Game machine

JP2023177162A5Pending Publication Date: 2025-12-09SANYO BUSSAN KK
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2022089948
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-06-01
Publication Date
2025-12-09

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko and slot machines, face challenges in enhancing player interest, reducing processing load, optimizing control, simplifying structure, and improving security against fraudulent actions and unauthorized modifications.

Method used

The gaming machine incorporates a firing mechanism, opening/closing mechanisms in flow paths, lottery-based execution means, variable displays, control processes for suspending rights, and special gaming states, along with specific game execution and ending conditions to enhance gameplay and security.

Benefits of technology

This design increases player engagement, optimizes processing efficiency, simplifies control, and enhances security by deterring fraudulent actions and unauthorized modifications, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To execute a time-shortening game with a stable variation frequency.SOLUTION: A game machine includes: shooting means of game balls; opening / closing operation means having opening / closing means and a predetermined start pocket; execution means for executing a predetermined variation display for a predetermined period; control means for executing a predetermined control process including a right reservation process and a reservation correspondence process; means for stopping a predetermined variation display with a predetermined display result; and means for generating a special game state after stopping with a predetermined display result. Further, the game machine includes: means for executing a specific game state of the opening / closing operation means during a specific period on the basis of satisfaction of a specific condition; and specific game completion means for completing a specific game state. The specific game completion means at least completes a specific game state when a predetermined variation display is performed for a specific number of times, namely N times, and predetermined control processing is not performed, when a predetermined variation display is executed for N-1 times and predetermined control processing is executed once, or when a predetermined variation display is executed for N-2 times and predetermined control processing is executed twice.SELECTED DRAWING: Figure 463
Need to check novelty before this filing date? Find Prior Art

Description

Technical field

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] In gaming machines such as pachinko machines and slot machines, the structure, control, and performance are designed to improve the interest of the game, reduce the processing load of the gaming machine, optimize processing, simplify control, and simplify the structure. Technical improvements have been made from various viewpoints such as (for example, Patent Document 1).

[0003] Various technical improvements have also been made with the aim of improving the soundness of gaming, such as discovering and deterring fraudulent actions by players and unauthorized modifications to gaming machines. [Prior art documents] [Patent document]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2011-172988 [Summary of the invention] [Problem to be solved by the invention]

[0005] In the above-mentioned gaming machines, further improvements have been made for the purpose of increasing the interest of gaming, reducing the processing load on gaming machines, optimizing processing, simplifying control, simplifying structure, and improving the soundness of gaming. Improvements in technology are desired. [Means to solve the problem]

[0006] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized as the following forms.

[0007] [Form] (This form is mainly based on the following 10th embodiment and its variations) a firing means capable of firing a game ball toward a predetermined area of ​​the game area; Opening / closing means provided in a predetermined flow path through which game balls fired toward the predetermined area can flow down, and comprising an opening / closing means capable of opening and closing, and a predetermined starting port; Executing means for performing a predetermined lottery based on the game ball entering the predetermined starting slot, and executing a predetermined variable display for a predetermined period based on the predetermined lottery; A predetermined control process including a process for suspending the right to perform variable display up to a predetermined plurality of upper limit numbers when the game ball starts to win a prize in the predetermined period, and a process for suspending the right corresponding to the suspension of the right. a control means for carrying out; stop display means for stopping and displaying the predetermined variable display at a predetermined display result corresponding to the predetermined lottery result based on the end of the predetermined period when the predetermined lottery result is a predetermined lottery result; generating means for generating a special gaming state after the predetermined display result is stopped and displayed; A gaming machine comprising: a specific game execution means that executes a specific game state of the opening / closing operation means for a specific period based on the establishment of a specific condition; specific game ending means for ending the specific gaming state based on the establishment of a specific ending condition; Equipped with The specific game ending means is When the predetermined variable display by the execution means is performed a specific number of times N (N is an integer of 2 or more) and the predetermined control process is not executed by the control means, When the predetermined variable display by the execution means is performed N-1 times and the predetermined control process is performed by the control means once, or When the predetermined variable display by the execution means is performed N-2 times and the predetermined control process is performed by the control means twice, at least the specific gaming state is ended. A gaming machine characterized by:

Effect of the invention

[0008] According to the above embodiment, the above problem can be solved. [Brief explanation of the drawing]

[0009]

Figure 1

Figure 2

[0010] Embodiments of the gaming machine according to the present invention will be described in the following order with reference to the drawings. 《1》First embodiment (mainly corresponds to feature xA group to feature xU group): 《2》Second embodiment (mainly corresponds to feature yA group to feature yζ group): 《3》Third embodiment (mainly corresponds to feature zA group to feature zU group): 《4》Fourth embodiment (mainly corresponds to feature aA group to feature aU group): 《5》Fifth embodiment (mainly corresponds to feature bA group to feature bU group): 《6》Sixth embodiment (mainly corresponds to characteristic cA group): 《7》Seventh embodiment (mainly corresponds to feature dA group): 《8》Eighth embodiment (mainly corresponds to feature eA group): 《9》Ninth embodiment (mainly corresponding to feature fA group): 《10》10th embodiment (mainly corresponds to feature gA group):

[0011] 《1》First embodiment: 《1-1》Structure of gaming machine: FIG. 1 is a perspective view of a pachinko game machine (hereinafter also referred to as "pachinko machine") as a first embodiment of the present invention. The pachinko machine includes a rotating body as a rotating means in the present invention. The rotating body includes a first rotating body that is configured so that a light source located on the back side can be visually recognized, and a second rotating body that is movable to the back side of the rotating first rotating body. As shown in the figure, the pachinko machine 10 includes a wooden outer frame 11 assembled into a substantially rectangular shape. When installing the pachinko machine 10 in a game hall, this outer frame 11 is fixed to the island equipment of the game hall. Further, the pachinko machine 10 includes a pachinko machine main body 12 rotatably supported by an outer frame 11. The pachinko machine main body 12 includes an inner frame 13 and a front door frame 14 arranged in front of the inner frame 13. The inner frame 13 is rotatably supported by a metal hinge 15 with respect to the outer frame 11. The front door frame 14 is rotatably supported by a metal hinge 16 with respect to the inner frame 13. On the back side of the inner frame 13, control devices for controlling the pachinko machine main body 12, such as a main control device, a sound emission control device, and a display control device, are arranged. Details of these control devices will be described later. Furthermore, the pachinko machine 10 is provided with a cylinder lock 17. The cylinder lock 17 has a function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and a function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.

[0012] An open window portion 18 is formed approximately in the center of the front door frame 14. Around the window part 18, resin parts and illumination parts for decorating the pachinko machine 10 are provided. The illumination parts are composed of light emitting means consisting of various lamps such as LEDs. The light emitting means serves to enhance the performance effect by lighting up or blinking at each game round played by the pachinko machine 10, when winning a jackpot, when a reach occurs, and so on. Further, a glass unit 19 made of two sheets of glass is arranged on the back side of the front door frame 14, and the open window portion 18 is sealed by the glass unit 19. A game board, which will be described later, is removably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board from the front of the pachinko machine 10 through the glass unit 19. Details of the game board will be described later.

[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed into a box shape with an open top surface, and stores game balls such as rental balls lent from a rental machine (not shown) and prize balls ejected from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball firing mechanism included in the pachinko machine main body 12. The game ball firing mechanism is driven by the player's operation of the operating handle 25, and fires the game balls supplied from the upper tray 20 onto the front of the game board. The lower plate 21 is arranged below the upper plate 20, and is formed into a box shape with an open top surface. The lower tray 21 stores game balls that cannot be stored in the upper tray 20. A discharge port 22 for discharging the game balls stored in the lower tray 21 is formed on the bottom surface of the lower tray 21. A lever 23 is provided below the outlet 22, and by operating the lever 23, the player can switch the outlet 22 between a closed state and an open state. When the player operates the lever 23 to open the discharge port 22, the game balls fall from the discharge port 22 and are discharged from the lower tray 21 to the outside.

[0014] A performance operation button 24 is provided in front of the peripheral edge of the upper plate 20. The performance operation button 24 is an operation unit through which a player performs an input operation for a game performance performed by the pachinko machine 10. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game performance that reflects the operation.

[0015] On the right side of the front door frame 14 when viewed from the front (hereinafter also simply referred to as the "right side"), an operation handle 25 is provided for the player to operate. When the player operates the operation handle 25 (rotating operation), a game ball is fired from the game ball firing mechanism to the front of the game board in conjunction with the operation. Inside the operating handle 25, there is a touch sensor 25a for permitting the driving of the game ball firing mechanism, a weight button 25b for stopping the game ball firing mechanism from firing the game ball when pressed by the player, and the operating handle 25. A variable resistor 25c is provided to detect the amount of rotational operation by a change in electrical resistance. When the player grasps the operating handle 25, the touch sensor 25a is turned on, and when the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation operation. Then, the game ball is fired from the game ball firing mechanism to the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c.

[0016] A game ball firing button 26 for the player to operate is provided on the left side of the peripheral edge of the upper tray 20 when viewed from the front (hereinafter also simply referred to as the "left side"). When the game ball firing button 26 is operated by the player, the game ball is fired at a predetermined firing strength to the front of the game board, regardless of the amount of rotation of the operating handle 25 by the player. Specifically, when the player operates the game ball firing button 26, the game ball is fired to the front of the game board with the same firing intensity as when the amount of rotational operation of the operating handle 25 is the maximum. In the case of this embodiment, when the game ball is fired by operating the game ball firing button 26, the game ball flows to the right side of the game board when viewed from the front, and also flows down the right side of the game board. That is, by operating the game ball firing button 26, the player can perform what is called a "right-handed hit." Note that the pachinko machine 10 of this embodiment is configured such that when the game ball firing button 26 is operated, the game ball is fired onto the game board on the condition that the touch sensor 25a is on. . That is, the player turns on at least the touch sensor 25a by gripping the operation handle 25, and then operates the game ball firing button 26, thereby firing the game ball triggered by the operation of the game ball firing button 26. can be realized.

[0017] Next, the configuration of the back side of the pachinko machine 10 will be explained. Control equipment for controlling the operation of the pachinko machine 10 is arranged on the back of the pachinko machine 10.

[0018] FIG. 2 is a rear view of the pachinko machine 10. As illustrated, the pachinko machine 10 includes a first control unit 51, a second control unit 52, a third control unit 53, and a power supply unit 58. Specifically, these units are provided on the back surface of the inner frame 13.

[0019] The first control unit 51 includes a main control device 60. The main control device 60 has a main control board that has a function of controlling the main control of the game. The main control board is housed in a board box made of transparent resin material. This board box is constructed so that traces of opening and closing remain. For example, a seal is affixed to an openable / closable location, and when the board box is opened, the words "opened" appear.

[0020] The second control unit 52 includes an audio light emission control device 90 and a display control device 100. The audio light emission control device 90 controls light emission means such as a speaker and various lamps provided on the front of the pachinko machine 10 based on commands sent from the main control device 60. The display control device 100 controls the symbol display device based on commands sent from the audio emission control device 90. The symbol display device includes a liquid crystal display that displays symbols and images for presentation.

[0021] The third control unit 53 includes a dispensing control device 70 and a firing control device 80. The payout control device 70 performs payout control for paying out prize balls. The firing control device 80 is configured to fire a game ball with a strength corresponding to the rotational operation amount of the operating handle 25 by the player when an instruction to fire a game ball is input from the main control device 60. Controls the ball firing mechanism. In addition, on the back of the inner frame 13, there is a tank 54 that is sequentially replenished with game balls supplied from the island equipment of the game hall, and a slope that is connected to the bottom of the tank 54 and gently sloped so that the game balls flow downstream. A tank rail 55 having a tank rail 55, a case rail 56 vertically connected to the downstream side of the tank rail 55, and receiving game balls from the case rail 56 and paying out a predetermined number of game balls according to instructions from a payout control device 70. A plurality of devices necessary for the operation of the pachinko machine 10, such as a payout device 71, are provided.

[0022] The power supply unit 58 includes a power supply device 85 and a power switch 88. The power supply device 85 supplies the power necessary for the operation of the pachinko machine 10. A power switch 88 is connected to the power supply device 85. The ON / OFF operation of the power switch 88 switches between a supply state in which power is supplied to the pachinko machine 10 and a non-supply state in which power is not supplied to the pachinko machine 10.

[0023] Next, the game board will be explained. The game board is removably attached to the front of the inner frame 13.

[0024] FIG. 3 is a front view of the game board 30. The game board 30 is made of transparent resin, and in this embodiment, it is made of colorless and transparent polycarbonate resin. However, as a modification, the game board 30 may be made of other types of transparent resin such as ABS resin or acrylic resin. A game area PA is formed on the front side of the game board 30. A plurality of light emitting parts such as lamps and LEDs are provided on the back side of the game board 30, and by illuminating the game area PA from the back side, the game area PA lights up when viewed from the front of the pachinko machine 10. This is an artistic performance.

[0025] An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to partition a part of the outer edge of the game area PA. A guide rail 31 for guiding the game ball is formed between the inner rail portion 31a and the outer rail portion 31b. The game ball fired from the game ball firing mechanism is guided by the guide rail 31 and released to the upper part of the game area PA, and then flows down the game area PA. In the game area PA, a plurality of nails 42 are planted substantially perpendicularly to the game board 30, and various accessories such as a windmill 96 are arranged.

[0026] The game ball is a spherical body made of a uniform material, and in this embodiment, it is made of steel (iron). The outer shape of the game ball is point symmetrical with respect to the center of rotation of the game ball when viewed from the front, and is a sphere that is close to a perfect sphere. Characters and symbols such as the name and logo of the game hall are written on the surface of the game ball. As explained earlier, the game balls fired from the game ball launch mechanism are guided by the guide rail 31 and released into the upper part of the game area PA, and then flow down the game area PA and reach the area above the windmill 96. It flows down towards windmill 96 from the position. The game ball flowing down can change its rotational speed and the direction of its axis of rotation due to the nails or the windmill 96, and the direction of rotation can also be reversed. The player of the pachinko machine 10 can visually recognize the game balls from the front of the pachinko machine 10 through the glass unit 19, and can see the game balls flowing down the game area PA. In addition, when game balls are continuously fired from the game ball firing mechanism, a plurality of game balls may exist in the game area PA.

[0027] The nails 42 are made of brass, and disperse and organize the falling direction of the game balls flowing down the game area PA. The game ball flowing down the game area PA is guided in a falling direction limited by the nail 42 while rotating by hitting the nail 42.

[0028] The windmill 96 is a structure that can be switched between a rotating state and a stopped state by receiving mechanical energy from the game ball, and its rotating direction and rotation speed can also change. In this embodiment, the windmill 96 is provided at a fixed position on the left side of the game board 30, and has a shaft tube 96a for inserting a nail provided upright on the game board 30, and an outer circumference of the shaft tube 96a. It includes three blade plates 96b arranged radially, and a front disk 96c attached to the front side of the shaft tube 96a and the blade plate 96b (in the front direction of the game board 30). In this embodiment, the shaft tube 96a, the blade plate 96b, and the front disk 96c are integrally formed of a transparent resin material, and are configured to be rotatable around a nail inserted through the shaft tube 96a. . A shaft tube 96a that functions as a rotating shaft of the windmill 96 and a nail inserted through the shaft tube 96a are arranged along a direction perpendicular to the surface of the game board 30. Since the front disk 96c is made of transparent resin, it is configured so that the light source located on the back side of the game board 30 can be visually recognized. The front disk 96c has a high light transmission area where the light transmittance is high due to the blade plate 96b being not provided, and a high light transmission area where the light transmittance is high due to the blade plate 96b being provided. It has a low light transmission region which is a region lower than that of the light transmitting region.

[0029] By planting a plurality of nails 42 in the left side area of ​​the game board 30, there are a plurality of routes that can reach from a position above the windmill 96 to a position on the back side of the front disk 96c of the windmill 96. It is provided. The game ball can move between a position above the windmill 96 and a position on the back side of the front disk 96c of the windmill 96 by flowing down one of the plurality of routes, and By repeatedly colliding with the nail 42 during movement, its movement speed, rotation direction, and rotation speed may change.

[0030] The game ball that has arrived at the windmill 96 determines the rotation mode of the front disk 96c (rotation direction, rotation speed, position of the blade plate 96b, etc.) at the timing when the game ball moves to the position on the back side of the front disk 96c of the windmill 96. ), the ball is divided into one of two routes: a center route that makes it easier for the ball to enter the first starting port 33, which will be described later, and an outer (left side) route that makes it difficult for the ball to enter the first starting port 33. . Specifically, each time the game ball moves to the back side of the front disk 96c of the windmill 96, the rotation direction of the windmill 96 changes to either a counterclockwise rotation direction or a clockwise rotation direction. What will happen is decided. When the windmill 96 rotates in a clockwise direction than when it rotates in a counterclockwise direction, the game balls are more likely to be distributed to the above-mentioned central route, which is more advantageous for the player. It's easy to happen. When the game ball is distributed to the central route described above, the possibility that the game ball enters the first starting port 33 increases, resulting in a highly advantageous state for the player. When the ball is distributed to the outside (left side) route described above, the possibility that the game ball will enter the first starting port 33 becomes low, resulting in a low advantage for the player.

[0031] Moreover, according to the windmill 96 of this embodiment, since the blade plate 96b and the front disk 96c are formed of a transparent resin material, when the game ball is being fired from the game ball firing mechanism, the In a situation where the game ball is flowing down above the windmill 96, the light emitting section provided on the back side of the game board 30 becomes visible through the front disk 96c of the windmill 96. For this reason, aesthetics can be improved. On the other hand, if the game ball that has flown down from a position above the windmill 96 moves to the back side of the front disk 96c of the windmill 96 (the back side of the high light transmission area mentioned above), the game ball will The game ball becomes visible through the front disc 96c of the windmill 96 by blocking the light from the light emitting part provided on the back side of the windmill 96. For this reason, it becomes easy to visually recognize that the game balls have moved to the windmill 96, and it is possible to increase the expectation that the game balls will be distributed to the center side of the game board 30 by the windmill 96. In addition, the game ball flowing downward at a position above the windmill 96 can be visually recognized without passing through the front disk 96c of the windmill 96.

[0032] A plurality of openings passing through the game board 30 in the front and back direction are formed. Each opening is provided with a general winning opening 32, a first starting opening 33, a second starting opening 34, a through gate 35, and a variable winning opening 36. The game ball enters each of the general prize opening 32, first starting opening 33, second starting opening 34, through gate 35, and variable winning device 36 while rolling on the surface of the gaming board 30. The entered game ball is guided to each of the above-mentioned individual openings formed in the game board 30. Furthermore, the game board 30 is provided with a variable display unit 40 and a main display section 45. The main display section 45 includes a special figure unit 37, a regular figure unit 38, and a round display section 39. Further, the game board 30 is provided with a main rotating accessory 170 for performance as an example of a first rotating body, and a pair of sub rotating accessories 180, 190 for performance as an example of a second rotating body.

[0033] As shown in the figure, the general winning hole 32 is a ball entrance member that forms a ball entrance into which game balls can enter, and a plurality of them are provided on the game board 30. In this embodiment, when game balls enter the general winning hole 32, ten game balls are paid out as prize balls from the payout device 71 (FIG. 2).

[0034] The first starting port 33 is a ball entrance member that forms a ball entrance into which a game ball can enter. The first starting port 33 is provided below the center of the game board 30. In this embodiment, when game balls enter the first starting port 33, three game balls are paid out as prize balls, and a winning lottery described later is executed.

[0035] The second starting port 34 is a ball entrance member that forms a ball entrance into which game balls can enter, and is provided on the right side of the game board 30. The second starting port 34 is provided with an electric accessory 34a consisting of a pair of left and right movable pieces. When the electric accessory 34a is in the closed state, the game ball cannot enter the second starting port 34. On the other hand, when the electric accessory 34a is in the open state, the game ball can enter the second starting port 34. In this embodiment, when game balls enter the second starting port 34, three game balls are paid out as prize balls, and a winning lottery described later is executed.

[0036] The through gate 35 includes a through hole that penetrates in the vertical direction. The through gate 35 is a through gate that becomes an opportunity to perform a lottery to open the electric accessory 34a. Specifically, when the game ball passes through the through gate 35, the main control device 60 uses the passage as a trigger to perform an internal lottery (electric accessory release lottery). If the electric role release is won as a result of the internal lottery, the electric role accessory 34a shifts to the electric role release state in which the electric role is opened in a predetermined manner. Since the through gate 35 is arranged upstream of the second starting port 34 in the direction of flow of the game ball, the game ball that has passed through the through gate 35 flows down the gaming area PA after passing through and enters the second starting port 34. It is possible for the ball to enter the starting port 34. In addition, in this embodiment, even if the game ball passes through the through gate 35, the payout of the prize ball is not executed.

[0037] The variable winning device 36 includes a big winning opening 36a that leads to the back side of the game board 30, and an opening / closing door 36b that opens and closes the big winning opening 36a. The opening / closing door 36b is normally in a closed state where game balls cannot enter the big prize opening 36a. As a result of the internal lottery (winning lottery) by the main control device 60, if a jackpot is won and the mode is shifted to the opening / closing execution mode, the opening / closing door 36b repeats an open state in which a game ball can enter and a closed state. The opening / closing execution mode is entered when a jackpot is won as a result of a winning lottery by the main control device 60 triggered by a ball entering the first starting port 33 or the second starting port 34, and the opening / closing door 36b is in an open state. This is a mode that repeats the closed state and closed state. That is, if a jackpot is won as a result of the winning lottery based on the ball entering the first starting opening 33, the variable winning device 36 shifts to the opening / closing execution mode in which the ball can enter the jackpot 36a. Similarly, if a jackpot is won as a result of the winning lottery based on the ball entering the second starting port 34, the variable winning device 36 shifts to the opening / closing execution mode in which the ball can enter the big winning port 36a. . In this embodiment, when a game ball enters the big winning hole 36a of the variable winning device 36, the payout device 71 pays out 15 game balls as prize balls.

[0038] An out port 43 is provided at the bottom of the game board 30, and game balls that do not enter the general winning port 32, first starting port 33, second starting port 34, or variable winning device 36 are out. It is discharged from the game area PA through the port 43.

[0039] The game balls that enter each of the general winning opening 32, the first starting opening 33, the second starting opening 34, the large winning opening 36a of the variable winning device 36, and the out opening 43 are separated into individual balls formed on the gaming board 30. It is configured to be guided to the back side of the game board 30 through the opening and finally merge into a discharge passage provided on the back side of the game board 30. The discharge passage is provided with a discharge passage detection sensor that detects game balls. By detecting game balls with the discharge path detection sensor, it is possible to grasp the number of game balls fired onto the game board 30.

[0040] The special figure unit 37 includes a first symbol display section 37a and a second symbol display section 37b. The first symbol display section 37a and the second symbol display section 37b are each constituted by a segment display in which a plurality of segment light emitting sections are arranged in a predetermined manner.

[0041] The first symbol display section 37a is a display section for displaying the first symbol. The first symbol refers to a symbol that is displayed in a variable manner or in a stationary manner based on a winning lottery triggered by the entry of a game ball into the first starting port 33. The first symbol display section 37a is configured as a display mode until the segment display displays a display corresponding to the lottery result when a winning lottery is performed triggered by the entry of a game ball into the first starting port 33. , causes the first symbol to be displayed in a variable manner. When the lottery ends, the first symbol display section 37a causes the segment display to stop display the first symbol corresponding to the lottery result.

[0042] The second symbol display section 37b is a display section for displaying the second symbol. The second symbol refers to a symbol that is displayed variably or statically based on a winning lottery triggered by the entry of a game ball into the second starting port 34. The second symbol display section 37b is configured as a display mode until the segment display displays a display corresponding to the lottery result when a winning lottery is performed triggered by the entry of a game ball into the second starting port 34. , causes the second symbol to be displayed in a variable manner. When the lottery ends, the second symbol display section 37b causes the segment display to stop display the second symbol corresponding to the lottery result.

[0043] The period from when the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts to be displayed until it is stopped is referred to as the variation time. call. Specifically, the time from the start of the variable display of the first symbol displayed on the first symbol display section 37a until the time when the first symbol is stopped and displayed is also called the first variation time, and The time period from the start of the variable display of the second symbol to the time it is stopped and displayed is also referred to as the second variable time.

[0044] The special figure unit 37 further includes a first reservation display section 37c and a second reservation display section 37d, which are made of LED lamps, at positions adjacent to the first symbol display section 37a and the second symbol display section 37b. In this embodiment, up to four game balls that enter the first starting port 33 are held. The first reservation display section 37c displays the number of reservations at the first starting port 33 by the color and combination of LED lamps to be lit. Furthermore, in this embodiment, up to four game balls that have entered the second starting port 34 are held. The second reservation display section 37d displays the number of reservations at the second starting port 34 depending on the color and combination of LED lamps to be lit.

[0045] The general figure unit 38 is constituted by a light emitting display section in which a plurality of LED lamps are arranged in a predetermined manner. When an electric accessory opening lottery is held triggered by passing through the through gate 35, the ordinary figure unit 38 causes the light emitting display to display a lighting display, a blinking display, or a predetermined display mode as a display mode. When the electric accessory opening lottery ends, the common map unit 38 displays a predetermined mode corresponding to the lottery result.

[0046] The round display section 39 is constituted by a light emitting display section in which a plurality of LED lamps are arranged in a predetermined manner, and displays the number of round games that occur in the open / close execution mode, or a display corresponding thereto. A round game is a game that is opened and closed until either one of the following conditions is met: a predetermined upper limit duration time has elapsed, and a predetermined upper limit number of game balls enters the variable winning device 36. This is a game in which the door 36b remains open. The number of round games varies depending on the type of jackpot winning that triggered the transition. The round display section 39 starts displaying the number of round games when the opening / closing execution mode is started, and ends when the opening / closing execution mode ends and a new game round is started.

[0047] Note that the special figure unit 37, the general figure unit 38, and the round display section 39 are not limited to being constituted by a segment display or a light emitting display using an LED lamp, and may be, for example, a liquid crystal display device, an organic EL display device, It may be constituted by various display devices capable of showing the drawing process and the drawing results, such as a CRT or a dot matrix display.

[0048] The variable display unit 40 is arranged approximately at the center of the gaming area PA. The variable display unit 40 includes a symbol display device 41. The symbol display device 41 includes a liquid crystal display. The display content of the symbol display device 41 is controlled by the display control device 100. Note that the symbol display device 41 may be replaced with various display devices such as a plasma display device, an organic EL display device, or a CRT.

[0049] When the first symbol display section 37a performs a variable display or a predetermined display based on the ball entering the first starting port 33, the symbol display device 41 performs a variable display or a predetermined display of the symbol in accordance with the variable display or a predetermined display. Further, when the second symbol display section 37b displays a variable display or a predetermined display based on the ball entering the second starting port 34, the symbol display device 41 displays a variable display or a predetermined display of the symbol accordingly. conduct. The symbol display device 41 performs not only the display performance triggered by the entry of the ball into the first starting port 33 or the second starting port 34, but also the display performance during the opening / closing execution mode that is entered when a jackpot is won. . Details of the symbol display device 41 will be explained below.

[0050] FIG. 4 is an explanatory diagram showing symbols that are variably displayed on the symbol display device 41 and the display surface 41a. FIG. 4(a) is an explanatory diagram showing symbols that are variably displayed on the symbol display device 41. As shown in the figure, symbols indicating numbers 1 to 8 are displayed in a variable manner on the symbol display device 41. Note that as the symbols to be displayed in a variable manner, each symbol representing the numbers 1 to 8 may have a symbol such as a character attached thereto.

[0051] FIG. 4(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As illustrated, a main display area MA and a sub-area SA located below the main display area MA are displayed on the display surface 41a. In the main display area MA, three symbol rows Z1, Z2, and Z3 on the left, middle, and right are displayed. In each symbol row Z1 to Z3, the symbols numbered 1 to 8 shown in Figure 4(a) are arranged in ascending or descending numerical order, and each symbol row is arranged periodically from top to bottom or from bottom to A fluctuating display that scrolls upwards is displayed. As shown in FIG. 4(b), after the variable display by scrolling, one symbol for each symbol row is displayed in a state where it is stopped on the active line L. Specifically, when a game ball enters the first starting port 33 or the second starting port 34, a variable display in which the symbols in each symbol row Z1 to Z3 periodically scroll in a predetermined direction is started. Then, each scrolling symbol changes from a floating display to a standby display in the order of symbol row Z1, symbol row Z3, and symbol row Z2, and finally, a state in which a predetermined symbol is stopped and displayed in each symbol row Z1 to Z3 is reached. . When the fluctuating display of symbols ends and the display stops, if the result of the winning lottery by the main controller 60 is a jackpot, a predetermined combination of symbols will be on the active line L. It is formed. For example, a combination of the same symbols is formed on the active line L. Note that the mode of variable display of symbols in the symbol display device 41 is not limited to the above-mentioned mode, but may include the number of symbol rows, the number of active lines, the direction of variable display of symbols in the symbol rows, and the symbols of each symbol row. Various modes can be adopted for displaying the symbols such as numbers in a variable manner.

[0052] Here, the term "game round" refers to the period from the start of the variable display on the first symbol display section 37a or the second symbol display section 37b until the end of the variable display and the stop display. 1 unit of processing for notifying the player of the lottery result of the winning lottery regarding the special information obtained based on the entry of the game ball into either the first starting port 33 or the second starting port 34. It is. In other words, the pachinko machine 10 notifies the player of the lottery result of one winning lottery regarding one special information every game. In the pachinko machine 10 of the present embodiment, when special information is acquired based on the entry of a game ball into either the first starting port 33 or the second starting port 34, the first symbol display section 37a and the second symbol display section 37b, after the segment display is variably displayed, the segment display is stopped and displayed so that the display corresponds to the lottery result of the acquired special information. Furthermore, when the pachinko machine 10 of the present embodiment acquires special information based on the entry of a game ball into either the first starting port 33 or the second starting port 34, the pachinko machine 10 displays the pattern display device for each game. At step 41, after a predetermined symbol row is displayed in a variable manner, the symbol row is stopped and displayed so that the display corresponds to the lottery result of the acquired special information. A game ball is a rotating body that circulates while rotating. The time required for one game round is also called unit game time. The unit gaming time consists of a variable time, which is the time from when the variable display starts until the predetermined lottery result is stopped and displayed, and a stop time, which is the time during which the predetermined lottery result is stopped and displayed. There is.

[0053] In the sub-area SA located below the main display area MA, a first starting port holding area Ds1, a holding extinguishing area Dm, and a second starting port holding area Ds2 are displayed. The holding extinguishing area Dm is displayed in the center of the display surface 41a in the left-right direction, the first starting opening holding area Ds1 is displayed on the left side of the holding extinguishing area Dm, and the second starting opening holding area Ds2 is displayed on the left side of the holding extinguishing area Dm. displayed on the right. In the first starting port holding area Ds1, the number of held game balls based on the number of game balls entering the first starting port 33 is displayed. In the second starting port holding area Ds2, the number of held game balls based on the number of game balls entering the second starting port 34 is displayed. In addition, in this embodiment, as mentioned above, the number of reserved game balls that have entered the first starting port 33 and the second starting port 34 is up to four each. Details of the operations of the first starting port holding area Ds1, the second starting port holding area Ds2, and the holding extinguishing area Dm will be described in detail later.

[0054] Returning to the explanation of Figure 3. The main rotating accessory 170 for performance is arranged above the display surface 41a of the symbol display device 41, and is configured to be movable downward from the illustrated origin position. Each of the pair of performance sub-rotating accessories 180, 190 is arranged below the display surface 41a of the symbol display device 41, and is configured to be movable upward from the illustrated origin position. When each sub-rotating accessory for performance 180, 190 is at the origin position, most of each sub-rotating accessory for performance 180, 190 is hidden by the cover plate 199, and only a part of each sub-rotating accessory for performance 180, 190 is covered. It protrudes from plate 199. The configurations of the main rotating accessory for presentation 170 and the sub rotating accessories for presentation 180, 190, and their operations will be described in detail later.

[0055] A pair of nails (so-called life nails, navel nails) 42 (42a, 42b) are provided above the first starting port 33. The probability of the game ball entering the first starting port 33 changes depending on the interval between the pair of nails 42a, 42b. Furthermore, depending on whether the game ball is distributed to the center or the outside (left side) of the game board 30 by the windmill 96, the probability of the game ball entering the first starting port 33 changes, and as a result, The advantage for the player changes. In other words, the windmill is a rotating body that changes its advantage for the player depending on its direction of rotation.

[0056] 《1-2》Electrical configuration of gaming machine: Next, the electrical configuration of the pachinko machine 10 will be explained. In this explanation, the electrical configuration of the pachinko machine 10 will be explained using a block diagram.

[0057] FIG. 5 is a block diagram showing the electrical configuration of the pachinko machine 10. The pachinko machine 10 is mainly configured around a main control device 60, and also includes a sound emission control device 90 and a display control device 100.

[0058] The main control device 60 includes a main control board 61 that controls the main control of the game. The main control board 61 includes an MPU 62 composed of elements having multiple functions. The MPU62 includes a CPU (not shown) that executes various control programs, a ROM63 that records various control programs and fixed value data, and a ROM63 that temporarily stores various data etc. when executing the programs recorded in the ROM63. It is equipped with RAM64, which is memory for storage. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator. Note that another element may have some of the functions that the MPU 62 has. Details of the various areas provided in the ROM63 and RAM64 will be described later.

[0059] The main control board 61 is provided with an input port (not shown) and an output port (not shown). A payout control device 70 and a power failure monitoring circuit 86 provided in a power supply device 85 are connected to the input port of the main control board 61. The main control board 61 receives stable 24V DC power from the power supply device 85 via the power failure monitoring circuit 86. The power supply device 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power source into operating power necessary for the main control device 60, payout control device 70, etc., and supplies it to each device. Supply electricity. The power supply device 85 is also equipped with a capacitor (not shown), and continues to supply power to each device for a predetermined period of time in the event of a power outage or if the power switch 88 (Figure 2) is turned off. do.

[0060] Furthermore, various detection sensors 67a to 67e are connected to the input ports of the main control board 61. Specifically, it is connected to a plurality of detection sensors provided in various ball entry openings such as the general winning opening 32, the first starting opening 33, the second starting opening 34, the through gate 35, and the variable winning device 36. . Based on signals from various detection sensors 67a to 67e, the MPU 62 of the main control board 61 determines whether or not a game ball flowing down the game area PA has entered each ball entrance, and whether or not a game ball has entered a through gate. 35 is passed or not. Furthermore, the MPU 62 executes a winning lottery based on the entry of the game ball into the first starting port 33 and the second starting port 34, and also executes an electric accessory release lottery based on the entering of the ball into the through gate 35. do.

[0061] The output port of the main control board 61 includes a variable winning drive unit 36c that opens and closes the door 36b of the variable winning device 36, and an electric accessory drive unit 34b that opens and closes the electric accessory 34a of the second starting port 34. , and the main display section 45 are connected. The main control board 61 is provided with various driver circuits, and the MPU 62 executes drive control of various drive units through the driver circuits.

[0062] Specifically, in the opening / closing execution mode, the MPU 62 executes drive control of the variable prize winning drive unit 36c so that the opening / closing door 36b is opened and closed. Further, as a result of the electric accessory opening lottery, if an electric accessory is won, the MPU 62 executes drive control of the electric accessory drive unit 34b so that the electric accessory 34a is released. In each game round, the MPU 62 executes display control of the first symbol display section 37a or the second symbol display section 37b in the main display section 45. Further, when the jackpot type is determined in the opening / closing execution mode and the number of round games to be executed in the opening / closing execution mode is determined, display control of the round display section 39 in the main display section 45 is executed.

[0063] A payout control device 70 and a sound emission control device 90 are connected to the output port of the main control board 61. For example, a prize ball command is transmitted to the payout control device 70 from the main control device 60 based on the winning determination result. When the main control device 60 transmits a prize ball command, the MPU62 of the main control board 61 refers to the command information storage area 63g of the ROM63. Specifically, when a ball entering the general prize opening 32 is identified, a prize ball command corresponding to the payout of 10 game balls is transmitted from the main control device 60, and a ball entering the first starting opening 33 is transmitted. If it is specified, a prize ball command corresponding to the payout of three game balls is sent from the main control device 60, and if the entry of the ball into the second starting port 34 is specified, the payout of one game ball is sent. A prize ball command corresponding to this is transmitted from the main control device 60. The payout control device 70 controls the payout device 71 to pay out prize balls based on the prize ball command received from the main control device 60.

[0064] A firing control device 80 is connected to the dispensing control device 70. The launch control device 80 controls the launch of the game ball launch mechanism 81. The game ball firing mechanism 81 is driven when predetermined firing conditions are met. Further, the operation handle 25 and the game ball firing button 26 are connected to the firing control device 80.

[0065] The audio emission control device 90 receives various commands transmitted from the main control device 60, and executes processing corresponding to the received various commands. When the main controller 60 sends various commands, it refers to the command information storage area 63g of the ROM 63. Details of these various commands will be explained later.

[0066] In addition, the audio light emission control device 90 controls the drive of various lamps 47 consisting of light emitting means such as LEDs arranged in the front door frame 14 and the drive control of the speaker 46 based on various commands received from the main control device 60. At the same time, the display control device 100 is controlled. Furthermore, a production operation button 24 is connected to the sound emission control device 90, and when the production operation button 24 is operated by a player at a predetermined timing, a game production that reflects the operation is performed. Controls various lamps 47, speakers 46, display control device 100, etc.

[0067] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the audio emission control device 90. Specifically, the display control device 100 grasps the fluctuation time of the symbols on the symbol display device 41 and the type of combination of symbols to be finally stopped and displayed based on various commands received from the audio emission control device 90. , the presence or absence of a reach, the contents of the reach effect, the contents of the preview effect executed in each game round, etc. are grasped. In addition, in this embodiment, the stop time, which is the time during which the combination of symbols is stopped and displayed, is constant. Therefore, by determining the variable time, the unit game time, which is the time required for one game, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.

[0068] FIG. 6 is an explanatory diagram showing the contents of various counters used for winning lottery and the like. The various counter information is used when the MPU 62 performs the winning lottery, setting the display on the main display section 45, setting the symbol display on the symbol display device 41, and the like. Specifically, a winning random number counter C1 is used for the winning lottery. A jackpot type counter C2 is used when sorting out jackpot types such as probability variable jackpot results and normal jackpot results. A reach random number counter C3 is used to determine whether or not to generate a reach when the symbol row displayed on the symbol display device 41 is varied.

[0069] A random number initial value counter CINI is used to set the initial value of the winning random number counter C1. Further, when determining the fluctuation time in the first symbol display section 37a and the second symbol display section 37b of the main display section 45 and the symbol display device 41, a variation type counter CS is used. Further, an electric accessory release counter C4 is used for an electric accessory release lottery to determine whether or not to open the electric accessory 34a of the second starting port 34.

[0070] Each of the counters C1 to C4, CINI, and CS is a loop counter in which 1 is added to the counter value each time the counter value is updated, and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in the lottery counter buffer 64a set in a predetermined area of ​​the RAM 64.

[0071] The RAM 64 is provided with a pending information storage area 64b and a determination processing execution area 64c. The reservation information storage area 64b is provided with a first reservation area Ra and a second reservation area Rb. In this embodiment, when a game ball enters the first starting port 33, each value of the hit random number counter C1, jackpot type counter C2, reach random number counter C3, and fluctuation type counter CS at the timing of ball entry is stored as pending information. It is stored in chronological order in the first reservation area Ra of area 64b. The first holding area Ra has four areas corresponding to the maximum number of held game balls that have entered the first starting port 33, that is, the first area, the second area, the third area, and the fourth area. area. When a game ball enters the first starting port 33, each value of the hit random number counter C1, jackpot type counter C2, reach random number counter C3, and fluctuation type counter CS at the timing of ball entry is set as pending information (hereinafter referred to as special 1 pending). ) is stored in one of the first to fourth areas. Which of the first to fourth areas is stored is determined by the order in which the ball enters, and the earlier the ball enters, the higher the area (the first area is the highest area) is stored.

[0072] Furthermore, when a game ball enters the second starting port 34, each value of the hit random number counter C1, jackpot type counter C2, reach random number counter C3, and fluctuation type counter CS at the timing of ball entry is stored in the pending information storage area 64b. It is stored in the second reservation area Rb in chronological order. The second holding area Rb has four areas corresponding to the maximum number of held game balls that entered the second starting port 34, namely, the first area, the second area, the third area, and the fourth area. area. When a game ball enters the second starting port 34, each value of the hit random number counter C1, jackpot type counter C2, reach random number counter C3, and fluctuation type counter CS at the timing of ball entry is set as pending information (hereinafter referred to as special 2 pending). ) is stored in one of the first to fourth areas. Which of the first to fourth areas is stored is determined by the order in which the ball enters, and the earlier the ball enters, the higher the area (the first area is the highest area) is stored.

[0073] The details of the winning random number counter C1 will be explained. The winning random number counter C1 is used for the winning lottery as described above. The winning random number counter C1 is configured to, for example, increment sequentially by 1 within the range of 0 to 1199, and return to 0 after reaching the maximum value. Moreover, when the winning random number counter C1 completes one round, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. Note that the random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value=0 to 1199).

[0074] The winning random number counter C1 is updated regularly, and the updated value is stored in the first holding area Ra of the holding information storage area 64b at the timing of the ball entering the first starting port 33. When the game ball enters the second starting port 34, it is stored in the second holding area Rb of the holding information storage area 64b at the timing of the ball entering.

[0075] The value of the winning random number counter C1 stored in the first holding area Ra is moved to the execution area AE of the judgment processing execution area 64c, and is compared with the winning / failure table stored in the winning / failure table storage area 63a of the ROM 63, and is determined to be a jackpot. It is determined whether or not. Further, the value of the winning random number counter C1 stored in the second holding area Rb is moved to the execution area AE of the judgment processing execution area 64c, and is compared with the validity table stored in the validity table storage area 63a of the ROM 63, It is determined whether or not it will be a jackpot.

[0076] In the pachinko machine 10 of this embodiment, the value of the winning random number counter C1 stored in the first holding area Ra is stored in the determination processing execution area in the order in which the game balls are acquired by entering the first starting port 33. Move to 64c execution area AE. Specifically, processing is executed to move the data stored in the first area of ​​the first holding area Ra to the determination processing execution area 64c, and to shift the data stored in the storage area of ​​the first holding area Ra. do. The data shift is to sequentially shift the data stored in the first to fourth areas to the upper area side. Specifically, while clearing the data in the first area, the data in each area is shifted in the following order: second area → first area, third area → second area, fourth area → third area.

[0077] In addition, the values ​​of the winning random number counter C1 stored in the second holding area Rb are moved to the execution area AE of the determination processing execution area 64c in the order in which they are acquired when the game ball enters the second starting port 34. . Specifically, processing is executed to move the data stored in the first area of ​​the second holding area Rb to the determination processing execution area 64c, and to shift the data stored in the storage area of ​​the second holding area Rb. do. The data shift is to sequentially shift the data stored in the first to fourth areas to the upper area side. Specifically, while clearing the data in the first area, the data in each area is shifted in the following order: second area → first area, third area → second area, fourth area → third area.

[0078] If the value of the random number counter C1 is stored in the second reservation area Rb, the value of the random number counter C1 is stored in the second reservation area Rb regardless of whether the value of the random number counter C1 is stored in the first reservation area Ra. The stored value of the winning random number counter C1 is to be moved to the execution area AE of the determination processing execution area 64c. As a result, when the value of the random number counter C1 is stored in both the first holding area Ra and the second holding area Rb, the winning value stored in the second holding area Rb corresponding to the second starting port 34 is stored. Priority is given to the value of random number counter C1. That is, in this embodiment, when the value of the random number counter C1 is stored in both the first holding area Ra and the second holding area Rb, the value is stored in the second holding area Rb corresponding to the second starting port 34. The value of the winning random number counter C1 that has been set is given priority, and among the values ​​of the winning random number counter C1 stored in the second holding area Rb, the data stored in the first area of ​​the second holding area Rb is determined. The data is moved to the processing execution area 64c, and a process of shifting the data stored in the storage area of ​​the second reservation area Rb is executed. If the value of the winning random number counter C1 is not stored in the second holding area Rb, among the values ​​of the winning random number counter C1 stored in the first holding area Ra, the value of the winning random number counter C1 is not stored in the first area of ​​the first holding area Ra. A process is executed to move the stored data to the determination process execution area 64c, and to shift the data stored in the storage area of ​​the first reservation area Ra.

[0079] In addition, in the above explanation, it is explained in what order the value of the winning random number counter C1 stored in the first holding area Ra or the second holding area Rb is moved to the execution area AE of the determination processing execution area 64c. However, it is not limited to the value of the winning random number counter C1, and counters other than the winning random number counter C1 stored in the first holding area Ra or the second holding area Rb (jackpot type counter C2, reach random number counter C3, and fluctuation Each value of the type counter CS) is also moved to the execution area AE of the determination process execution area 64c in the same order.

[0080] Next, details of the jackpot type counter C2 will be explained. The jackpot type counter C2 is used when determining the jackpot type. The jackpot type counter C2 is configured to be sequentially incremented by 1 within the range of 0 to 99, and return to 0 after reaching the maximum value.

[0081] The jackpot type counter C2 is updated regularly, and when a game ball enters the first starting port 33, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the timing of the ball entering. When a game ball enters the second starting port 34, it is stored in the second holding area Rb of the holding information storage area 64b at the timing of the ball entering.

[0082] As described above, the MPU 62 performs a winning lottery using the value of the winning random number counter C1 stored in the determination processing execution area 64c, and when the result of the winning lottery is a jackpot, the MPU 62 performs a winning lottery using the value of the winning random number counter C1 stored in the determination processing execution area 64c. The jackpot type is determined using the value of the jackpot type counter C2 stored in the jackpot type counter C2. Furthermore, the MPU 62 uses the value of the hit random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment display to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. . In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referred to.

[0083] Next, details of the reach random number counter C3 will be explained. The reach random number counter C3 is used to determine whether or not a reach occurs when the result of the winning lottery is not a jackpot. The reach random number counter C3 is configured to increment sequentially by 1 within the range of 0 to 238, for example, and return to 0 after reaching the maximum value.

[0084] The reach random number counter C3 is updated regularly, and the updated value is stored in the first holding area Ra of the holding information storage area 64b at the timing when a game ball enters the first starting port 33, and the updated value is stored in the first holding area Ra of the holding information storage area 64b, and the updated value is stored in the first holding area Ra of the holding information storage area 64b. The game ball is stored in the second holding area Rb of the holding information storage area 64b at the timing when the game ball enters the ball. After moving to the determination processing execution area 64c, the value of the reach random number counter C3 stored in the first holding area Ra is compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63, and It is determined whether or not this occurs. After moving to the determination processing execution area 64c, the value of the reach random number counter C3 stored in the second holding area Rb is compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63, and the reach It is determined whether or not this occurs. However, if the result of the winning lottery is a jackpot and the mode is shifted to the opening / closing execution mode, the MPU 62 determines that the reach occurs regardless of the value of the reach random number counter C3.

[0085] Reach means that for some of the plurality of symbol rows displayed on the display surface 41a of the symbol display device 41, there are some combinations of symbols that may result in a combination of symbols that corresponds to a jackpot. It refers to a display state in which the symbols are stopped and displayed, and in that state, symbols are displayed variably in the remaining symbol rows. In addition, in the pachinko machine 10 of this embodiment, the combination of symbols that corresponds to a jackpot refers to a combination of the same symbols on a predetermined active line. As a specific example, in the main display area MA of the display surface 41a in FIG. 4(b), a symbol is first stopped and displayed in symbol row Z1, and then the same symbol as Z1 is stopped and displayed in symbol row Z3. A reach line is formed, and in a situation where the reach line is formed, a variable display of symbols is performed in the symbol row Z2, resulting in a reach. Then, when a jackpot occurs, the same symbols as those forming the reach line are stopped and displayed in the symbol row Z2.

[0086] In addition, in the reach, the reach line is formed, and the remaining symbol rows are displayed with fluctuating symbols, and a predetermined character or the like is displayed as a video on the background screen to create a reach effect. This includes a method that performs a reach effect by displaying a predetermined character or the like as a moving image on substantially the entire display surface 41a while reducing or not displaying a combination of symbols in which a reach line is formed. In addition, the reach random number counter C3 and other counters are used to determine whether or not to display a preview using a predetermined image such as a predetermined character when a reach effect is being performed or before the reach display. You can.

[0087] Reach is classified into three types depending on the content of the reach effect: normal reach, super reach, and special reach. A reach effect with a higher expectation level (reliability) of winning a jackpot is executed in super reach than in normal reach, and a reach effect with a higher expectation level of winning a jackpot is executed in special reach than in super reach.

[0088] Next, details of the variation type counter CS will be explained. The variation type counter CS is used when the MPU 62 determines the variation time in the first symbol display section 37a and the second symbol display section 37b and the symbol variation time in the symbol display device 41. The variation type counter CS is configured to be incremented by 1 in sequence within the range of 0 to 198, for example, and return to 0 after reaching the maximum value.

[0089] The fluctuation type counter CS is updated regularly, and the updated value is stored in the first holding area Ra of the holding information storage area 64b at the timing when a game ball enters the first starting port 33, and the updated value is stored in the first holding area Ra of the holding information storage area 64b, and the updated value is stored in the first holding area Ra of the holding information storage area 64b. The game ball is stored in the second holding area Rb of the holding information storage area 64b at the timing when the game ball enters the ball. The value of the variation type counter CS stored in the first holding area Ra is determined at the time of starting the variation display in the first symbol display section 37a and the start of symbol variation by the symbol display device 41 after moving to the determination processing execution area 64c. used in determining the fluctuation pattern in The value of the variation type counter CS stored in the second holding area Rb is changed at the time of starting the variation display in the second symbol display section 37b and the start of symbol variation by the symbol display device 41 after moving to the determination processing execution area 64c. used in determining the fluctuation pattern in When determining the fluctuation time in the first symbol display section 37a and the second symbol display section 37b, the fluctuation time table stored in the fluctuation time table storage area 63d of the ROM63 is used. In addition, in the pachinko machine 10 of this embodiment, the content of the reach effect (ie, the type of reach) can be specified according to the type of the fluctuation pattern.

[0090] Next, details of the electric accessory opening counter C4 will be explained. The electric accessory opening counter C4 is configured to, for example, be incremented by 1 in sequence within the range of 0 to 465, and return to 0 after reaching the maximum value. The electric role opening counter C4 is updated regularly and is stored in the electric role holding area 64d of the RAM 64 at the timing when a game ball enters the through gate 35. Then, at a predetermined timing, after the value of the electric accessory opening counter C4 stored in the electric role holding area 64d moves to the electric role execution area 64e, the value of the electric accessory opening counter C4 in the electric role execution area 64e A lottery is held to determine whether or not to control the electric accessory 34a to the open state using the electric accessory (hereinafter referred to as an electric accessory opening lottery). Specifically, in the electric role playing area 64e, the winning / failure table (the winning / failure table for the electric role playing game opening lottery) stored in the role playing game table storage area 63e of the ROM 63 and the value of the electric role playing game opening counter C4 are determined. The comparison is made, and it is determined whether or not to control the electric accessory 34a to the open state.

[0091] It should be noted that at least one of the acquired values ​​of the winning random number counter C1, the value of the jackpot type counter C2, the value of the reach random number counter C3, the fluctuation type counter CS, and the value of the electric accessory release counter C4 is the special value in the present invention. Corresponds to information. Also, at least one of the value of the hit random number counter C1, the value of the jackpot type counter C2, the value of the reach random number counter C3, and the value of the fluctuation type counter CS stored in the first reservation area Ra and the second reservation area Rb. This is also called pending information.

[0092] Next, the validity table will be explained. The win / fail table is table data for comparing with the winning random number counter C1 when performing a winning lottery based on the winning random number counter C1. The pachinko machine 10 is set to a low probability mode and a high probability mode as the lottery modes for winning lots, and when drawing a winning lottery in the low probability mode, the win / fail table for the low probability mode is referred to, and the winning lottery mode is set to a low probability mode and a high probability mode. When drawing a winning lottery in the probability mode, the winning / failure table for the high probability mode is referred to. High probability mode (also referred to as high probability gaming state) is a gaming state that is started by winning a variable jackpot, and is a gaming state in which the probability of winning a jackpot in the winning lottery is relatively higher than in low probability mode. To tell.

[0093] FIG. 7 is an explanatory diagram showing the contents of the validity table. FIG. 7(a) shows a success / failure table for low probability mode (for low probability mode), and FIG. 7(b) shows a success / failure table for high probability mode.

[0094] As shown in FIG. 7(a), in the win / fail table for the low probability mode, five values ​​from 0 to 4 are set as the values ​​of the winning random number counter C1 that will be a jackpot. Among the values ​​from 0 to 1199, values ​​other than the five values ​​from 0 to 4 (5 to 1199) are outliers. On the other hand, as shown in FIG. 7(b), in the high probability mode win / fail table, 16 values ​​from 0 to 15 are set as the values ​​of the winning random number counter C1 that will be a jackpot. Among the values ​​from 0 to 1199, values ​​other than the 16 values ​​from 0 to 15 (16 to 1199) are outliers. In this way, the high probability mode has a higher probability of winning a jackpot in the winning lottery than the low probability mode.

[0095] In addition, in this embodiment, the value group of the hit random number counter C1 set as a jackpot in the win / fail table for the low probability mode is the value of the hit random number counter C1 set as a jackpot in the win / fail table for the high probability mode. included in the group. However, as long as the probability of a jackpot is higher in the high probability mode than in the low probability mode as a result of the winning lottery, the number and value of random numbers set as a jackpot are arbitrary.

[0096] Although not adopted in the win / fail table in this embodiment, a "small win" may be provided as a result of the winning lottery.

[0097] "Small win" is a win / fail result that triggers a transition to the opening / closing execution mode in which the opening / closing door 36b of the variable winning device 36 is opened / closed, but does not trigger a transition for both lottery mode and support mode. . On the other hand, "losing" is a win / fail result that does not trigger a transition to the opening / closing execution mode, and also does not trigger a transition to the lottery mode or support mode.

[0098] Next, the jackpot type will be explained. A plurality of types of jackpots can be set in the pachinko machine 10. Specifically, for example, by providing differences in the following three aspects or modes, it is possible to set a plurality of types of jackpots. (1) Aspects of opening / closing control of the variable prize winning device 36 in the opening / closing execution mode (2) Lottery mode for winning lottery after opening / closing execution mode ends (3) Support mode of electric accessory 34a of second starting port 34 after completion of opening / closing execution mode

[0099] In the pachinko machine 10, as a mode of opening / closing control of the variable winning device 36 in the above-mentioned (1) opening / closing execution mode, the occurrence of a ball entering the variable winning device 36 from the start to the end of the opening / closing execution mode. A high-frequency winning mode and a low-frequency winning mode can be set so that the frequencies are relatively high or low. For example, in the high-frequency winning mode, the opening / closing door 36b is opened and closed multiple times (for example, 16 times) from the start to the end of the opening / closing execution mode, and one opening is not performed until 30 seconds have passed or the door 36b is closed. It can be set to continue until the number of balls entered reaches 10. On the other hand, in the low-frequency winning mode, the opening / closing door 36b is opened and closed twice from the start to the end of the opening / closing execution mode, and one opening is performed until 0.2 seconds have elapsed or the number of balls entering the opening / closing door 36b is It can be set to continue until there are 6 pieces.

[0100] When the operation handle 25 is operated by the player, the game ball firing mechanism 81 is drive-controlled so that one game ball is fired toward the gaming area PA every 0.6 seconds. In the case of the above specific example, in the low frequency winning mode, the opening time of the opening / closing door 36b once is 0.2 seconds. That is, in the low frequency winning mode, the opening time of the opening / closing door 36b is shorter than the firing cycle of the game ball. Therefore, in the opening / closing execution mode related to the low-frequency winning mode, substantially no game balls enter the game ball. However, even in the opening / closing execution mode related to the low-frequency winning mode, it may be set so that the game ball may enter the game ball.

[0101] The number of openings and closings of the opening / closing door 36b, the opening limit time for one opening, and the opening limit number for one opening are based on the number of entries to the variable prize winning device 36 from the start to the end of the opening / closing execution mode. As long as the frequency of occurrence of balls is higher in the high-frequency winning mode than in the low-frequency winning mode, the opening / closing door 36b can be opened in any manner. Specifically, if the number of openings and closings in the high-frequency winning mode is higher than in the low-frequency winning mode, the opening limit time for one opening is longer, or the opening limit number for one opening is set to be larger. good. In order to clarify the difference between the high-frequency winning mode and the low-frequency winning mode, a configuration may be adopted in which the ball entering the variable winning device 36 does not substantially occur in the opening / closing execution mode of the low-frequency winning mode.

[0102] The pachinko machine 10 has a high-probability mode in which a winning lottery is performed using a high-probability winning / losing table as a winning / losing table, and a high-probability mode in which a winning lottery is made using a high-probability winning / losing table as a winning / losing table as a lottery mode for winning a winning lottery after the end of the opening / closing execution mode (2) above. A low-probability mode can be set in which a winning lottery is performed using a low-probability win / fail table. As explained using Figure 7, it is easier to win a jackpot when a winning lottery is performed using a high-probability win / fail table than when a winning lottery is performed using a low-probability win / fail table. There is a high probability that

[0103] In the pachinko machine 10, as a support mode of the electric accessory 34a of the second starting port 34 after the above (3) opening / closing execution mode ends, the game balls continue to be launched into the game area PA in the same manner. The high-frequency support mode and the low-frequency support mode are set so that the frequency with which the electric accessory 34a of the second starting port 34 is opened per unit time is relatively high or low when compared in the situation where the can be set.

[0104] Specifically, the high-frequency support mode and the low-frequency support mode have different probabilities of winning the electric role opening lottery in the electric role-playing object opening lottery using the electric role-playing object opening counter C4. In the high-frequency support mode, the probability of winning the electric role-playing role in the electric role-playing lottery is made higher than in the low-frequency support mode. Furthermore, in the high-frequency support mode, the time for one opening of the electric accessory 34a may be set to be longer than in the low-frequency support mode when the electric role is won.

[0105] Although not adopted in this embodiment, in the high-frequency support mode, the number of times the electric accessory 34a becomes open when an electric role opening win is set is set to be greater than in the low-frequency support mode. Good too. Furthermore, a configuration may be adopted in which the opening time of the electric accessory 34a is set to be long. In addition, in the case where the electric accessory 34a is opened in the high frequency support mode and the electric accessory 34a is opened multiple times, the closing time from the end of one opening state to the start of the next opening state is , may be set shorter than the opening time of one time. Furthermore, in the high-frequency support mode, the time secured from when one electric accessory lottery is held until the next electric accessory lottery is held is set to be relatively shorter than in the low-frequency support mode. It's okay.

[0106] As described above, in the high-frequency support mode, the probability that a ball will enter the second starting port 34 is higher than in the low-frequency support mode. That is, the high frequency support mode functions as an auxiliary game state that assists in fulfilling the special information acquisition condition.

[0107] In this embodiment, when a jackpot is obtained as a result of the winning lottery, the jackpot type is sorted using the jackpot type counter C2. The distribution of the jackpot type corresponding to the value of the jackpot type counter C2 is stored as a distribution table in the distribution table storage area 63b of the ROM63.

[0108] FIG. 8 is an explanatory diagram showing the contents of the distribution table. FIG. 8(a) shows a distribution table for the first starting port, and FIG. 8(b) shows a distribution table for the second starting port. The sorting table for the first starting hole is referred to in the winning lottery based on the entry of game balls into the first starting hole 33, and the sorting table for the second starting hole is referred to when the game ball enters the first starting hole 33. It is referred to when drawing a winning lottery based on the number of game balls that enter the game.

[0109] As shown in the distribution table for the first starting port in FIG. There are 16R regular jackpot, 8R regular jackpot, 16R regular jackpot, and 8R regular jackpot.

[0110] In the 16R definite variable jackpot and 8R definite variable jackpot, the mode of opening / closing control of the variable winning device 36 in the opening / closing execution mode is a high frequency winning mode, and the winning lottery mode (hereinafter simply referred to as "lottery mode") after the opening / closing execution mode ends. ) is the high probability mode, and the support mode after the opening / closing execution mode is the high frequency support mode, which is a jackpot. The difference between the 16R fixed jackpot and the 8R fixed jackpot is that the number of openings of the door 36b of the variable winning device 36 in the opening / closing execution mode is different, and the 16R fixed jackpot is 16 times (16 rounds), and the 8R fixed jackpot is 8 (8 rounds).

[0111] In the 16R normal jackpot and 8R normal jackpot, the mode of opening / closing control of the variable winning device 36 in the opening / closing execution mode is the high frequency winning mode, the lottery mode after the opening / closing execution mode is the low probability mode, and the mode of opening / closing control of the variable winning device 36 in the opening / closing execution mode is the low probability mode. It is a jackpot that the support mode after the end becomes the high-frequency support mode. The difference between the 16R normal jackpot and the 8R normal jackpot is that the number of times the opening / closing door 36b of the variable winning device 36 is opened in the opening / closing execution mode is different.The 16R normal jackpot is 16 times (16 rounds), and the 8R normal jackpot is 8. (8 rounds).

[0112] In the distribution table for the first starting opening, among the values ​​of the jackpot type counter C2 of "0 to 99", "0 to 39" correspond to the 16R probability variable jackpot, and "40 to 64" correspond to the 8R probability variable jackpot. "65~89" corresponds to the 16R regular jackpot, and "90~99" corresponds to the 8R regular jackpot.

[0113] As described above, in the pachinko machine 10 of this embodiment, four types of jackpots are set as jackpot types. Therefore, the aspects of jackpots are diversified. When these four types of jackpots are compared, the degree of advantage for the player is the highest for the 16R probability-variable jackpot, followed by the 8R probability-variable jackpot, followed by the 16R regular jackpot, and finally the 8R regular jackpot. By setting a plurality of types of jackpots that have different degrees of advantage for the player in this way, it is possible to prevent the game from becoming monotonous and to increase the degree of attention to the game.

[0114] As shown in the distribution table for the second starting port in FIG. 8(b), the distribution table for the second starting port includes jackpot types based on the entry of game balls into the second starting port 34. 16R guaranteed variable jackpot and 8R regular jackpot are set. In the distribution table for the second starting opening, among the values ​​of jackpot type counter C2 of "0 to 99", "0 to 64" corresponds to the 16R probability variable jackpot, and "65 to 99" corresponds to the 8R normal jackpot. It corresponds to

[0115] As described above, in the pachinko machine 10 of the present embodiment, when a jackpot is won, the type of jackpot is distributed based on the ball entering the first starting port 33, and when the jackpot is won based on the ball entering the first starting port 33, and when the jackpot is won based on the second This is different from the case where a jackpot is won based on the ball entering the starting hole 34, and there is a clear difference in the advantage for the player.

[0116] In addition, in the case of a losing result in the winning lottery, there is no transition to the opening / closing execution mode, and no change in the lottery mode and support mode occurs. When sorting the jackpot type, if it is a 16-probability jackpot or an 8R probability-variable jackpot, as explained earlier, the lottery mode after the opening / closing execution mode ends will be the high-probability mode, but this high-probability mode This state continues until the next time a jackpot is won in the winning lottery.

[0117] As described above, the MPU62 performs a winning lottery using the value of the winning random number counter C1 stored in the execution area AE, and also determines the jackpot type using the value of the jackpot type counter C2 stored in the execution area AE. Furthermore, the MPU 62 uses the values ​​of the hit random number counter C1 and the jackpot type counter C2 to determine the segment display to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. Decide the display mode. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referred to.

[0118] FIG. 9 is an explanatory diagram showing the contents of a win / fail table (win / fail table for electric accessory release lottery) used when executing the electric accessory lottery.

[0119] FIG. 9(a) shows a win / fail table (for low-frequency support mode) for electric accessory opening lottery used in low-frequency support mode. As shown in Figure 9(a), the winning / failure table for electric accessory opening lottery (for low-frequency support mode) has two values, 0 and 1, as the values ​​of electric accessory opening counter C4 that will be the winning electric accessory. Value is set. 464 values ​​from 2 to 465 are set as the value of the electric accessory opening counter C4 that is a failure. That is, when the game ball passes through the through gate 35 during the low frequency support mode and the electric role opening lottery is executed, the electric role opening lottery will be won with a probability of 1 / 233. In the pachinko machine 10 of this embodiment, when an electric role release win occurs during the low-frequency support mode, the electric role model 34a is opened once, and the opening time is 1.4 seconds.

[0120] FIG. 9(b) shows a win / fail table (for high-frequency support mode) for electric accessory opening lottery used in high-frequency support mode. As shown in FIG. 9(b), the winning / failure table for electric accessory opening lottery (for high-frequency support mode) contains 462 values ​​from 0 to 461 as the value of electric accessory opening counter C4 that will be the winning electric accessory. Value is set. Four values ​​from 462 to 465 are set as the value of the electric accessory opening counter C4 that is a failure. That is, when the game ball passes through the through gate 35 during the high-frequency support mode and the electric role opening lottery is executed, the electric role opening lottery will be won with a probability of 231 / 233. In the pachinko machine 10 of the present embodiment, when an electric role release win occurs during the high-frequency support mode, the electric role model 34a is opened once, and the opening time is 1.6 seconds.

[0121] In this way, the probability of a game ball entering the second starting port 34 is set to be higher in the high-frequency support mode than in the low-frequency support mode by the electric accessory opening lottery lottery table. .

[0122] 《1-3》Electrical configuration of audio light emission control device and display control device: Next, the electrical configurations of the audio emission control device 90 and the display control device 100 will be explained.

[0123] FIG. 10 is a block diagram mainly showing the electrical configurations of the audio light emission control device 90 and the display control device 100. Note that some components such as the power supply device 85 (FIG. 5) are omitted. An MPU 92 is mounted on a sound light emission control board 91 provided in the sound light emission control device 90. The MPU92 is an element that includes a CPU, ROM93, RAM94, interrupt circuit, timer circuit, data input / output circuit, etc.

[0124] The ROM93 stores various control programs executed by the MPU92, fixed value data, tables, and the like. For example, a part of the area of ​​the ROM 93 is provided with a performance pattern table storage area 93a, a variable display pattern table storage area 93b, and the like. Details of these will be described later.

[0125] The RAM 94 is a memory for temporarily storing various data and the like when executing the control program stored in the ROM 93. For example, a part of the area of ​​the RAM 94 is provided with various flag storage areas 94a, various counter areas 94b, lottery counter areas 94c, and the like. Note that it is not essential that the ROM 93 and RAM 94 are integrated into one chip for the MPU 92, and each may be integrated into separate chips.

[0126] The MPU 92 is provided with an input port and an output port. The main control device 60 and the production operation button 24 are connected to the input side of the MPU 92. Various commands are received from the main controller 60. A speaker 46 and various lamps 47 are connected to the output side of the MPU 92, as well as a display control device 100.

[0127] Furthermore, in this embodiment, on the output side of the MPU 92, there is provided a main rotary accessory drive unit 97 for performance that operates the main rotating accessory 170 for performance, and a sub-rotary accessory for performance that operates the pair of sub rotating accessory objects 180 and 190 for performance. Rotary accessory drive units 98 and 99 are connected.

[0128] A display control board 101 provided in a display control device 100 includes an MPU 102, which is an element in which a program ROM 103 and a work RAM 104 are combined into a chip, a video display processor (VDP) 105, a character ROM 106, a video RAM 107, and a video display processor (VDP) 105. is installed. Note that it is not essential that the program ROM 103 and work RAM 104 are integrated into one chip for the MPU 102, and each may be integrated into separate chips.

[0129] The MPU 102 analyzes various commands received from the audio emission control device 90 or performs predetermined arithmetic processing based on the received various commands to control the VDP 105 (specifically, generate internal commands for the VDP 105). .

[0130] The program ROM 103 is a memory for storing various control programs and fixed value data executed by the MPU 102, and also stores JPEG format image data for a background image.

[0131] The work RAM 104 is a memory for temporarily storing work data, flags, etc. used when the MPU 102 executes various programs.

[0132] The VDP 105 is a type of drawing circuit, and directly operates an image processing device as a liquid crystal display driver built into the pattern display device 41. The VDP105 is also called a "drawing chip" because it is an IC chip, and is a type of microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 105 adjusts the timing of each of the MPU 102, the video RAM 107, etc. and intervenes in reading and writing data, and also reads the image data to be stored in the video RAM 107 from the character ROM 106 at a predetermined timing and displays it on the symbol display device 41.

[0133] The character ROM 106 serves as an image data library for storing character data such as symbols and pictures displayed on the symbol display device 41. This character ROM 106 stores bitmap format image data of various display patterns and display pictures, a color palette table that is referred to when determining the expression color of each dot of the bitmap image, and the like. Note that it is also possible to provide a plurality of character ROMs 106 and store image data and the like in each character ROM 106. Further, it is also possible to configure the JPEG format image data for the background image stored in the program ROM 103 to be stored in the character ROM 106.

[0134] Video RAM 107 is a memory for storing display data to be displayed on symbol display device 41, and by rewriting the contents of video RAM 107, the display contents of symbol display device 41 are changed.

[0135] In the following, the MPU 62, ROM 63, and RAM 64 of the main control device 60 are also referred to as the main side MPU 62, main side ROM 63, and main side RAM 64, respectively, and the MPU 92, ROM 93, and RAM 94 of the audio / light emission control device 90 are referred to as the sound / light side MPU 92, and the sound / light side MPU 92, respectively. The ROM 93 is also called the audio / light side RAM 94, and the MPU 102 of the display control device 100 is also called the display side MPU 102.

[0136] 《1-4》Overview of processing by gaming machines and production operations: Next, an overview of the processing executed by the pachinko machine 10 of this embodiment will be explained.

[0137] 《1-4-1》Pending display: In the pachinko machine 10 of the present embodiment, as described above, the sub-area SA located below the display surface 41a of the symbol display device 41 includes a reserved area based on the entry of game balls into the first starting port 33. A first starting hole holding area Ds1 indicating the number of game balls, a second starting hole holding area Ds2 indicating the number of game balls held based on the entry of the game balls into the second starting hole 34, and a first starting hole holding area Ds1. A holding extinguishing area Dm located between the second starting port holding area Ds2 is displayed.

[0138] FIG. 11 is an explanatory diagram showing an example of a change in the first starting port holding area Ds1 and the holding extinguishing area Dm. In the first starting port holding area Ds1, up to four holding display icons corresponding to each holding (each of up to four holdings) based on the entry of a game ball into the first starting port 33 are lined up in the left and right direction. Is displayed. In this embodiment, the hold display icon is circular, and in the example shown in FIG. 11(a), the first hold display icon H1 and the second hold display icon correspond to the first hold and the second hold, respectively. A display icon H2 is shown. In the first starting gate holding area Ds1, the first holding display icon H1 is displayed at the rightmost position, and the second holding display icon H2 is displayed at the second position from the right to the left. That is, in the first starting port holding area Ds1, each time a game ball enters the first starting port 33, the holding display icons are displayed so as to increase by one from the right side to the left side.

[0139] The reserved digestion area Dm is a trapezoid whose upper base is longer than the lower base, and in the example shown in FIG. 11(a), the reserved display icon H0 is placed at the top of the reserved digestion area Dm. In the pachinko machine 10 of this embodiment, a winning lottery is held triggered by a ball entering the first starting port 33 or the second starting port 34, and a variable display is performed to notify the result of the winning lottery. At the timing when this variable display starts, the pending display icon is placed on the top of the pending consumption area Dm. This variable display is based on the hold (hold information) corresponding to the hold display icon H0 placed on the upper part of the hold consumption area Dm. By observing that the hold display icon H0 is placed at the top of the hold extinguishment area Dm, the player can know that the hold corresponding to the hold display icon H0 has been exhausted.

[0140] In the state shown in FIG. 11(a), when the variable display ends and is stopped, the pending display icon H0 placed at the top of the pending consumption area Dm disappears. Subsequently, as shown in FIG. 11(b), the first hold display icon H1 located on the rightmost side in the first starting port hold area Ds1 moves to the upper part of the hold extinguishing area Dm. At this time, in the first starting port holding area Ds1, the second holding display icon H2 located second from the right side moves (shifts) to the rightmost position. In the example shown in FIG. 11(b), the third and fourth pending display icons from the right side to the left do not exist, but if they existed, the third pending display icons is moved (shifted) to the second position, and the pending display icon located in the fourth position is moved (shifted) to the third position.

[0141] As a result of the movement shown in FIG. 11(b), the state shown in FIG. 11(c) is obtained. That is, the first hold display icon H1 is placed on the upper part of the hold extinguishing area Dm, and the second hold display icon H2 is displayed at the rightmost position of the first starting port hold area Ds1. At this time, a variable display is performed to notify the result of the winning lottery based on the hold (hold information) corresponding to the first hold display icon H1.

[0142] As described above, each time the variable display and stop display corresponding to one game round are executed, each hold display icon displayed in the first start opening hold area Ds1 shifts from the left side to the right side. , and finally move from the rightmost position to the top of the pending digestion area Dm. Then, a fluctuating display and a stop display are executed to notify the result of the winning lottery based on the pending information corresponding to the pending display icon. In this way, in each of the hold display icons displayed in the first starting gate hold area Ds1, the hold information corresponding to each hold display icon is displayed in order from the right side to the left side (that is, in the order in which the hold was placed). Subject to a winning lottery.

[0143] FIG. 12 is an explanatory diagram showing an example of a change in the second starting port holding area Ds2 and the holding extinguishing area Dm. In the second starting port holding area Ds2, up to four holding display icons H corresponding to each holding (each of up to four holdings) based on the entry of a game ball into the second starting port 34 are lined up in the left and right direction. is displayed. The mode of change in the second starting port holding area Ds2 is roughly the same as the changing mode of the first starting port holding area Ds1 shown in FIG. The direction is opposite compared to the case of Ds1. That is, each time a game ball enters the second starting port 34, the number of pending display icons H is displayed so as to increase by one from the left side to the right side. Every time a game is played, the hold display icon H moves one by one from the right side to the left side in the second start opening holding area Ds2, and finally moves to the top of the hold extinguishing area Dm, and the hold display icon H moves one by one from the right side to the left side in the second starting opening holding area Ds2. A fluctuating display and a stop display will be executed to notify the result of the winning lottery based on the hold (hold information) corresponding to the icon H. In this way, in each of the hold display icons displayed in the second starting gate hold area Ds2, the hold information corresponding to each hold display icon is displayed in order from the left to the right (that is, in the order in which the hold was placed). Subject to a winning lottery.

[0144] The hold display icons displayed in the first starting port holding area Ds1 and the second starting port holding area Ds2 were circular as described above, but instead of this, they could be triangular, square, pentagonal, etc. Other polygonal shapes may also be used. Furthermore, the hold display icon is not limited to a graphic image, but may be an image of a character or the like. The reserved digestion area Dm has a trapezoidal shape as described above, but instead of this, it may be an image of other shapes such as a triangle, a quadrangle, or a circle. Further, the reserved consumption area Dm is not limited to a graphic image, but may be an image of a character or the like. Furthermore, in the present embodiment, the hold display icon that has been moved from the first starting port holding area Ds1 or the second starting port holding area Ds2 to the holding extinguishing area Dm is configured to be placed at the top of the holding extinguishing area Dm. However, instead of this, the display mode may be such that it enters the reserved digestion area Dm and disappears.

[0145] 《1-4-2》 Pending change preview performance: The pachinko machine 10 of this embodiment is configured to display each hold information in order to increase the player's expectations for the hold information corresponding to each hold display icon (that is, the hold information stored in the hold information storage area 64b of the RAM 64). The value of the included winning random number counter C1 is confirmed before it becomes the target of the winning lottery, and based on the confirmed result, a so-called look-ahead effect is performed that gives the player a sense of expectation. The pachinko machine 10 of this embodiment changes the display color of each hold display icon from the default color (for example, white) to another color as one of the pre-read effects, so that the hold display icon whose display color has changed is A pending change notice performance (hereinafter also simply referred to as a "pending change notice") that suggests the expectation level (reliability) of winning a jackpot for the corresponding pending information is executed.

[0146] In the pachinko machine 10 of this embodiment, the display colors of the pending display icon include white as a default color, blue, green, and red, and in this order, the expectation of winning a jackpot in the winning lottery is expected. There are four levels of reliability (reliability), ranging from low to high. That is, as for the associated expectation of jackpot winning, white as a display color has the lowest, blue has higher than white, green has higher than blue, and red has the highest. In other words, according to the pending change notice, if the display color of the pending display icon remains the default white color, the expectation of winning the jackpot will be low, and if the display color changes to blue, the expectation of winning the jackpot will be lower than that of white. When the display color changes to green, the expectation of winning a jackpot becomes higher than when the display color changes to blue, and when the display color changes to red, the expectation of winning a jackpot becomes higher than when the display color changes to green. When the pending change notice changes the pending display icon H to a display color that indicates a high expectation of winning the jackpot, it is possible to improve the player's expectation of winning the jackpot and improve the interest in the game.

[0147] In the pachinko machine 10 of this embodiment, when a jackpot is won in a winning lottery, the value of the winning random number counter C1 included in the pending information left in the pending information storage area 64b is checked at the end of the game round related to the jackpot winning. Then, based on the confirmed results, it is determined whether the jackpot is confirmed or not, that is, it is determined whether there is a so-called pending series (= pending consecutive chances).

[0148] 《1-4-3》Composition of main rotating accessories for production: As described above, the main rotating accessory 170 for performance is arranged above the display surface 41a of the symbol display device 41, and is configured to be movable downward from the origin position shown in FIG.

[0149] FIG. 13 is a front view of the game board 30 when the main rotating accessory 170 for performance has moved to the lowest position (hereinafter referred to as the lowest position). As shown in the figure, at the lowest position, the main rotating accessory 170 for performance is located near the center of the display surface 41a of the symbol display device 41. The main rotating accessory 170 for performance is configured to be movable from the origin position shown in FIG. 3 to the lowest point position shown in FIG. The main rotating accessory 170 for performance moves from the origin position to the lowest position and returns to the origin position from the lowest position as a predetermined performance process is executed.

[0150] As shown in FIGS. 3 and 13, when viewed from the front of the game board 30, the main rotating accessory 170 for performance is configured such that five petal sections 172 are arranged around a rotating shaft section 171. . Each petal portion 172 is a plate-like member, and has a petal shape when viewed from the front (hereinafter simply referred to as “front view” means a front view of the game board 30). The rotating shaft portion 171 extends in the front-back direction of the game board 30 (direction perpendicular to the surface of the game board 30), and is configured to be rotatable around the rotating shaft portion 171. By rotationally driving the rotating shaft portion 171, each petal portion 172 connected to the rotating shaft portion 171 rotates, for example, in the direction of the arrow RL, that is, counterclockwise when viewed from the front.

[0151] The main rotating accessory 170 for performance is configured so that each of the five petal parts 172 gathers around the rotating shaft part 171 when it is located at the origin position shown in FIG. It will have a shape like this. On the other hand, the main rotating accessory 170 for performance is configured such that each of the five petal parts 172 is separated from the rotating shaft part 171 when the main rotating accessory 170 is located at the lowest point position shown in FIG. It becomes shaped like an open flower.

[0152] Each of the five petal parts 172 is molded from a resin material with a translucent color (for example, cherry blossom color), and a through hole is formed in one of the five petal parts 172, and the through hole is formed in one of the five petal parts 172. A magnifying lens LZ is embedded in the hole. With this configuration, part of the light emitted from the display surface 41a of the pattern display device 41 passes through four of the five petal parts 172, and the remaining one petal part 172 (hereinafter referred to as the one petal part) 172 (also referred to as petal portion 172L), the light emitted from the display surface 41a of the symbol display device 41 is magnified and passed through the magnifying lens LZ.

[0153] In summary, the main rotating accessory 170 for performance performs the following four operations or functions. ·Movement operation: Movement from the origin position shown in Figure 3 to the lowest point position shown in Figure 13, and return from the lowest position to the origin position. ·Rotation action: For example, the action of rotating counterclockwise when viewed from the front. · Expansion / contraction operation: At the origin position, each petal portion 172 gathers around the rotating shaft portion 171 to form a closed flower-like shape, and at the lowest point position, each petal portion 172 separates from the rotating shaft portion 171 to form an open flower-like shape. Action that becomes shape ·Light transmission effect: A function of enlarging and transmitting the light emitted from the display surface 41a of the pattern display device 41 through the magnifying lens LZ in one petal portion 172L of the five petal portions 172.

[0154] FIG. 14 is a schematic right side view showing the main rotary accessory for performance 170 and the main rotary accessory for performance drive section 97 (FIG. 10) that operates the main rotary accessory for performance 170. The main rotating accessory 170 for performance includes a rotating shaft portion 171 and five petal portions 172, as described above. The main rotating accessory drive section 97 for performance includes a main rotating accessory rotation motor 174, a rack and pinion mechanism section 175, a pinion connection motor 176, and an enlargement / reduction mechanism section 177.

[0155] The main rotating accessory rotation motor 174 is a unit that controls the above-mentioned rotational operation of the main rotating accessory 170 for performance, and is located at the end of the rotating shaft portion 171 on the opposite side to the side to which the petal portion 172 is connected. is connected to. In response to the driving force of the main rotating accessory rotating motor 174, the main rotating accessory for performance 170 rotates counterclockwise, for example, in the direction of the arrow RL, that is, when viewed from the front. In this embodiment, the speed of this rotation was set to be a constant speed at which each petal portion 172 provided in the main rotating accessory 170 for performance can be visually recognized. The main rotary accessory rotation motor 174 is configured by, for example, a stepping motor.

[0156] The rack and pinion mechanism section 175 and the pinion connection motor 176 are units that control the above-mentioned moving operation of the main rotating accessory 170 for performance. The rack and pinion mechanism section 175 includes a rack 175a and a pinion 175b. A mounting portion 174a of a main rotary accessory rotation motor 174 is connected to one end of the rack 175a. A pinion connection motor 176 is connected to the center shaft of the pinion 175b. The rack and pinion mechanism section 175 can convert the rotational motion of the pinion coupling motor 176 into linear motion. In response to the driving force of the pinion connection motor 176, the main rotary accessory rotation motor 174 and the performance main rotary accessory 170 integrally move back and forth in the vertical direction Y of the game board 30. The pinion connection motor 176 is configured by, for example, a stepping motor.

[0157] The enlarging / reducing mechanism section 177 is a unit that controls the above-mentioned enlarging / reducing operation of the main rotating accessory 170 for performance, and is attached to the rotating shaft section 171 and connected to each petal section 172. The enlarging / reducing mechanism section 177 allows the main rotary accessory 170 for performance to be shaped like a closed flower (hereinafter referred to as a petal closed state) in which each petal section 172 gathers around the rotating shaft section 171 at the origin position. When the main rotary accessory 170 for performance is at the lowest position, each petal portion 172 can be spaced apart from the rotating shaft portion 171 to have an open flower-like shape (hereinafter referred to as an open petal state).

[0158] The main rotary accessory rotation motor 174, pinion connection motor 176, and enlargement / reduction mechanism section 177 provided in the performance main rotary accessory drive unit 97 receive control signals from the MPU 92 of the audio emission control device 90. As a result, the main rotary accessory rotation motor 174, the pinion connection motor 176, and the enlargement / reduction mechanism section 177 are controlled by the sound emission control device 90. As processes for performing this control, the pachinko machine 10 of this embodiment includes a one-shot announcement performance process that performs a one-shot announcement performance, and a big-or-small performance process that performs a big-or-small performance (=big-or-small performance). Execute. The one-shot announcement performance process will be explained in detail next.

[0159] 《1-4-4》One-shot announcement performance: The MPU 92 of the sound emission control device 90 determines by lottery whether or not to execute the one-shot announcement performance when the result of the winning lottery in the game round is a jackpot, and determines to execute the one-shot announcement performance. If so, one-shot announcement performance processing is executed. The one-shot announcement performance is a performance for announcing that the winning lottery result is a jackpot win before the combination of symbols reaches a predetermined combination corresponding to a jackpot win. The above-mentioned lottery for determining whether or not to perform the one-shot announcement performance is performed by generating a random number for one-shot announcement and determining whether or not the random number matches a predetermined value.

[0160] When the execution of the one-shot announcement production process is started, the MPU 92 of the sound emission control device 90 controls the pinion connection motor 176 to use the production The main rotating accessory 170 is moved from the origin position shown in FIG. 3 to the lowest point position shown in FIG. In this embodiment, an origin position detection sensor (not shown) that can detect that the main rotating accessory 170 for performance is at the origin position and a sensor that detects that the main rotating accessory 170 for performance is at the lowest position are used. A possible lowest point position detection sensor (not shown) is provided, and when moving the main rotary accessory 170 for performance from the origin position to the lowest position, the main rotary accessory 170 for performance The pinion connection motor 176 is driven until it is detected by the lowest point position detection sensor.

[0161] The MPU 92 controls the main rotary accessory rotation motor 174 at a timing when a predetermined period of time has elapsed since the start of the movement of the main rotating accessory 170 for performance (timing before reaching the lowest point position). , rotates the main rotary accessory 170 for performance counterclockwise RL when viewed from the front, and controls the enlargement / reduction mechanism section 177 to change each petal section 172 from a petal closed state to a petal open state.

[0162] FIG. 15 is an explanatory diagram showing the operation of the main rotating accessory 170 for performance by the one-shot announcement performance process. As described above, as a result of controlling the main rotating accessory rotation motor 174 and controlling the enlargement / reduction mechanism section 177 at the above timing, the main rotating accessory 170 for performance is moved to the origin as shown in FIG. 15(a). While moving from the position to the lowest point position (while moving in the +Y direction), the flower changes from the petal closed state to the petal open state and rotates counterclockwise RL in front view.

[0163] After that, the MPU 92 controls, when the main rotating accessory 170 for performance reaches the lowest position, the main rotating accessory 170 for performance rotates until a predetermined period elapses from the time it reaches the lowest position, and becomes in the petal open state. continue in the same state. As a result, as shown in FIG. 15(b), the main rotating accessory 170 for performance rotates counterclockwise RL in front view with the petals open for a predetermined period at the lowest point position.

[0164] When the above-mentioned predetermined period has elapsed, the MPU 92 controls the main rotating accessory rotation motor 174 to stop the rotating main rotating accessory 170 for performance, and also controls the enlargement / reduction mechanism section 177. , changes each petal portion 172 from an open petal state to a closed petal state. Thereafter, the MPU 92 controls the pinion coupling motor 176 to return from the lowest position shown in FIG. 13 to the original position shown in FIG. When returning the performance main rotary accessory 170 from the lowest position to the origin position, the pinion connection motor 176 is driven until the performance main rotation accessory 170 is detected by the origin position detection sensor.

[0165] The sound emission control device 90 causes the display control device 100 to display a predetermined image on the display surface 41a of the symbol display device 41 during the predetermined period when the main rotary accessory 170 for production is at the lowest position. conduct. FIG. 15(b) shows the display surface 41a on which a predetermined image is displayed. As explained above, when the main rotating accessory 170 for performance is at the lowest position, the main rotating accessory 170 for performance rotates counterclockwise RL in front view with the petals open for a predetermined period. The magnifying lens LZ provided in the main rotary accessory for performance 170 rotates on a circular orbit centered on the rotation shaft portion 171 of the main rotary accessory for performance 170 when viewed from the front. The audio emission control device 90 has a plurality of (10 in this embodiment) circular high-brightness portions HB arranged at equal intervals so as to overlap the circular orbit when viewed from the front with respect to the display control device 100. The (drawn) image is displayed on the pattern display device 41 as a predetermined image.

[0166] The light emitted from each high-brightness section HB included in the predetermined image travels toward the front side of the game board 30, but on the way, it passes partially through each rotating petal section 172 or hits the player through the gap between adjacent petal sections 172. It passes through the side, or is magnified through a magnifying lens LZ embedded in one petal portion 172L and sent to the player side. For this reason, during a predetermined period when the main rotating accessory 170 for performance is at the lowest position, the player can watch the rotating flower petals 172 and the high brightness that is visible from the gap between the adjacent flower petals 172. The portion HB is magnified by the magnifying lens LZ provided in the petal portion 172L and can be visually recognized as shining.

[0167] According to the one-shot announcement performance configured as described above, during a predetermined period when the main rotating accessory 170 for the performance is at the lowest position, the high brightness part HB shines brightly through the magnifying lens LZ of the rotating petal part 172L. When this becomes visible, it is possible to improve the player's expectation of winning the jackpot and improve the interest of the game. In particular, in the pachinko machine 10 of the present embodiment, the player can see the high-brightness part HB that is magnified by the magnifying lens LZ and shines brightly. It is possible to further improve the interest of children.

[0168] 《1-4-5》Composition of sub-rotating accessories for production: As explained above, each of the pair of sub-rotating accessories 180, 190 for production is arranged below the display surface 41a of the symbol display device 41, and is movable upward from the origin position shown in FIG. It is configured. When each sub-rotating accessory for performance 180, 190 is at the origin position, most of each sub-rotating accessory for performance 180, 190 is hidden by the cover plate 199, and only a part of each sub-rotating accessory for performance 180, 190 is covered. It protrudes from plate 199.

[0169] FIG. 16 is a front view showing a pair of performance sub-rotating accessories 180, 190. First, the presentation sub-rotating accessory 180 placed on the right side when viewed from the front will be described. The performance sub rotating accessory 180 includes a rotating shaft portion 181 and a rotating body 182.

[0170] The rotating body 182 is a flat plate-like member having an outer shape in which one set of opposite sides is parallel and the other set of opposite sides is semicircular. The rotating body 182 is molded from a resin material with a non-transparent color (for example, red). Note that as a modification, the color may be transparent instead of the non-transparent color. A rotating shaft portion 181 is connected to the center of the rotating body 182. The rotating shaft portion 181 extends in the front-rear direction Z of the game board 30 (direction perpendicular to the surface of the game board 30), and is configured to be rotatable around the rotating shaft portion 181. By rotationally driving the rotating shaft portion 181, the rotating body 182 connected to the rotating shaft portion 181 rotates, for example, in the direction of the arrow RL, that is, counterclockwise when viewed from the front. Note that the outer shape of the rotating body 182 is point symmetrical with respect to the center of rotation of the rotating body 182 when the game board 30 is viewed from the front.

[0171] A circular through hole is provided near one end of the rotating body 182 in the longitudinal direction, and a transparent resin 183 is embedded in the through hole. On the transparent resin 183, a character string 183a "BIG" is drawn in rainbow-colored characters. A circular through hole is provided near the other end of the rotating body 182 in the longitudinal direction, and a transparent resin 184 is embedded in the through hole. On the transparent resin 184, a character string 184a "BIG" is drawn in black characters.

[0172] The sub-rotating accessory 180 for performance is configured to be movable in the vertical direction Y, and moves from the origin position to the uppermost position (hereinafter referred to as the uppermost position), and then returns from the uppermost position to the origin position. . Note that a long, flat connecting rod 185 is connected to the rotating shaft portion 181.

[0173] FIG. 17 is a right side schematic diagram showing the sub-rotating accessory for performance 180 and the sub-rotating accessory for performance driving unit 98 that operates the sub-rotating accessory for performance 180. The performance sub-rotating accessory 180 includes a rotating shaft portion 181 and a rotating body 182, as described above. The performance sub-rotating accessory drive section 98 includes a sub-rotating accessory rotation motor 186, a rack and pinion mechanism section 187, and a pinion connection motor 188.

[0174] The motor 186 for rotating the sub-rotating accessory is a unit that controls the rotation of the sub-rotating accessory 180 for performance, and is connected to the end of the rotating shaft portion 181 on the side opposite to the side to which the rotating body 182 is connected. has been done. In response to the driving force of the sub-rotating accessory rotation motor 186, the performance sub-rotating accessory 180 rotates, for example, in the direction of the arrow RL, that is, counterclockwise when viewed from the front. In this embodiment, the speed of this rotation is such that the rotating body 182 provided in the sub-rotating accessory 180 for performance can be visually recognized.

[0175] The rack and pinion mechanism section 187 and the pinion connection motor 188 are units that control the movement of the performance sub-rotating accessory 180. The rack and pinion mechanism section 187 includes a rack 187a and a pinion 187b. A mounting portion 186a of a motor 186 for rotating a sub-rotary accessory is connected to one end of the rack 187a. A pinion connection motor 188 is connected to the center shaft of the pinion 187b. The rack and pinion mechanism section 187 can convert the rotational motion of the pinion coupling motor 188 into linear motion. As a result, receiving the driving force of the pinion connection motor 188, the sub-rotating accessory rotation motor 186 and the production sub-rotating accessory 180 are integrally moved from the origin position shown by the solid line in the diagram to the It moves to the highest point position shown by the broken line, and then returns from the highest point position to the origin position. Note that the illustration of the connecting rod 185 shown in FIG. 16 is omitted in the figure. The connecting rod 185 has a function of hiding the rack 187a when viewed from the front, and does not control the movement of the sub-rotating accessory 180 for performance.

[0176] When the sub-rotating accessory 180 for performance is at the origin position shown by the solid line in the figure, most of the rotating body 182 of the sub-rotating accessory 180 for performance is located behind the cover plate 199 (back side) when viewed from the front. located in a hidden position (on the side). Specifically, in the front-rear direction Z of the game board 30, the rotating body 182 of the sub-rotating accessory for presentation 180 is located behind the cover plate 199, and the sub-rotating accessory for presentation 180 is at the origin position. Sometimes, the sub-rotating accessory 180 for performance is located at a position where most of the rotating body 182 is hidden behind the cover plate 199.

[0177] When the sub-rotating accessory 180 for performance is at the highest point position shown by the broken line in the figure, when the main rotating accessory 170 for performance moves to the lowest position, the sub-rotating accessory 180 for performance is When viewed from the front, it becomes possible to position a part of the rotating body 182 of the sub-rotating accessory 180 for performance to be hidden behind the petal portion 172 of the main rotating accessory 170 for performance. Specifically, in the front-rear direction Z of the game board 30, since the rotating body 182 of the sub-rotating accessory for presentation 180 is located behind the petal portion 172, the sub-rotating accessory for presentation 180 is the highest. When in the point position, a part of the rotating body 182 of the sub-rotating accessory for performance 180 can be located in a position hidden behind the petal portion 172.

[0178] Returning to the explanation of FIG. 16. The sub-rotating accessory for presentation placed on the left side when viewed from the front (hereinafter also referred to as the sub-rotating accessory for second presentation) is the same as the sub-rotating accessory for presentation placed on the right side when viewed from the front (hereinafter referred to as the first presentation sub-rotating accessory). (Also referred to as a sub-rotating accessory) 180, it has almost the same configuration. That is, the second performance sub-rotating accessory 190 includes a rotating shaft portion 191 and a rotating body 192, similar to the first performance sub-rotating accessory 180. The rotating body 192 differs from the rotating body 182 of the first performance sub rotating accessory 180 in that the character strings 193a, 194a drawn on the transparent resin 193, 194 are "SML", and other points are the same. That is, on the rotating body 192, a rainbow-colored character string 193a "SML" and a black character string 194a "SML" are drawn. SML is an abbreviation for SMALL. A long and flat connecting rod 195 is connected to the rotating shaft portion 191.

[0179] The sub-rotating accessory drive unit for performance (hereinafter referred to as the sub-rotating accessory drive unit for second performance) 99 that operates the sub-rotating accessory for second performance 190 also operates the sub-rotating accessory for first performance 180. It has almost the same configuration as the performance sub rotating accessory drive unit 98 (FIG. 17, hereinafter referred to as the first performance sub rotating accessory drive unit) to be operated. That is, the second performance sub-rotating accessory drive section 99 includes a sub-rotating accessory rotation motor, a rack and pinion mechanism section, and a pinion connection motor. Similarly to the first performance sub-rotating accessory drive unit 98, the second performance sub-rotating accessory drive unit 99 rotates the second performance sub-rotating accessory 190 counterclockwise when viewed from the front, and also rotates the second performance sub-rotating accessory 190 counterclockwise when viewed from the front. It is moved from this position to the highest point position, and then returned from the highest point position to the origin position. When the second performance sub-rotating accessory 190 is at the origin position, the second performance sub-rotating accessory 190 is located in a position where most of the rotating body 192 is hidden behind the cover plate 199 when viewed from the front. . When the second performance sub-rotating accessory 190 is at the highest position, when the main performance main rotating accessory 170 moves to the lowest position, the second performance sub-rotating accessory 190 is , it becomes possible to position the rotating body 192 of the second performance sub rotating accessory 190 so as to be partially hidden behind the petal portion 172 of the main rotating accessory 170 for performance.

[0180] 《1-4-6》Big or small production: The big or small effect processing will be explained in detail next. In the big or small performance processing, the main rotating accessory for the performance 170, the sub-rotating accessory for the first performance 180, and the sub-rotating accessory for the second performance 190 cooperate to win a jackpot in the winning lottery. A big or small performance is performed to foretell the number of round games won and the presence or absence of a pending series. First, the control of the main rotating accessory 170 for performance by the big or small performance processing will be explained.

[0181] The MPU 92 of the sound emission control device 90 determines by lottery whether or not to execute the big or small performance when the result of the winning lottery in the game round is a jackpot, and determines to execute the big or small performance. If so, execute the big or small effect processing. The lottery for determining whether or not to perform the big or small performance is performed by generating a random number for the big or small performance and determining whether or not the random number matches a predetermined value.

[0182] When the execution of the big-or-small production process is started, the MPU 92 of the audio emission control device 90 connects the pinion after the game round in which the winning lottery result is a jackpot (at the start of the opening period to be described later). control the motor 176 (see FIG. 14) to move the performance main rotating accessory 170 from the origin position to the lowest position. In addition, the MPU 92 controls the main rotary accessory rotation motor 174 (Fig. 14) to rotate the production main rotating accessory 170 counterclockwise RL when viewed from the front, and control the enlargement / reduction mechanism section 177 (see FIG. 14) to rotate each petal section 172 from the petal closed state. Change to petal open state.

[0183] FIG. 18 is an explanatory diagram showing the operation of the main rotating accessory 170 and the like for performance by the big or small performance processing. As a result of controlling the main rotating accessory rotation motor 174 and controlling the scaling mechanism section 177 at the above timing, the main rotating accessory 170 for performance moves from the origin position to the lowest point, as shown in FIG. 18(a). While moving to the position (while moving in the +Y direction), the flower changes from a closed petal state to an open petal state, and rotates counterclockwise RL in front view.

[0184] After that, when the main rotating accessory 170 for performance reaches the lowest position, the MPU 92 controls the main rotating accessory rotation motor 174 to move the rotating main rotating accessory 170 for performance to a predetermined position. Stop at the rotation stop position. The state shown in FIG. 18(b) is a state where the rotation is stopped at a predetermined rotation stop position. The predetermined rotation stop position (hereinafter referred to as the predetermined rotation stop position) will be described later. Next, after a specific time (for example, 3 seconds) has elapsed since the stopped state, the MPU 92 controls the enlargement / reduction mechanism section 177 to change each petal section 172 from the open petal state to the closed petal state. After that, the MPU 92 controls the pinion connection motor 176 to return the performance main rotating accessory 170 from the lowest position to the original position.

[0185] The predetermined rotation stop position will be explained in detail next. In the pachinko machine 10 of this embodiment, a first predetermined rotation stop position and a second predetermined rotation stop position are prepared in advance as the predetermined rotation stop positions at the lowest position for the main rotating accessory 170 for performance. ing. The first predetermined rotation stop position is a position where it can interact with the first sub-rotating accessory 180 for presentation, and specifically, the main rotating accessory 170 for presentation shown in FIG. 18(b). It's the location. As shown in FIG. 18(b), when the main rotary accessory 170 for performance is at the first predetermined rotation stop position, when the main rotary accessory 170 for performance is With respect to the magnifying lens LZ, the rainbow-colored character string 183a or the black character string 184a drawn on the rotating body 182 of the first sub-rotating accessory 180 that has moved to the top position can overlap. Become. That is, when viewed from the front of the game board 30, with respect to the rainbow-colored character string 183a or the black character string 184a drawn on the rotating body 182 of the first production sub-rotating accessory 180 located at the top point position, The position of the main rotary accessory for performance 170 when the centers of the magnifying lenses LZ provided in the main rotary accessory for performance 170 overlap corresponds to the first predetermined rotation stop position. In the pachinko machine 10 of this embodiment, when the main rotary accessory 170 for performance moves from the origin position to the lowest position, the first performance sub The center of the magnifying lens LZ provided in the main rotating accessory 170 for performance overlaps with the position of the rainbow-colored character string 183a or the black character string 184a drawn on the rotating body 182 of the rotating accessory 180. The main rotary accessory rotating motor 174 is controlled so that the rotating performance main rotating accessory 170 can be stopped at a first predetermined rotation stop position.

[0186] FIG. 19 is an explanatory diagram showing a second predetermined rotation stop position for the main rotating accessory 170 for performance. The second predetermined rotation stop position is a position where it can interact with the second performance sub-rotating accessory 190, and specifically, it is the position of the main performance rotating accessory 170 shown in FIG. 19. . As shown in FIG. 19, when the main rotary accessory 170 for performance is at the second predetermined rotation stop position, when the main rotating accessory 170 for performance is viewed from the front, the magnifying lens LZ provided on the main rotary accessory 170 for performance is On the other hand, the rainbow-colored character string 193a or the black character string 194a drawn on the rotating body 192 of the second performance sub-rotating accessory 190 that has moved to the top position can overlap. That is, when viewed from the front of the game board 30, with respect to the rainbow-colored character string 193a or the black character string 194a drawn on the rotating body 192 of the second production sub-rotating accessory 190 located at the top position, The position of the main rotary accessory for performance 170 when the centers of the magnifying lenses LZ provided in the main rotary accessory for performance 170 overlap corresponds to the second predetermined rotation stop position. In the pachinko machine 10 of this embodiment, when the main rotary accessory 170 for performance moves from the origin position to the lowest point position, the second performance sub The center of the magnifying lens LZ provided in the main rotating accessory 170 for performance overlaps with the position of the rainbow-colored character string 193a or the black character string 194a drawn on the rotating body 192 of the rotating accessory 190. The main rotary accessory rotation motor 174 is controlled so that the rotating performance main rotary accessory 170 can be stopped at a second predetermined rotation stop position.

[0187] It should be noted that whether to adopt the first predetermined rotation stop position or the second predetermined rotation stop position as the predetermined rotation stop position depends on whether the player won the jackpot that triggered the execution of the big or small performance process. It is determined according to the number of round games. Specifically, if the result of the distribution judgment performed during the winning lottery that triggered the execution of the big or small production process is a 16R probability-variable jackpot or a 16R normal jackpot, the main The rotating accessory rotating motor 174 is controlled to stop the main rotating accessory 170 for performance at a first predetermined rotation stop position. On the other hand, if the result of the distribution judgment executed during the winning lottery that triggered the execution of the big or small production process is an 8R probability-variable jackpot or an 8R normal jackpot, the main rotating accessory is placed at the lowest position. The rotation motor 174 is controlled to stop the performance main rotating accessory 170 at a second predetermined rotation stop position.

[0188] In the big or small performance processing, the main rotating accessory for the performance described above is controlled, as well as the sub rotating accessory for the first performance 180 and the sub rotating accessory for the second performance 190 are controlled. . Control of the first performance sub-rotating accessory 180 and the second performance sub-rotating accessory 190 will be described next. In addition, in the pachinko machine 10 of this embodiment, the first performance sub-rotating accessory 180 and the second performance sub-rotating accessory 180 and the second performance sub-rotating accessory 190 are arranged so that the first performance sub-rotating accessory 180 and the second performance sub-rotating accessory 190 move in the same manner. The second performance sub-rotating accessory 190 is controlled.

[0189] When the big or small performance processing starts, the MPU 92 of the audio emission control device 90 moves each pinion connection motor in synchronization with moving the main rotating accessory 170 for performance from the origin position to the lowest position. (See FIG. 17), each of the performance sub-rotating accessories 180, 190 is moved from the origin position to the highest point position. The moving speed at this time was kept constant. In addition, the MPU 92 controls each sub-rotating accessory rotation motor 186 ( (see FIG. 17) to rotate each production sub-rotating accessory 180, 190 counterclockwise RL when viewed from the front. The rotation speed at this time was kept constant. As a result, as shown in FIG. 18(a), each production sub-rotating accessory 180, 190 rotates counterclockwise RL in front view while moving from the origin position to the highest point position (while moving in the -Y direction). Rotate to . In addition, when the main rotating accessory for performance 170 and each sub-rotating accessory for performance 180, 190 are in the form shown in FIG. 18(a), each sub-rotating accessory for performance is Since the objects 180 and 190 are spaced apart, the rotating bodies 182 and 192 of the sub rotating accessory objects 180 and 190 can pass through the petal portion 172 of the main rotating accessory object 170 when the game board 30 is viewed from the front. It is clearly visible. In addition, in the pachinko machine 10 of this embodiment, as explained earlier, in synchronization with moving the main rotating accessory 170 for presentation from the origin position to the lowest position, each sub rotating accessory 180, 190 for presentation is moved. is moved from the origin position to the highest point position, but the timings of both movements do not necessarily have to coincide, and as a modification, the timings of both movements may be shifted. Specifically, a configuration may be adopted in which the main rotating accessory for presentation 170 is first moved to the lowest point position, and then each sub rotating accessory for presentation 180, 190 is moved to the highest point position, or each sub rotating accessory for presentation may be moved to the lowest position. It may be configured such that the main rotating accessory 170 for performance is moved to the lowest point position after the rotating accessories 180, 190 are first moved to the highest point position.

[0190] After that, when each sub-rotating accessory 180, 190 for performance reaches the highest point position, the MPU 92 controls each sub-rotating accessory rotation motor 186 to rotate each rotating sub-rotating accessory 180, 190 for performance. Stop at a specific rotation stop position. The state shown in FIG. 18(b) is a state where the rotation stops at a specific rotation stop position. The specific rotation stop position (hereinafter referred to as a specific rotation stop position) will be described later. The timing at which each sub-rotating accessory for performance 180, 190 stops at a specific rotation stop position is controlled to be synchronized with the timing at which the main rotating accessory for performance 170 stops at a predetermined rotation stop position at the lowest position. . Note that the timings of stopping the rotations of both do not necessarily have to be the same, and as a modification, the timings of stopping the rotations of both may be staggered. Specifically, the rotating main rotating accessory 170 for performance is first stopped at a predetermined rotation stop position, and then the rotating sub rotating accessory 180, 190 for performance is stopped at a specific rotation stop position. Alternatively, the rotating sub-rotating accessories 180, 190 for performance may be first stopped at a specific rotation stop position, and then the rotating main rotating accessory 170 for performance is stopped at a predetermined rotation stop position. You can also use it as Next, after a specific period of time (for example, 3 seconds) has elapsed since the stopped state, the MPU 92 controls each pinion connection motor 188 to move each production sub-rotating accessory 180, 190 from the top position to the origin position. Restore until.

[0191] The specific rotation stop position will be explained in detail next. In the pachinko machine 10 of this embodiment, a first specific rotation stop position and a second specific rotation stop position are prepared in advance as the specific rotation stop positions at the highest point positions for each sub-rotating accessory 180, 190 for performance. ing. The first specific rotation stop position is a position where the rainbow-colored character string 183a (or 193a) is on the upper side, as shown in FIG. The second specific rotation stop position is a state in which the vertical direction is reversed from that shown in FIG. 16, that is, a position where the black character string 184a (or 194a) is on the upper side.

[0192] In FIG. 18(b), in synchronization with the main rotating accessory 170 reaching the lowest position, each of the sub rotating accessories 180, 190 reaches the highest position, and then each of the sub The rotating accessories 180, 190 are shown stopped at the first specific rotation stop position. As described above, at the first specific rotation stop position, each performance sub-rotating accessory 180, 190 is in a state with the rainbow-colored character string 183a (or 193a) facing upward. On the other hand, in the state shown in FIG. 18(b), the main rotary accessory 170 for performance stops at the first predetermined rotation stop position at the lowest point position, so when the game board 30 is viewed from the front, the main rotating accessory 170 for performance is The rainbow-colored character string 183a "BIG" drawn on the rotating body 182 of the first sub-rotating accessory 180 overlaps the magnifying lens LZ provided on the main rotating accessory 170. That is, the main rotating accessory for presentation 170 in a rotating state and the first sub rotating accessory for presentation 180 in a rotating state both stop, and the magnifying lens provided on the main rotating accessory for presentation 170 stops. The rainbow-colored character string 183a "BIG" drawn on the rotating body 182 of the first performance sub-rotating accessory 180 perfectly overlaps with the LZ. On the other hand, the rainbow-colored character string 193a drawn on the rotating body 192 of the second performance sub rotating accessory 190 does not overlap the position of the magnifying lens LZ.

[0193] Regarding FIG. 19, in synchronization with the main rotating accessory 170 for presentation reaching the lowest point position, each of the sub rotating accessories 180, 190 for presentation reaches the highest point position, and then each sub rotating accessory for presentation 180 and 190 are shown stopped at the first specific rotation stop position. In the state shown in FIG. 19, the main rotary accessory for performance 170 stops at the second predetermined rotation stop position at the lowest point position. The rainbow-colored character string 193a "SML" drawn on the rotating body 192 of the second performance sub-rotating accessory 190 overlaps with the magnifying lens LZ provided in the display. That is, the main rotary accessory for performance 170 in a rotating state and the sub-rotary accessory for performance 190 in a rotated state both stop, and the magnifying lens provided on the main rotary accessory for performance 170 stops. The rainbow-colored character string 193a "SML" drawn on the rotating body 192 of the second performance sub-rotating accessory 190 perfectly overlaps the LZ. On the other hand, the rainbow-colored character string 183a drawn on the rotating body 182 of the first performance sub rotating accessory 180 does not overlap the position of the magnifying lens LZ.

[0194] FIG. 20 is an explanatory diagram showing the second specific rotation stop position for each production sub-rotating accessory 180, 190. In FIG. 20, in synchronization with the main rotating accessory 170 for presentation reaching the lowest point position, each of the sub rotating accessories 180, 190 for presentation reaches the highest point position, and then each sub rotating accessory for presentation 180 and 190 are shown stopped at the second specific rotation stop position. As described above, at the second specific rotation stop position, each performance sub-rotating accessory 180, 190 is in a state with the black character string 184a (or 194a) facing upward. On the other hand, in the state shown in FIG. 20, the main rotary role for performance 170 stops at the first predetermined rotation stop position at the lowest point position. The black character string 184a "BIG" drawn on the rotating body 182 of the first performance sub-rotating accessory 180 overlaps the magnifying lens LZ provided on the object 170. That is, the main rotating accessory for presentation 170 in a rotating state and the first sub rotating accessory for presentation 180 in a rotating state both stop, and the magnifying lens provided on the main rotating accessory for presentation 170 stops. The black character string 184a "BIG" drawn on the rotating body 182 of the first performance sub-rotating accessory 180 perfectly overlaps with LZ. On the other hand, the black character string 194a drawn on the rotating body 192 of the second performance sub rotating accessory 190 does not overlap the position of the magnifying lens LZ.

[0195] Regarding FIG. 21, in synchronization with the main rotating accessory for presentation 170 reaching the lowest point position, each sub rotating accessory for presentation 180, 190 reaches the highest point position, and then each sub rotating accessory for presentation 180 and 190 are shown stopped at the second specific rotation stop position. In the state shown in FIG. 21, the main rotating accessory 170 for performance stops at the second predetermined rotation stop position at the lowest point position, so when the game board 30 is viewed from the front, the main rotating accessory 170 for performance The black character string 194a "SML" drawn on the rotating body 192 of the second presentation sub rotating accessory 190 overlaps with the magnifying lens LZ provided in the display. That is, the main rotary accessory for performance 170 in a rotating state and the sub-rotary accessory for performance 190 in a rotated state both stop, and the magnifying lens provided on the main rotary accessory for performance 170 stops. The black character string 194a "SML" drawn on the rotating body 192 of the second performance sub-rotating accessory 190 perfectly overlaps with LZ. On the other hand, the black character string 184a drawn on the rotating body 182 of the first performance sub rotating accessory 180 does not overlap the position of the magnifying lens LZ.

[0196] It should be noted that which of the first specific rotation stop position and the second specific rotation stop position is adopted as the specific rotation stop position is determined depending on the presence or absence of a pending series. Specifically, if the result of the determination of the presence or absence of a pending series, which is executed at the end of the game round related to the jackpot winning that triggered the execution of the big or small production process, is that there is a pending series, the sub-rotation for each production Each sub-rotating accessory rotation motor 186 is controlled at the highest point position of the accessory 180, 190 to stop each production sub-rotating accessory 180, 190 at a first specific rotation stop position. On the other hand, if the determination result of the presence or absence of a pending series, which is executed at the end of the game round related to the jackpot winning that triggered the execution of the big or small production process, is that there is no pending series, each production sub rotating accessory 180, 190 At the highest point position, each main rotating accessory rotating motor 174 is controlled to stop each performance sub rotating accessory 180, 190 at a second specific rotation stop position.

[0197] The sound emission control device 90 controls the display control device 100 to display the display surface 41a of the symbol display device 41 during the specific time period in which the main rotary accessory 170 for production stops rotating at the lowest position. Performs processing to display a predetermined image. The predetermined image is the same image as the predetermined image displayed during the one-shot announcement performance. That is, as shown in FIG. 18(b) and FIGS. 19 to 21, the magnifying lens LZ is movable when the main rotating accessory 170 for performance is at the lowest position on the display surface 41a of the symbol display device 41. An image in which a plurality of (10 in this embodiment) circular high-brightness portions HB are arranged at equal intervals so as to overlap a circular orbit is displayed as a predetermined image.

[0198] The light emitted from each high-brightness section HB included in the predetermined image travels toward the front side of the game board 30, but on the way, it is blocked by each petal section 172 or passes through gaps between adjacent petal sections 172 toward the player. The image is then magnified via a magnifying lens LZ embedded in one petal portion 172L and sent to the player side. According to the big or small performance processing, as described above, when the game board 30 is viewed from the front, the first performance sub-rotating accessory 180 or the second performance sub-rotating accessory 190 is displayed with respect to the magnifying lens LZ. Since the character strings (any one of 183a, 184a, 193a, and 194a) provided in the predetermined image overlap, the character string is enlarged and displayed in a conspicuous manner using light emitted from the high-brightness portion HB included in the predetermined image. I can do it.

[0199] In summary, according to the big or small performance processing, the main rotating accessory for the performance 170, the sub-rotating accessory for the first performance 180, and the sub-rotating accessory for the second performance 190 operate as follows. become.

[0200] When the execution of the big or small production process is started, after the end of the game round in which the result of the winning lottery is a jackpot, the main rotating accessory 170 for production moves from the origin position to the lowest position shown in FIG. 3. At the same time, the first performance sub-rotating accessory 180 and the second performance sub-rotating accessory 190 move from the origin position shown in FIG. 3 to the highest point position. The main rotating accessory 170 for performance changes from a closed petal state to an open petal state while moving from the origin position to the lowest point position, and also rotates counterclockwise RL when viewed from the front. The first performance sub-rotating accessory 180 and the second performance sub-rotating accessory 190 rotate counterclockwise RL when viewed from the front while moving from the origin position to the top position (see FIG. 18). In addition, as a modification of this embodiment, when the main rotating accessory for presentation 170 and the first and second rotating sub-rotating accessories for presentation 180, 190 start moving, a sound saying "Big or Small" is output. It may also be a configuration.

[0201] When the main rotating accessory 170 for performance reaches the lowest position, it stops at the first or second predetermined rotation stop position. When the first performance sub-rotating accessory 180 and the second performance sub-rotating accessory 190 reach the highest point position, they stop at the first or second specific rotation stop position. In addition, the timing at which the main rotating accessory for performance 170 stops at a predetermined rotation stop position at the lowest point position and the timing at which each sub rotating accessory for performance 180, 190 stops at a specific rotation stop position are controlled to be synchronized. ing. Thereafter, the main rotating accessory for performance 170, the sub rotating accessory for first performance 180, and the sub rotating accessory for second performance 190 maintain a stopped state for a specific time (for example, 3 seconds). During this specific time period, the main rotating accessory for performance 170, the sub rotating accessory for first performance 180, and the sub rotating accessory for second performance 190, Alternatively, it may take the form shown in FIG.

[0202] According to the form shown in FIG. 18(b), the rainbow-colored character string 183a drawn on the rotating body 182 of the first sub-rotating accessory 180 is enlarged and displayed by the magnifying lens LZ. Ru. According to the form shown in FIG. 19, the rainbow-colored character string 193a "SML" drawn on the rotating body 192 of the second performance sub-rotating accessory 190 is enlarged and displayed by the magnifying lens LZ. According to the form shown in FIG. 20, the black character string 184a drawn on the rotating body 182 of the first performance sub rotating accessory 180 is enlarged and displayed by the magnifying lens LZ. According to the embodiment shown in FIG. 21, a black character string 194a "SML" drawn on the rotating body 192 of the second performance sub rotating accessory 190 is enlarged and displayed by the magnifying lens LZ. In other words, when the main rotating accessory for production 170 and the sub rotating accessories for production 180, 190 are in the form shown in FIG. 18(b), FIG. 19, FIG. 20, or FIG. The rainbow-colored character string 183a drawn on the rotating bodies 182, 192 of the sub-rotating accessories 180, 190, the rainbow-colored character string 193a "SML", the black character string 184a "BIG", or the black character string 184a The character string "SML" 194a becomes visible through the petal portion 172L equipped with the magnifying lens LZ.

[0203] During the above specific time period, the main rotating accessory for performance 170, the sub rotating accessory for first performance 180, and the sub rotating accessory for second performance 190, As explained earlier, which of the forms shown in FIG. 21 can be taken is determined from the result of the distribution judgment performed during the winning lottery that triggered the execution of the big or small production process. This is determined based on the number of round games played and the result of determining whether there is a pending series executed at the end of the game round related to the jackpot winning that triggered the execution of the big or small performance process. That is, when the number of round games is 16 and there is a pending game, the form shown in FIG. It can take the form of a display. If the number of round games is 16 and there are no pending games, the format shown in FIG. 20, that is, the black character string 184a "BIG" is enlarged and displayed by the magnifying lens LZ. obtain. When the number of round games is 8 and there is a pending game, the form shown in FIG. 19, that is, the form in which the rainbow-colored character string 193a "SML" is enlarged and displayed by the magnifying lens LZ is displayed. It can be taken. If the number of round games is 8 and there are no pending games, the format shown in FIG. 21, that is, the black character string 194a "SML" is enlarged and displayed by the magnifying lens LZ. obtain.

[0204] Therefore, according to the pachinko machine 10 of the present embodiment, after the end of the game round in which the winning lottery result is a jackpot, the main rotary accessory 170 for performance rotates and descends to the lowest position. , the first and second presentation sub-rotating accessories 180, 190 rise to the highest position while rotating, and then the main presentation rotating accessory 170 and the first and second presentation sub-rotating accessories 180, 190. Both stop rotating, and the magnifying lens LZ provided in the main rotating accessory for presentation 170 displays any of the character strings 183a, 184a, 193a, 194a drawn on the first or second sub rotating accessory for presentation 180, 190. By executing the big-or-small effect of enlarging the display, it is possible to notify the player of the number of round games and the presence or absence of a pending series.

[0205] According to the big or small performance with the above configuration, the character strings 183a, 184a drawn on the first or second sub-rotating accessory 180, 190, It is possible to give the player a sense of urgency (feeling of excitement) as to which of 193a and 194a will match (will it stop?). On top of that, according to the Big or Small performance, the rainbow-colored character string 183a of "BIG" is drawn on the first performance sub-rotating accessory 180 by the magnifying lens LZ provided in the main rotating accessory 170 for the performance. is displayed in an enlarged manner, the number of winning round games when winning a jackpot in a winning lottery becomes 16, and the player can be given the double pleasure of having a pending series. Furthermore, according to the Big or Small performance, the black character string 184a drawn on the first performance sub-rotating accessory 180 is enlarged by the magnifying lens LZ provided in the main rotating accessory 170 for the performance. is displayed, it is possible to give the player the joy of playing 16 rounds if he or she wins a jackpot in the winning lottery. It is possible to give the player a slight feeling of disappointment that there is no series. Also, according to the Big or Small production, the rainbow-colored "SML" character string 193a drawn on the second production sub-rotating accessory 190 is enlarged by the magnifying lens LZ provided in the main rotating accessory 170 for the performance. When displayed, it is possible to give the player the joy of knowing that there will be a reserved series in the event of winning a jackpot in the winning lottery. It is possible to give the player a slight feeling of disappointment when the number of times reaches eight. Furthermore, according to the Big or Small performance, the black character string 194a of "SML" drawn on the second performance sub-rotating accessory 190 is enlarged by the magnifying lens LZ provided in the main rotating accessory 170 for the performance. If this is displayed, if you win the jackpot in the winning lottery, the number of winning round games will be 8 and there will be no pending rounds, so you will feel that it was better than not winning the jackpot (and a little disappointment). (feelings) can be given to the player. Therefore, according to the pachinko machine 10 of this embodiment, it is possible to improve the interest of the game.

[0206] FIG. 22 is a schematic side view of a rotating device of a comparative example. The rotating device includes a rotating performance accessory 970, a rotating motor 974, an enlargement / reduction mechanism section 977, and an LED (light emitting diode) 979. The rotating accessory 970 for performance includes a rotating shaft portion 971 and a plurality of petal portions 972. Each petal portion 972 is a plate-like member, similar to the petal portion 172 in the pachinko machine 10 of this embodiment, and has a petal shape when viewed from the front. The rotation motor 974 has almost the same configuration as the main rotation accessory rotation motor 174 in the pachinko machine 10 of this embodiment. The enlargement / reduction mechanism section 977 has almost the same configuration as the enlargement / reduction mechanism section 177 in the pachinko machine 10 of this embodiment. In the rotating device of this comparative example, each petal portion 972 is formed of a translucent material. An LED 979 is attached to the back side of each petal portion 972. Each LED 979 illuminates each of the translucent petal portions 972 from the back side. The mounting position of each LED 979 is close to each petal portion 972, and each LED 979 is configured to rotate in synchronization with each petal portion 972. That is, in the pachinko machine 10 of this embodiment, by displaying an image in which the circular high-brightness portion HB is drawn on the display surface 41a of the pattern display device 41, the high-brightness portion HB is used as a light source that illuminates the petal portion 172L. In contrast, in the conventional rotating device, the LED 979 attached very close to the back side of the petal portion 972 directly illuminates each petal portion 972.

[0207] In the rotating device of the above comparative example, the distance between each petal portion 972 and each LED 979 was short. Therefore, in the rotating device of the comparative example, it was impossible to insert a plate-shaped member between each petal portion 972 and each LED 979. In contrast, in the pachinko machine 10 of the present embodiment, the light source that illuminates the petal portion 172L is configured by the high-brightness portion HB displayed on the display surface 41a of the pattern display device 41, so that the petal portion 172L and the petal The distance between the part 172L and the light source that illuminates it is increased, so that it is possible to insert the sub-rotating accessories 180, 190 for performance into the space between the part 172L and the light source. As a result, in the pachinko machine 10 of the present embodiment, the second performance sub-rotating accessory 190 can be made to cooperate with the first performance sub-rotating accessory 180 having the petal portion 172L, and the cooperation can be In this embodiment, it is possible to implement a big-or-small performance for announcing the number of round games won and the presence or absence of a pending series when a jackpot is won in a winning lottery.

[0208] Furthermore, in the pachinko machine 10 of the present embodiment, the main rotating accessory 170 for performance includes a plurality of petal sections 172 that are rotatable around a rotating shaft section 171, and one of the plurality of petal sections 172. The petal portion 172L is equipped with a magnifying lens LZ so that the high brightness portion HB included in the predetermined image displayed on the display surface 41a of the pattern display device 41 can be visually recognized, and can be set in a predetermined rotating state and a predetermined stopped state. It can be switched to Each rotating body 182, 192 provided in each sub-rotating accessory 180 for performance is configured to be rotatable, and can be visually recognized without passing through the petal portion 172L of the main rotating accessory 170 for performance when the game board 30 is viewed from the front. between a first position (see, for example, FIG. 18(a)) and a second position (see, for example, FIG. 18(b), FIG. 19, FIG. 20, or FIG. 21) visible through the petal portion 172L. It can be displaced by Furthermore, in the pachinko machine 10 of the present embodiment, in the one shot announcement performance, the high brightness part HB is in the first state visible through the magnifying lens LZ of the rotating petal part 172L, and in the big or small performance, the rotating petal part As the rotating bodies 182 and 192 provided in each sub-rotating accessory 180 for performance move to the back side of 172L, the rotating body 182 or the rotating body 192 blocks the light from the high brightness section HB, and the rotating body 182 Alternatively, a second state is reached in which the rotating body 192 becomes visible through the magnifying lens LZ of the petal portion 172L. For this reason, when the first state is reached due to the one-shot notification performance, as explained earlier, the winning lottery result will be determined to be the jackpot winning before the combination of symbols becomes the predetermined combination corresponding to the jackpot winning. It is possible to notify the player of certain things. In addition, when the second state occurs due to the big or small performance, as explained earlier, it is possible to determine whether the number of round games won will be 16 or 8, whether there is a pending series or not. This can be notified to the players. Therefore, in the pachinko machine 10 of the present embodiment, the one-shot announcement performance gives the player the joy of knowing that the winning lottery result will be a jackpot winning before the combination of symbols reaches a predetermined combination corresponding to a jackpot winning. In addition to being able to do so, the big-or-small effect creates a sense of anticipation and a little bit of anticipation, such as whether the number of round games won will be 16 or 8 if you win a jackpot in the winning lottery, and whether there will be a pending series or not. A feeling of disappointment can be given to the player. As a result, the pachinko machine 10 of this embodiment can improve the interest of the game.

[0209] Furthermore, in the pachinko machine 10 of the present embodiment, the outer shapes of the rotating bodies 182, 192 provided in the sub-rotating accessories 180, 190 for performance are symmetrical with respect to the center of rotation of the rotating bodies 182, 192 when the game board 30 is viewed from the front. Since they are point symmetrical, the beauty of the rotating bodies 182, 192 can be enhanced when the sub-rotating accessories 180, 190 for performance are rotated. Therefore, it is possible to further improve the interest of the game.

[0210] Furthermore, in the pachinko machine 10 of this embodiment, the petal part 172 included in the main rotating accessory 170 for performance and the rotating bodies 182, 192 provided in the sub rotating accessory 180, 190 for performance are configured to be formed of a resin material. Since these parts can be easily formed, there is a high degree of freedom in the shape of these parts. For this reason, it is possible to make a production using the main rotating accessory for production 170 equipped with these parts and the sub-rotating accessory for production 180, 190, that is, a one-shot announcement production or a big-or-small production, with a higher impact. . Therefore, it is possible to further improve the interest of the game.

[0211] In the pachinko machine 10 of the present embodiment, the rotating shaft portion 171 provided in the main rotating accessory 170 for performance is arranged along the direction perpendicular to the surface of the game board 30. The petal portion 172 can be rotated on a parallel plane with high accuracy. Therefore, it is easy to increase the outer diameter of the main rotating accessory 170 for performance, and as a result, the one-shot announcement performance and the big-or-small performance can be made more spectacular. Therefore, it is possible to further improve the interest of the game.

[0212] Further, conventionally known rotating accessories are equipped with a light emitting part and can perform an effect of simply rotating while the light emitting part is emitting light. In contrast, in the pachinko machine 10 of the present embodiment, a light source that can illuminate the main rotary accessory 170 for performance, which is an example of the first rotating body, and the petal portion 172L of the main rotary accessory 170 for performance from the back side. Since the symbol display device 41 that functions as This is a production in which the main rotating accessory for production 170 and sub-rotating accessories for production 180, 190, which are examples of the second rotating body, interact with each other, and the main rotating accessory for production 170 itself mainly rotates. It is now possible to perform both or and small production. That is, in the pachinko machine 10 of this embodiment, by making the rotating accessory and the light source independent, it has become possible to realize more diverse types of effects than before. Furthermore, in the pachinko machine 10 of this embodiment, the symbol display device 41 functioning as the light source can perform various effects such as a variable display to notify the result of a winning lottery and a character display. This allows for more efficient use of the equipment.

[0213] 《1-5》Various processes executed in the main controller: Next, an example of specific control for executing the above-described process in the pachinko machine 10 of this embodiment will be explained. Processing executed in main control device 60 will be explained first, and then processing executed in audio emission control device 90 and display control device 100 will be explained.

[0214] In order to advance the game in each game round, the MPU 62 of the main control device 60 executes timer interrupt processing and normal processing. These processes will be explained next. In addition to timer interrupt processing and normal processing, the MPU 62 executes NMI interrupt processing activated by input of a power outage signal, but a description of these processing will be omitted.

[0215] <Timer interrupt processing> FIG. 23 is a flowchart showing timer interrupt processing. As described above, the timer interrupt process is started by the MPU 62 of the main control device 60 periodically (for example, every 2 msec).

[0216] In step Sx0101, reading processing for various detection sensors 67a to 67e is executed. That is, the states of the various detection sensors 67a to 67e connected to the main controller 60 are read, the states of the sensors are determined, and the detection information (ball entry detection information) is saved. Then, proceed to step Sx0102.

[0217] In step Sx0102, the random number initial value counter CINI is updated. Specifically, 1 is added to the random number initial value counter CINI, and when the counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of ​​the RAM 64. Then, proceed to step Sx0103.

[0218] In step Sx0103, the values ​​of the hit random number counter C1, jackpot type counter C2, reach random number counter C3, electric accessory opening counter C4, and fluctuation type counter CS are updated. Specifically, 1 is added to each of the hit random number counter C1, jackpot type counter C2, reach random number counter C3, electric accessory release counter C4, and fluctuation type counter CS, and each of these counter values ​​reaches the maximum value. If so, clear them to 0. Then, the updated values ​​of each counter C1 to C4 are stored in the corresponding buffer area of ​​the RAM 64. Then, proceed to step Sx0104. Note that the value of the variation type counter CS is updated in normal processing (FIG. 27), which will be described later.

[0219] In step Sx0104, a ball entering process for the starting port is executed when the ball enters the first starting port 33 and the second starting port 34. Details of the ball entry process for the starting port in step Sx0104 will be described later. After executing step Sx0104, proceed to step Sx0105.

[0220] In step Sx0105, through ball entry processing is executed when the ball enters the through gate 35. Details of the through ball entry process in step Sx0105 will be described later. After executing step Sx0105, the MPU 62 ends the timer interrupt processing.

[0221] <Ball entry process for starting port> Next, the ball entry process for the starting port will be explained. Ball entrance processing for the starting port is executed by the MPU 62 of the main controller 60 as a timer interrupt processing subroutine (FIG. 23: Sx0104).

[0222] FIG. 24 is a flowchart showing the ball entry process for the starting port. In step Sx0201, it is determined whether the game ball has entered the first starting port 33 (starting ball) based on the detection state of the detection sensor corresponding to the first starting port 33. In step Sx0201, if it is determined that the game ball has entered the first starting port 33 (Sx0201: YES), the process proceeds to step Sx0202, and the prize ball is used to cause the payout control device 70 to pay out three game balls. Set command. Then, proceed to step Sx0203.

[0223] In step Sx0203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the game ball has entered the first starting port 33. Then, proceed to step Sx0204.

[0224] In step Sx0204, the starting pending number RaN (hereinafter also referred to as the first starting pending number RaN), which is the value stored in the pending number storage area of ​​the first holding area Ra, is read, and the first starting pending number RaN will be described later. Set as a processing target. The first starting pending number RaN indicates the number of balls being held based on balls entering the first starting port 33. Then, proceed to step Sx0209.

[0225] If it is determined in step Sx0201 that the game ball has not entered the first starting port 33 (Sx0201: NO), the process advances to step Sx0205, and it is determined whether the game ball has entered the second starting port 34 or not. is determined based on the detection state of the detection sensor corresponding to the second starting port 34.

[0226] In step Sx0205, if it is determined that the game ball has entered the second starting port 34 (Sx0205: YES), the process proceeds to step Sx0206, and the prize ball is used to cause the payout control device 70 to pay out three game balls. Set command. Then, proceed to step Sx0207. On the other hand, in step Sx0205, if it is determined that the game ball has not entered the second starting port 34 (Sx0205: NO), the ball entering process for the main starting port is ended.

[0227] In step Sx0207, external signal setting processing is performed in order to output a signal to the management control device on the gaming hall side that the game ball has entered the second starting port 34. Then, proceed to step Sx0208.

[0228] In step Sx0208, the starting pending number RbN (hereinafter also referred to as the second starting pending number RbN), which is the value stored in the pending number storage area of ​​the second holding area Rb, is read, and the second starting pending number RbN will be described later. Set as a processing target. The second starting hold number RbN indicates the hold number based on balls entering the second starting port 34. Then, proceed to step Sx0209.

[0229] In step Sx0209, it is determined whether the start pending number N (RaN or RbN) set in step Sx0204 or step Sx0208 described above is less than the upper limit value (4 in this embodiment). In step Sx0209, if the starting pending number N is not less than the upper limit value (Sx0209: NO), the entry process for the main starting port is ended.

[0230] On the other hand, in step Sx0209, if the starting pending number N is less than the upper limit (Sx0209: YES), the process advances to step Sx0210, where 1 is added to the starting pending number N of the corresponding holding area, and then the process advances to step Sx0211. , 1 is added to the value stored in the total pending number storage area (hereinafter referred to as the total pending number CRN). The total pending number CRN indicates the total value of the first starting pending number RaN and the second starting pending number RbN. Then, proceed to step Sx0212.

[0231] In step Sx0212, each value of the hit random number counter C1, jackpot type counter C2, reach random number counter C3, and fluctuation type counter CS updated in step Sx0103 (Fig. 23) is transferred to the first of the free storage areas of the corresponding holding area. It is stored in a storage area, that is, a storage area corresponding to the number of pending items added by 1 in step Sx0210. Specifically, when the first start pending number RaN is set as the processing target, each value of the hit random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step Sx0103 is It is stored in the first storage area among the free storage areas of the first reservation area Ra, that is, the storage area corresponding to the first start reservation number RaN added by 1 in step Sx0210. In addition, if the second starting pending number RbN is set as the processing target, the values ​​of the hit random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step Sx0103 are set as the second pending number RbN. It is stored in the first storage area among the free storage areas of area Rb, that is, the storage area corresponding to the second start pending number RbN to which 1 was added in step Sx0210. After executing step Sx0212, proceed to step Sx0213.

[0232] In step Sx0213, a destination determination process is executed. The destination determination process is based on the information (pending information) of each value of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3. This is a process in which a determination as to whether or not a game has occurred is performed before the pending information becomes a target of a winning lottery by the main control device 60. Details of the destination determination process will be described later. After executing step Sx0213, proceed to step Sx0214.

[0233] In step Sx0214, processing for setting a pending command is executed. Specifically, the determination result of the destination determination process executed based on the information (pending information) of each value of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 is set as the pending command.

[0234] The hold command indicates the occurrence of a ball entering the first starting port 33 or the second starting port 34 and the judgment result (first judgment information) of the first judgment process based on the holding information acquired based on the ball entering. This is a command to have the sub-side control device confirm the pending information before it becomes a target of the winning lottery by the main control device 60. The hold command is transmitted to the audio emission control device 90 in command output processing (FIG. 27: Step Sx0503) of normal processing, which will be described later.

[0235] Further, when receiving a hold command transmitted based on the ball entering the first starting port 33, the audio emission control device 90 holds the display in the first starting port holding area Ds1 of the symbol display device 41. A command is sent to the display control device 100 to make the change in accordance with the increase in the number of display devices. The display control device 100 that received the command changes the display in the first starting opening holding area Ds1 of the symbol display device 41 in accordance with the increase in the number of holding pieces. On the other hand, when receiving the hold command transmitted based on the ball entering the second starting port 34, the audio light emission control device 90 holds the display in the second starting port holding area Ds2 of the symbol display device 41. A command is sent to the display control device 100 to make the change in accordance with the increase in the number of display devices. The display control device 100 that received the command changes the display in the second starting opening holding area Ds2 of the symbol display device 41 in accordance with the increase in the number of holding pieces.

[0236] After executing step Sx0214, the MPU 62 of the main controller 60 ends the ball entry process for the main starting port.

[0237] <First judgment process> Next, the destination determination process will be explained. The destination determination process is executed by the MPU 62 of the main controller 60 as a subroutine of the ball entry process for the starting port (FIG. 24: Sx0213).

[0238] FIG. 25 is a flowchart showing the destination determination process. As described above, in the preliminary determination process, based on the pending information, judgments such as determining the validity of the winning lottery, determining the type of jackpot, and determining whether a reach has occurred are performed based on the pending information. This is a process that is executed before the target.

[0239] In step Sx0301, the value of the hit random number counter C1 stored in the storage area by the ball entering the starting hole in the ball entering process for the starting hole (FIG. 24) is grasped. After that, the process proceeds to step Sx0302, and the lottery mode at the time when the winning lottery based on the current ball entry is executed as a game round is determined. Specifically, the judgment result of the previous judgment process executed by the ball entering before the current ball entering is read from the corresponding storage area, and it is determined whether there is a probability-variable jackpot that occurs before the winning lottery due to the current ball entering. The lottery mode at the time when the winning lottery based on the current ball entry is executed as a game round is determined by determining whether or not there is a winning lottery in the falling lottery.

[0240] In step Sx0302, if it is determined that the lottery mode is low probability mode at the time when the winning lottery based on the current ball entry is executed as a game round, (Sx0302: YES), the process advances to step Sx0303, and the win / fail table is stored. Refer to the low probability mode validity table (FIG. 7(a)) stored in area 63a. After that, the process proceeds to step Sx0305, and as a result of referring to the low probability mode win / fail table, it is determined whether or not the information on the value of the hit random number counter C1 that has been grasped this time corresponds to a jackpot.

[0241] On the other hand, in step Sx0302, if it is determined that the lottery mode is not the low probability mode at the time when the winning lottery based on the current ball entry is executed as a game round (Sx0302: NO), the process advances to step Sx0304, and the win / fail table is stored. Refer to the high probability mode validity table (FIG. 7(b)) stored in area 63a. After that, the process proceeds to step Sx0305, and as a result of referring to the high probability mode win / fail table, it is determined whether the value of the hit random number counter C1 grasped this time corresponds to a jackpot.

[0242] In step Sx0305, if it is determined that the value of the hit random number counter C1 grasped this time corresponds to a jackpot (Sx0305: YES), the process proceeds to step Sx0306 and is stored in the memory area by the ball entering the starting hole this time. The value of the jackpot type counter C2 is grasped. Thereafter, the process proceeds to step Sx0307, ​​and the distribution table stored in the distribution table storage area 63b is referred to. Specifically, if the jackpot type counter C2 to be distributed this time is obtained based on the ball entering the first starting port 33, refer to the first starting port distribution table. , if the ball is acquired based on the ball entering the second starting port 34, the distribution table for the second starting port is referred to. After executing step Sx0307, ​​proceed to step Sx0308.

[0243] In step Sx0308, as a result of referring to the distribution table, it is determined whether the value of the jackpot type counter C2 grasped this time corresponds to a variable probability jackpot. In step Sx0308, if it is determined that it corresponds to a variable probability jackpot (Sx0308: YES), the process proceeds to step Sx0309, and the probability variable jackpot information is stored in the previous determination processing result storage area 64h. Thereafter, the destination determination process ends. On the other hand, in step Sx0308, if it is determined that the probability variable jackpot is not supported (Sx0308: NO), the process proceeds to step Sx0310, and normal jackpot information is stored in the previous judgment processing result storage area 64h. Then, proceed to step Sx0315.

[0244] In step Sx0305, if it is determined that the value of the hit random number counter C1 grasped this time does not correspond to a jackpot (Sx0305: NO), the process proceeds to step Sx0311, and the ball is stored in the memory area by entering the starting hole this time. Understand the value of the stored reach random number counter C3. Thereafter, the process proceeds to step Sx0312, and the reach determination table stored in the reach determination table storage area 63c is referred to. After that, the process proceeds to step Sx0313, and as a result of referring to the reach determination table, it is determined whether the value of the reach random number counter C3 that has been grasped this time corresponds to the occurrence of a reach.

[0245] In step Sx0313, if it is determined that it corresponds to the occurrence of a reach (Sx0313: YES), the process proceeds to step Sx0314, and the reach occurrence information is stored in the previous determination processing result storage area 64h. Then, proceed to step Sx0315. On the other hand, if it is determined in step Sx0313 that the reach occurrence is not supported (Sx0313: NO), the process proceeds to step Sx0315.

[0246] In step Sx0315, the value of the variation type counter CS stored in the storage area due to the ball entering the starting port in the ball entering process for the starting port (FIG. 24) is grasped. Thereafter, the process proceeds to step Sx0316, and the variable time table for jackpot stored in the variable time table storage area 63d of the ROM 63 is referred to to obtain variable time information corresponding to the value of the variable type counter CS. After executing step Sx0316, proceed to step Sx0317.

[0247] In step Sx0317, a variation pattern is specified from the variation time information acquired in step Sx0316, and the type of the specified variation pattern is stored in the previous determination processing result storage area 64h. After executing step Sx0317, the first-order determination process ends.

[0248] <Incoming ball processing for through ball> Next, the entry process for a through ball will be explained. The through ball entry process is executed by the MPU 62 of the main controller 60 as a timer interrupt process subroutine (Sx0105 in FIG. 23).

[0249] FIG. 26 is a flowchart showing the through ball entry process. In step Sx0401, it is determined whether the game ball has entered the through gate 35 or not. In step Sx0401, if it is determined that the game ball has entered the through gate 35 (Sx0401: YES), the process proceeds to step Sx0402, and the number of reserved accessories SN is less than the upper limit value (4 in this embodiment). Determine whether or not. Note that the number of held accessory objects SN is a value indicating the number of balls entered into the through gate 35 that are held in order to perform the electric accessory release lottery. In this embodiment, the maximum value of the number SN of accessory items on hold is four. On the other hand, in step Sx0401, if it is determined that the game ball has not entered the through gate 35 (Sx0401: NO), the main through ball entering process is ended.

[0250] In step Sx0402, if it is determined that the number of reserved accessories SN is less than the upper limit value (less than 4) (Sx0402: YES), the process proceeds to step Sx0403, and 1 is added to the number of reserved accessories SN. Then, proceed to step Sx0404.

[0251] In step Sx0404, the value of the electric accessory opening counter C4 updated in step Sx0103 (FIG. 23) is stored in the first storage area among the free storage areas of the electric accessory holding area 64d of the RAM64. Thereafter, the through ball entry process is completed.

[0252] On the other hand, in step Sx0402, if it is determined that the value of the number of accessory items reserved SN is not less than the upper limit value (Sx0402: NO), that is, if it is determined that the value of the number of accessory items reserved SN is greater than or equal to the upper limit value, The through ball entry process is completed without storing the value of the electric accessory release counter C4.

[0253] <Normal processing> Next, normal processing will be explained. The normal process is a process that is started by the MPU 62 of the main controller 60 when the power switch 88 is switched from the off state to the on state (hereinafter also referred to as "power on"). In the normal processing, the main processing of the game is executed.

[0254] FIG. 27 is a flowchart showing normal processing. In step Sx0501, startup processing is executed. Specifically, initial settings of each control device upon power-on, determination of validity of data stored in the RAM 64, etc. are executed. Then, proceed to step Sx0502.

[0255] In step Sx0502, a startup command is set. The start-up command is a command for causing each sub-side control device to start a demonstration video when the power is turned on. Then, proceed to step Sx0503.

[0256] In step Sx0503, output data such as the start-up command set in step Sx0502, the command set in the timer interrupt processing, or the previously executed normal processing, etc., is transmitted to each control device on the sub side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is transmitted to the payout control device 70. Furthermore, if commands related to production such as a startup command, a variation command, a type command, a hold command, etc. are set, they are transmitted to the audio emission control device 90. After executing step Sx0503, proceed to step Sx0504.

[0257] In step Sx0504, the variation type counter CS is updated. Specifically, 1 is added to the variation type counter CS, and when the counter value reaches the maximum value, the counter value is cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding buffer area of ​​the RAM 64. Then, proceed to step Sx0505.

[0258] In step Sx0505, the prize ball count signal and the payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Sx0506. In step Sx0506, a game round control process is executed to control the game in each game round. In the game round control process, a winning lottery, setting of variable display of symbols by the symbol display device 41, display control of the first symbol display section 37a, second symbol display section 37b, etc. are performed. Details of the game time control process will be described later. After executing step Sx0506, proceed to step Sx0507.

[0259] In step Sx0507, a gaming state transition process for shifting the gaming state is executed. By executing the gaming state transition process, the gaming state shifts to an opening / closing execution mode, a high probability mode, a high frequency support mode, or the like. Details of the gaming state transition process will be described later. Then, proceed to step Sx0508.

[0260] In step Sx0508, an electric utility support process for driving and controlling the electric accessory 34a provided at the second starting port 34 is executed. In the electric accessory support process, it is determined whether or not the electric accessory 34a is to be in an open state. Details of the electric support support process will be described later. Then, proceed to step Sx0509.

[0261] In step Sx0509, it is determined whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing (strictly speaking, the start of the command output processing in step Sx0503). That is, it is determined whether the timing for executing the next normal process has arrived. If it is determined in step Sx0509 that the predetermined time (4 msec) has not elapsed since the start of the current normal process (Sx0509: NO), in step Sx0510 and step Sx0511, until the execution timing of the next normal process. Within the remaining time, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated. Specifically, in step Sx0510, 1 is added to the random number initial value counter CINI, and when the counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of ​​the RAM 64. Further, in step Sx0511, 1 is added to the variation type counter CS, and when the counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding buffer area of ​​the RAM 64. On the other hand, if it is determined in step Sx0509 that the predetermined time (4 msec) has elapsed since the start of the current normal processing (Sx0509: YES), the process returns to step Sx0503 and each process from step Sx0503 to step Sx0508 is executed. Execute.

[0262] Note that since the execution time of each process from step Sx0503 to step Sx0508 changes depending on the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI and the variation type counter CS using this remaining time, the values ​​of these counters can be updated at random.

[0263] <Game time control processing> Next, the game time control process will be explained. The game time control process is executed by the MPU 62 of the main control device 60 as a subroutine (FIG. 27: Sx0506) of the normal process.

[0264] FIG. 28 is a flowchart showing the game time control process. In step Sx0601, it is determined whether the opening / closing execution mode is in progress. Specifically, it is determined whether the opening / closing execution mode flag of the various flag storage area 64g of the RAM 64 is ON. The opening / closing execution mode flag is turned ON when the gaming state is transferred to the opening / closing execution mode in the gaming state transition process described later, and is turned OFF when the opening / closing execution mode is ended in the gaming state transition process.

[0265] In step Sx0601, if it is determined that it is in the opening / closing execution mode (Sx0601: YES), this game round control process is ended without executing any of the processes after step Sx0602. That is, when the opening / closing execution mode is in effect, a game round is not started regardless of whether a ball enters the first starting port 33 or the second starting port 34. On the other hand, if it is determined in step Sx0601 that the opening / closing execution mode is not in progress (Sx0601: NO), the process proceeds to step Sx0602.

[0266] In step Sx0602, it is determined whether the special figure unit 37 is in the process of variable display. Specifically, it is determined whether either one of the first symbol display section 37a and the second symbol display section 37b provided in the special symbol unit 37 is being displayed in a variable manner. This determination is performed by determining whether or not the special figure variation display flag in the special figure variation display flag storage area in the various flag storage areas 64g of the RAM 64 is ON. The special symbol variable display flag is turned on when starting a variable display for either the first symbol display section 37a or the second symbol display section 37b, and is turned off when the variable display ends.

[0267] In step Sx0602, if it is determined that the special figure unit 37 is not in the fluctuating display (Sx0602: NO), the process proceeds to step Sx0603.

[0268] In step Sx0603, a fluctuation start process is executed to start the fluctuation display in the special symbol unit 37 and the fluctuation display in the symbol display device 41. Note that details of the fluctuation start process will be described later. After executing step Sx0603, this game round control process ends.

[0269] On the other hand, in step Sx0602, if it is determined that the special figure unit 37 is in the process of variable display (Sx0602: YES), the process proceeds to step Sx0604.

[0270] In step Sx0604, a fluctuation end process is executed to end the fluctuation display in the special symbol unit 37 and the fluctuation display in the symbol display device 41. Note that details of the fluctuation end processing will be described later. After executing step Sx0604, this game round control process is ended.

[0271] <Fluctuation start process> Next, the fluctuation start process will be explained. The fluctuation start process is executed by the MPU 62 of the main controller 60 as a subroutine (FIG. 28: Sx0603) of the game time control process.

[0272] FIG. 29 is a flowchart showing the fluctuation start process. In step Sx0701, it is determined whether the total number of reservations CRN exceeds "0". The case where the total pending number CRN is "0" or less means that the starting pending number for both the first starting port 33 and the second starting port 34 is "0". Therefore, in step Sx0701, if it is determined that the total pending number CRN is less than or equal to "0" (Sx0701: NO), this fluctuation start process is ended. On the other hand, if it is determined in step Sx0701 that the total pending number CRN exceeds "0" (Sx0701:YES), the process advances to step Sx0702.

[0273] In step Sx0702, a hold information shift process is executed to set the hold information stored in the first hold area Ra or the second hold area Rb to the state after the start of fluctuation, and the process proceeds to step Sx0703. Details of the pending information shift process will be described later.

[0274] In step Sx0703, a winning determination process including a process when winning a jackpot in a winning lottery is performed. Details of the hit determination process will be described later. After executing step Sx0703, proceed to step Sx0704.

[0275] In step Sx0704, variable time setting processing is executed. The variable time setting process is for setting the variable time, which is the time required for the current game round, in the first symbol display section 37a or the second symbol display section 37b, based on the presence or absence of a jackpot, the occurrence of a reach, etc. This is the process. Details of the variable time setting process will be described later. After executing step Sx0704, proceed to step Sx0705.

[0276] In step Sx0705, a variation command is set. The variable command includes information on whether the current game round is related to pending information acquired based on the ball entering the first starting port 33 or based on the ball entering the second starting port 34. It includes information indicating whether the information is related to pending information, as well as information on whether reach has occurred and information on the variable time set in step Sx0706. After executing step Sx0705, proceed to step Sx0706.

[0277] In step Sx0706, a type command is set. The type command includes information on the presence or absence of a jackpot and the result of the distribution determination. In other words, the type command includes information on the type of jackpot, such as information on 16R variable jackpot, information on 8R variable jackpot, information on 16R normal jackpot, information on 8R normal jackpot, or information on the losing result of the winning lottery. It is.

[0278] The variation command and type command set in step Sx0705 and step Sx0706 are transmitted to the audio emission control device 90 in step Sx0503 in the normal process (FIG. 27). The audio emission control device 90 determines the content of the performance in the game round based on the received variation command and type command, and controls various devices so that the determined content of the performance is executed. After executing step Sx0706, proceed to step Sx0707.

[0279] In step Sx0707, the symbol display section corresponding to the current game round of the first symbol display section 37a and the second symbol display section 37b starts displaying a variable symbol. Specifically, if the second symbol display section flag of the RAM 64 is not ON, the first symbol display section 37a is identified as the symbol display section corresponding to the current game round, and variable display is started. When the second symbol display section flag is ON, the symbol display section corresponding to the current game round is specified as the second symbol display section 37b, and variable display is started. After executing step Sx0707, proceed to step Sx0708.

[0280] In step Sx0708, the special figure variation display flag stored in the special figure variation display flag storage area in the various flag storage area 64g of the RAM 64 is turned ON. After executing step Sx0708, this fluctuation start process ends.

[0281] <Pending information shift processing> Next, pending information shift processing will be explained. The pending information shift process is executed by the MPU 62 of the main controller 60 as a subroutine of the fluctuation start process (FIG. 29: Sx0702).

[0282] FIG. 30 is a flowchart showing pending information shift processing. In step Sx0801, it is determined whether the holding area that is the processing target for executing the holding information shift process is the first holding area Ra. Specifically, the reservation information stored earliest among the reservation information stored in the first reservation area Ra (Figure 6) in chronological order (the reservation stored in the first area of ​​the first reservation area Ra) The reservation information (stored in the first area of ​​the second reservation area Rb) that was stored earliest among the reservation information chronologically stored in the second reservation area Rb (Figure 6) is If it is stored in the reservation area before the reservation information (reservation information), it is determined that the reservation area to be processed is the first reservation area Ra. On the other hand, the earliest of the reservation information stored chronologically in the second reservation area Rb is the first among the reservation information stored chronologically in the first reservation area Ra. If the stored reservation information is stored in the reservation area first, the reservation area to be processed is determined to be the second reservation area Rb. That is, by executing the process of step Sx0801, the reservation information can be processed in the order in which it is stored in the first reservation area Ra or the second reservation area Rb.

[0283] In step Sx0801, if it is determined that the processing target holding area is the first holding area Ra (step Sx0801: YES), the holding information shift process for the first holding area in steps Sx0802 to Sx0807 is executed. On the other hand, in step Sx0801, if it is determined that the processing target holding area is not the first holding area Ra, that is, if it is determined that the processing target holding area is the second holding area Rb (step Sx0801:NO ), execute the reservation information shift process for the second reservation area in steps Sx0808 to Sx0813.

[0284] In step Sx0802, after subtracting 1 from the first starting pending number RaN of the first holding area Ra, the process proceeds to step Sx0803, where the total pending number CRN is subtracted by 1. Then, proceed to step Sx0804. In step Sx0804, the data stored in the first area of ​​the first reservation area Ra is moved to the execution area AE. Then, proceed to step Sx0805.

[0285] In step Sx0805, processing is executed to shift the data stored in the storage area of ​​the first reservation area Ra. This data shift process is a process that sequentially shifts the data stored in the first to fourth areas to the lower area side. Specifically, while clearing the data in the first area, the data in each area is shifted in the following order: second area → first area, third area → second area, fourth area → third area. After executing step Sx0805, proceed to step Sx0806.

[0286] In step Sx0806, when the second symbol display section flag of the various flag storage area 64g is ON, the flag is turned OFF, and when it is not ON, the state is maintained. The second symbol display section flag is information for specifying whether the target for starting the current variable display is the first symbol display section 37a or the second symbol display section 37b. After that, proceed to step Sx0807.

[0287] In step Sx0807, a shift command is set. The shift command is a command that includes information for causing the audio emission control device 90, which is a sub-side control device, to recognize that data in the holding area has been shifted. In this case, information is obtained from the command information storage area 63g of the ROM 63 that the holding area that is the target of the current data shift corresponds to the first holding area Ra, that is, it corresponds to the first starting port 33. A shift command that includes information that there is a shift command is selected, and the selected shift command is set as a command to be transmitted to the audio emission control device 90. Thereafter, this pending information shift process ends. Note that the shift command set in step Sx0807 is transmitted to the audio emission control device 90 in step Sx0503 in normal processing (FIG. 27).

[0288] In step Sx0801, if it is determined that the holding area to be processed is not the first holding area Ra, that is, if it is determined that the holding area to be processed is the second holding area Rb (Sx0801: NO), step Proceed to Sx0808.

[0289] In step Sx0808, the second starting pending number RbN of the second holding area Rb is subtracted by 1. Then proceed to step Sx0809. In step Sx0809, the total pending number CRN is subtracted by 1, and the process proceeds to step Sx0810, where the data stored in the first area of ​​the second pending area Rb is moved to the execution area AE. Then, proceed to step Sx0811.

[0290] In step Sx0811, processing is executed to shift the data stored in the storage area of ​​the second reservation area Rb. This data shift process is a process that sequentially shifts the data stored in the first to fourth areas to the lower area side. Specifically, while clearing the data in the first area, the data in each area is shifted in the following order: second area → first area, third area → second area, fourth area → third area. After executing step Sx0811, proceed to step Sx0812.

[0291] In step Sx0812, if the second symbol display section flag of the various flag storage area 64g is not ON, the flag is turned ON, and if it is ON, the state is maintained. Then, proceed to step Sx0813.

[0292] In step Sx0813, a shift command is set. The shift command is a command that includes information for causing the audio emission control device 90, which is a sub-side control device, to recognize that data in the holding area has been shifted. In this case, information is obtained from the command information storage area 63g of the ROM 63 that the holding area that is the target of the current data shift corresponds to the second holding area Rb, that is, it corresponds to the second starting port 34. A shift command that includes information that there is a shift command is selected, and the selected shift command is set as a command to be transmitted to the audio emission control device 90. Thereafter, this pending information shift process ends.

[0293] The shift command set in step Sx0813 is transmitted to the audio emission control device 90 in step Sx0503 in normal processing (FIG. 27). Based on the received shift command, the audio emission control device 90 sends a command to the display control device for changing the display in the second starting opening holding area Ds2 of the symbol display device 41 in accordance with a decrease in the number of holding objects. Send to 100. The display control device 100 that has received the command changes the display in the second starting opening holding area Ds2 of the symbol display device 41 in accordance with the decrease in the number of holding pieces.

[0294] <Hit judgment processing> Next, the hit determination process will be explained. The hit determination process is executed by the MPU 62 of the main controller 60 as a subroutine of the variation start process (FIG. 29: Sx0703).

[0295] FIG. 31 is a flowchart showing the hit determination process. In step Sx0901, it is determined whether the lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON.

[0296] In step Sx0901, if it is determined that the mode is high probability mode (Sx0901: YES), the process proceeds to step Sx0902, and a validity determination is made with reference to the validity table for high probability mode. Specifically, it is determined whether the value of the hit random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the high probability mode win / fail table shown in FIG. 7(b). Determine whether Then, proceed to step Sx0904.

[0297] On the other hand, if it is determined in step Sx0901 that the mode is not the high probability mode (Sx0901: NO), the process proceeds to step Sx0903, and a validity determination is made with reference to the validity table for the low probability mode. Specifically, it is determined whether the value of the winning random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the low probability mode win / fail table shown in FIG. 7(a). Determine whether Then, proceed to step Sx0904.

[0298] In step Sx0904, it is determined whether the result of the win / fail determination (winning lottery) in step Sx0902 or step Sx0903 is a jackpot win. In step Sx0904, if the result of the judgment is a jackpot (Sx0904:YES), the process advances to step Sx0905.

[0299] In step Sx0905, it is determined whether the second symbol display section flag of RAM64 is ON. If it is determined in step Sx0905 that the second symbol display section flag is not ON (Sx0905: NO), proceed to step Sx0906 and refer to the distribution table for the first starting port (see Figure 8(a)). to make a distribution judgment. Specifically, the value of the jackpot type counter C2 stored in the execution area AE is in the numerical range of 16R definite variable jackpot, the numerical range of 8R probable variable jackpot, the numerical range of 16R normal jackpot, or the numerical range of 8R normal jackpot. Determine whether it is included in

[0300] On the other hand, if it is determined in step Sx0905 that the second symbol display section flag is ON (Sx0905:YES), the process proceeds to step Sx0907, and the distribution table for the second starting port (see Figure 8(b)) Make a distribution decision by referring to the . Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of 16R probability variable jackpot or the numerical range of 8R normal jackpot. After executing the process of step Sx0906 or step Sx0907, the process advances to step Sx0908.

[0301] In step Sx0908, a flag (jackpot flag) corresponding to the type of jackpot distributed in step Sx0906 or step Sx0907 is turned ON. Specifically, if it is a 16R definite variable jackpot, turn on the 16R definite variable jackpot flag, if it is an 8R definite variable jackpot, turn on the 8R definite variable jackpot flag, and if it is a 16R normal jackpot, turn on the 16R normal jackpot flag. Turn it ON, and if it is an 8R normal jackpot, turn the 8R normal jackpot flag ON. After executing step Sx0908, proceed to step Sx0909.

[0302] In step Sx0909, processing is executed to set the stop result for the jackpot. Specifically, in the current game round in which the jackpot will be won, it is set which stop result will be displayed in the first symbol display section 37a or the second symbol display section 37b to end the variable display. This is the process to do so. Specifically, by referring to the stop result table for jackpots stored in the stop result table storage area 63f (FIG. 5), the stop result data corresponding to the type of jackpot distributed in step Sx0906 or step Sx0907 is determined. Acquire address information and store it in the stop result address storage area of ​​RAM64. After executing step Sx0909, the hit determination process ends.

[0303] In step Sx0904, if the winning lottery result in step Sx0902 or step Sx0903 is not a jackpot (Sx0904: NO), the process proceeds to step Sx0910, where the reach determination table is referred to and reach occurs in the relevant game round. Determine whether or not. Specifically, the value of the reach random number counter C3 stored in the execution area AE is set as a reach occurrence in the reach determination table stored in the reach determination table storage area 63c (FIG. 5). Determine whether the value matches the current value. Then, proceed to step Sx0911.

[0304] In step Sx0911, if the result of the reach determination in step Sx0910 is that a reach occurs in the game round (Sx0911: YES), the process advances to step Sx0912 and the reach occurrence flag is turned ON. Specifically, the reach occurrence flag in the various flag storage area 64g of the RAM 64 is turned on. After executing step Sx0912, proceed to step Sx0913.

[0305] On the other hand, in step Sx0911, if the result of the reach determination in step Sx0910 is that a reach does not occur in the game round (Sx0911: NO), the process proceeds to step Sx0913 without executing step Sx0912.

[0306] In step Sx0913, a process for setting a stop result for failure is executed. Specifically, in the current game round where the result is a miss, the variable display is set to end with either the stop result displayed on the first symbol display section 37a or the second symbol display section 37b. It is processing. Specifically, by referring to the stop result table for losing in the stop result table storage area 63f, address information of the stop result data corresponding to the value of the winning random number counter C1 stored in the execution area AE is obtained. , and stores the address information in the stop result address storage area of ​​the RAM 64. After executing step Sx0913, the hit determination process ends.

[0307] <Variable time setting process> Next, the variable time setting process will be explained. The variation time setting process is executed by the MPU 62 of the main controller 60 as a subroutine of the variation start process (FIG. 29: Sx0704).

[0308] FIG. 32 is a flowchart showing the variable time setting process. In step Sx1001, the value of the variation type counter CS stored in the variation type counter buffer in the lottery counter buffer 64a of the RAM 64 is obtained. Then, proceed to step Sx1002.

[0309] In step Sx1002, processing for specifying a variable time table is executed. The fluctuation time table is tabular data whose data elements are information on the fluctuation time (fluctuation time information), which is the time from when the symbol starts changing until it stops, and the value of the fluctuation type counter CS. The variable time table storage area 63d of the ROM 63 stores various types of variable time tables depending on the gaming state, the presence or absence of jackpot and time saving, and the presence or absence of reach. In step Sx1002, one variable time table is identified from these variable time tables. Specifically, based on the high probability mode flag and the high frequency support mode flag, the current gaming state is determined to be one of the low probability low support state, high probability high support state, low probability high support state, and high probability low support state. , and the determination result, the determination result of the validity determination to determine the presence or absence of a jackpot or time-saving grant for this game round, and the determination result of the reach determination to determine the presence or absence of a reach occurrence. Based on this, one variable time table is specified from the variable time table storage area 63d of the ROM 63. After executing step Sx1002, proceed to step Sx1003.

[0310] In step Sx1003, by referring to the variation time table specified in step Sx1002, variation time information corresponding to the value of the variation type counter CS obtained in step Sx1001 is obtained. After executing step Sx1003, proceed to step Sx1004.

[0311] In step Sx1004, the variable time information acquired in step Sx1003 is set in the variable time counter area provided in the various counter areas 64f of RAM64. Thereafter, the variable time setting process ends.

[0312] <Fluctuation end processing> Next, the fluctuation end processing will be explained. The fluctuation end process is executed by the MPU 62 of the main controller 60 as a subroutine (FIG. 28: Sx0604) of the game time control process.

[0313] FIG. 33 is a flowchart showing the variation end process. In step Sx1101, it is determined whether the variable time of the current game round has elapsed. As mentioned above, the fluctuation time is the time from when the symbol row starts to fluctuate until all the symbol rows stop, and is a part of the unit game time. Specifically, in step Sx1101, it is determined whether the value of the fluctuation time information stored in the fluctuation time counter area (various counter areas 64f) of the RAM 64 has become "0". The value of the variable time information is set in the variable time setting process (FIG. 32) described above. The value of this set variable time information is subtracted by 1 each time the timer interrupt process is activated.

[0314] In step Sx1101, if it is determined that the fluctuation time has not elapsed (Sx1101: NO), this fluctuation end processing is ended.

[0315] In step Sx1101, if it is determined that the variable time has elapsed (Sx1101: YES), the process proceeds to step Sx1102, and the first symbol display section 37a and the second symbol display section 37b corresponding to the current game round are A process is performed to end the variation of the symbols in the symbol display section. Subsequently, in step Sx1103, the special figure variation display flag stored in the special figure variation display flag storage area in the various flag storage area 64g of the RAM 64 is turned OFF. After executing step Sx1103, proceed to step Sx1104.

[0316] In step Sx1104, it is determined whether the winning lottery result for the current game round is a jackpot. Specifically, it is determined whether any of the 16R probability variable jackpot flag, 8R probability variation jackpot flag, 16R normal jackpot flag, and 8R normal jackpot flag of the RAM 64 is ON. In step Sx1104, if none of the flags are ON, that is, if it is determined that the winning lottery result for the current game round is not a jackpot (Sx1104: NO), the process advances to step Sx1105.

[0317] In step Sx1105, it is determined whether the support mode is the high-frequency support mode. Specifically, it is determined whether the high frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON.

[0318] In step Sx1105, if it is determined that the high frequency support mode flag is ON (Sx1105: YES), the process proceeds to step Sx1106, and it is determined whether the value of the number of games counter PNC exceeds 0 or not. In step Sx1106, if it is determined that the value of the number of games counter PNC exceeds 0 (Sx1106: YES), the process proceeds to step Sx1107, and the value of the number of games counter PNC is subtracted by 1. After executing step Sx1107, proceed to step Sx1108. On the other hand, if it is determined in step Sx1106 that the value of the number of games counter PNC is 0 or less (Sx1106: NO), the process proceeds to step Sx1108 without executing step Sx1107.

[0319] In step Sx1108, it is determined whether the lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON.

[0320] In step Sx1108, if it is determined that the high probability mode flag is not ON (Sx1108: NO), the process proceeds to step Sx1109, and it is determined whether the value of the number of games counter PNC exceeds 0 or not.

[0321] In step Sx1109, if it is determined that the value of the number of games counter PNC does not exceed 0 (step Sx1109: NO), the process advances to step Sx1110 and the high frequency support mode flag is turned OFF. After executing step Sx1110, this variable time end processing is ended.

[0322] If it is determined that the high probability mode flag is ON in step Sx1108 (Sx1108: YES), or if it is determined that the value of the number of games counter PNC is greater than 0 in step Sx1109 (step Sx1109: YES), , this variable time end process ends without executing step Sx1110. Furthermore, if it is determined in step Sx1105 that the high-frequency support mode flag is not ON (Sx1105: NO), the present variable time end process is ended without executing steps Sx106 to Sx1110.

[0323] On the other hand, in step Sx1104, any one of the 16R certain variable jackpot flag, 8R certain variable jackpot flag, 16R normal jackpot flag, and 8R normal jackpot flag is ON, that is, the result of the winning lottery for this game round. If it is determined that the jackpot has been won (Sx1104: YES), the process proceeds to step Sx1111, and the opening / closing execution mode flag of the various flag storage area 64g of the RAM 64 is turned ON. After executing step Sx1111, proceed to step Sx1112. In step S1112, the value of the winning random number counter C1 included in the pending information left in the pending information storage area 64b is checked, and it is determined whether there is a jackpot win in the remaining pending information. In step Sx1112, if it is determined that there is a jackpot win in the remaining pending information (Sx1112: YES), the process proceeds to step Sx1113, and a pending series command is set. The pending series presence command is used to make the audio emission control device 90, which is the sub-side control device, recognize that there is a jackpot in the pending information left in the pending information storage area 64b, that is, that there is a pending series. This is the command. After executing step Sx1113, this variable time end process is ended. On the other hand, in step Sx1112, if it is determined that there is no jackpot winning in the remaining pending information (Sx1112: NO), the process proceeds to step Sx1114, and a command without pending is set. The no pending series command is used to make the audio emission control device 90, which is the sub-side control device, recognize that there is no jackpot winning in the pending information left in the pending information storage area 64b, that is, there is no pending series. This is the command. After executing step Sx1114, this variable time end process is ended.

[0324] <Game state transition processing> Next, the game state transition process will be explained. The game state transition process is executed by the MPU 62 of the main control device 60 as a subroutine (FIG. 27: Sx0507) of the normal process.

[0325] FIG. 34 is a flowchart showing the gaming state transition process. In step Sx1201, it is determined whether the ending period flag is ON. The ending period flag is turned ON at the end of the big prize opening opening / closing processing period in the opening / closing execution mode (at the start of the ending period), and is turned OFF at the end of the ending period. The ending period is a period for executing the ending effect in the opening / closing execution mode.

[0326] In step Sx1201, if it is determined that the ending period flag is not ON (Sx1201: NO), the process proceeds to step Sx1202, and it is determined whether the opening / closing processing period flag is ON. The opening / closing processing period flag is turned ON at the timing when the opening period ends in the opening / closing execution mode and the big winning opening opening / closing processing period starts, which is the period during which the opening / closing operation of the opening / closing door 36b of the variable winning device 36 is executed. , it is turned off at the timing when the opening / closing operation of the opening / closing door 36b ends.

[0327] In step Sx1202, if it is determined that the opening / closing processing period flag is not ON (Sx1202: NO), the process proceeds to step Sx1203, and it is determined whether the opening period flag is ON. The opening period flag is turned ON at the start of the opening period, and turned OFF at the end of the opening period.

[0328] In step Sx1203, if it is determined that the opening period flag is not ON (Sx1203: NO), the process proceeds to step Sx1204, and it is determined whether the opening / closing execution mode flag is ON. If it is determined in step Sx1204 that the opening / closing execution mode flag is ON (Sx1204: YES), the process advances to step Sx1205. On the other hand, in step Sx1204, if it is determined that the opening / closing execution mode flag is OFF (Sx1204: NO), the main gaming state transition process is ended.

[0329] In step Sx1205, the high probability mode flag is turned OFF. Then, proceed to step Sx1206. In step Sx1206, the high frequency support mode flag is turned OFF. Then, proceed to step Sx1207.

[0330] In step Sx1207, an opening / closing scenario setting process for setting an opening / closing scenario is executed. The opening / closing scenario defines the pattern of the opening / closing operation of the opening / closing door 36b in the round game, and in this embodiment, the conditions for transitioning the opening / closing door 36b from the closed state to the open state (hereinafter also referred to as "opening conditions"), This is a program in which conditions (hereinafter also referred to as "closing conditions") for shifting the opening / closing door 36b from an open state to a closed state are recorded. The opening / closing scenario is stored in the opening / closing scenario storage area 63h of ROM63.

[0331] The opening conditions are, for example, as follows. ·The current state of the pachinko machine 10 is the timing to start each round game in the opening / closing execution mode. When the above one item is satisfied, the opening / closing door 36b shifts from the closed state to the open state.

[0332] For example, the closing conditions are as follows. ·The elapsed time from the start of each round game exceeds a predetermined upper limit duration (for example, 15 seconds). ·The number of game balls that enter the grand prize opening 36a after starting each round game exceeds the predetermined upper limit number. When either one of the above two items is satisfied, the opening / closing door 36b shifts from the open state to the closed state.

[0333] After executing step Sx1207, the process proceeds to step Sx1208 described above.

[0334] In step Sx1208, opening time setting processing is executed. The opening time setting process is a process for setting the temporal length of the opening period (hereinafter also referred to as opening time) in the opening / closing execution mode. In this embodiment, an opening time of the same constant length is set in each opening period. Specifically, "3000" (ie, 6 seconds) is set in the third timer counter area T3 that determines the opening time. Note that the third timer counter area T3 is provided in the various counter areas 64f of the RAM64. After executing step Sx1208, proceed to step Sx1209.

[0335] In step Sx1209, an opening command is set. The set opening command is sent to the audio emission control device 90 in step Sx0503 in the normal process (FIG. 27). This opening command includes information on the set opening time and the number of rounds in the current opening / closing execution mode. Based on the received opening command, the audio emission control device 90 determines the contents of the performance corresponding to the opening time and the opening / closing processing period of the big prize opening, and controls various devices so that the determined contents are executed. After executing step Sx1209, the process advances to step Sx1210 and the opening period flag is turned ON. After that, the main game state transition process is ended.

[0336] In step Sx1203, if it is determined that the opening period flag is ON (Sx1203: YES), the process advances to step Sx1211.

[0337] In step Sx1211, it is determined whether the opening period has ended. Specifically, it is determined whether the value of the third timer counter area T3 is "0". If it is determined in step Sx1211 that the opening period has ended (Sx1211: YES), the process advances to step Sx1212 and the opening period flag is turned OFF. Then, proceed to step Sx1213.

[0338] In step Sx1213, a round display start process is executed to notify the type of the current opening / closing execution mode. Specifically, the address information stored in the stop result address storage area of ​​the RAM 64 is checked. Then, based on the confirmed address information, the stop result data corresponding to the above address information is specified from among the stop result data group stored in the ROM 63, and the content of the number of rounds is determined from the specified stop result data. confirm. Thereafter, the content of the confirmed number of rounds is output to the round display section 39 in the main display section 45. As a result, the round display section 39 displays the round information related to the above output. After executing step Sx1213, proceed to step Sx1214.

[0339] In step Sx1214, the opening / closing processing period flag is turned ON. In the following step Sx1215, an opening / closing process start command is set. The opening / closing process start command is a command for making the sub-side control device recognize that the opening / closing process period has started. The opening / closing process start command is sent to the audio emission control device 90 in the command output process (FIG. 27: Step Sx0503) of the normal process. After executing step Sx1215, the main gaming state transition process ends.

[0340] In step Sx1202, if it is determined that the opening / closing process period flag is ON (Sx1202: YES), the process proceeds to step Sx1216 and executes the big winning opening opening / closing process. The grand prize opening opening / closing process will be described later. After executing step Sx1216, proceed to step Sx1217.

[0341] In step Sx1217, it is determined whether or not the big winning opening opening / closing process has been completed. Specifically, it is determined whether or not the big prize opening / closing process has been completed based on whether the value of the first round counter area RC1 for counting the number of times the opening / closing door 36b has been opened is "0". do. In step Sx1217, if it is determined that the big winning opening opening / closing process has ended (Sx1217:YES), the process proceeds to step Sx1218. On the other hand, in step Sx1217, if it is determined that the big winning opening opening / closing process has not been completed (Sx1217: NO), the main game state transition process is ended as it is.

[0342] In step Sx1218, the opening / closing processing period flag is turned OFF, and the process then proceeds to step Sx1219.

[0343] In step Sx1219, round display end processing is executed. In this process, the display control of the round display section 39 in the main display section 45 is ended so that the round display section 39 is turned off. After executing step Sx1219, proceed to step Sx1220.

[0344] In step Sx1220, ending time setting processing is executed. The ending time setting process is a process for setting the temporal length of the ending period (hereinafter also referred to as ending time) in the opening / closing execution mode. In this embodiment, the same fixed length of ending time is set for each ending period. Specifically, "3000" (ie, 6 seconds) is set in the fourth timer counter area T4 that determines the ending time. Note that the fourth timer counter area T4 is provided in the various counter areas 64f of the RAM64. After executing step Sx1220, proceed to step Sx1221.

[0345] In step Sx1221, an ending command is set. This set ending command is transmitted to the audio emission control device 90 in step Sx0503 in the normal process (FIG. 27). The audio light emission control device 90 ends the performance corresponding to the opening / closing execution mode based on receiving the ending command. After executing step Sx1221, proceed to step Sx1222.

[0346] In step Sx1222, the ending period flag is turned ON. After that, the main game state transition process is ended.

[0347] In step Sx1201, if it is determined that the ending period flag is ON (Sx1201:YES), the process advances to step Sx1223.

[0348] In step Sx1223, it is determined whether the ending period has ended. Specifically, in the ending time setting process (Sx1220), it is determined whether the value of the fourth timer counter area T4 set as the ending time is "0". In step Sx1220, if it is determined that the value of the fourth timer counter area T4 set as the ending time is "0" (Sx1223: YES), the process advances to step Sx1224.

[0349] In step Sx1224, the ending period flag is turned OFF. After that, the process advances to step Sx1225, and the transition process at the end of the ending period is executed. The transition process at the end of the ending period is a process for setting various modes for the game after the current ending period ends. Details of the transition process at the end of the ending period will be described later. After executing step Sx1225, proceed to step Sx1226 and turn off the opening / closing execution mode flag. After executing step Sx1226, proceed to step Sx1227.

[0350] In step Sx1227, it is determined whether the total pending number CRN is "0". When the total pending number CRN is "0", it means that the starting pending number for both the first starting port 33 and the second starting port 34 is "0". In step Sx1227, if it is determined that the total pending number CRN is "0" (Sx1227: YES), the process advances to step Sx1228.

[0351] In step Sx1228, a customer waiting command is set. The customer waiting command is used to make the audio light emitting control device 90, which is a sub-side control device, recognize that no pending information is stored in the pending information storage area 64b at the time when the symbol change (gaming round) ends. This is a command that includes information about. This set customer waiting command is sent to the audio emission control device 90 in step Sx1228 in the normal process (FIG. 27). After executing step Sx1228, this game round control process ends.

[0352] On the other hand, in step Sx1227, if it is determined that the total pending number CRN is not "0" (Sx1227: NO), the main game round control process is ended. Further, in step Sx1223, if it is determined that the value of the fourth timer counter area T4 set as the ending time is not "0" (Sx1223: NO), the main game state transition process is ended as is.

[0353] <Big prize opening opening / closing process> Next, the big winning opening opening / closing process will be explained. The grand prize opening / closing process is executed by the MPU 62 of the main control device 60 as a subroutine (FIG. 34: Sx1216) of the gaming state transition process.

[0354] FIG. 35 is a flowchart showing the big winning opening opening / closing process. In step Sx1301, it is determined whether the opening / closing door 36b is open. Specifically, the determination is made based on the driving state of the variable prize winning driving section 36c. If it is determined in step Sx1301 that the door 36b is not open (Sx1301: NO), the process advances to step Sx1302.

[0355] In step Sx1302, it is determined whether the conditions for opening the opening / closing door 36b are satisfied. Specifically, the opening / closing scenario set by the opening / closing scenario setting process is read, and it is determined whether it is the timing to open the opening / closing door 36b. If it is determined in step Sx1302 that the condition for opening the door 36b is satisfied (Sx1302: YES), the process proceeds to step Sx1303.

[0356] In step Sx1303, the opening / closing door 36b is opened. Then, proceed to step Sx1304.

[0357] In step Sx1304, a door opening command is set. The opening / closing door open command is a command for making the sub-side control device recognize that the opening / closing door 36b has been opened. The opening / closing door opening command is transmitted to the audio emission control device 90 in the command output process (FIG. 27: Step Sx0503) of the normal process. After executing step Sx1304, the big prize opening opening / closing process ends.

[0358] In step Sx1302, if it is determined that the opening condition for the opening / closing door 36b is not satisfied (Sx1...

Claims

[Claim 1] A starting ball entry means provided in the game area; a lottery means for executing various lotteries when a game ball enters the starting ball entry means; a display control means for determining one specific effect to be executed by a display means in accordance with the result of the lottery from among a plurality of effect display modes, and executing the determined effect; At least one movable means provided in the play area; a control means for determining one operation mode of the movable means that can be operated while the specific performance is being displayed by the display means from among a plurality of operation modes, and for executing the determined operation mode; A gaming machine equipped with The control means when a predetermined operating condition is established, the movable means is controlled to perform a series of specific operations based on specific information set corresponding to one of the plurality of operation modes, In the series of specific operations, the movable means is configured to be controllable between a first position which is an initial position side and a second position which is a most driven position, As the series of specific operations, a predetermined operation of driving the movable means toward the second position and then driving the movable means to the first position can be executed a plurality of times, This gaming machine is The timing at which the series of specific actions ends can be changed based on the manner in which the player operates a predetermined operation means, The control unit is configured to update predetermined information corresponding to the specific information at a predetermined update timing in the control for executing the series of specific operations, a determining unit configured to determine whether or not to terminate the series of specific actions based on the updated predetermined information when the movable unit is driven to the first position in the execution of the predetermined action; When it is determined that the series of specific operations should be terminated, the driving of the movable means located at the first position is stopped to terminate the series of specific operations. A gaming machine characterized by: