time-shortened state reaches the second number, the sub-control CPU 50a determines that the count transition condition is met and controls to transition the presentation mode.
[0136] 8, when the sub-control CPU 50a shifts the presentation mode in response to the satisfaction of the number shift condition, the sub-control CPU 50a controls the presentation display device 12 to execute a mode shift presentation indicating that the presentation mode will shift. The mode shift presentation in this embodiment is executed in such a manner that either the second special mode or the third special mode is selected as the presentation mode to be shifted to.
[0137] As shown in FIG. 8(c), the sub-control CPU 50a controls the effect display device 12 to start the mode transition effect after the effect symbols of all symbol rows have been temporarily stopped and displayed in the second variable game since the time-shortened state was entered. That is, the mode transition effect is an effect that is executed after the effect symbols of all symbol rows have been temporarily stopped and displayed in the second variable game since the time-shortened state was entered. When the mode transition effect starts, the sub-control CPU 50a controls the effect display device 12 to display a transition effect image GA, which indicates that the mode transition effect is being executed. The transition effect image GA is, for example, an image that resembles a door.
[0138] Next, the sub-control CPU 50a performs control to start a mode selection period during which the transitioned presentation mode can be selected. Specifically, the sub-control CPU 50a stores a value that can identify that the mode selection period is in progress in the mode selection period flag in the sub-control RAM 50c, and controls to start measuring the time that has elapsed since the mode selection period began. Furthermore, with the start of the mode selection period, the sub-control CPU 50a stores a value that can identify either the second special mode or the third special mode in the temporary mode flag in the sub-control RAM 50c. For example, in this embodiment, the sub-control CPU 50a stores a value that can identify the second special mode in the temporary mode flag in the sub-control RAM 50c. Thereafter, the sub-control CPU 50a performs control to update the value stored in the temporary mode flag each time the left key D2l or the right key D2r is operated during the mode selection period. At this time, when the value stored in the temporary mode flag is a value that can identify the second special mode at the time the left key D2l or the right key D2r is operated, the sub-control CPU 50a updates it to a value that can identify the third special mode. On the other hand, when the value stored in the temporary mode flag is a value that can identify the third special mode at the time the left key D2l or the right key D2r is operated, the sub-control CPU 50a updates it to a value that can identify the second special mode.
[0139] As shown in FIG. 8(d), the sub-control CPU 50a controls the effect display device 12 to display a mode selection image GB upon the start of the mode selection period. The mode selection image GB is, for example, an image GB1 that resembles the character string "Second Special Mode," an image GB2 that resembles the character string "Third Special Mode," and an image GB3 that resembles the effect button D1 and left / right arrows. At this time, the sub-control CPU 50a displays, among the mode selection images GB, images that correspond to an effect mode that can be identified from the value stored in the temporary mode flag in a more emphasized manner than images that do not correspond to an effect mode that can be identified from the value stored in the temporary mode flag. For example, when the effect mode that can be identified from the value stored in the temporary mode flag is the second special mode, the sub-control CPU 50a displays the image GB1 that resembles the character string "Second Special Mode" brighter than the image GB2 that resembles the character string "Third Special Mode."
[0140] The sub-control CPU 50a controls the mode selection period to end when the effect button D1 is operated during the mode selection period. The sub-control CPU 50a also controls the mode selection period to end when a predetermined time has passed without the effect button D1 being operated. At this time, the sub-control CPU 50a controls the effect display device 12 to hide the transition effect image GA and the mode selection image GB.
[0141] 8(e), the sub-control CPU 50a controls the effect display device 12 to display a mode start image GC indicating an effect mode that can be identified from the value of the temporary mode flag upon completion of the mode transition effect. In this embodiment, the mode start image GC is an image that differs depending on the type of effect mode that can be identified from the value of the temporary mode flag. For example, when the effect mode that can be identified from the value of the temporary mode flag is the second special mode, the mode start image GC is an image that imitates the string "second special mode started," and when the effect mode that can be identified from the value of the temporary mode flag is the third special mode, the mode start image GC is an image that imitates the string "third special mode started."
[0142] 8(f), the sub-control CPU 50a controls the mode transition effect to end when a predetermined time has elapsed since the mode transition effect started. At this time, the sub-control CPU 50a controls the effect display device 12 to end the mode transition effect before the effect symbols of all symbol rows are displayed as fixed stop symbols in the second variable game after the time-shortening state is entered. In other words, the mode transition effect is an effect that is executed before the effect symbols of all symbol rows are displayed as fixed stop symbols in the second variable game after the time-shortening state is entered.
[0143] Then, the sub-control CPU 50a controls the mode flag to store a value indicating a presentation mode that can be identified from the value of the temporary mode flag upon completion of the mode transition presentation. That is, when a value that can identify the second special mode is stored in the temporary mode flag, the sub-control CPU 50a controls the mode to the second special mode upon completion of the mode transition presentation, while when a value that can identify the third special mode is stored in the temporary mode flag, the sub-control CPU 50a controls the mode to the third special mode upon completion of the mode transition presentation.
[0144] In this embodiment, the sub-control CPU 50a erases the value of the mode flag when the mode transition effect starts. Therefore, in this embodiment, while the mode transition effect is being executed, the game is not controlled by any of the effect modes.
[0145] By the above-described control, in this embodiment, when the number transition condition for executing the second number of variable games after the time-shortening state is satisfied, the first special mode is transitioned to the second special mode or the third special mode during the execution of the second number of variable games. In this way, the sub-control CPU 50a can control the execution of a mode transition effect indicating the transition of the presentation mode as the presentation mode transitions from the first special mode to the second special mode or the third special mode.
[0146] Furthermore, by the above-described control, in this embodiment, when the sub-control CPU 50a ends the first special mode on the condition that the second number of variable games has been played since the time-shortening state was established, the sub-control CPU 50a determines which presentation mode, the second special mode or the third special mode, to control to upon the end of the first special mode. In particular, in this embodiment, the sub-control CPU 50a determines which presentation mode, the second special mode or the third special mode, to control to during the second number of variable games played since the time-shortening state was established.
[0147] In this embodiment, when a special win or a jackpot is won in the first special mode and the time-saving state is restored via a jackpot game, the first special mode continues to be used, while the value of the secondary action count flag is updated in response to the input of a game state command. As a result, when the time-saving state is restored via a jackpot game in response to a special win or a jackpot in the first special mode, the number of variable games executed since the time-saving state was restored reaches the second number, which triggers the transition to the presentation mode.
[0148] 7, the sub-control CPU 50a stores a value that can identify the special mode in the mode flag when a standby state command or a variation pattern designation command is input for the first time during the non-time-shortened state after a game state command that can identify the non-time-shortened state is input. That is, when the sub-control CPU 50a transitions from the time-shortened state to the non-time-shortened state, the sub-control CPU 50a controls to the special mode when the transition to the standby state or the start of a variation game is triggered without transitioning back to the time-shortened state.
[0149] In this embodiment, when the first special mode is selected, the special mode is entered when the special win Za or Zb is won and the game ball does not pass through the specific area during the special win game Za or Zb. On the other hand, when the second or third special mode is selected, the special mode is entered when the special win Za or Zb is won and the game ball does not pass through the specific area during the special win game Za or Zb, and also when the number of special games activated after the time-shortening state is entered.
[0150] The sub-control CPU 50a can control a transition from the special mode to the normal mode when the first number of variation games has ended since the special mode was entered. Specifically, when the sub-control CPU 50a is in the special mode, it counts the number of variation games that have been played since the special mode was entered by updating the value of the first number flag in the sub-control RAM 50c each time a variation pattern designation command is input. When the number of variation games played since the special mode was entered reaches the first number, the sub-control CPU 50a, in response to the end of the first variation game, stores a value that can identify the normal mode in the mode flag.
[0151] Next, we will explain the winning suggestion effect that can be executed by the pachinko gaming machine 10 of this embodiment. The winning suggestion effect is an effect that suggests whether or not a winning symbol will be derived in the variable game being executed. In particular, the winning suggestion effect of this embodiment is an effect that is executed during the first special mode.
[0152] As shown in Fig. 8(a), the sub-control CPU 50a controls the effect display device 12 to execute a winning suggestion effect during the first special mode. Specifically, the sub-control CPU 50a controls the effect display device 12 to display a teasing image GD that teases whether or not a winning symbol will be derived in the variable game being executed during the winning suggestion effect. The teasing image GD is, for example, an image formed by combining an image GD1 that resembles a star and an image GD2 that resembles the text "If the star shines, it's a win!?"
[0153] As shown in FIG. 8(b), the sub-control CPU 50a controls the effect display device 12 to display a suggestion image GE indicating whether a winning symbol will be derived in the currently running variable game when the effect symbols of all symbol rows are temporarily stopped and displayed in the currently running variable game. Therefore, in this embodiment, the suggestion image GE displayed in the winning suggestion effect can also be understood as provisional result information indicating the result of the winning lottery. Specifically, if a winning symbol is not derived in the currently running variable game, the sub-control CPU 50a controls the effect display device 12 to display a loss suggestion image GE indicating that a winning symbol will not be derived. The loss suggestion image is, for example, an image resembling a cracked star. Furthermore, although not shown, if a winning symbol is derived in the currently running variable game, the sub-control CPU 50a controls the effect display device 12 to display a win suggestion image GE indicating that a winning symbol will be derived. The win suggestion image is, for example, an image resembling a shining star.
[0154] Next, we will explain the remaining number of operation notification effects that can be executed by the pachinko gaming machine 10 of this embodiment. The remaining number of operation notification effects is an effect that notifies the number of remaining variable games for which the time-shortening state will continue. In the following explanation, the number of remaining variable games for which the time-shortening state will continue will simply be referred to as the "remaining number of operation counts." In particular, the remaining number of operation notification effects of this embodiment are executed throughout the entire time-shortening state. In other words, the remaining number of operation notification effects of this embodiment are executed regardless of whether the device is controlled to any of the first special mode, second special mode, and third special mode.
[0155] As shown in Figures 8(a) to (f), the sub-control CPU 50a controls the effect display device 12 to execute a remaining operation count notification effect during the time-shortening state. Specifically, the sub-control CPU 50a identifies the remaining number of operation counts based on the value of the sub-operation count flag. Then, the sub-control CPU 50a controls the effect display device 12 to display a remaining operation count image GF indicating the remaining number of operation counts in the remaining operation count notification effect. The remaining operation count image GF is, for example, an image imitating the string of characters "XX operations remaining."
[0156] Below, we will explain a specific example of the control flow when a mode transition effect is executed. As shown in FIG. 9, in this example, it is assumed that the ninth variable game has been executed since control was placed in the time-shortened state at time t0. Also, in this example, since the second number of variable games (ten in this embodiment) have not yet been executed since control was placed in the time-shortened state, the system is controlled to the first special mode. Furthermore, since this example is in the time-shortened state, the display device 12 executes a remaining number of operation notification effect. At this time, since the ninth variable game has been executed since control was placed in the time-shortened state, the remaining number of operation times is 91. Therefore, the remaining number of operation times is notified as 91 in the remaining number of operation times.
[0157] Thereafter, the sub-control CPU 50a controls the effect display device 12 to temporarily stop the display of the effect symbols of each symbol column at a predetermined timing during the execution of the variable game (time t1). Note that in FIG. 9, the period during which the effect symbols of all symbol columns are temporarily stopped is indicated as "temporary stop display," while the period during which the effect symbols of at least some symbol columns are variably displayed is indicated as "variable." Next, when the sub-control CPU 50a inputs an all-symbol stop command with the end of the special game, it ends the effect game by displaying the effect symbols of all symbol columns as fixed and stopped (time t2). Thereafter, the sub-control CPU 50a continues to display the effect symbols of all symbols as fixed and stopped for the inter-variation interval time (indicated as "INT" in the figure) (times t2 to t3).
[0158] Next, when the sub-control CPU 50a inputs a variable pattern designation command in conjunction with the start of the special game, it starts the effect game by variably displaying the effect symbols in all symbol rows (time t3). Furthermore, the sub-control CPU 50a updates the value of the sub-action count flag in response to the input of the variable pattern designation command. After updating the value of the sub-action count flag, the sub-control CPU 50a determines the remaining number of actions based on the updated value and updates the remaining number of actions to be notified in the remaining action count notification effect. In this example, the tenth variation game will be started since the time-shortened state was entered. That is, the variation game started at time t3 is the second variation game since the time-shortened state was entered. Also, although not shown, in this example, a winning suggestion effect is executed during the second variation game since the time-shortened state was entered. In this case, the sub-control CPU 50a controls the effect display device 12 to display the teasing image GD in conjunction with the start of the second variation game since the time-shortened state was entered.
[0159] Thereafter, the sub-control CPU 50a controls the effect display device 12 to temporarily stop and display the effect symbols of each symbol row at a predetermined timing (time t4). Also, the sub-control CPU 50a controls the effect display device 12 to display a suggestion image GE that suggests whether or not a winning symbol will be derived in the variable game being executed, at the timing when the effect symbols of all symbol rows are temporarily stopped and displayed.
[0160] Furthermore, since this is the second variable game since the current variable game was controlled to the time-shortened state, the sub-control CPU 50a starts the mode transition effect after the effect symbols of all the symbol rows are temporarily stopped and displayed (time t5). When starting the mode transition effect, the sub-control CPU 50a controls the effect display device 12 to display the transition effect image GA. Also, at this time, the sub-control CPU 50a erases the value of the mode flag with the start of the mode transition effect. That is, the sub-control CPU 50a ends the first special mode with the start of the mode transition effect.
[0161] Next, the sub-control CPU 50a performs control to start the mode selection period (time t6). At this time, the sub-control CPU 50a stores a value that can identify either the second special mode or the third special mode in the temporary mode flag in the sub-control RAM 50c with the start of the mode selection period. Also, at this time, the sub-control CPU 50a controls the effect display device 12 to display the mode selection image GB in a display mode corresponding to the value stored in the temporary mode flag. Thereafter, the sub-control CPU 50a updates the value stored in the temporary mode flag and controls to change the display mode of the mode selection image GB each time the left key D2l or right key D2r is operated during the mode selection period.
[0162] Thereafter, the sub-control CPU 50a controls the mode selection period to end when the effect button D1 is operated during the mode selection period or when a predetermined time has passed without the effect button D1 being operated (time t7). At this time, the sub-control CPU 50a controls the effect display device 12 to hide the transition effect image GA and the mode selection image GB, while displaying the mode start image GC in a manner corresponding to the type of effect mode that can be identified from the value of the temporary mode flag. Next, the sub-control CPU 50a controls the mode transition effect to end when a predetermined time has passed since the mode transition effect began (time t8). At this time, the sub-control CPU 50a controls the mode flag to store a value indicating an effect mode that can be identified from the value stored in the temporary mode flag upon the end of the mode transition effect. In this example, it is assumed that a value that can identify the second special mode was stored in the temporary mode flag at the end of the mode transition effect. In this case, the sub-control CPU 50a controls the mode to the second special mode upon the end of the mode transition effect.
[0163] In addition, when the sub-control CPU 50a inputs an all symbol stop command with the end of the special game, the sub-control CPU 50a ends the effect game by displaying the effect symbols of all symbol rows as fixed and stopped (time t9). After that, the sub-control CPU 50a continues to display the effect symbols of all symbols as fixed and stopped over the inter-variation interval time (times t9 to t10).
[0164] Then, when the sub-control CPU 50a inputs a variable pattern designation command in association with the start of the special game, it starts the effect game by again variably displaying the effect symbols of all the symbol rows, updates the value of the sub-action count flag, and updates the remaining number of times of operation to be notified in the remaining action count notification effect based on the updated value (time t10).
[0165] According to the above-described control flow, in this embodiment, when the second number of variable games is executed after the time-shortening state is entered, the presentation mode is shifted from the first special mode to the second special mode or the third special mode even if the game state does not change before and after the second number of variable games is completed. In other words, in this embodiment, when the presentation mode is shifted from the first special mode to the second special mode or the third special mode on the condition that the second number of variable games is executed after the time-shortening state is entered, the main control CPU 41a does not shift the game state before and after the second number of variable games is completed.
[0166] Here, the time relationship of each control when the mode transition effect is executed in this embodiment will be explained. The sub-control CPU 50a controls the mode transition effect to start when a specific time longer than the inter-variation interval time (times t2 to t3, t9 to t10) has elapsed since the start of the variation game in the second variation game after the time-shortening state. As described above, in this embodiment, the first special mode is activated at the start of the variation game in the second variation game after the time-shortening state (time t3). Also, in this embodiment, the first special mode ends (time t5) as the mode transition effect is activated during the execution of the second variation game after the time-shortening state. Therefore, in this embodiment, the time from the start of the second variation game until the specific time has elapsed (times t3 to t5) is the time during which the game is controlled in the first special mode in the second variation game after the time-shortening state. Therefore, in this embodiment, the game is controlled in the first special mode for a time longer than the inter-variation interval time in the second variation game after the time-shortening state. In other words, in this embodiment, the time during which the game is controlled to the first special mode in the second variable game after being controlled to the time-shortened state and the inter-variation interval time are different in length.
[0167] Furthermore, the sub-control CPU 50a controls the mode transition effect to end at a timing such that, in the second variation game after being controlled to the time-shortened state, the time from the end of the mode transition effect to the fixed stop display of the effect symbols in all the symbol rows (times t8 to t9) is longer than the inter-variation interval. As described above, in this embodiment, control is performed to the second special mode or the third special mode with the end of the mode transition effect (time t8). Therefore, in this embodiment, in the second variation game after being controlled to the time-shortened state, the time from the end of the mode transition effect to the end of the variation game (times t8 to t9) is the time during which the game is controlled to the second special mode or the third special mode. Therefore, in this embodiment, in the second variation game after being controlled to the time-shortened state, the game is controlled to the second special mode or the third special mode for a time longer than the inter-variation interval. In other words, in this embodiment, the time during which the game is controlled to the second special mode or the third special mode in the second variable game after being controlled to the time-shortened state and the inter-variation interval time are different in length.
[0168] Furthermore, the sub-control CPU 50a controls the second variation game after being controlled to the time-shortened state so that the presentation time of the mode transition effect (times t5 to t8) is longer than the time controlled to the first special mode (times t3 to t5). As a result, in this embodiment, the presentation time of the mode transition effect is longer than the time controlled to the first special mode in the second variation game after being controlled to the time-shortened state. Furthermore, the sub-control CPU 50a controls the second variation game after being controlled to the time-shortened state so that the presentation time of the mode transition effect (times t5 to t8) is longer than the time controlled to the second special mode or the third special mode (times t8 to t9). As a result, in this embodiment, the presentation time of the mode transition effect is longer than the time controlled to the second special mode or the third special mode in the second variation game after being controlled to the time-shortened state.
[0169] As described above, the time during which the game is controlled to the first special mode in the second variation game after being controlled to the time-shortened state, and the time during which the game is controlled to the second special mode or the third special mode in the second variation game after being controlled to the time-shortened state, are longer than the inter-variation interval time. Therefore, in this embodiment, the presentation time of the mode transition presentation is longer than the inter-variation interval time.
[0170] The effects of this embodiment will be described. (1) In a variable game, when the effect symbols of all the symbol rows are temporarily stopped and displayed due to a losing symbol combination, it may reduce the interest of the player. In contrast, according to this embodiment, in the second variable game after being controlled to the time-saving state, the effect symbols of all the symbol rows are temporarily stopped and displayed, and then the mode transition effect is started. Therefore, even after the effect symbols of all the symbol rows are temporarily stopped and displayed, the interest of the player can be attracted and the player can enjoy the game.
[0171] (2) If the mode transition effect is executed during the inter-variation interval after the second variation game is played, the game mode may not be fully enjoyable due to insufficient time for the mode transition effect. Furthermore, when the mode transition effect is executed during the inter-variation interval, in order to ensure sufficient time for the mode transition effect, it may be possible to lengthen the inter-variation interval compared to when the mode transition effect is not executed. In such a case, the longer inter-variation interval may lengthen the gameplay, potentially reducing interest in the game. In contrast, according to this embodiment, during the second variation game after the time-shortened state, the mode transition effect is executed before the display of the finalized symbols in all symbol rows. This allows for sufficient time to be secured for the mode transition effect while preventing the game from becoming protracted, compared to when the mode transition effect is executed during the inter-variation interval time after the second variable game has ended since the game was controlled to the time-shortened state, thereby increasing interest in the game.
[0172] (3) In this embodiment, when the second number of variable games is played after the time-shortening state is entered, the presentation mode is shifted from the first special mode to the second special mode or the third special mode without any change in the game state before or after the end of the variable game. This allows the player to enjoy the game without getting bored by shifting the presentation mode even when the game state does not change.
[0173] (4) In this embodiment, the average fluctuation time of the variable game is different between the first special mode and the second or third special mode, so the tempo of the game can be changed before and after the transition to the presentation mode. Therefore, the player can enjoy the game without getting bored.
[0174] (5) In this embodiment, when the transition to the presentation mode is made on the condition that the second number of variable games is played after the time-shortening state is entered, the presentation mode to be transitioned to is specified during the mode selection period set after the first special mode ends. This allows the appropriate presentation mode to be specified depending on the situation at the time of transition of the presentation mode, thereby increasing the interest in the game.
[0175] (6) In particular, in this embodiment, the transition destination presentation mode can be determined by operating the left key D2l and the right key D2r during the mode selection period that is set during the execution of the second number of variable games after the time-shortening state is entered. Therefore, in this embodiment, compared to a case where the transition destination presentation mode is determined before the start of the second number of variable games, for example, it is possible to transition to a presentation mode that suits the player's mood at the time of transition.
[0176] (7) Furthermore, in this embodiment, the presentation mode to be transitioned to can be determined during the mode selection period that is set during the execution of the second number of variable games after being controlled to the time-shortened state. Therefore, the presentation mode can be transitioned to more quickly than when the presentation mode to be transitioned to is determined after the end of the second number of variable games.
[0177] (8) In this embodiment, the duration of the mode transition effect can be set to be longer than the inter-change interval time, so that the mode transition effect can be fully enjoyed. (9) In this embodiment, the presentation time for the mode transition presentation can be longer than the time during which the player is controlled to the first special mode in the second variable game after being controlled to the time-saving state, so the player can enjoy the mode transition presentation to the fullest.
[0178] (10) In this embodiment, the presentation time for the mode transition presentation can be longer than the time during which the player is controlled to the second special mode or the third special mode in the second variable game after being controlled to the time-saving state, so that the player can fully enjoy the mode transition presentation.
[0179] (11) In this embodiment, the time during which the game is controlled to the first special mode in the second variable game after being controlled to the time-shortened state is different from the inter-variation interval time, so that the player can enjoy the presentation when the game is controlled to the first special mode without being bound by the length of the inter-variation interval time.
[0180] (12) In this embodiment, the time during which the game is controlled to the second special mode or the third special mode in the second variable game after being controlled to the time-shortened state is different from the inter-variation interval time, so that the player can enjoy the presentation when the game is controlled to the second special mode or the third special mode without being bound by the length of the inter-variation interval time.
[0181] (13) In a mode transition effect, because the player's attention is drawn to the transition of the effect mode, it may be difficult to determine whether the mode transition effect is being executed during the execution of the variable game or during the inter-variation interval time. In this case, it may be difficult to determine the remaining number of operations controlled to the time-saving state, which may reduce the player's interest. In contrast, in this embodiment, during the execution of one variable game, the mode transition effect is executed after the effect symbols of all symbol rows are temporarily displayed in a stopped state, but before the effect symbols of all symbol rows are displayed in a fixed state. This makes it easy to determine that the mode transition effect has been executed during the execution of one variable game. This makes it easy to determine the remaining number of operations controlled to the time-saving state, thereby preventing a decrease in the player's interest.
[0182] (14) Furthermore, in this embodiment, the remaining number of operations notification effect is executed during the execution of the second variable game after being controlled to the time-shortened state, so that even if a mode transition effect is executed in the middle of one variable game, it is possible to prevent the remaining number of operations controlled to the time-shortened state from becoming difficult to grasp.
[0183] This embodiment can be modified and implemented as follows. This embodiment and the following modified examples can be implemented in combination with each other within the scope of technical compatibility.
[0184] The sub-control CPU 50a may be capable of controlling the execution of a confirmation notification effect that definitively notifies the result of a winning lottery. For example, the confirmation notification effect may be executed in a manner that displays a confirmation notification image that definitively notifies the result of a winning lottery, separate from the effect symbols, at the timing when a symbol combination of effect symbols is displayed as a fixed stop in a variable game. In this case, the confirmation notification image can also be understood as definitive result information that definitively notifies the result of a winning lottery.
[0185] The content of the winning suggestion effect may be changed as appropriate. It may also be embodied in a gaming machine that does not execute the winning suggestion effect. The period during which the remaining operation count notification effect is executed may be changed as appropriate. For example, the sub-control CPU 50a may control the time-shortening state so that the remaining operation count notification effect is not executed from the time-shortening state until the second variable game is completed, while the remaining operation count notification effect is executed after the time-shortening state is entered and the second variable game is completed.
[0186] The content of the remaining number of operation notification effect may be changed as appropriate. Also, it may be embodied in a gaming machine that does not execute the remaining number of operation notification effect. The method for determining the presentation mode to which the transition is made when the second number of variation games has been played since the time-shortened state was entered may be changed as appropriate. For example, the presentation mode to which the transition is made when the second number of variation games has been played since the time-shortened state was entered may be determined before the start of the second number of variation games. As an example, when the time-shortened state is entered after the end of a jackpot game, the sub-control CPU 50a may set a mode selection period during the jackpot game and, in response to operation of the cross key D2 during the mode selection period, determine the presentation mode to which the transition is made when the second number of variation games has been played since the time-shortened state was entered by lottery by the sub-control CPU 50a. In this case, the lottery by the sub-control CPU 50a may be performed during the second number of variation games since the time-shortened state was entered, or may be performed before the start of the second number of variation games. When the sub-control CPU 50a determines the presentation mode to which the game will transition before the second variation game begins after the time-shortening state is entered, the sub-control CPU 50a stores information that can identify the determined presentation mode in the sub-control RAM 50c. Thereafter, the sub-control CPU 50a may determine the presentation mode to which the game will transition by referring to the information stored in the sub-control RAM 50c during the execution of the second variation game.
[0187] The number and types of presentation modes may be changed as appropriate. For example, the number of presentation modes to which a transition can be made after the second number of variable games has been played since the time-saving state was entered may be one, or may be three or more.
[0188] The presentation style defined in each presentation mode may be changed as appropriate. The number and types of fluctuation pattern tables may be changed as appropriate. The allocation of the judgment values of the fluctuation patterns in each fluctuation pattern table may be changed as appropriate. For example, the judgment values of the fluctuation patterns may be allocated so that the average fluctuation time of the fluctuation game is the same between the first special table and the second special table. That is, the average fluctuation time of the fluctuation game may be the same when controlled in the first special mode and when controlled in the second special mode or the third special mode. Furthermore, the judgment values of the fluctuation patterns may be allocated so that the average fluctuation time of the fluctuation game is the same between the normal table and the special table. That is, the average fluctuation time of the fluctuation game may be the same when controlled in the normal mode and when controlled in the special mode.
[0189] The type of variation pattern table to be referenced may be changed as appropriate depending on the game situation. For example, when the game is controlled to the time-shortened state, the same variation pattern table may be referenced for the special game up to the second time after the time-shortened state and the special game after the second time after the time-shortened state. Also, when the game is controlled to the non-time-shortened state, the same variation pattern table may be referenced for the special game up to the first time after the time-shortened state ends and the special game after the first time after the time-shortened state ends.
[0190] The duration of the mode transition effect may be changed as appropriate. For example, the duration of the mode transition effect may be shorter than or equal to the time during which the first special mode is selected in the second variable game after the time-saving state is entered. The duration of the mode transition effect may also be shorter than or equal to the time during which the second special mode or the third special mode is selected in the second variable game after the time-saving state is entered. Furthermore, the duration of the mode transition effect may also be shorter than or equal to the inter-variation interval time.
[0191] The start timing of the mode transition effect may be changed as appropriate. For example, when the second variation game is executed after the time-shortening state is entered, the sub-control CPU 50a may start the mode transition effect when the time from the start of the second variation game to the start of the mode transition effect is shorter than or equal to the inter-variation interval. In other words, the sub-control CPU 50a may control the time during which the first special mode is controlled in the second variation game after the time-shortening state is entered to be shorter than or equal to the inter-variation interval.
[0192] The timing of the end of the mode transition effect may be changed as appropriate. For example, when the second variation game is executed after the time-shortening state is entered, the sub-control CPU 50a may end the mode transition effect when the time from the end of the mode transition effect to the end of the second variation game is shorter than or equal to the inter-variation interval. In other words, the sub-control CPU 50a may control the time during which the second special mode or the third special mode is controlled in the second variation game after the time-shortening state is entered to be shorter than or equal to the inter-variation interval.
[0193] The content of the mode transition effect may be changed as appropriate. Instead of or in addition to the mode transition effect indicating a transition from the first special mode to the second special mode or the third special mode, a mode transition effect indicating a transition from a special mode to the normal mode may be executed. In this case, the sub-control CPU 50a may execute the mode transition effect after the effect symbols of all symbol rows are temporarily displayed in a static state during the first variable game after the time-saving state ends, but before the effect symbols of all symbol rows are displayed in a fixed static state. In this case, the sub-control CPU 50a may be capable of controlling the normal mode to one of multiple effect modes, and may determine the effect mode after the transition by setting a mode selection period during the mode transition effect executed during the first variable game after the time-saving state ends.
[0194] The timing of transitioning the presentation mode may be changed as appropriate. For example, the first number of times may be two or more. The second number of times may be nine or less, or eleven or more. The sub-control CPU 50a may also be capable of controlling transitioning the presentation mode under conditions other than the execution of a specific number of variable games.
[0195] The sub-control CPU 50a may control the mode to one of the modes even during the execution of the mode transition effect. For example, the sub-control CPU 50a may control the mode to the first special mode until the end of the mode transition effect, and then control the mode from the first special mode to the second special mode or the third special mode upon the end of the mode transition effect.
[0196] The sub-control CPU 50a may change the presentation mode to be controlled after the time-shortened state ends depending on whether the second special game is on hold when the time-shortened state ends. For example, if the second special game is on hold when the time-shortened state ends, the sub-control CPU 50a may control the special mode after the time-shortened state ends, whereas if the second special game is not on hold when the time-shortened state ends, the sub-control CPU 50a may control the normal mode after the time-shortened state ends.
[0197] The number and type of jackpots may be changed as appropriate. The number and type of special wins may be changed as appropriate. For example, even if a jackpot game occurs when the game payout passes through a specific area during a special win game, there may be a special win that is controlled to a non-time-saving state after the jackpot game ends.
[0198] The main control CPU 41a may determine the game state after a jackpot game occurs in a special win game based on the game state when a game ball is detected by the specific passage sensor SE5 in the special win game. For example, when the game ball passes through a specific area in a predetermined special win game in a non-time-shortened state, the main control CPU 41a may control the special win game to a non-time-shortened state after a jackpot game occurs in the special win game. On the other hand, when the game ball passes through a specific area in a predetermined special win game in a time-shortened state, the main control CPU 41a may control the special win game to a time-shortened state after a jackpot game occurs in the special win game.
[0199] The present invention may be applied to a gaming machine that does not have a special jackpot symbol. In other words, a jackpot game may be triggered only when a gaming ball passes through a specific area within a detection valid period in a special jackpot game.
[0200] The conditions for ending the time-saving state may be changed as appropriate. For example, the time-saving state may or may not end depending on the type of special win won. Also, the time-saving state may not end when a special win is won. There may also be multiple types of time-saving conditions with different ending conditions.
[0201] The present invention may be embodied in a gaming machine equipped with a probability variation function that varies the probability of winning a jackpot in a special lottery. For example, the present invention may be embodied in a pachinko gaming machine that transitions from a low-probability state to a high-probability state after the end of a jackpot game on the condition that a specific jackpot has been won. Furthermore, the present invention may be embodied in a pachinko gaming machine (a so-called V-type machine) that transitions from a low-probability state to a high-probability state after the end of a jackpot game on the condition that a gaming ball is detected by a specific passage sensor SE5 during the jackpot game.
[0202] The sub-control board 50 may be a sub-integrated control board, and a display control board that specializes in controlling the performance display device 12, an audio control board that specializes in controlling the speaker SP, and a lamp control board that specializes in controlling the decorative lamps LA may be provided separately from the sub-control board 50. Also, some or all of the display control board, audio control board, and lamp control board may be the same board. Also, the sub-control CPU 50a may be composed of multiple CPUs mounted on a single board.
[0203] The pachinko gaming machine 10 may be provided with a single control board that integrates the functions of the main control board 40 and the sub-control board 50. The functions of the main control board 40 may also be realized by dividing them into multiple boards. The main control CPU 41a may be composed of multiple CPUs mounted on a single board.
[0204] The present invention may be applied to a pachinko machine that does not execute a special effect game. In this case, the special effect display device 12 may display a special symbol. The technical concepts that can be understood from the above-described embodiments and modifications will be described below.
[0205] (Note 1) A gaming machine capable of executing a variable game based on the result of a winning lottery comprises a performance execution means for executing a performance, a performance control means for controlling the performance execution means, and a mode control means for controlling to one of a plurality of performance modes, wherein in the variable game, provisional result information showing the result of the winning lottery is displayed, and then final result information that definitively notifies the result of the winning lottery is displayed, and the performance modes include a first performance mode and a second performance mode, and the mode control means controls the first performance mode to switch from the first performance mode to the second performance mode on the condition that the variable game has been executed a specific number of times since control to the first performance mode. a display control means for controlling the transition of the presentation mode from the first presentation mode to the second presentation mode, and the presentation control means for controlling the execution of a mode transition presentation indicating that the presentation mode is transitioning, the mode transition presentation being executed after the provisional result information has been displayed and before the final result information has been displayed in the specific number of variation games since the game was controlled to the first presentation mode, and the presentation time of the mode transition presentation being longer than the time during which the game is controlled to the second presentation mode in the specific number of variation games.
[0206] (Appendix 2) The gaming machine described in Appendix 1 has a plurality of second presentation modes, and when the mode control means controls the first presentation mode and then terminates the first presentation mode on the condition that the variable game has been executed a specific number of times, it determines which of the plurality of second presentation modes to control to upon the termination of the first presentation mode. [Explanation of symbols]
[0207] CL...Center line D1...Effect button D2...Directional pad D2d...Down key D2l...Left key D2r...Right key D2u...Up key GA...Transition effect image GB (GB1 to GB3)...Mode selection image GC...Mode start image GD (GD1, GD2)...Teasing image GE...Suggestion image GF...Remaining number of operations image GH...Image display section HD...Firing handle LA...Decorative lamp R1...First path R1a...Left side area R2...Second path R2a...Right side area SE1...First start winning sensor SE2...Second start winning sensor SE3...First count sensor SE4...Second count sensor SE5...Specific passage sensor SE6...Gate sensor SL1...First solenoid SL2...Second solenoid SL3...Third solenoid SL4...Fourth solenoid SP...Speaker W...Center frame YB...Game board YBa...Game area YBb...Opening window 10...Pachinko game machine 12...Performance display device (performance execution means) 13...Information display device 13a...First special symbol display section 13b...Second special symbol display section 13c...First special hold display section 13d...Second special hold display section 13e...Normal symbol display section 13f...Normal hold display section 14...First start winning opening 15...Second start winning opening 16...Normal movable piece 18...First large winning opening 19...First special opening / closing piece 21...Second large winning opening 22...Second special opening / closing piece 23...Gate 23a...Gate opening 26...Passage 26a...First passage 26b...Second passage 27...Branch section 28...Distribution shutter 40...Main control board 41...Microprocessor 41a...Main control CPU (game status control means, variable time determination means) 41b...Main control ROM 41c...Main control RAM 50... Sub-control board 50a... Sub-control CPU (performance control means, mode control means) 50b... Sub-control ROM 50c... Sub-control RAM
Claims
[Claim 1] In a gaming machine capable of executing a variable game based on the result of a winning lottery, a performance execution means for executing a performance; a performance control means for controlling the performance execution means; A mode control means for controlling the display mode to one of a plurality of display modes, In the variable game, provisional result information indicating the result of the winning lottery is displayed, and then final result information indicating the result of the winning lottery is displayed, The presentation modes include a first presentation mode and a second presentation mode, The mode control means is capable of controlling a transition from the first presentation mode to the second presentation mode on the condition that a specific number of variable games have been executed since the first presentation mode was set, The presentation control means is capable of controlling execution of a mode transition presentation indicating that the presentation mode is transitioning as the presentation mode transitions from the first presentation mode to the second presentation mode, The mode transition effect is executed after the provisional result information is displayed and before the final result information is displayed in the variable game for the specific number of times since the game is controlled to the first effect mode, The presentation time of the mode transition presentation is longer than the time controlled to the second presentation mode in the specific number of times of the variable game, This gaming machine is characterized in that, if the specific number of variable games after being controlled to the first presentation mode does not result in a win, the gaming machine is not controlled to the first presentation mode after the specific number of variable games have been executed since being controlled to the first presentation mode.
Citation Information
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