Game machine

JP2024029346A5Pending Publication Date: 2026-06-15SANYO BUSSAN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2022-08-22
Publication Date
2026-06-15

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 win/fail lottery system with variable displays, specific game execution, and effect execution using multiple elements, allowing players to input values for performance modes, with the machine setting output values and enabling secondary input values, and includes a determining means, variable display, and effect execution means.

🎯Benefits of technology

This enhances player engagement, optimizes processing, simplifies control, and improves security by increasing the interest and fairness of gaming outcomes while deterring fraudulent activities.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To lighten the load on a game machine.SOLUTION: A game machine includes input means for allowing a player to determine and input a value for an output mode of a specific performance element, regarding the specific performance element selected by the player from among a plurality of performance elements. A value for the output mode can be input by the player by selecting one predetermined value from a plurality of values. The game machine further includes predetermined output value setting means that can be executed when input of one predetermined value is completed. A value for the output mode of a specific performance element used when performance execution means executes a variation performance can be set by the predetermined output value setting means. Even when a first value is input and a second value different from the first value is input as a value for the output mode by the player, the predetermined output value setting means sets a specific value that is different from the first value and the second value and that is stored in storage means in advance as a value of the output mode.SELECTED DRAWING: Figure 444
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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, technical improvements have been made from various perspectives, such as structure, control, and presentation, with the aim of increasing the enjoyment of the game, reducing the processing load of the gaming machine, optimizing processing, simplifying control, and simplifying the structure (for example, Patent Document 1). 【0003】 In addition, various technical improvements have been made with the aim of improving the soundness of gaming, such as detecting and preventing fraudulent acts by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents] 【0004】 [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-172988 Summary of the Invention [Problem to be solved by the invention] 【0005】 In gaming machines such as those described above, further technological improvements are desired in order to increase the enjoyment of the game, reduce the processing load of the gaming machine, optimize processing, simplify control, simplify the structure, and improve the soundness of the game. [Means for solving the problem] 【0006】 The present invention has been made to solve at least part of the above-mentioned problems, and can be realized in the following aspects. 【0007】 [Embodiment] (This embodiment is mainly based on the ninth embodiment below) a winning / losing lottery means for executing a winning / losing lottery based on the determination by the determination means for determining whether or not a predetermined lottery condition is met that the predetermined lottery condition is met; A variable display means for displaying a variable display for a predetermined period based on the result of the winning / losing lottery; A specific game execution means for executing a specific gaming machine state after the end of a specific variable display that displays a specific display result that is executed when the result of the winning / losing lottery is a specific result; A performance execution means for performing a variable performance using a plurality of performance elements during the variable display for the predetermined period; With respect to a specific presentation element selected by a player from among the plurality of presentation elements, an input means is provided by which a player can determine and input a value for an output mode of the specific presentation element, The value for the output mode can be selected and input by the player from among a plurality of values, This gaming machine is a specific display means for executing a specific display corresponding to the one predetermined value determined by the player when the input of the one predetermined value is completed; a predetermined output value setting means that can be executed after the specific display is executed, The predetermined output value setting means can set a value for the output mode of the specific performance element to be used when the performance execution means executes the variable performance, The predetermined output value setting means is configured to be able to set a specific value, which is different from the first value and the second value and which is stored in advance in a storage means, as the value of the output mode, even if a first value is input by a player as a value for the output mode, or even if a second value different from the first value is input. A gaming machine characterized by: [Effects of the Invention] 【0008】 According to the above embodiment, the above-mentioned problems can be solved. [Brief explanation of the drawings] 【0009】 [Figure 1] 1 is a perspective view of a pachinko machine according to a first embodiment. [Figure 2] FIG. 2 is a rear view of the pachinko machine. [Figure 3] FIG. [Figure 4] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 7] An explanatory diagram showing the contents of the win / loss table. [Figure 8] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 9] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 10] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 11] An explanatory diagram showing an example of changes in the first start port holding area and the holding digestion area. [Figure 12] An explanatory diagram showing an example of changes in the second start port holding area and the holding digestion area. [Figure 13] This is a front view of the game board when the main rotating device for performance has moved to the lowest position. [Figure 14] This is a right side schematic diagram showing the main rotating prop for performance and the main rotating prop drive unit for performance that operates the main rotating prop for performance. [Figure 15] An explanatory diagram showing the operation of the main rotating device for the one-shot announcement performance processing. [Figure 16] A front view showing a pair of rotating sub-props for performance. [Figure 17] This is a right side schematic diagram showing the sub-rotating prop for performance and the sub-rotating prop drive unit for performance that operates the sub-rotating prop for performance. [Figure 18]An explanatory diagram showing the operation of the main rotating device for the performance and the sub rotating device for the performance using the big or small performance processing. [Figure 19] FIG. 10 is an explanatory diagram showing the second predetermined rotation stop position of the main rotating device for the performance. [Figure 20] An explanatory diagram showing the second specific rotation stop position of the sub-rotating device for performance. [Figure 21] An explanatory diagram showing a state in which the main rotating device for performance is at a second predetermined rotation stop position and the sub rotating device for performance is at a second specific rotation stop position. [Figure 22] FIG. 10 is a schematic side view of a rotation device of a comparative example. [Figure 23] 10 is a flowchart showing a timer interrupt process. [Figure 24] This is a flowchart showing the ball entry processing for the starting hole. [Figure 25] 10 is a flowchart showing a destination determination process. [Figure 26] 10 is a flowchart showing a through ball entry process. [Figure 27] 10 is a flowchart showing a normal process. [Figure 28] 10 is a flowchart showing a game play control process. [Figure 29] 10 is a flowchart showing a fluctuation start process. [Figure 30] 10 is a flowchart showing a hold information shift process. [Figure 31] 10 is a flowchart showing a hit determination process. [Figure 32] 10 is a flowchart showing a variable time setting process. [Figure 33] 10 is a flowchart showing a fluctuation end process. [Figure 34] 10 is a flowchart showing a game state transition process. [Figure 35] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 36] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 37]10 is a flowchart showing processing for electric utility support. [Figure 38] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 39] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 40] 10 is a flowchart showing a pending command response process. [Figure 41] 10 is a flowchart showing the game play presentation setting process. [Figure 42] 10 is a flowchart showing a performance pattern setting process. [Figure 43] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 44] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 45] 10 is a flowchart showing a command interrupt process. [Figure 46] 10 is a flowchart showing a V interrupt process. [Figure 47] A front view showing a pair of rotating sub-props for performance in a modified example. [Figure 48] FIG. 10 is a perspective view of a pachinko machine according to a second embodiment. [Figure 49] FIG. 2 is a rear view of the pachinko machine. [Figure 50] FIG. [Figure 51] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 52] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 53] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 54] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 55] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 56] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 57] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 58] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 59] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 60] FIG. 10 is an explanatory diagram showing the operation at the time of a jackpot in Case 1. [Figure 61] FIG. 10 is an explanatory diagram showing the operation at the time of a jackpot in Case 2. [Figure 62] FIG. 10 is an explanatory diagram showing the operation at the time of a jackpot in Case 3. [Figure 63] 10 is a flowchart showing a timer interrupt process. [Figure 64] This is a flowchart showing the ball entry processing for the starting hole. [Figure 65] 10 is a flowchart showing a through ball entry process. [Figure 66] 10 is a flowchart showing the ball entry process for the gate. [Figure 67] 10 is a flowchart showing a normal process. [Figure 68] 10 is a flowchart showing a game play control process. [Figure 69] A flowchart showing the fluctuation start processing for the first starting port. [Figure 70] A flowchart showing the pending information shift processing for the first starting port. [Figure 71] A flowchart showing the determination process for the first starting port. [Figure 72] A flowchart showing the variable time setting process for the first starting port. [Figure 73] This is a flowchart showing the process of acquiring variable time information during a low probability low support state for the first starting port. [Figure 74] This is a flowchart showing the process of acquiring variable time information during a low probability high support state for the first starting port. [Figure 75]This is a flowchart showing the process of acquiring variable time information during a high probability high support state for the first starting port. [Figure 76] This is a flowchart showing the process of acquiring variable time information during a high probability low support state for the first starting port. [Figure 77] 10 is a flowchart showing a first fluctuation stop process. [Figure 78] A flowchart showing the fluctuation start processing for the second starting port. [Figure 79] A flowchart showing the pending information shift processing for the second starting port. [Figure 80] A flowchart showing the determination process for the second starting port. [Figure 81] A flowchart showing the variable time setting process for the second starting port. [Figure 82] This is a flowchart showing the process of acquiring variable time information during a low probability low support state for the second starting port. [Figure 83] This is a flowchart showing the process of acquiring variable time information during a low probability high support state for the second starting port. [Figure 84] This is a flowchart showing the process of acquiring variable time information during a high probability high support state for the second starting port. [Figure 85] This is a flowchart showing the process of acquiring variable time information during a high probability low support state for the second starting port. [Figure 86] 10 is a flowchart showing a second fluctuation stop process. [Figure 87] 10 is a flowchart showing a game state transition process. [Figure 88] 10 is a flowchart showing an opening time setting process. [Figure 89] 10 is a flowchart showing a process when a standby state transition flag is ON. [Figure 90] 10 is a flowchart showing a process when an opening period flag is ON. [Figure 91] 10 is a flowchart showing a process when the opening / closing process period flag is ON. [Figure 92] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 93] 10 is a flowchart showing a process when an ending period flag is ON. [Figure 94] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 95] This is a flowchart showing the small win opening and closing process. [Figure 96] 10 is a flowchart showing processing for electric utility support. [Figure 97] 10 is a flowchart showing an electric utility switching process. [Figure 98] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 99] 10 is a flowchart showing a pending command response process. [Figure 100] 10 is a flowchart showing an update process when a ball goes in. [Figure 101] 10 is a flowchart showing the game play presentation setting process. [Figure 102] 10 is a flowchart showing a display mode switching process. [Figure 103] This is a flowchart showing the process for setting the special 1 game play presentation. [Figure 104] 10 is a flowchart showing a first effect pattern setting process. [Figure 105] This is a flowchart showing the process for setting the presentation pattern for the first starting port in a low probability low support state. [Figure 106] This is a flowchart showing the process for setting the presentation pattern when in a low probability high support state for the first starting port. [Figure 107] This is a flowchart showing the process for setting the presentation pattern when in a high probability high support state for the first starting port. [Figure 108] This is a flowchart showing the process for setting the presentation pattern when in a high probability low support state for the first starting port. [Figure 109] This is a flowchart showing the process for setting the special 2 game play presentation. [Figure 110] 10 is a flowchart showing a second effect pattern setting process. [Figure 111]This is a flowchart showing the process for setting the presentation pattern for the second starting port in a low probability low support state. [Figure 112] This is a flowchart showing the process for setting the presentation pattern for the second starting port in a low probability high support state. [Figure 113] This is a flowchart showing the process for setting the presentation pattern when in a high probability high support state for the second starting port. [Figure 114] This is a flowchart showing the process for setting the presentation pattern when in a high probability low support state for the second starting port. [Figure 115] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 116] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 117] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 118] FIG. 10 is a front view of a game board provided in a modified pachinko machine. [Figure 119] FIG. 10 is a front view of a game board provided in a modified pachinko machine. [Figure 120] FIG. 10 is an explanatory diagram showing the left-side round number distribution device. [Figure 121] FIG. 10 is a perspective view of a pachinko machine according to a third embodiment. [Figure 122] FIG. [Figure 123] 1 is an explanatory diagram showing the decorative pattern displayed in a variable manner on a pattern display device and the display surface of the pattern display device. [Figure 124] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 125] FIG. 2 is an explanatory diagram showing various counters and various storage areas provided in a RAM. [Figure 126] An explanatory diagram showing the contents of the special drawing pass / fail determination table. [Figure 127] An explanatory diagram showing the contents of the special chart type determination table. [Figure 128] An explanatory diagram showing the contents of the special line opening / closing scenario selection table. [Figure 129] An explanatory diagram showing the contents of the general drawing pass / fail determination table. [Figure 130] An explanatory diagram showing the contents of a general map type determination table. [Figure 131] FIG. 10 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 132] FIG. 1 is a block diagram mainly showing the electrical configuration of an audio / light emitting control device and a display control device. [Figure 133] FIG. 1 is an explanatory diagram illustrating the flow of play in a pachinko machine. [Figure 134] FIG. 10 is an explanatory diagram showing a battle presentation and a battle result presentation. [Figure 135] An explanatory diagram showing the countdown effect, the opportunity indication effect, and the number of balls scored. [Figure 136] FIG. 10 is an explanatory diagram showing a step-up effect. [Figure 137] 10 is a flowchart showing a normal process. [Figure 138] 10 is a flowchart showing a timer interrupt process. [Figure 139] 10 is a flowchart showing the ball entry process for each ball entry port. [Figure 140] This is a flowchart showing the ball entry processing for the first special chart starting hole. [Figure 141] This is a flowchart showing the ball entry processing for the second special chart starting hole. [Figure 142] This is a flowchart showing the ball entry process for a normal starting gate. [Figure 143] This is a flowchart showing the ball entry processing for a V-guaranteed entry port. [Figure 144] 10 is a flowchart showing a special chart special power control process. [Figure 145] 10 is a flowchart showing the special pattern variation start processing. [Figure 146] 10 is a flowchart showing the special symbol variation stop processing. [Figure 147] 10 is a flowchart showing the processing after the special pattern variation has stopped. [Figure 148]10 is a flowchart showing a process for starting a special power opening / closing execution mode. [Figure 149] 10 is a flowchart showing processing during the special line opening period. [Figure 150] 10 is a flowchart showing processing during a special telephone opening and closing period. [Figure 151] 10 is a flowchart showing processing during the special call ending period. [Figure 152] 10 is a flowchart showing a general-purpose power control process. [Figure 153] This is a flowchart showing the normal pattern change start processing. [Fig. 154] This is a flowchart showing the normal pattern variation stop processing. [Figure 155] This is a flowchart showing the processing after stopping the normal pattern variation. [Figure 156] 10 is a flowchart showing a normal power switching execution mode start process. [Figure 157] 10 is a flowchart showing processing during a regular power opening period. [Figure 158] 10 is a flowchart showing processing during a normal power switching period. [Figure 159] 10 is a flowchart showing processing during a regular power ending period. [Figure 160] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 161] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 162] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 163] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Fig. 164] FIG. 10 is a perspective view of a pachinko machine according to a fourth embodiment. [Figure 165] FIG. [Figure 166] 1 is an explanatory diagram showing the decorative pattern displayed in a variable manner on a pattern display device and the display surface of the pattern display device. [Figure 167] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 168] FIG. 2 is an explanatory diagram showing various counters and various storage areas provided in a RAM. [Figure 169] An explanatory diagram showing the contents of the special drawing pass / fail determination table. [Figure 170] An explanatory diagram showing the contents of the special chart type determination table. [Figure 171] An explanatory diagram showing the contents of the special line opening / closing scenario selection table. [Fig. 172] An explanatory diagram showing the contents of the general drawing pass / fail determination table. [Fig. 173] An explanatory diagram showing the contents of a general map type determination table. [Fig. 174] FIG. 10 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 175] FIG. 1 is a block diagram mainly showing the electrical configuration of an audio / light emitting control device and a display control device. [Figure 176] FIG. 1 is an explanatory diagram illustrating the flow of play in a pachinko machine. [Figure 177] An explanatory diagram showing the electric shaker device aiming right hit notification effect. [Figure 178] FIG. 10 is an explanatory diagram showing a battle presentation and a battle result presentation. [Figure 179] An explanatory diagram showing the countdown effect, the opportunity indication effect, and the number of balls scored. [Figure 180] FIG. 10 is an explanatory diagram showing a step-up effect. [Figure 181] 10 is a flowchart showing a normal process. [Figure 182] 10 is a flowchart showing a timer interrupt process. [Figure 183] 10 is a flowchart showing the ball entry process for each ball entry port. [Figure 184] This is a flowchart showing the ball entry processing for the first special chart starting hole. [Figure 185] This is a flowchart showing the ball entry processing for the second special chart starting hole. [Figure 186] This is a flowchart showing the ball entry process for a normal starting gate. [Figure 187] This is a flowchart showing the ball entry processing for a V-guaranteed entry port. [Figure 188] 10 is a flowchart showing a special chart special power control process. [Figure 189] 10 is a flowchart showing the special pattern variation start processing. [Figure 190] 10 is a flowchart showing the special symbol variation stop processing. [Figure 191] 10 is a flowchart showing the processing after the special pattern variation has stopped. [Figure 192] 10 is a flowchart showing a process for starting a special power opening / closing execution mode. [Figure 193] 10 is a flowchart showing processing during the special line opening period. [Figure 194] 10 is a flowchart showing processing during a special telephone opening and closing period. [Figure 195] 10 is a flowchart showing processing during the special call ending period. [Figure 196] 10 is a flowchart showing a general-purpose power control process. [Figure 197] This is a flowchart showing the normal pattern change start processing. [Figure 198] This is a flowchart showing the normal pattern variation stop processing. [Figure 199] This is a flowchart showing the processing after stopping the normal pattern variation. [Figure 200] 10 is a flowchart showing a normal power switching execution mode start process. [Figure 201] 10 is a flowchart showing processing during a regular power opening period. [Figure 202] 10 is a flowchart showing processing during a normal power switching period. [Figure 203] 10 is a flowchart showing processing during a regular power ending period. [Figure 204] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 205]4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 206] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 207] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 208] FIG. 10 is a perspective view of a pachinko machine according to a fifth embodiment. [Figure 209] FIG. 2 is a rear view of the pachinko machine. [Figure 210] FIG. [Figure 211] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 212] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 213] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 214] This is an explanatory diagram showing the contents of the win / loss table for the special winning lottery. [Figure 215] An explanatory diagram showing the contents of the allocation table for small wins. [Figure 216] An explanatory diagram showing the contents of the allocation table for V-winning jackpots. [Figure 217] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 218] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 219] FIG. 1 is an explanatory diagram showing the flow of a game in a pachinko machine. [Figure 220] An explanatory diagram showing how the notification presentation of the game method changes depending on the value of the ceiling count counter. [Figure 221] FIG. 10 is an explanatory diagram showing an example of a notification effect for a game method. [Figure 222] This is an explanatory diagram showing the presentation when the result of the special chart 1 winning lottery on a pachinko machine is a small winning prize. [Figure 223] 10 is a flowchart showing a timer interrupt process. [Figure 224] This is a flowchart showing the ball entry processing for the starting hole. [Figure 225] 10 is a flowchart showing a through ball entry process. [Figure 226] A flowchart showing the ball entry process for the large prize slot. [Figure 227] A flowchart showing the ball entry processing for the V entry port. [Figure 228] 10 is a flowchart showing a normal process. [Figure 229] 10 is a flowchart showing a game play control process. [Figure 230] 10 is a flowchart showing a fluctuation start process. [Figure 231] 10 is a flowchart showing a hold information shift process. [Figure 232] 10 is a flowchart showing a hit determination process. [Figure 233] 10 is a flowchart showing a variable time setting process. [Figure 234] 10 is a flowchart showing a fluctuation stop process. [Figure 235] 10 is a flowchart showing ceiling time reduction processing. [Figure 236] 10 is a flowchart showing a V-target profit / loss determination process. [Figure 237] 10 is a flowchart showing a game state transition process. [Figure 238] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 239] A flowchart showing the transition processing at the end of a V-winning jackpot game. [Figure 240] 10 is a flowchart showing processing for electric utility support. [Figure 241] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 242] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 243] 10 is a flowchart showing a pending command response process. [Figure 244] 10 is a flowchart showing the game play presentation setting process. [Figure 245] 10 is a flowchart showing a performance pattern setting process. [Figure 246] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 247] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 248] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 249] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 250] An explanatory diagram showing how the notification presentation of the game method changes depending on the value of the ceiling count counter in a modified example. [Figure 251] 10 is a flowchart showing a V-targeting profit / loss determination process in a modified example. [Figure 252] FIG. 10 is an explanatory diagram showing an example of a notification display recommending profit and loss review. [Figure 253] FIG. 10 is an explanatory diagram showing a part of the island equipment installed in the game hall in explaining the sixth embodiment. [Figure 254] FIG. 10 is a perspective view of a pachinko machine according to a sixth embodiment. [Figure 255] FIG. 2 is a rear view of the pachinko machine. [Figure 256] FIG. [Figure 257] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 258] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 259] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 260] This is an explanatory diagram showing the contents of the win / loss table for the special winning lottery. [Figure 261] This is an explanatory diagram showing the contents of the allocation table for special chart 2 small wins. [Figure 262] An explanatory diagram showing the contents of the allocation table for jackpots. [Figure 263] This is an explanatory diagram showing the contents of the win / loss table used when conducting a regular electric device release lottery. [Figure 264] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 265] FIG. 2 is a block diagram showing an external terminal board and a data display. [Figure 266] 3 is an explanatory diagram showing a display surface of a data display device provided in the data display device. FIG. [Figure 267] FIG. 1 is an explanatory diagram showing the flow of a game in a pachinko machine. [Figure 268] 10 is a time chart for explaining an example of the processing that is performed when a pachinko machine wins a jackpot during a high support state. [Figure 269] This is a time chart to explain an example of the processing that is performed when a pachinko machine wins a small jackpot during a high support state and then wins a V-winning jackpot. [Figure 270] This is a time chart to explain an example of the processing that is performed when a pachinko machine wins a small prize during a high support state but does not win a V prize jackpot. [Fig. 271] This is a time chart to explain an example of the processing when a pachinko machine loses all of its games in a high support state (no special 2 remaining reserve). [Fig. 272] This is a time chart to explain an example of the processing that is performed when a jackpot is won with special 2 remaining reserve at the end of a high support state in a pachinko machine. [Fig. 273] This is a time chart to explain an example of the processing that is performed when a small jackpot is won with the special 2 remaining reserve at the end of a high support state in a pachinko machine. [Fig. 274] This is a time chart to explain an example of the processing that is performed when all play times based on the special 2 remaining reserve at the end of the high support state in a pachinko machine are unsuccessful. [Figure 275] 10 is a flowchart showing a timer interrupt process executed in the main MPU. [Figure 276] This is a flowchart showing the ball entry processing for the starting hole. [Figure 277] 10 is a flowchart showing a through ball entry process. [Fig. 278] A flowchart showing the ball entry process for the large prize slot. [Figure 279] A flowchart showing the ball entry processing for the V entry port. [Figure 280] 10 is a flowchart illustrating an outer end output signal management process. [Figure 281] 10 is a flowchart showing a normal process. [Figure 282] 10 is a flowchart showing a game play control process. [Figure 283] 10 is a flowchart showing a fluctuation start process. [Fig. 284] 10 is a flowchart showing a hold information shift process. [Figure 285] 10 is a flowchart showing a hit determination process. [Figure 286] 10 is a flowchart showing a variable time setting process. [Figure 287] 10 is a flowchart showing a fluctuation stop process. [Figure 288] 10 is a flowchart showing a process when a fixed time has elapsed. [Figure 289] 10 is a flowchart showing a game state transition process. [Figure 290] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 291] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 292] 10 is a flowchart showing an extension flag OFF process. [Figure 293] 10 is a flowchart showing processing for electric utility support. [Fig. 294] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 295]10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 296] 10 is a flowchart showing a pending command response process. [Figure 297] 10 is a flowchart showing the game play presentation setting process. [Figure 298] 10 is a flowchart showing a performance pattern setting process. [Figure 299] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 300] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 301] 10 is a flowchart showing a command interrupt process. [Figure 302] 10 is a flowchart showing a V interrupt process. [Figure 303] FIG. 13 is a perspective view of a pachinko machine according to a seventh embodiment. [Figure 304] FIG. 2 is a rear view of the pachinko machine. [Figure 305] FIG. [Figure 306] 1 is an explanatory diagram showing the decorative pattern displayed in a variable manner on a pattern display device and the display surface of the pattern display device. [Figure 307] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 308] FIG. 2 is an explanatory diagram showing various counters and various storage areas provided in a RAM. [Figure 309] An explanatory diagram showing the contents of the special drawing pass / fail determination table. [Figure 310] An explanatory diagram showing the contents of the special chart type determination table. [Figure 311] FIG. 10 is an explanatory diagram showing the contents of a special line opening / closing pattern selection table. [Figure 312] An explanatory diagram showing the contents of the general drawing pass / fail determination table. [Figure 313] An explanatory diagram showing the contents of a general map type determination table. [Figure 314] FIG. 10 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 315] FIG. 1 is a block diagram mainly showing the electrical configuration of an audio / light emitting control device and a display control device. [Figure 316] This is an explanatory diagram showing the movable prop for the performance moving to the lowest position, each petal part moving away (expanding) from the rotating shaft part and rotating counterclockwise at the lowest position. [Figure 317] This is a right side schematic diagram showing the movable props for performance and the movable prop drive mechanism for performance that drives the movable props for performance. [Figure 318] FIG. 10 is an explanatory diagram showing a reel-linked battle effect, which is an example of a reel-linked effect. [Figure 319] FIG. 10 is an explanatory diagram showing a reel-linked battle effect, which is an example of a reel-linked effect. [Figure 320] FIG. 2 is an explanatory diagram illustrating a configuration of each driving scenario. [Figure 321] 10 is a flowchart showing a normal process. [Figure 322] 10 is a flowchart showing a timer interrupt process. [Figure 323] This is a flowchart showing the ball entry process for each ball entry port. [Figure 324] This is a flowchart showing the ball entry processing for the first special chart starting hole. [Figure 325] This is a flowchart showing the ball entry processing for the second special chart starting hole. [Figure 326] This is a flowchart showing the ball entry process for a normal starting gate. [Figure 327] 10 is a flowchart showing a special chart special power control process. [Figure 328] 10 is a flowchart showing the special pattern variation start processing. [Figure 329] 10 is a flowchart showing the special symbol variation stop processing. [Figure 330] 10 is a flowchart showing the processing after the special pattern variation has stopped. [Figure 331] 10 is a flowchart showing a process for starting a special power opening / closing execution mode. [Figure 332]10 is a flowchart showing processing during the special line opening period. [Figure 333] 10 is a flowchart showing processing during a special telephone opening and closing period. [Figure 334] 10 is a flowchart showing processing during the special call ending period. [Figure 335] 10 is a flowchart showing a general-purpose power control process. [Figure 336] This is a flowchart showing the normal pattern change start processing. [Figure 337] This is a flowchart showing the normal pattern variation stop processing. [Figure 338] This is a flowchart showing the processing after stopping the normal pattern variation. [Figure 339] 10 is a flowchart showing a normal power switching execution mode start process. [Figure 340] 10 is a flowchart showing processing during a regular power opening period. [Figure 341] 10 is a flowchart showing processing during a normal power switching period. [Figure 342] 10 is a flowchart showing processing during a regular power ending period. [Figure 343] 10 is a flowchart showing a timer interrupt process executed in the MPU of the audio and light emission control device. [Figure 344] This is a flowchart showing the special chart change performance setting process executed in the MPU of the audio and light emission control device. [Figure 345] 10 is a flowchart showing the performance setting process during the special power opening / closing execution mode executed in the MPU of the audio / light emitting control device. [Figure 346] 10 is a flowchart showing processing for the performance operation button executed in the MPU of the audio and light emission control device. [Figure 347] 10 is a flowchart showing the process of driving movable props for performance executed in the MPU of the audio and light emission control device. [Figure 348] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 349]10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 350] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 351] 10 is a flowchart showing a command response process executed in an MPU of the display control device. [Figure 352] FIG. 10 is an explanatory diagram showing a role-linked battle effect, which is an example of a role-linked effect that can be executed in a modified pachinko machine. [Figure 353] FIG. 10 is an explanatory diagram showing a role-linked battle effect, which is an example of a role-linked effect that can be executed in a modified pachinko machine. [Figure 354] FIG. 10 is an explanatory diagram showing a role-linked battle effect, which is an example of a role-linked effect that can be executed in a modified pachinko machine. [Figure 355] An explanatory diagram schematically showing the configuration of each driving scenario provided in a modified pachinko machine. [Figure 356] FIG. 13 is a perspective view of a pachinko machine according to an eighth embodiment. [Figure 357] FIG. 2 is a rear view of the pachinko machine. [Figure 358] FIG. [Figure 359] 1 is an explanatory diagram showing the decorative pattern displayed in a variable manner on a pattern display device and the display surface of the pattern display device. [Figure 360] FIG. 10 is an explanatory diagram illustrating a sound / light quantity adjustment image. [Figure 361] FIG. 10 is an explanatory diagram illustrating an option image. [Figure 362] FIG. 10 is an explanatory diagram illustrating the game history information displayed on the display surface 041a. [Figure 363] 1 is a block diagram showing the electrical configuration of a pachinko machine 10. FIG. [Figure 364] 6 is an explanatory diagram showing various counters and various storage areas provided in RAM 64. FIG. [Figure 365] An explanatory diagram showing the contents of the special drawing pass / fail determination table. [Figure 366]An explanatory diagram showing the contents of the special chart type determination table. [Figure 367] FIG. 10 is an explanatory diagram showing the contents of a special line opening / closing pattern selection table. [Figure 368] An explanatory diagram showing the contents of the general drawing pass / fail determination table. [Figure 369] An explanatory diagram showing the contents of a general map type determination table. [Figure 370] FIG. 10 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 371] 1 is a block diagram mainly showing the electrical configuration of an audio and light emission control device 90 and a display control device 100. FIG. [Figure 372] 10 is a flowchart showing a processing pattern PS1. [Figure 373] 10 is a flowchart showing a processing pattern PS2. [Figure 374] 10 is a flowchart showing a processing pattern PS3. [Figure 375] 10 is a flowchart showing a processing pattern PY1. [Figure 376] 10 is a flowchart showing a processing pattern PY2. [Figure 377] 10 is a flowchart showing a processing pattern PY3. [Figure 378] 10 is a flowchart showing a processing pattern PY4. [Figure 379] 10 is a flowchart showing a processing pattern PY5. [Figure 380] 10 is a flowchart showing a processing pattern PY6. [Figure 381] 10 is a flowchart showing a processing pattern PY7. [Figure 382] 10 is a flowchart showing a processing pattern CY1. [Figure 383] 10 is a flowchart showing a processing pattern CY2. [Figure 384] 10 is a flowchart showing a processing pattern CY3. [Figure 385] 10 is a flowchart showing a processing pattern CY4. [Figure 386] 10 is a flowchart showing a processing pattern CY5. [Figure 387] 10 is a flowchart showing a processing pattern CY6. [Figure 388] 10 is a flowchart showing a processing pattern CY7. [Figure 389] 10 is a flowchart showing a processing pattern CY8. [Figure 390] 10 is a flowchart showing a processing pattern DS1. [Figure 391] 10 is a flowchart showing a processing pattern DS2. [Figure 392] 10 is a flowchart showing a processing pattern DY1. [Figure 393] 10 is a flowchart showing a processing pattern DY2. [Figure 394] 10 is a flowchart showing a processing pattern DY3. [Figure 395] 10 is a flowchart showing a processing pattern DY4. [Figure 396] 10 is a flowchart showing a processing pattern DY5. [Figure 397] 10 is a flowchart showing a processing pattern DY6. [Figure 398] 10 is a flowchart showing a processing pattern DY7. [Figure 399] 10 is a flowchart showing a processing pattern DY8. [Figure 400] 10 is a flowchart showing a normal process. [Figure 401] 10 is a flowchart showing a timer interrupt process. [Figure 402] This is a flowchart showing the ball entry process for each ball entry port. [Figure 403] This is a flowchart showing the ball entry processing for the first special chart starting hole. [Figure 404] This is a flowchart showing the ball entry processing for the second special chart starting hole. [Figure 405] This is a flowchart showing the ball entry process for a normal starting gate. [Figure 406]10 is a flowchart showing a special chart special power control process. [Figure 407] 10 is a flowchart showing the special pattern variation start processing. [Figure 408] 10 is a flowchart showing the special symbol variation stop processing. [Figure 409] 10 is a flowchart showing the processing after the special pattern variation has stopped. [Figure 410] 10 is a flowchart showing a process for starting a special power opening / closing execution mode. [Figure 411] 10 is a flowchart showing processing during the special line opening period. [Figure 412] 10 is a flowchart showing processing during a special telephone opening and closing period. [Figure 413] 10 is a flowchart showing processing during the special call ending period. [Figure 414] 10 is a flowchart showing a general-purpose power control process. [Figure 415] This is a flowchart showing the normal pattern change start processing. [Figure 416] This is a flowchart showing the normal pattern variation stop processing. [Figure 417] This is a flowchart showing the processing after stopping the normal pattern variation. [Figure 418] 10 is a flowchart showing a normal power switching execution mode start process. [Fig. 419] 10 is a flowchart showing processing during a regular power opening period. [Figure 420] 10 is a flowchart showing processing during a normal power switching period. [Figure 421] 10 is a flowchart showing processing during a regular power ending period. [Figure 422] 10 is a flowchart showing timer interrupt processing of the sound and light side MPU 92. [Figure 423] 10 is a flowchart showing the special chart change effect setting process. [Figure 424] 10 is a flowchart showing the performance setting process during the special line opening / closing execution mode. [Figure 425] 10 is a flowchart showing a button operation response process. [Figure 426] 10 is a flowchart showing the process of driving movable props for performance. [Figure 427] 10 is a flowchart showing a standby process. [Figure 428] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Figure 429] 10 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Fig. 430] 10 is a flowchart showing V interrupt processing executed in the MPU 102 of the display control device 100. [Figure 431] FIG. 13 is an explanatory diagram illustrating a performance customization setting image PSGa in the ninth embodiment. [Figure 432] FIG. 10 is an explanatory diagram illustrating an initial operation image. [Figure 433] FIG. 10 is an explanatory diagram showing a model selection image. [Fig. 434] FIG. 10 is an explanatory diagram illustrating an image for setting the frequency of one-shot announcement effects. [Figure 435] FIG. 10 is an explanatory diagram illustrating a hibiscus flash effect. [Figure 436] FIG. 10 is an explanatory diagram illustrating an image for setting the expected degree of school of fish effect. [Figure 437] FIG. 10 is an explanatory diagram illustrating an image for setting the bubble effect expectation level. [Fig. 438] FIG. 10 is an explanatory diagram illustrating an image for setting a cut-in effect. [Figure 439] FIG. 10 is an explanatory diagram illustrating an image for setting a round music piece. [Figure 440] FIG. 10 is an explanatory diagram illustrating an image for connection operation. [Figure 441] FIG. 10 is an explanatory diagram illustrating a connection completion image. [Figure 442] FIG. 10 is an explanatory diagram illustrating a game history information receiving image. [Figure 443] FIG. 10 is an explanatory diagram illustrating a custom setting information reception completion image. [Figure 444]10 is an explanatory diagram illustrating the value of the frequency of one-shot announcement effects set in the pachinko machine 10. FIG. [Figure 445] 10 is an explanatory diagram illustrating the value of the expected degree of fish school effect set in the pachinko machine 10. FIG. [Figure 446] 10 is an explanatory diagram illustrating the value of the frequency of one-shot announcement effects set in the pachinko machine 10. FIG. [Figure 447] FIG. 10 is an explanatory diagram illustrating a modified example of processing related to the frequency of one-shot announcement effects. [Figure 448] FIG. 10 is an explanatory diagram illustrating a modified example of processing related to the expected degree of fish schooling effect. [Figure 449] An explanatory diagram illustrating a modified example of processing related to the expected degree of bubble effects. [Figure 450] FIG. 19 is a perspective view of a pachinko machine according to a tenth embodiment. [Figure 451] FIG. 2 is a rear view of the pachinko machine. [Figure 452] FIG. [Figure 453] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 454] FIG. 2 is an explanatory diagram showing the starting port unit. [Figure 455] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 456] This is an explanatory diagram showing the contents of various counters used for special winning lotteries and regular electric device opening lotteries. [Figure 457] This is an explanatory diagram showing the contents of the win / loss table for the special winning lottery. [Figure 458] An explanatory diagram showing the contents of the allocation table for jackpots. [Fig. 459] This is an explanatory diagram showing the contents of the allocation table for special chart 2 small wins. [Figure 460] This is an explanatory diagram showing the contents of the win / loss table used when conducting a regular electric device release lottery. [Figure 461] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 462]FIG. 1 is an explanatory diagram showing the flow of a game in a pachinko machine. [Figure 463] 10 is a time chart for explaining an example of processing in a rush stage as Case 1. [Fig. 464] An explanatory diagram showing the display surface of the pattern display device immediately after transitioning to a high support state. [Figure 465] An explanatory diagram showing the first half of the subtraction effect when the symbol is stored on hold, displayed on the pattern display device. [Figure 466] An explanatory diagram showing the second half of the subtraction effect displayed on the pattern display device when the symbol is stored on hold. [Figure 467] An explanatory diagram showing the first half of the subtraction effect when fluctuation stops, displayed on the pattern display device. [Fig. 468] An explanatory diagram showing the second half of the subtraction effect displayed on the pattern display device when the fluctuation stops. [Figure 469] An explanatory diagram showing an example of a special 2 hold continuous presentation. [Figure 470] 10 is a time chart for explaining an example of processing in the rush stage as Case 2. [Figure 471] 10 is a time chart for explaining an example of processing in the rush stage as Case 3. [Figure 472] 10 is a time chart for explaining an example of processing in the rush stage as Case 4. [Fig. 473] 10 is a flowchart showing a timer interrupt process. [Fig. 474] This is a flowchart showing the ball entry processing for the starting hole. [Figure 475] 10 is a flowchart showing a time-saving number subtraction process. [Figure 476] 10 is a flowchart showing a through ball entry process. [Figure 477] A flowchart showing the ball entry process for the large prize slot. [Figure 478] A flowchart showing the ball entry processing for the V entry port. [Figure 479] 10 is a flowchart showing a normal process. [Figure 480] 10 is a flowchart showing a game play control process. [Figure 481] 10 is a flowchart showing a fluctuation start process. [Figure 482] 10 is a flowchart showing a hold information shift process. [Figure 483] 10 is a flowchart showing a hit determination process. [Figure 484] 10 is a flowchart showing a variable time setting process. [Figure 485] 10 is a flowchart showing a fluctuation stop process. [Figure 486] 10 is a flowchart showing a process when a fixed time has elapsed. [Figure 487] 10 is a flowchart showing a game state transition process. [Figure 488] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 489] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 490] 10 is a flowchart showing processing for electric utility support. [Figure 491] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 492] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 493] 10 is a flowchart showing a pending command response process. [Figure 494] 10 is a flowchart showing the game play presentation setting process. [Figure 495] 10 is a flowchart showing a performance pattern setting process. [Figure 496] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 497] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 498] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 499]10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. DETAILED DESCRIPTION OF THE INVENTION 【0010】 DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. <1> First embodiment (mainly corresponding to feature xA group to feature xU group): <2> Second embodiment (mainly corresponding to feature yA group to feature yζ group): <3> Third embodiment (mainly corresponding to feature group zA to feature group zU): <4> Fourth embodiment (mainly corresponding to feature aA group to feature aU group): <5> Fifth embodiment (mainly corresponding to feature bA group to feature bU group): 6. Sixth embodiment (mainly corresponding to feature group cA): 7. Seventh embodiment (mainly corresponding to feature group dA): <8> Eighth embodiment (mainly corresponding to feature group eA): <9> Ninth embodiment (mainly corresponding to feature group fA): Tenth embodiment (mainly corresponding to feature group gA): 【0011】 1. First embodiment: 1-1. Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko gaming machine (hereinafter also referred to as a "pachinko machine") according to a first embodiment of the present invention. The pachinko machine includes a rotating body serving as the rotation means of the present invention. The rotating body includes a first rotating body configured to allow a light source located on the rear side to be visible, and a second rotating body that can move to the rear 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 the pachinko machine 10 is installed in an amusement hall, the outer frame 11 is fixed to the island equipment of the amusement hall. The pachinko machine 10 also includes a pachinko machine main body 12 rotatably supported by the outer frame 11. The pachinko machine main body 12 includes an inner frame 13 and a front door frame 14 disposed in front of the inner frame 13. The inner frame 13 is rotatably supported by the outer frame 11 via metal hinges 15. The front door frame 14 is rotatably supported by the inner frame 13 via metal hinges 16. Control devices for controlling the pachinko machine main body 12, such as a main control device, an audio / light emitting control device, and a display control device, are arranged on the back of the inner frame 13. Details of these control devices will be described later. The pachinko machine 10 is also provided with a cylinder lock 17. The cylinder lock 17 has the function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and the 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 18 is formed in the approximate center of the front door frame 14. Resin parts and decorative illumination parts for decorating the pachinko machine 10 are provided around the window 18. The decorative illumination parts are composed of light-emitting means consisting of various lamps such as LEDs. The light-emitting means serves to enhance the presentation effect by lighting or flashing during each game played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. In addition, a glass unit 19 consisting of two glass plates is disposed on the back side of the front door frame 14, and the open window 18 is sealed by the glass unit 19. A game board (described later) is detachably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board through the glass unit 19 from the front of the pachinko machine 10. 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 in a box shape with an open top, and stores game balls such as loaned balls loaned from a loaner machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the player operating the operating handle 25, and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is disposed below the upper tray 20 and is formed in a box shape with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. A discharge port 22 is formed in the bottom surface of the lower tray 21 for discharging the game balls stored in the lower tray 21. A lever 23 is provided below the outlet 22, and the player can switch between a closed state and an open state of the outlet 22 by operating the lever 23. When the player operates the lever 23 to open the outlet 22, the game balls fall from the outlet 22 and are discharged from the lower tray 21 to the outside. 【0014】 A performance operation button 24 is provided in front of the periphery of the upper tray 20. The performance operation button 24 is an operation unit that allows the player to perform input operations for game performances 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】 An operating handle 25 for a player to operate is provided on the right side (hereinafter simply referred to as the "right side") of the front door frame 14 when viewed from the front. When a player operates (rotates) the operating handle 25, a game ball is launched from the game ball launching mechanism toward the front of the gaming board in response to the operation. Inside the operating handle 25, there are provided a touch sensor 25a for permitting the operation of the game ball launching mechanism, a wait button 25b that is pressed by the player to stop the game ball from being launched by the game ball launching mechanism, and a variable resistor 25c that detects the amount of rotation of the operating handle 25 by a change in electrical resistance. When the player grips the operating handle 25, the touch sensor 25a is turned on. 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, and a game ball is launched from the game ball launching mechanism toward the front of the gaming board with a strength corresponding to the resistance value of the variable resistor 25c. 【0016】 A game ball launch button 26 for a player to operate is provided on the left side of the periphery of the upper tray 20 as viewed from the front (hereinafter simply referred to as the "left side"). When the game ball launch button 26 is operated by the player, a game ball is launched to the front of the game board with a predetermined launch strength, regardless of the amount of rotation of the operating handle 25 by the player. Specifically, when the player operates the game ball launch button 26, the game ball is launched to the front of the game board with the same launch strength as when the rotation amount of the operating handle 25 is maximum. In this embodiment, when the game ball is launched by operating the game ball launch button 26, the game ball flows to the right side of the game board as viewed from the front, and also flows down the right side of the game board. In other words, by operating the game ball launch button 26, the player can perform what is known as a "right shot." In the pachinko machine 10 of this embodiment, when the game ball launch button 26 is operated, the game ball is launched onto the game board on the condition that the touch sensor 25a is on. That is, the player can realize the launch of the game ball triggered by operating the game ball launch button 26 by gripping the operation handle 25 to turn on at least the touch sensor 25a and then operating the game ball launch button 26. 【0017】 Next, we will explain the configuration of the back surface of the pachinko machine 10. On the back surface of the pachinko machine 10, control devices for controlling the operation of the pachinko machine 10 are arranged. 【0018】 2 is a rear view of the pachinko machine 10. As shown in the figure, 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 rear surface of the inner frame 13. 【0019】 The first control unit 51 is equipped with a main control device 60. The main control device 60 has a main control board that has the function of mainly controlling the game. The main control board is housed in a board box made of a transparent resin material. This board box is configured to leave traces of opening and closing. For example, a seal sticker is affixed to the openable part, and when the board box is opened, the word "opened" appears. 【0020】 The second control unit 52 includes an audio and light emitting control device 90 and a display control device 100. The audio and light emitting control device 90 controls light emitting means such as speakers 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 and light emitting control device 90. The symbol display device includes a liquid crystal display that displays symbols and images for effects. 【0021】 The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 controls the payout of prize balls. When a command to launch game balls is input from the main control device 60, the launch control device 80 controls the game ball launching mechanism to launch game balls with a strength corresponding to the amount of rotation of the operating handle 25 by the player. Additionally, the back surface of the inner frame 13 is provided with several devices necessary for the operation of the pachinko machine 10, such as a tank 54 that receives game balls supplied from the island facilities of the gaming hall, a tank rail 55 connected below the tank 54 and having a gently sloping surface so that game balls flow downstream, a case rail 56 connected vertically downstream of the tank rail 55, and a payout device 71 that receives game balls from the case rail 56 and pays out a predetermined number of game balls in response to a command from the payout control device 70. 【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. The power switch 88 is connected to the power supply device 85. By turning the power switch 88 on and off, the pachinko machine 10 is switched 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 described. The game board is detachably attached to the front surface 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, is formed from colorless, transparent polycarbonate resin. However, as a variant, the game board 30 may be formed from 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 elements, 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, creating a design effect. 【0025】 An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a portion of the outer edge of the game area PA. A guide rail 31 for guiding game balls is formed between the inner rail portion 31a and the outer rail portion 31b. Game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. A plurality of nails 42 are planted in the game area PA approximately perpendicular to the game board 30, and various devices such as a windmill 96 are also arranged. 【0026】 The gaming ball is a sphere made of a uniform material, and in this embodiment, it is made of steel (iron). When viewed from the front, the gaming ball's outer shape is point-symmetrical with respect to the center of rotation of the gaming ball, making it nearly a perfect sphere. The surface of the gaming ball is inscribed with letters and symbols, such as the name and logo of the amusement hall. As described above, the gaming ball launched from the gaming ball launching mechanism is guided by the guide rail 31 and released to the top of the gaming area PA. It then flows down the gaming area PA, flowing toward the windmill 96 from a position above the windmill 96. The speed and direction of the rotation axis of the gaming ball as it flows down can be changed by the nails and the windmill 96, and the direction of rotation can also be reversed. A player of the pachinko machine 10 can view the gaming ball from the front of the pachinko machine 10 through the glass unit 19, and can watch the gaming ball flow down the gaming area PA. In addition, when game balls are continuously launched from the game ball launching mechanism, multiple game balls may be present 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. When the game balls flowing down the game area PA hit the nails 42, they rotate and are guided in a falling direction restricted by the nails 42. 【0028】 The windmill 96 is a structure that can switch between a rotating state and a stationary state by receiving mechanical energy from the gaming ball, and its rotation direction and rotation speed can also be changed. In this embodiment, the windmill 96 is provided in a fixed position on the left side of the gaming board 30 and includes a shaft tube 96a for inserting a nail installed on the gaming board 30, three blades 96b arranged radially around the outer periphery of the shaft tube 96a, and a front disk 96c attached to the front side of the shaft tube 96a and the blades 96b (the front direction of the gaming board 30). In this embodiment, the shaft tube 96a, the blades 96b, and the front disk 96c are integrally formed from a transparent resin material and are configured to rotate around the nail inserted in the shaft tube 96a. The shaft tube 96a and the nail inserted in the shaft tube 96a, which function as the rotation axis of the windmill 96, are arranged perpendicular to the surface of the gaming board 30. The front disk 96c is made of transparent resin, and is therefore configured to be able to see the light source located on the back side of the game board 30. The front disk 96c has a high light transmission region, which is a region where the light transmittance is high because the vanes 96b are not provided, and a low light transmission region, which is a region where the light transmittance is lower than that of the high light transmission region because the vanes 96b are provided. 【0029】 In the left area of ​​the gaming board 30, a plurality of nails 42 are planted, thereby providing a plurality of paths that can lead from a position above the windmill 96 to a position on the back side of the front disk 96c of the windmill 96. A gaming 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 paths, and during this movement, the gaming ball repeatedly collides with the nails 42, which can change the speed of movement, direction of rotation, and rotation speed. 【0030】 A gaming ball that has reached the windmill 96 is sorted into either a central route that makes it easier for the ball to enter the first starting hole 33 described below, or an outer (left-hand) route that makes it more difficult for the ball to enter the first starting hole 33, depending on the rotational state (rotational direction, rotational speed, position of the blades 96b, etc.) of the front disk 96c at the time the gaming ball moves to a position on the back side of the front disk 96c of the windmill 96. Specifically, each time the gaming ball moves to the back side of the front disk 96c of the windmill 96, it is determined whether the rotational direction of the windmill 96 will be counterclockwise or clockwise. The gaming ball is more likely to be sorted into the central route described above when the windmill 96 rotates clockwise than when it rotates counterclockwise, which tends to increase the player's advantage. If the game ball is diverted to the central route described above, the game ball is more likely to enter the first starting hole 33, which gives the player a high advantage; on the other hand, if the game ball is diverted to the outer (left) route described above, the game ball is less likely to enter the first starting hole 33, which gives the player a low advantage. 【0031】 Furthermore, according to the windmill 96 of this embodiment, the blades 96b and the front disk 96c are formed of a transparent resin material. Therefore, when a game ball is launched from the game ball launching mechanism and the launched game ball flows down above the windmill 96, the light-emitting unit provided on the back side of the game board 30 becomes visible through the front disk 96c of the windmill 96. This improves aesthetic appeal. On the other hand, when a game ball flowing 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 above-mentioned high light-transmitting area), the game ball blocks the light from the light-emitting unit provided on the back side of the game board 30, and becomes visible through the front disk 96c of the windmill 96. This makes it easy to see that the game ball has moved to the windmill 96, and increases the sense of anticipation that the windmill 96 will sort the game ball to the center of the game board 30. In addition, gaming balls flowing down at a position above the windmill 96 can be seen without passing through the front disk 96c of the windmill 96. 【0032】 The gaming board 30 has multiple openings formed therethrough in the front-to-rear direction. 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 device 36. A gaming ball rolls across the surface of the gaming board 30 and enters each of the general winning openings 32, the first starting opening 33, the second starting opening 34, the through gate 35, and the variable winning device 36. The entering gaming ball is guided to the respective opening formed in the gaming board 30. The gaming board 30 also has a variable display unit 40 and a main display unit 45. The main display unit 45 has a special symbol unit 37, a normal symbol unit 38, and a round display unit 39. The gaming board 30 also has a main rotating device 170 for effect as an example of a first rotating body and a pair of sub rotating devices 180, 190 for effect as an example of a second rotating body. 【0033】 As shown in the figure, the general winning opening 32 is a ball entrance member that forms an entrance into which a gaming ball can enter, and a plurality of such openings are provided on the gaming board 30. In this embodiment, when a gaming ball enters the general winning opening 32, 10 gaming balls are paid out as prize balls from the payout device 71 (FIG. 2). 【0034】 The first starting hole 33 is a ball entrance member that forms an entrance through which a gaming ball can enter. The first starting hole 33 is provided at the lower center of the gaming board 30. In this embodiment, when a gaming ball enters the first starting hole 33, three gaming balls are paid out as prize balls, and a winning lottery, which will be described later, is executed. 【0035】 The second starting hole 34 is a ball entrance member that forms a ball entrance through which a gaming ball can enter, and is provided on the right side of the gaming board 30. The second starting hole 34 is provided with an electric device 34a consisting of a pair of left and right movable pieces. When the electric device 34a is in a closed state, the gaming ball cannot enter the second starting hole 34. On the other hand, when the electric device 34a is in an open state, the gaming ball can enter the second starting hole 34. In this embodiment, when a gaming ball enters the second starting hole 34, three gaming balls are paid out as prize balls, and a winning lottery, which will be described later, is executed. 【0036】 The through gate 35 has a through hole that penetrates vertically. The through gate 35 is a through gate that triggers a lottery to open the electric role device 34a. Specifically, when a gaming ball passes through the through gate 35, the main control device 60 uses the passing as an opportunity to conduct an internal lottery (electric role device opening lottery). If the result of the internal lottery is a winning entry for the electric role device opening, the electric role device 34a transitions to an electric role opening state in which it is opened in a predetermined manner. Since the through gate 35 is located upstream of the second start opening 34 in the flow direction of the gaming ball, the gaming ball that passes through the through gate 35 can flow down the game area PA after passing through and enter the second start opening 34. Note that in this embodiment, even if a gaming ball passes through the through gate 35, a prize ball is not paid out. 【0037】 The variable winning device 36 includes a jackpot opening 36a that leads to the back side of the gaming board 30, and an opening / closing door 36b that opens and closes the jackpot opening 36a. The opening / closing door 36b is normally in a closed state, preventing game balls from entering the jackpot opening 36a. If a jackpot is won as a result of an internal lottery (winning lottery) by the main control device 60 and the system transitions to an opening / closing execution mode, the opening / closing door 36b alternates between an open state, allowing game balls to enter, and a closed state. The opening / closing execution mode is a mode that 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 hole 33 or the second starting hole 34, and the opening / closing door 36b alternates between an open state and a closed state. In other words, if a jackpot is won as a result of a winning lottery based on a ball entering the first starting hole 33, the system transitions to an opening / closing execution mode, allowing a ball to enter the jackpot opening 36a of the variable winning device 36. Similarly, if a jackpot is won as a result of a winning lottery based on a ball entering the second starting opening 34, the system transitions to an open / close execution mode in which the ball can enter the large winning opening 36a of the variable winning device 36. In this embodiment, when a gaming ball enters the large winning opening 36a of the variable winning device 36, 15 gaming balls are paid out by the payout device 71 as prize balls. 【0038】 An outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the general winning hole 32, the first starting hole 33, the second starting hole 34, or the variable winning device 36 are discharged from the game area PA through the outlet 43. 【0039】 Gaming balls that enter 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 outlet opening 43 are guided to the rear side of the gaming board 30 through individual openings formed in the gaming board 30, and are configured to eventually merge into a discharge passage provided on the rear side of the gaming board 30. A discharge passage detection sensor that detects gaming balls is provided in the discharge passage. By detecting gaming balls with the discharge passage detection sensor, it is possible to know the number of gaming balls that have been shot onto the gaming board 30. 【0040】 The special symbol unit 37 includes a first symbol display unit 37a and a second symbol display unit 37b. The first symbol display unit 37a and the second symbol display unit 37b are each configured by a segment display in which a plurality of segment light emitting units are arranged in a predetermined manner. 【0041】 The first pattern display unit 37a is a display unit for displaying a first pattern. The first pattern refers to a pattern that is displayed variably or statically based on a winning lottery triggered by a gaming ball entering the first starting hole 33. When a winning lottery triggered by a gaming ball entering the first starting hole 33 is held, the first pattern display unit 37a causes the segment display to display a variable first pattern as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the first pattern display unit 37a causes the segment display to display a static first pattern corresponding to the lottery result. 【0042】 The second symbol display unit 37b is a display unit for displaying a second symbol. The second symbol is a symbol that is displayed variably or statically based on a winning lottery triggered by a game ball entering the second starting hole 34. When a winning lottery triggered by a game ball entering the second starting hole 34 is held, the second symbol display unit 37b causes the segment display to display a variable second symbol as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the second symbol display unit 37b causes the segment display to display a static second symbol corresponding to the lottery result. 【0043】 The time 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 change until it is displayed still is also called the change time. Specifically, the time from when the first symbol displayed on the first symbol display section 37a starts to change until it is displayed still is also called the first change time, and the time from when the second symbol displayed on the second symbol display section 37b starts to change until it is displayed still is also called the second change time. 【0044】 The special symbol unit 37 further includes a first reserve display section 37c and a second reserve display section 37d, each consisting of an LED lamp, located 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 hole 33 are reserved. The first reserve display section 37c displays the number of reserved balls in the first starting hole 33 by the color and combination of the LED lamps that are lit. Also, in this embodiment, up to four game balls that enter the second starting hole 34 are reserved. The second reserve display section 37d displays the number of reserved balls in the second starting hole 34 by the color and combination of the LED lamps that are lit. 【0045】 The map unit 38 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner. When a lottery to open an electric role device is held, triggered by passing through the through gate 35, the map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery to open an electric role device is completed, the map unit 38 displays in a predetermined manner corresponding to the lottery result. 【0046】 The round display unit 39 is composed of a light-emitting display unit with multiple LED lamps arranged in a predetermined pattern, and displays the number of rounds occurring in the open / close execution mode or a corresponding display. A round is a game in which the open / close door 36b remains open until one of the following conditions is met: a predetermined upper limit duration has elapsed, or a predetermined upper limit number of game balls have entered the variable winning device 36. The number of rounds varies depending on the type of jackpot that triggered the transition. The round display unit 39 begins displaying the number of rounds when the open / close execution mode is initiated, and ends when the open / close execution mode ends and a new game session begins. 【0047】 In addition, the special drawing unit 37, the regular drawing unit 38, and the round display unit 39 are not limited to being composed of segment displays or light-emitting displays using LED lamps, but may also be composed of various display devices capable of showing the lottery in progress and the lottery results, such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display. 【0048】 The variable display unit 40 is disposed approximately in the center of the play area PA. The variable display unit 40 includes a pattern display device 41. The pattern display device 41 includes a liquid crystal display. The display content of the pattern display device 41 is controlled by the display control device 100. The pattern 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 pattern display unit 37a displays a variable or predetermined display based on a ball entering the first starting hole 33, the pattern display device 41 displays a variable or predetermined display of the pattern accordingly. Also, when the second pattern display unit 37b displays a variable or predetermined display based on a ball entering the second starting hole 34, the pattern display device 41 displays a variable or predetermined display of the pattern accordingly. The pattern display device 41 is not limited to display effects triggered by a ball entering the first starting hole 33 or the second starting hole 34, but also displays effects during the opening and closing execution mode to which the mode shifts when a jackpot is won. Details of the pattern display device 41 will be explained below. 【0050】 Fig. 4 is an explanatory diagram showing the patterns and display surface 41a variably displayed on the pattern display device 41. Fig. 4(a) is an explanatory diagram showing the patterns variably displayed on the pattern display device 41. As shown in the figure, patterns representing the numbers 1 to 8 are variably displayed on the pattern display device 41. Note that the variably displayed patterns may be patterns in which each of the numbers 1 to 8 is accompanied by a picture of a character or the like. 【0051】 FIG. 4(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, the display surface 41a displays a main display area MA and a sub-area SA located below the main display area MA. Three symbol columns Z1, Z2, and Z3, namely, left, center, and right, are displayed in the main display area MA. In each symbol column Z1-Z3, the numbers 1-8 shown in FIG. 4(a) are arranged in ascending or descending numerical order, and each symbol column is displayed in a variable display, scrolling from top to bottom or bottom to top periodically. As shown in FIG. 4(b), after the variable display by scrolling, one symbol in each symbol column is displayed stopped on the pay line L. Specifically, when a gaming ball enters the first start hole 33 or the second start hole 34, a variable display begins in which the symbols in each symbol column Z1-Z3 are scrolled in a predetermined direction periodically. Then, the scrolling symbols switch from a variable display to a standby display in the order of symbol column Z1, symbol column Z3, and symbol column Z2, and finally, predetermined symbols are displayed stationary in each of symbol columns Z1 to Z3. When the variable display of symbols ends and the display is stationary, if the result of the winning lottery by the main control device 60 is a jackpot, a predetermined combination of symbols is formed on the activated line L. For example, a combination of the same symbols is formed on the activated line L. Note that the manner of the variable display of symbols in the symbol display device 41 is not limited to the above-mentioned manner, and various other manners of the variable display of symbols can be adopted, such as the number of symbol columns, the number of activated lines, the direction of the variable display of symbols in the symbol columns, and the number of symbols in each symbol column. 【0052】 Here, a "game round" refers to the period from when the first symbol display unit 37a or the second symbol display unit 37b starts to change to a static display, and the period from when the change ends to when the static display ends, and is one unit of processing for notifying a player of the results of a winning lottery for special information acquired based on a game ball entering either the first start hole 33 or the second start hole 34. In other words, the pachinko machine 10 notifies a player of the results of a winning lottery for one piece of special information for each game round. When the pachinko machine 10 of this embodiment acquires special information based on a game ball entering either the first start hole 33 or the second start hole 34, it causes the segment display in either the first symbol display unit 37a or the second symbol display unit 37b to change for each game round, and then causes the segment display to stop to display a display corresponding to the result of the acquired special information. Furthermore, when the pachinko machine 10 of this embodiment acquires special information based on the entry of a gaming ball into either the first starting hole 33 or the second starting hole 34, it causes the symbol display device 41 to variably display a predetermined symbol sequence for each play, and then causes the symbol sequence to be statically displayed so as to correspond to the lottery result of the acquired special information. The gaming ball is a rotating body that circulates while rotating. The time required for one play is also called the unit play time. The unit play time is composed of the variable time, which is the time from the start of the variable display to the static display of the predetermined lottery result, and the static time, which is the time during which the predetermined lottery result is statically displayed. 【0053】 The sub-area SA located below the main display area MA displays a first start port reserve area Ds1, a reserve consumption area Dm, and a second start port reserve area Ds2. The reserve consumption area Dm is displayed in the center of the left-right direction of the display surface 41a, the first start port reserve area Ds1 is displayed to the left of the reserve consumption area Dm, and the second start port reserve area Ds2 is displayed to the right of the reserve consumption area Dm. The first start port reserve area Ds1 displays the number of reserved balls based on game balls entering the first start port 33. The second start port reserve area Ds2 displays the number of reserved balls based on game balls entering the second start port 34. In this embodiment, as described above, the number of reserved game balls that have entered the first start port 33 and the second start port 34 is up to four each. The operation of the first start port holding area Ds1, the second start port holding area Ds2, and the holding digestion area Dm will be described in detail later. 【0054】 Returning to the explanation of Figure 3, the main rotating performance device 170 is arranged above the display surface 41a of the pattern display device 41, and is configured to be movable downward from the illustrated origin position. Each of the pair of sub rotating performance devices 180, 190 is arranged below the display surface 41a of the pattern display device 41, and is configured to be movable upward from the illustrated origin position. When each of the sub rotating performance devices 180, 190 is in the origin position, most of each of the sub rotating performance devices 180, 190 is hidden by a cover plate 199, and only a portion of each of the sub rotating performance devices 180, 190 protrudes from the cover plate 199. The configurations of the main rotating performance device 170 and the sub rotating performance devices 180, 190, and their operations will be described in detail later. 【0055】 A pair of nails (so-called life nails or belly button nails) 42 (42a, 42b) are provided above the first starting hole 33. The probability of the gaming ball landing in the first starting hole 33 changes depending on the distance between the pair of nails 42a, 42b. In addition, the probability of the gaming ball landing in the first starting hole 33 also changes depending on whether the windmill 96 distributes the gaming ball to the center or the outside (left side) of the gaming board 30, and thus the advantage for the player changes. In other words, the windmill is a rotating body that changes the advantage for the player depending on the direction of its rotation. 【0056】 《1-2》Electrical configuration of the gaming machine: Next, a description will be given of the electrical configuration of the pachinko machine 10. In this description, the electrical configuration of the pachinko machine 10 will be explained using a block diagram. 【0057】 5 is a block diagram showing the electrical configuration of the pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes an audio and light emission control device 90 and a display control device 100. 【0058】 The main control device 60 is equipped with a main control board 61 that is responsible for the main control of the game. The main control board 61 is equipped with an MPU 62 that is composed of elements having multiple functions. The MPU 62 is equipped with a CPU (not shown) that executes various control programs, a ROM 63 that records various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data and the like when executing the programs recorded in the ROM 63. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit that functions as a random number generator. Note that some of the functions of the MPU 62 may be provided by other elements. Details of the various areas provided in the ROM 63 and RAM 64 will be described later. 【0059】 The main control board 61 is provided with an input port (not shown) and an output port (not shown). The input port of the main control board 61 is connected to the dispensing control device 70 and a power outage monitoring circuit 86 provided in the power supply unit 85. The main control board 61 receives a stable 24V DC power supply from the power supply unit 85 via the power outage monitoring circuit 86. The power supply unit 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 the operating power required by the main control device 60, the dispensing control device 70, etc., and supplies power to each device. The power supply unit 85 also has a capacitor (not shown) that continues to supply power to each device for a predetermined period of time in the event of a power outage or when the power switch 88 (Figure 2) is turned off. 【0060】 In addition, various detection sensors 67a to 67e are connected to the input port of the main control board 61. Specifically, they are connected to a plurality of detection sensors provided at various ball entry ports, such as the general entry port 32, the first start port 33, the second start port 34, the through gate 35, and the variable entry device 36. Based on signals from the various detection sensors 67a to 67e, the MPU 62 of the main control board 61 determines whether a gaming ball flowing down the game area PA has entered each ball entry port and whether a gaming ball has passed through the through gate 35. Furthermore, the MPU 62 executes a winning lottery based on the entry of gaming balls into the first start port 33 and the second start port 34, and also executes a lottery to open an electric device based on the entry of gaming balls into the through gate 35. 【0061】 The output port of the main control board 61 is connected to a variable winning drive unit 36c that opens and closes the opening and closing door 36b of the variable winning device 36, an electric role drive unit 34b that opens and closes the electric role 34a of the second starting port 34, and the main display unit 45. The main control board 61 is provided with various driver circuits, and the MPU 62 controls the drive of the various drive units through these driver circuits. 【0062】 Specifically, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 36c so that the opening / closing door 36b is opened and closed. Also, if the electric role opening is won as a result of the electric role opening lottery, the MPU 62 executes drive control of the electric role drive unit 34b so that the electric role 34a is opened. In each game round, the MPU 62 executes display control of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45. Also, when the type of jackpot is determined in the opening / closing execution mode and the number of rounds to be played in the opening / closing execution mode is determined, the MPU 62 executes display control of the round display unit 39 in the main display unit 45. 【0063】 The output port of the main control board 61 is connected to a payout control device 70 and an audio / light emitting control device 90. For example, the main control device 60 transmits a prize ball command to the payout control device 70 based on the winning determination result. When the main control device 60 transmits the prize ball command, the MPU 62 of the main control board 61 references the command information storage area 63g of the ROM 63. Specifically, if a ball has entered the general winning slot 32, the main control device 60 transmits a prize ball command corresponding to the payout of 10 game balls. If a ball has entered the first starting slot 33, the main control device 60 transmits a prize ball command corresponding to the payout of 3 game balls. If a ball has entered the second starting slot 34, the main control device 60 transmits a prize ball command corresponding to the payout of 1 game ball. 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 launch control device 80 is connected to the payout control device 70. The launch control device 80 controls the launch of a game ball launching mechanism 81. The game ball launching mechanism 81 is driven when predetermined launch conditions are met. In addition, an operating handle 25 and a game ball launch button 26 are connected to the launch control device 80. 【0065】 The audio and light emission control device 90 receives various commands sent from the main control device 60 and executes processing corresponding to the received commands. When the main control device 60 sends various commands, it refers to the command information storage area 63g of the ROM 63. Details of these various commands will be described later. 【0066】 Additionally, based on various commands received from the main control device 60, the audio and light emitting control device 90 controls the driving of various lamps 47 consisting of light emitting means such as LEDs arranged on the front door frame 14, controls the driving of the speaker 46, and controls the display control device 100. Also, the effect operation button 24 is connected to the audio and light emitting control device 90, and when the effect operation button 24 is operated by a player at a predetermined timing, the audio and light emitting control device 90 controls the various lamps 47, speaker 46, display control device 100, etc. to perform a game effect that reflects the operation. 【0067】 The display control device 100 executes display control of the symbol display device 41 based on various commands received from the audio and light-emitting control device 90. Specifically, based on various commands received from the audio and light-emitting control device 90, the display control device 100 determines the symbol variation time on the symbol display device 41 and the type of symbol combination that will ultimately be stopped and displayed, as well as whether or not a reach has occurred, the content of the reach effect, and the content of the preview effect that will be executed in each game round. In this embodiment, the stop time, which is the time during which the symbol combination is stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game round, 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 the winning lottery etc. The various counter information is used when the MPU 62 performs the winning lottery, the display settings of the main display unit 45, and the setting of the symbol display of the symbol display device 41. Specifically, a winning random number counter C1 is used for the winning lottery. A jackpot type counter C2 is used to allocate the jackpot type such as a probability variable jackpot result or a normal jackpot result. A reach random number counter C3 is used for reach determination as to whether or not a reach will occur when the symbol sequence displayed on the symbol display device 41 is varied to miss the target. 【0069】 A random number initial value counter CINI is used to set the initial value of the winning random number counter C1. A variation type counter CS is used to determine the variation time in the first and second symbol display sections 37a and 37b of the main display section 45, and the symbol display device 41. Furthermore, an electric role opening counter C4 is used for the electric role opening lottery to determine whether or not the electric role 34a of the second starting hole 34 is opened. 【0070】 Each of the counters C1 to C4, CINI, and CS is a loop counter that adds 1 to its counter value each time it is updated and returns to 0 after reaching its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 64a set in a predetermined area of ​​the RAM 64. 【0071】 The RAM 64 is provided with a reserve information storage area 64b and a determination process execution area 64c. The reserve information storage area 64b is provided with a first reserve area Ra and a second reserve area Rb. In this embodiment, when a gaming ball enters the first start opening 33, the values ​​of the hit random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in chronological order in the first reserve area Ra of the reserve information storage area 64b. The first reserve area Ra is provided with four areas corresponding to the maximum number of reserved gaming balls that have entered the first start opening 33, namely, a first area, a second area, a third area, and a fourth area. When a gaming ball enters the first start opening 33, the values ​​of the hit random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored as reserve information (hereinafter also referred to as special 1 reserve) in one of the first to fourth areas. Which of the first to fourth areas the ball is stored in is determined by the order in which the ball is scored, with the earlier the ball is scored, the higher the area in which it is stored (the first area being the highest area). 【0072】 Furthermore, when a gaming ball enters the second starting hole 34, the values ​​of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in chronological order in the second holding area Rb of the holding information storage area 64b. The second holding area Rb has four areas corresponding to the maximum number of reserved gaming balls that have entered the second starting hole 34, namely, a first area, a second area, a third area, and a fourth area. When a gaming ball enters the second starting hole 34, the values ​​of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in one of the first to fourth areas as reserved information (hereinafter also referred to as special 2 reserve). The location of the first to fourth areas is determined by the order of the balls entering, with the earlier the balls enter, the higher the area in which they are stored (the first area being the highest area). 【0073】 The winning random number counter C1 will now be described in detail. As described above, the winning random number counter C1 is used in the winning lottery. The winning random number counter C1 is configured to increment by one in sequence within a range of 0 to 1199, and return to 0 after reaching a maximum value. When the winning random number counter C1 goes through one cycle, 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. 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 periodically, and when a game ball enters the first starting hole 33, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a game ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering. 【0075】 The value of the winning random number counter C1 stored in the first reserve area Ra is moved to the execution area AE of the determination process execution area 64c, and is checked against the winning / losing table stored in the winning / losing table storage area 63a of the ROM 63 to determine whether or not a jackpot will be awarded. Also, the value of the winning random number counter C1 stored in the second reserve area Rb is moved to the execution area AE of the determination process execution area 64c, and is checked against the winning / losing table stored in the winning / losing table storage area 63a of the ROM 63 to determine whether or not a jackpot will be awarded. 【0076】 In the pachinko machine 10 of this embodiment, the values ​​of the winning random number counter C1 stored in the first holding area Ra are moved to the execution area AE of the determination process execution area 64c in the order in which they were acquired when the gaming ball entered the first starting hole 33. Specifically, the data stored in the first area of ​​the first holding area Ra is moved to the determination process execution area 64c, and a process is executed to shift the data stored in the memory area of ​​the first holding area Ra. The data shift involves shifting the data stored in the first to fourth areas sequentially toward the higher areas. Specifically, the data in the first area is cleared, and the data in each area is shifted, such as from the second area to the first area, the third area to the second area, and the fourth area to the third area. 【0077】 Furthermore, 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 process execution area 64c in the order in which they were obtained when the gaming balls entered the second starting hole 34. Specifically, the data stored in the first area of ​​the second holding area Rb is moved to the determination process execution area 64c, and a process is executed to shift the data stored in the memory area of ​​the second holding area Rb. The data shift involves shifting the data stored in the first to fourth areas sequentially toward the higher areas. Specifically, the data in the first area is cleared, and the data in each area is shifted, such as from the second area to the first area, the third area to the second area, and the fourth area to the third area. 【0078】 Then, when the value of the winning random number counter C1 is stored in the second holding area Rb, regardless of whether the value of the winning random number counter C1 is stored in the first holding area Ra, the value of the winning random number counter C1 stored in the second holding area Rb is targeted for moving to the execution area AE of the determination process execution area 64c. As a result, when the values ​​of the winning random number counter C1 are stored in both the first holding area Ra and the second holding area Rb, the value of the winning random number counter C1 stored in the second holding area Rb corresponding to the second starting hole 34 is prioritized. That is, in this embodiment, when the values ​​of the winning random number counter C1 are stored in both the first holding area Ra and the second holding area Rb, the value of the winning random number counter C1 stored in the second holding area Rb corresponding to the second starting hole 34 is prioritized, 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 moved to the determination process execution area 64c, and a process is executed to shift the data stored in the memory area of ​​the second holding area Rb. 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 data stored in the first area of ​​the first holding area Ra is moved to the judgment processing execution area 64c, and a process is executed to shift the data stored in the memory area of ​​the first holding area Ra. 【0079】 In the above explanation, we have explained the order in which 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 judgment processing execution area 64c, but this is not limited to the value of the winning random number counter C1.The values ​​of counters other than the winning random number counter C1 (jackpot type counter C2, reach random number counter C3, and variation type counter CS) stored in the first holding area Ra or the second holding area Rb are also moved to the execution area AE of the judgment processing execution area 64c in the same order. 【0080】 Next, the details of the jackpot type counter C2 will be described. The jackpot type counter C2 is used to determine the type of jackpot. The jackpot type counter C2 is configured to increment by 1 in sequence within a range of 0 to 99, and to return to 0 after reaching the maximum value. 【0081】 The jackpot type counter C2 is updated periodically, and when a gaming ball enters the first starting hole 33, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a gaming ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time 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 process execution area 64c, and if the result of the winning lottery is a jackpot, determines the type of jackpot using the value of the jackpot type counter C2 stored in the determination process execution area 64c. Furthermore, the MPU 62 determines the display mode of the segment indicators to be stopped and displayed on the first symbol display unit 37a and the second symbol display unit 37b using the value of the winning random number counter C1 and the value of the jackpot type counter C2. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced. 【0083】 Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is used to determine whether a reach occurs when the result of the winning lottery is not a jackpot. The reach random number counter C3 is configured to increment by 1 in sequence within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value. 【0084】 The reach random number counter C3 is periodically updated, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the timing when a gaming ball enters the first start hole 33, and is stored in the second reserve area Rb of the reserve information storage area 64b at the timing when a gaming ball enters the second start hole 34. The value of the reach random number counter C3 stored in the first reserve area Ra is moved to the determination process execution area 64c and then compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether or not a reach has occurred. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the determination process execution area 64c and then compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether or not a reach has occurred. However, if the result of the winning lottery is a big win and the mode shifts to the open / close execution mode, the MPU 62 determines that a reach has occurred regardless of the value of the reach random number counter C3. 【0085】 A reach-to-win state refers to a display state in which, among multiple symbol columns displayed on the display surface 41a of the symbol display device 41, some combinations of symbols that may result in a jackpot are displayed as static symbols, and in this state, the remaining symbol columns are displayed as variable symbols. In the pachinko machine 10 of this embodiment, a symbol combination corresponding to a jackpot refers to a combination of identical symbols on a predetermined pay line. As a specific example, in the main display area MA of the display surface 41a of FIG. 4(b), a symbol is first displayed as static symbols in symbol column Z1, and then the same symbol as Z1 is displayed as static symbols in symbol column Z3, forming a reach-to-win line. While the reach-to-win line is formed, a variable symbol display is performed in symbol column Z2, resulting in a reach-to-win state. When a jackpot occurs, the same symbol as the symbol forming the reach-to-win line is displayed as static symbols in symbol column Z2. 【0086】 Further, reach includes a reach effect in which, when a reach line is formed, the remaining symbol rows are displayed with varying symbols, and a predetermined character or the like is displayed as a moving image on the background screen, and a reach effect is performed by reducing or hiding the symbol combination on which the reach line is formed, and then displaying a predetermined character or the like as a moving image on substantially the entire display surface 41a. Furthermore, when a reach effect is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to display a notice using a predetermined image such as a predetermined character. 【0087】 Reaches are classified into three types depending on the content of the reach effect: normal reach, super reach, and special reach. Super reach has a reach effect with a higher expectation (reliability) of winning the jackpot than normal reach, and special reach has a reach effect with a higher expectation of winning the jackpot than super reach. 【0088】 Next, the details of the fluctuation type counter CS will be explained. The fluctuation type counter CS is used when the MPU 62 determines the fluctuation time in the first symbol display unit 37a and the second symbol display unit 37b and the fluctuation time of the symbol in the symbol display device 41. The fluctuation type counter CS is configured to be incremented by 1 in order within a range of, for example, 0 to 198, and to return to 0 after reaching the maximum value. 【0089】 The fluctuation type counter CS is periodically updated, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b when a gaming ball enters the first start hole 33, and is stored in the second reserve area Rb of the reserve information storage area 64b when a gaming ball enters the second start hole 34. The value of the fluctuation type counter CS stored in the first reserve area Ra is moved to the determination process execution area 64c and is used to determine the fluctuation pattern when the fluctuation display in the first symbol display unit 37a starts and when the symbol display device 41 starts changing the symbols. The value of the fluctuation type counter CS stored in the second reserve area Rb is moved to the determination process execution area 64c and is used to determine the fluctuation pattern when the fluctuation display in the second symbol display unit 37b starts and when the symbol display device 41 starts changing the symbols. A fluctuation time table stored in the fluctuation time table storage area 63d of the ROM 63 is used to determine the fluctuation times in the first symbol display unit 37a and the second symbol display unit 37b. In the pachinko machine 10 of this embodiment, the content of the reach effect (that is, the type of reach) can be specified according to the type of variation pattern. 【0090】 Next, the details of the electric role release counter C4 will be explained. The electric role release counter C4 is configured to be incremented by one within a range of, for example, 0 to 465 and return to 0 after reaching a maximum value. The electric role release counter C4 is periodically updated and stored in the electric role reserve area 64d of the RAM 64 when a gaming ball enters the through gate 35. Then, at a predetermined timing, the value of the electric role release counter C4 stored in the electric role reserve area 64d is moved to the electric role execution area 64e, and then a lottery (hereinafter referred to as an electric role release lottery) is held in the electric role execution area 64e to determine whether or not to control the electric role 34a to an open state using the value of the electric role release counter C4. Specifically, in the electric role execution area 64e, a win / loss table (a win / loss table for the electric role release lottery) stored in the role lottery table storage area 63e of the ROM 63 is compared with the value of the electric role release counter C4 to determine whether or not to control the electric role 34a to an open state. 【0091】 At least one of the acquired values ​​of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, the variation type counter CS, and the electric role opening counter C4 corresponds to the special information in the present invention. Also, at least one of the values ​​of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS stored in the first reserve area Ra and the second reserve area Rb is also called reserved information. 【0092】 Next, the hit / miss table will be explained. The hit / miss table is table data for checking against the hit random number counter C1 when a hit lottery is conducted based on the hit random number counter C1. The pachinko machine 10 has a low probability mode and a high probability mode set as lottery modes for the hit lottery, and when a hit lottery is conducted in the low probability mode, the hit / miss table for the low probability mode is referenced, and when a hit lottery is conducted in the high probability mode, the hit / miss table for the high probability mode is referenced. The high probability mode (also called a high probability game state) is a game state that is initiated by winning a special jackpot, and refers to a game state in which the probability of winning a jackpot in a hit lottery is relatively higher than in the low probability mode. 【0093】 Fig. 7 is an explanatory diagram showing the contents of the win / loss table. Fig. 7(a) shows the win / loss table for the low probability mode (for the low probability mode), and Fig. 7(b) shows the win / loss table for the high probability mode. 【0094】 As shown in FIG. 7(a), the hit / miss table for the low probability mode has five values ​​from 0 to 4 set as the value of the hit random number counter C1 that results in a jackpot. Of the values ​​from 0 to 1199, any value other than the five values ​​from 0 to 4 (5 to 1199) is a miss. On the other hand, as shown in FIG. 7(b), the hit / miss table for the high probability mode has 16 values ​​from 0 to 15 set as the value of the hit random number counter C1 that results in a jackpot. Of the values ​​from 0 to 1199, any value other than the 16 values ​​from 0 to 15 (16 to 1199) is a miss. In this way, the high probability mode has a higher probability of winning a jackpot in the hit lottery than the low probability mode. 【0095】 In this embodiment, the set of values ​​of the winning random number counter C1 set as a jackpot in the win / loss table for the low probability mode is included in the set of values ​​of the winning random number counter C1 set as a jackpot in the win / loss table for the high probability mode. However, as long as the probability of a jackpot being determined as a result of the winning lottery is higher in the high probability mode than in the low probability mode, the number and value of the random numbers set as a jackpot are arbitrary. 【0096】 Although not adopted in the win / loss table in this embodiment, a "small win" may be provided as a result of the winning lottery. 【0097】 A "small win" is a result of winning or losing that triggers a transition to the opening and closing execution mode in which the opening and closing door 36b of the variable winning device 36 is opened and closed, but does not trigger a transition to either the lottery mode or the support mode. In contrast, a "miss" is a result of winning or losing that does not trigger a transition to the opening and closing execution mode, and further does not trigger a transition to the lottery mode or the support mode. 【0098】 Next, the types of jackpots will be explained. Multiple types of jackpots can be set in the pachinko machine 10. Specifically, for example, multiple types of jackpots can be set by providing differences in the following three aspects or modes. (1) Opening and closing control of the variable winning device 36 in the opening and closing execution mode (2) Lottery mode for winning lottery after the opening and closing execution mode ends (3) Support mode of the electric accessory 34a of the second starting port 34 after the opening / closing execution mode ends 【0099】 In the pachinko machine 10, as a mode of controlling the opening and closing of the variable winning device 36 in the above-mentioned (1) opening and closing execution mode, a high-frequency winning mode and a low-frequency winning mode can be set so that the frequency of balls entering the variable winning device 36 is relatively high and low from the start to the end of the opening and closing execution mode. For example, in the high-frequency winning mode, the opening and closing door 36b is opened and closed multiple times (e.g., 16 times) from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 30 seconds have passed or until 10 balls have entered the opening and closing door 36b. On the other hand, in the low-frequency winning mode, the opening and closing door 36b is opened and closed twice from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 0.2 seconds have passed or until 6 balls have entered the opening and closing door 36b. 【0100】 When the operating handle 25 is operated by the player, the game ball launching mechanism 81 is controlled to launch one game ball toward the game area PA every 0.6 seconds. In the above specific example, in the low-frequency winning mode, the opening time of the opening / closing door 36b is 0.2 seconds. In other words, in the low-frequency winning mode, the opening time of the opening / closing door 36b is shorter than the game ball launch cycle. Therefore, in the opening / closing execution mode for the low-frequency winning mode, game balls do not actually enter the game area PA. However, the game balls may be set to enter the game area PA even in the opening / closing execution mode for the low-frequency winning mode. 【0101】 The number of times the opening / closing door 36b is opened and closed, the limit time for opening each time, and the limit number of balls to be opened each time are arbitrary, as long as the frequency of balls entering the variable winning device 36 from the start to the end of the opening / closing execution mode is higher in the high-frequency winning mode than in the low-frequency winning mode. Specifically, the high-frequency winning mode may be set to have a greater number of openings and closings, a longer limit time for opening each time, or a larger limit number of balls to be opened each time than in the low-frequency winning mode. To clearly distinguish between the high-frequency winning mode and the low-frequency winning mode, the opening / closing execution mode of the low-frequency winning mode may be configured so that balls do not actually enter the variable winning device 36. 【0102】 In the pachinko machine 10, as the lottery mode for the winning lottery after the above (2) opening / closing execution mode ends, a high probability mode in which the winning lottery is performed using a high probability winning / losing table as the winning / losing table, and a low probability mode in which the winning lottery is performed using a low probability winning / losing table as the winning / losing table can be set. As explained using Figure 7, the probability of winning a jackpot is higher when the winning lottery is performed using a high probability winning / losing table than when the winning lottery is performed using a low probability winning / losing table. 【0103】 In the pachinko machine 10, as the support mode of the electric device 34a of the second starting port 34 after the above (3) opening / closing execution mode ends, a high frequency support mode and a low frequency support mode can be set so that the frequency with which the electric device 34a of the second starting port 34 is in an open state per unit time is relatively high or low when compared with a situation in which game balls continue to be fired in a similar manner into the game area PA. 【0104】 Specifically, the high-frequency support mode and the low-frequency support mode have different probabilities of winning the electric role release in the electric role release lottery using the electric role release counter C4. In the high-frequency support mode, the probability of winning the electric role release in the electric role release lottery is set higher than in the low-frequency support mode. Also, in the high-frequency support mode, the opening time of the electric role 34a per time when the electric role release is won may be set longer than in the low-frequency support mode. 【0105】 Although not adopted in this embodiment, in the high-frequency support mode, the number of times the electric role device 34a is opened when an electric role release win is achieved may be set to be greater than in the low-frequency support mode. Furthermore, the opening time of the electric role device 34a may be set to be longer. Furthermore, when an electric role release win is achieved in the high-frequency support mode and the electric role device 34a is opened multiple times, the closing time from the end of one opening state to the start of the next opening state may be set to be shorter than the opening time of one. Furthermore, in the high-frequency support mode, the time secured between one electric role release lottery and the next electric role release lottery may be set to be relatively shorter than in the low-frequency support mode. 【0106】 As described above, in the high frequency support mode, the probability of a ball landing in the second starting hole 34 is higher than in the low frequency support mode. In other words, the high frequency support mode functions as an auxiliary game state that assists in the establishment of the conditions for obtaining special information. 【0107】 In this embodiment, if a jackpot is awarded as a result of the winning lottery, the jackpot type is assigned using the jackpot type counter C2. The assignment of the jackpot type corresponding to the value of the jackpot type counter C2 is stored as an assignment table in the assignment table storage area 63b of the ROM 63. 【0108】 Fig. 8 is an explanatory diagram showing the contents of the allocation table. Fig. 8(a) shows the allocation table for the first start port, and Fig. 8(b) shows the allocation table for the second start port. The allocation table for the first start port is referenced when a winning lottery is held based on a game ball entering the first start port 33, and the allocation table for the second start port is referenced when a winning lottery is held based on a game ball entering the second start port 34. 【0109】 As shown in the distribution table for the first starting port in Figure 8(a), the distribution table for the first starting port has the following jackpot types set based on the entry of the game ball into the first starting port 33: 16R special jackpot, 8R special jackpot, 16R normal jackpot, and 8R normal jackpot. 【0110】 The 16R probability variable jackpot and 8R probability variable jackpot are jackpots in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is a high-frequency winning mode, the lottery mode for the winning lottery after the opening and closing execution mode ends (hereinafter simply referred to as the "lottery mode") is a high-probability mode, and the support mode after the opening and closing execution mode ends is a high-frequency support mode. The difference between the 16R probability variable jackpot and the 8R probability variable jackpot is the number of times the opening and closing door 36b of the variable winning device 36 is opened in the opening and closing execution mode: 16 times (16 rounds) for the 16R probability variable jackpot and 8 times (8 rounds) for the 8R probability variable jackpot. 【0111】 The 16R normal jackpot and 8R normal jackpot are jackpots in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is a high-frequency winning mode, the lottery mode after the opening and closing execution mode ends is a low-probability mode, and the support mode after the opening and closing execution mode ends is a high-frequency support mode. The difference between a 16R normal jackpot and an 8R normal jackpot is the number of times the opening and closing door 36b of the variable winning device 36 is opened in the opening and closing execution mode: 16 times (16 rounds) for a 16R normal jackpot and 8 times (8 rounds) for an 8R normal jackpot. 【0112】 In the distribution table for the first starting port, of the values ​​of the jackpot type counter C2 from "0 to 99", "0 to 39" corresponds to a 16R special jackpot, "40 to 64" corresponds to an 8R special jackpot, "65 to 89" corresponds to a 16R regular jackpot, and "90 to 99" corresponds to an 8R regular jackpot. 【0113】 As described above, the pachinko machine 10 of this embodiment has four types of jackpots. Therefore, the jackpot patterns are diverse. When comparing these four types of jackpots, the 16R variable jackpot is the most advantageous to the player, followed by the 8R variable jackpot, then the 16R regular jackpot, and finally the 8R regular jackpot. By providing multiple types of jackpots with different advantages to the player in this way, monotony in the game is prevented, and it is possible to increase attention to the game. 【0114】 As shown in the allocation table for the second starting port in Figure 8(b), the allocation table for the second starting port has a 16R variable probability jackpot and an 8R normal jackpot set as jackpot types based on the entry of a game ball into the second starting port 34. In the allocation table for the second starting port, of the values ​​of the jackpot type counter C2 of "0 to 99", "0 to 64" corresponds to a 16R variable probability jackpot, and "65 to 99" corresponds to an 8R normal jackpot. 【0115】 In this way, in the pachinko machine 10 of this embodiment, the allocation method for the type of jackpot when a jackpot is won is different between when the jackpot is won based on the ball entering the first starting hole 33 and when the jackpot is won based on the ball entering the second starting hole 34, and there is a clear difference in the advantage to the player. 【0116】 If the winning lottery result is a miss, the game will not switch to the open / close execution mode, and the lottery mode and support mode will not change. If the jackpot type is a 16-variable jackpot or an 8R variable jackpot, as explained above, the lottery mode after the open / close execution mode ends will be the high probability mode, but this high probability mode will continue until the next time the jackpot is won in the winning lottery. 【0117】 As described above, the MPU 62 performs a lottery for a winning combination using the value of the winning random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE. Furthermore, the MPU 62 determines the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b using the value of the winning random number counter C1 and the value of the jackpot type counter C2. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced. 【0118】 FIG. 9 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening an electric accessory) used when executing a lottery for opening an electric accessory. 【0119】 FIG. 9(a) shows a winning / losing table for the electric feature opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 9(a), the winning / losing table for the electric feature opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric feature opening counter C4 that results in a winning electric feature opening. Forty-sixty-four values, from 2 to 465, have been set as the value of the electric feature opening counter C4 that results in a losing electric feature opening. That is, when a gaming ball passes through the through gate 35 in the low-frequency support mode and the electric feature opening lottery is executed, the electric feature opening is won with a probability of 1 / 233. In the pachinko machine 10 of this embodiment, when an electric feature opening lottery is won in the low-frequency support mode, the electric feature 34a is opened once, and the opening time is 1.4 seconds. 【0120】 FIG. 9(b) shows a winning / losing table for the electric feature opening lottery (for high frequency support mode) used in the high frequency support mode. As shown in FIG. 9(b), the winning / losing table for the electric feature opening lottery (for high frequency support mode) has 462 values ​​from 0 to 461 set as the value of the electric feature opening counter C4 that will result in a winning electric feature opening. Four values ​​from 462 to 465 set as the value of the electric feature opening counter C4 that will result in a losing electric feature opening. In other words, when a gaming ball passes through the through gate 35 in the high frequency support mode and the electric feature opening lottery is executed, the electric feature opening is won with a probability of 231 / 233. In the pachinko machine 10 of this embodiment, when an electric feature opening lottery is won in the high frequency support mode, the electric feature 34a is opened once, and the opening time is 1.6 seconds. 【0121】 In this way, the winning / losing table for the electric device opening lottery is set so that the high frequency support mode has a higher probability of causing the game ball to enter the second starting hole 34 than the low frequency support mode. 【0122】 1-3 Electrical configuration of the audio / light-emitting control device and the display control device: Next, the electrical configuration of the audio and light emission control device 90 and the display control device 100 will be described. 【0123】 10 is a block diagram mainly showing the electrical configuration of the audio and 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 an audio and light emission control board 91 provided in the audio and light emission control device 90. The MPU 92 is a device that incorporates a CPU, ROM 93, RAM 94, an interrupt circuit, a timer circuit, a data input / output circuit, etc. 【0124】 The ROM 93 stores various control programs, fixed value data, tables, etc., which are executed by the MPU 92. For example, a performance pattern table storage area 93a, a variable display pattern table storage area 93b, etc. are provided in part of the area of ​​the ROM 93. These will be described in detail 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 various flag storage area 94a, a various counter area 94b, a lottery counter area 94c, etc. are provided in part of the area of ​​the RAM 94. It is not essential that the ROM 93 and RAM 94 are integrated into a single chip for the MPU 92, and each may be integrated into a separate chip. 【0126】 The MPU 92 is provided with an input port and an output port. The main control device 60 and the performance operation button 24 are connected to the input side of the MPU 92. Various commands are received from the main control device 60. The output side of the MPU 92 is connected to the speaker 46 and various lamps 47, as well as the display control device 100. 【0127】 Furthermore, in this embodiment, the output side of the MPU 92 is connected to a main rotating prop drive unit 97 for performance, which operates the main rotating prop 170 for performance, and sub rotating prop drive units 98, 99 for performance, which operate a pair of sub rotating props 180, 190 for performance. 【0128】 A display control board 101 provided in the display control device 100 is equipped with an MPU 102, which is an element in which a program ROM 103 and a work RAM 104 are integrated into a single chip, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. It is not essential that the program ROM 103 and the work RAM 104 are integrated into a single chip for the MPU 102, and each may be integrated into a separate chip. 【0129】 The MPU 102 analyzes various commands received from the audio and light emission control device 90 or performs predetermined calculation processing based on the various received commands, thereby controlling the VDP 105 (specifically, generating internal commands for the VDP 105). 【0130】 The program ROM 103 is a memory for storing various control programs executed by the MPU 102 and fixed value data, and also stores JPEG format image data for background images. 【0131】 The work RAM 104 is a memory for temporarily storing work data, flags, etc. that are used when the MPU 102 executes various programs. 【0132】 The VDP 105 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 41. The VDP 105 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 the MPU 102, video RAM 107, etc. to intervene in the reading and writing of data, and also reads image data to be stored in the video RAM 107 from the character ROM 106 at a predetermined timing and displays it on the pattern display device 41. 【0133】 The character ROM 106 serves as an image data library for storing character data such as designs and pictures to be displayed on the design display device 41. This character ROM 106 stores bitmap image data of various display designs and pictures, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like. It is also possible to provide a plurality of character ROMs 106, and to have each character ROM 106 store image data and the like separately. It is also possible to configure the character ROM 106 to store JPEG image data for background images stored in the program ROM 103. 【0134】 The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 41, and the display content of the pattern display device 41 is changed by rewriting the content of the video RAM 107. 【0135】 In the following, the MPU 62, ROM 63, and RAM 64 of the main control unit 60 will also be referred to as the main side MPU 62, main side ROM 63, and main side RAM 64, respectively, the MPU 92, ROM 93, and RAM 94 of the audio-light emitting control unit 90 will also be referred to as the audio-light side MPU 92, audio-light side ROM 93, and audio-light side RAM 94, respectively, and the MPU 102 of the display control unit 100 will also be referred to as the display side MPU 102. 【0136】 1-4 Overview of processing by gaming machine and presentation actions: Next, an outline of the processing executed by the pachinko machine 10 of this embodiment will be described. 【0137】 《1-4-1》Pending display: In the pachinko machine 10 of this embodiment, as explained above, the sub-area SA located below the display surface 41a of the pattern display device 41 displays a first start port reservation area Ds1 indicating the number of reserved balls based on game balls entering the first start port 33, a second start port reservation area Ds2 indicating the number of reserved balls based on game balls entering the second start port 34, and a reservation consumption area Dm located between the first start port reservation area Ds1 and the second start port reservation area Ds2. 【0138】 FIG. 11 is an explanatory diagram showing an example of changes in the first start port reservation area Ds1 and the reservation digestion area Dm. In the first start port reservation area Ds1, up to four reservation display icons corresponding to each reservation (up to four reservations) based on the entry of a gaming ball into the first start port 33 are displayed side by side in the left-right direction. In this embodiment, the reservation display icons are circular, and in the example shown in FIG. 11(a), a first reservation display icon H1 and a second reservation display icon H2 corresponding to the first and second reservations, respectively, are displayed. In the first start port reservation area Ds1, the first reservation display icon H1 is displayed at the rightmost position, and the second reservation display icon H2 is displayed at the second position from right to left. In other words, in the first start port reservation area Ds1, the reservation display icons are displayed incremented by one from right to left each time a gaming ball enters the first start port 33. 【0139】 The reserved consumption area Dm is a trapezoid whose upper base is longer than its lower base, and in the example shown in FIG. 11(a), a reserved display icon H0 is placed at the top of the reserved consumption area Dm. In the pachinko machine 10 of this embodiment, a winning lottery is held when a ball enters the first starting hole 33 or the second starting hole 34, and a variable display is displayed to notify the result of the winning lottery. When this variable display starts, a reserved display icon is placed at the top of the reserved consumption area Dm. This variable display is based on the reserved amount (reserved amount information) corresponding to the reserved amount display icon H0 placed at the top of the reserved consumption area Dm. By observing that the reserved amount display icon H0 is placed at the top of the reserved consumption area Dm, the player can know that the reserved amount corresponding to the reserved amount display icon H0 is being consumed. 【0140】 In the state shown in FIG. 11(a), when the variable display ends and the display stops, the hold display icon H0 placed at the top of the hold digestion area Dm disappears. Next, as shown in FIG. 11(b), the first hold display icon H1 located at the rightmost position in the first start port hold area Ds1 moves to the top of the hold digestion area Dm. At this time, the second hold display icon H2 located second from the right in the first start port hold area Ds1 moves (shifts) to the rightmost position. In the example shown in FIG. 11(b), there are no hold display icons located third and fourth from right to left, but if there were such icons, the hold display icon located third would move (shift) to the second position, and the hold display icon located fourth would move (shift) 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 at the top of the hold digestion area Dm, and the second hold display icon H2 is displayed at the rightmost position of the first start port hold area Ds1. At this time, a variable display is executed 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 a variable display and a stop display corresponding to one game are executed, each reserved display icon displayed in the first start port reserved area Ds1 shifts from left to right, and finally moves from the rightmost position to the top of the reserved consumption area Dm. Then, a variable display and a stop display are executed to notify the result of the winning lottery based on the reserved information corresponding to the reserved display icon. In this way, in each reserved display icon displayed in the first start port reserved area Ds1, the reserved information corresponding to each reserved display icon becomes the subject of the winning lottery in order from right to left (i.e., in the order in which it was reserved). 【0143】 FIG. 12 is an explanatory diagram showing an example of changes in the second start port reservation area Ds2 and the reservation consumption area Dm. In the second start port reservation area Ds2, up to four reservation display icons H corresponding to each reservation (up to four reservations) based on the entry of a gaming ball into the second start port 34 are displayed side by side in the left-right direction. The manner in which the second start port reservation area Ds2 changes is roughly the same as the manner in which the first start port reservation area Ds1 shown in FIG. 11 changes, but the direction of movement is reversed compared to that of the first start port reservation area Ds1. That is, each time a gaming ball enters the second start port 34, the reservation display icons H are displayed so that they increase by one from left to right. Each time a game is played, the reservation display icons H move one by one from right to left in the second start port reservation area Ds2, finally moving to the top of the reservation consumption area Dm, where a variable display and a stationary display are executed to notify the result of a winning lottery based on the reservation (reservation information) corresponding to the reservation display icon H. In this way, for each hold display icon displayed in the second start port hold area Ds2, the hold information corresponding to each hold display icon will be subject to the winning lottery in order from left to right (i.e., in the order in which it was held). 【0144】 The hold display icons displayed in the first start port hold area Ds1 and the second start port hold area Ds2 were circular as described above, but may instead be other polygonal shapes such as a triangle, a rectangle, or a pentagon. Furthermore, the hold display icons are not limited to graphic images, but may also be images of characters, etc. The hold digestion area Dm was trapezoidal as described above, but instead may be images of other shapes such as a triangle, a rectangle, or a circle. Furthermore, the hold digestion area Dm is not limited to graphic images, but may also be images of characters, etc. Furthermore, in this embodiment, the hold display icon moved from the first start port hold area Ds1 or the second start port hold area Ds2 to the hold digestion area Dm was configured to be placed at the top of the hold digestion area Dm, but instead, it may be displayed in a manner such that it enters the hold digestion area Dm and disappears. 【0145】 《1-4-2》Pre-hold change notice: In order to heighten the player's sense of anticipation for the reserved information corresponding to each reserved display icon (i.e., the reserved information stored in the reserved information storage area 64b of the RAM 64), the pachinko machine 10 of this embodiment checks the value of the winning random number counter C1 included in each reserved information before it becomes the subject of a winning lottery, and performs an effect that gives the player a sense of anticipation based on the checked result, a so-called pre-reading effect. As one of the pre-reading effects, the pachinko machine 10 of this embodiment executes a reserve change notice effect (hereinafter also simply referred to as "reserved change notice") that suggests the likelihood (reliability) of winning a jackpot for the reserved information corresponding to the reserved display icon whose display color has changed, by changing the display color of each reserved display icon from a default color (e.g., white) to another color. 【0146】 In the pachinko machine 10 of this embodiment, the display colors of the reserve display icon include white as a default color, blue, green, and red, which correspond to four levels of expectancy (reliability) of winning a jackpot in a winning lottery, from lowest to highest. That is, the expected probability of winning a jackpot is lowest for white as a display color, higher for blue than white, higher for green than blue, and highest for red. In other words, according to the reserve change notice, if the display color of the reserve display icon remains the default white, the expected probability of winning a jackpot is low. If the display color changes to blue, the expected probability of winning a jackpot is higher than when it is white. If the display color changes to green, the expected probability of winning a jackpot is higher than when it is blue. If the display color changes to red, the expected probability of winning a jackpot is higher than when it is green. If the reserve change notice causes the reserve display icon H to change to a display color with a higher expected probability of winning a jackpot, the player's anticipation for winning a jackpot is enhanced, enhancing the enjoyment of the game. 【0147】 In the pachinko machine 10 of this embodiment, when a jackpot is won in a winning lottery, at the end of the game session related to the jackpot winning, the value of the winning random number counter C1 contained in the reserved information left in the reserved information storage area 64b is checked, and based on the checked result, a determination is made as to whether or not the jackpot has been confirmed, that is, whether or not there is a so-called reserved consecutive win (= consecutive wins within the reserved). 【0148】 《1-4-3》 Main rotating props for the performance: As explained above, the main rotating device 170 for performance is arranged above the display surface 41a of the pattern display device 41, and is configured to be movable downward from the origin position shown in FIG. 【0149】 13 is a front view of the game board 30 when the main rotating performance device 170 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 performance device 170 is located near the center of the display surface 41a of the symbol display device 41. The main rotating performance device 170 is configured to be movable from the origin position shown in FIG. 3 to the lowest position shown in FIG. 13. The main rotating performance device 170 moves from the origin position to the lowest position and returns from the lowest position to the origin position as a predetermined performance process is executed. 【0150】 As shown in FIGS. 3 and 13, when viewed from the front of the gaming board 30, the main rotating device for performance 170 is configured so that five petal portions 172 are arranged around a rotating shaft portion 171. Each petal portion 172 is a plate-like member and has the shape of a petal when viewed from the front (hereinafter, when simply referred to as a "front view," it means a view from the front of the gaming board 30). The rotating shaft portion 171 extends in the front-to-rear direction of the gaming board 30 (a direction perpendicular to the surface of the gaming board 30) and is configured to be rotatable about the rotating shaft portion 171. When the rotating shaft portion 171 is driven to rotate, each petal portion 172 connected to the rotating shaft portion 171 rotates, for example, in the direction of arrow RL, i.e., counterclockwise when viewed from the front. 【0151】 When the main rotating performance device 170 is located at the origin position shown in Fig. 3, each of the five petals 172 is configured to gather on the rotation shaft 171, and the shape resembles a closed flower when viewed from the front. On the other hand, when the main rotating performance device 170 is located at the lowest position shown in Fig. 13, each of the five petals 172 is configured to move away from the rotation shaft 171, and the shape resembles an open flower when viewed from the front. 【0152】 Each of the five petal portions 172 is molded from a translucent resin material (for example, cherry blossom pink), and a through-hole is formed in one of the five petal portions 172, and a magnifying lens LZ is embedded in the through-hole. With this configuration, four of the five petal portions 172 allow some of the light emitted from the display surface 41a of the pattern display device 41 to pass through, and the remaining one petal portion 172 (hereinafter, this one petal portion 172 will also be referred to as petal portion 172L) allows the light emitted from the display surface 41a of the pattern display device 41 to pass through after being magnified by the magnifying lens LZ. 【0153】 In summary, the main rotating prop for performance 170 performs the following four actions or functions. Movement: Movement from the origin position shown in Figure 3 to the lowest position shown in Figure 13, and then return from the lowest position to the origin position. Rotational movement: For example, counterclockwise rotation when viewed from the front Expanding / contracting operation: At the origin position, the petals 172 gather around the rotating shaft 171 to form a closed flower-like shape, and at the lowest position, the petals 172 separate from the rotating shaft 171 to form an open flower-like shape. Light transmission effect: The light emitted from the display surface 41a of the pattern display device 41 is magnified and transmitted through the magnifying lens LZ in one petal portion 172L of the five petal portions 172. 【0154】 14 is a right side schematic diagram showing the main rotating performance element 170 and the main rotating performance element drive unit 97 (FIG. 10) that operates the main rotating performance element 170. As explained above, the main rotating performance element 170 comprises a rotation shaft unit 171 and five petal units 172. The main rotating performance element drive unit 97 comprises a main rotating performance element rotation motor 174, a rack and pinion mechanism unit 175, a pinion connection motor 176, and an expansion / contraction mechanism unit 177. 【0155】 The main rotating part rotation motor 174 is a unit that controls the above-mentioned rotational movement of the main rotating part for performance 170, and is connected to the end of the rotation shaft 171 on the side opposite to the side to which the petal part 172 is connected. Receiving the driving force of the main rotating part rotation motor 174, the main rotating part for performance 170 rotates, for example, in the direction of the arrow RL, that is, counterclockwise when viewed from the front. In this embodiment, the rotation speed is a constant speed at which each petal part 172 provided on the main rotating part for performance 170 can be seen. The main rotating part rotation motor 174 is configured, for example, by a stepping motor. 【0156】 The rack and pinion mechanism 175 and the pinion coupling motor 176 are units that control the above-mentioned movement of the main rotary device 170 for performance. The rack and pinion mechanism 175 includes a rack 175a and a pinion 175b. An attachment portion 174a of the main rotary device rotation motor 174 is coupled to one end of the rack 175a. The pinion coupling motor 176 is coupled to the central axis of the pinion 175b. The rack and pinion mechanism 175 can convert the rotational motion of the pinion coupling motor 176 into linear motion. Receiving the driving force of the pinion coupling motor 176, the main rotary device rotation motor 174 and the main rotary device 170 for performance move back and forth together in the vertical direction Y of the gaming board 30. The pinion coupling motor 176 is configured by, for example, a stepping motor. 【0157】 The scaling mechanism 177 is a unit that controls the above-mentioned scaling operation of the main rotating performance device 170, and is attached to the rotating shaft 171 and connected to each petal 172. The scaling mechanism 177 can make the main rotating performance device 170 have a closed flower-like shape with each petal 172 gathered on the rotating shaft 171 at the origin position (hereinafter referred to as a closed petal state), and can make the main rotating performance device 170 have a flower-like shape with each petal 172 separated from the rotating shaft 171 at the lowest position (hereinafter referred to as an open petal state). 【0158】 The main rotary accessory rotation motor 174, pinion connection motor 176, and enlargement / reduction mechanism 177 provided in the main rotary accessory drive unit 97 for effect receive control signals from the MPU 92 of the sound and light emission control device 90. As a result, the main rotary accessory rotation motor 174, pinion connection motor 176, and enlargement / reduction mechanism 177 are controlled by the sound and light emission control device 90. As the process for carrying out this control, the pachinko machine 10 of this embodiment executes a one shot announcement effect process for carrying out a one shot announcement effect, and a big or small effect process for carrying out a big or small effect (= big or small effect). The one shot announcement effect process will be explained in detail next. 【0159】 《1-4-4》One-shot announcement: The MPU 92 of the sound and light emitting control device 90 determines by lottery whether or not to execute a one-shot announcement effect when the result of the winning lottery in a game turn is a jackpot win, and executes one-shot announcement effect processing when it is determined that the one-shot announcement effect should be executed. The one-shot announcement effect is an effect for announcing that the result of the winning lottery has been a jackpot win before the combination of symbols becomes a predetermined combination corresponding to a jackpot win. The lottery for determining whether or not to execute the one-shot announcement effect is performed by generating a one-shot announcement random number and determining whether the random number matches a predetermined value. 【0160】 When the one-shot announcement effect processing is started, the MPU 92 of the sound and light emission control device 90 controls the pinion coupling motor 176 at the start of a game in which the winning lottery result is a jackpot win, to move the main rotating effect device 170 from the origin position shown in Fig. 3 to the lowest position shown in Fig. 13. In this embodiment, an origin position detection sensor (not shown) capable of detecting that the main rotating effect device 170 is at the origin position, and a lowest position detection sensor (not shown) capable of detecting that the main rotating effect device 170 is at the lowest position are provided, and when moving the main rotating effect device 170 from the origin position to the lowest position, the pinion coupling motor 176 is driven until the main rotating effect device 170 is detected by the lowest position detection sensor. 【0161】 When a predetermined time has elapsed since the start of the movement of the main rotating prop 170 for performance (before it reaches the lowest position), the MPU 92 controls the motor 174 for rotating the main rotating prop 170 for performance to rotate it counterclockwise RL when viewed from the front, and also controls the zoom mechanism 177 to change each petal section 172 from a closed petal state to an open petal state. 【0162】 Fig. 15 is an explanatory diagram showing the operation of the main rotating part 170 for performance by the one-shot announcement performance processing. As described above, as a result of controlling the main rotating part rotation motor 174 at the above timing and controlling the enlargement / reduction mechanism unit 177, as shown in Fig. 15(a), the main rotating part 170 for performance changes from the closed petal state to the open petal state while moving from the origin position to the lowest position (while moving in the +Y direction), and rotates counterclockwise RL when viewed from the front. 【0163】 After that, when the main rotating performance device 170 reaches the lowest position, the MPU 92 causes the main rotating performance device 170 to continue rotating and in the open petal state until a predetermined period has elapsed from the time the device reaches the lowest position. As a result, as shown in Figure 15(b), the main rotating performance device 170 rotates counterclockwise (RL) when viewed from the front in the open petal state for a predetermined period at the lowest position. 【0164】 When the predetermined period has elapsed, the MPU 92 controls the main rotating device rotation motor 174 to stop the rotating main rotating device for performance 170, and controls the expansion / contraction mechanism 177 to change each petal section 172 from an open petal state to a closed petal state. After that, the MPU 92 controls the pinion coupling motor 176 to return the main rotating device for performance 170 from the lowest position shown in Figure 13 to the origin position shown in Figure 3. When returning the main rotating device for performance 170 from the lowest position to the origin position, the pinion coupling motor 176 is driven until the main rotating device for performance 170 is detected by the origin position detection sensor. 【0165】 The sound and light emission control device 90 causes the display control device 100 to perform a process of displaying a predetermined image on the display surface 41a of the pattern display device 41 during the predetermined period when the main rotating performance device 170 is at the lowest position. FIG. 15(b) shows the display surface 41a on which the predetermined image is displayed. As described above, when the main rotating performance device 170 is at the lowest position, the main rotating performance device 170 rotates counterclockwise RL in an open petal state for a predetermined period. Therefore, the magnifying lens LZ provided on the main rotating performance device 170 rotates on a circular orbit centered on the rotation axis 171 of the main rotating performance device 170 when viewed from the front. The sound and light emission control device 90 causes the display control device 100 to display, on the pattern display device 41, an image in which a plurality of (ten in this embodiment) circular high-brightness portions HB are arranged (drawn) at equal intervals so as to overlap the circular orbit when viewed from the front. 【0166】 The light emitted from each high-brightness portion HB included in the predetermined image travels toward the front of the gaming board 30, but along the way, it passes partially through each rotating petal portion 172, escapes to the player through the gaps between adjacent petal portions 172, or is magnified by a magnifying lens LZ embedded in one petal portion 172L and sent to the player. For this reason, during the predetermined period when the main rotating performance device 170 is at the lowest position, the player can visually recognize the rotating petal portions 172 and the high-brightness portions HB that were visible through the gaps between adjacent petal portions 172 as if they were shining brightly, magnified by the magnifying lens LZ provided in the petal portion 172L. 【0167】 According to the one-shot announcement effect configured as described above, when the high-brightness portion HB becomes visible as if it is shining brightly through the magnifying lens LZ of the rotating petal portion 172L during a predetermined period when the main rotating device for effect 170 is at the lowest position, the player's anticipation for winning a jackpot can be increased, and the enjoyment of the game can be improved. In particular, in the pachinko machine 10 of this embodiment, the player can be made to see the high-brightness portion HB that is magnified by the magnifying lens LZ and shines brightly, which can further increase the excitement of the one-shot announcement effect and further improve the enjoyment of the game. 【0168】 《1-4-5》Configuration of the sub-rotating props for the performance: As explained above, each of the pair of rotating sub-performance devices 180, 190 is disposed below the display surface 41a of the pattern display device 41, and is configured to be movable upward from the origin position shown in Fig. 3. When each of the rotating sub-performance devices 180, 190 is in the origin position, most of each of the rotating sub-performance devices 180, 190 is hidden by the cover plate 199, and only a portion of each of the rotating sub-performance devices 180, 190 protrudes from the cover plate 199. 【0169】 16 is a front view showing a pair of sub-rotating performance props 180, 190. The sub-rotating performance prop 180, which is located on the right side when viewed from the front, will be described first. The sub-rotating performance prop 180 includes a rotation shaft portion 181 and a rotor 182. 【0170】 The rotating body 182 is a flat plate-like member having an outer shape in which one pair of opposite sides are parallel and the other pair of opposite sides are semicircular. The rotating body 182 is molded from a resin material with an opaque color (e.g., red). As a modified example, the rotating body 182 may be transparent instead of opaque. A rotating shaft 181 is connected to the center of the rotating body 182. The rotating shaft 181 extends in the front-to-rear direction Z of the gaming board 30 (a direction perpendicular to the surface of the gaming board 30) and is configured to be rotatable around the rotating shaft 181. When the rotating shaft 181 is driven to rotate, the rotating body 182 connected to the rotating shaft 181 rotates, for example, in the direction of the arrow RL, i.e., counterclockwise when viewed from the front. When the gaming board 30 is viewed from the front, the outer shape of the rotating body 182 is point-symmetrical with respect to the center of rotation of the rotating body 182. 【0171】 A circular through-hole is provided near one end of rotor 182 in the longitudinal direction, and transparent resin 183 is embedded in the through-hole. A character string 183a that reads "BIG" in rainbow-colored letters is drawn on transparent resin 183. A circular through-hole is provided near the other end of rotor 182 in the longitudinal direction, and transparent resin 184 is embedded in the through-hole. A character string 184a that reads "BIG" in black letters is drawn on transparent resin 184. 【0172】 The sub-rotating prop 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 top position), and then returns from the top position to the origin position. A long, flat connecting rod 185 is connected to the rotating shaft portion 181. 【0173】 17 is a right side schematic diagram showing the sub rotating performance element 180 and the sub rotating performance element drive unit 98 that operates the sub rotating performance element 180. As explained above, the sub rotating performance element 180 includes a rotation shaft unit 181 and a rotor 182. The sub rotating performance element drive unit 98 includes a sub rotating performance element rotation motor 186, a rack and pinion mechanism unit 187, and a pinion coupling motor 188. 【0174】 The sub rotating part rotation motor 186 is a unit that controls the rotational movement of the sub rotating part for performance 180, and is connected to the end of the rotation shaft 181 on the side opposite to the side to which the rotating body 182 is connected. Receiving the driving force of the sub rotating part rotation motor 186, the sub rotating part for performance 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 set to a speed at which the rotating body 182 provided on the sub rotating part for performance 180 can be seen. 【0175】 The rack and pinion mechanism 187 and the pinion coupling motor 188 are units that control the movement of the sub rotating device 180 for performance. The rack and pinion mechanism 187 includes a rack 187a and a pinion 187b. An attachment portion 186a of the sub rotating device rotation motor 186 is coupled to one end of the rack 187a. The pinion coupling motor 188 is coupled to the central axis of the pinion 187b. The rack and pinion mechanism 187 can convert the rotational motion of the pinion coupling motor 188 into linear motion. As a result, upon receiving the driving force of the pinion coupling motor 188, the sub rotating device rotation motor 186 and the sub rotating device 180 for performance move together from the origin position indicated by the solid line in the figure to the highest position indicated by the dashed line in the figure, and then return from the highest position to the origin position. In addition, in the figure, the illustration of the connecting rod 185 shown in Figure 16 is omitted. The connecting rod 185 has the function of hiding the rack 187a when viewed from the front, and does not control the movement of the sub rotating prop 180 for performance. 【0176】 When the sub rotating device for performance 180 is at the origin position indicated by the solid line in the figure, the sub rotating device for performance 180 is located in a position where, when viewed from the front, most of the rotating body 182 is hidden behind (the back side of) the cover plate 199. Specifically, in the front-to-rear direction Z of the game board 30, the rotating body 182 of the sub rotating device for performance 180 is located behind the cover plate 199, and when the sub rotating device for performance 180 is at the origin position, the sub rotating device for performance 180 is located in a position where most of the rotating body 182 is hidden behind the cover plate 199. 【0177】 When the sub rotating performance device 180 is at the highest position indicated by the dashed line in the figure, if the main rotating performance device 170 moves to the lowest position, the sub rotating performance device 180 can be positioned in a front view such that a part of the rotating body 182 of the sub rotating performance device 180 is hidden behind (the back side of) the petal portion 172 of the main rotating performance device 170. Specifically, in the front-rear direction Z of the game board 30, the rotating body 182 of the sub rotating performance device 180 is positioned behind the petal portion 172, so when the sub rotating performance device 180 is at the highest position, it can be positioned such that a part of the rotating body 182 of the sub rotating performance device 180 is hidden behind the petal portion 172. 【0178】 Returning to the explanation of FIG. 16 , the sub-rotating role for performance (hereinafter also referred to as the second sub-rotating role for performance) located on the left side in front view has almost the same configuration as the sub-rotating role for performance (hereinafter also referred to as the first sub-rotating role for performance) 180 located on the right side in front view. That is, the second sub-rotating role for performance 190 has a rotation shaft portion 191 and a rotating body 192, similar to the first sub-rotating role for performance 180. The rotating body 192 is different from the rotating body 182 of the first sub-rotating role for performance 180 in that the letters 193a, 194a drawn on the transparent resin 193, 194 are "SML," but is otherwise identical. That is, the letter string 193a that reads "SML" in rainbow colors and the letter string 194a that reads "SML" in black are drawn on the rotating body 192. SML is an abbreviation for SMALL. A long, flat connecting rod 195 is connected to the rotary shaft 191 . 【0179】 The sub-rotating performance element drive unit 99 (hereinafter referred to as the sub-rotating performance element drive unit) that operates the sub-rotating performance element 190 for the second performance also has substantially the same configuration as the sub-rotating performance element drive unit 98 (FIG. 17, hereinafter referred to as the sub-rotating performance element drive unit) that operates the sub-rotating performance element 180 for the first performance. That is, the sub-rotating performance element drive unit 99 for the second performance includes a sub-rotating performance element rotation motor, a rack and pinion mechanism, and a pinion coupling motor. Like the sub-rotating performance element drive unit 98 for the first performance, the sub-rotating performance element drive unit 99 for the second performance rotates the sub-rotating performance element 190 counterclockwise when viewed from the front, moves it from the origin position to the highest position, and then returns it from the highest position to the origin position. When the sub rotating device 190 for second performance is at the origin position, the sub rotating device 190 for second performance 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 sub rotating device 190 for second performance is located in the highest position, if the main rotating device 170 for performance moves to the lowest position, the sub rotating device 190 for second performance can be located in a position where part of the rotating body 192 of the sub rotating device 190 for second performance is hidden behind the petal part 172 of the main rotating device 170 for performance when viewed from the front. 【0180】 《1-4-6》Big or Small Production: The big or small effect processing will be explained in detail below. In the big or small effect processing, the main rotating device for effect 170, the sub rotating device for first effect 180, and the sub rotating device for second effect 190 work together to perform a big or small effect for notifying the number of rounds of play acquired and the presence or absence of consecutive reserved wins when a jackpot is won in the winning lottery. First, the control of the main rotating device for effect 170 by the big or small effect processing will be explained. 【0181】 When the result of the winning lottery in a game turn is a jackpot win, the MPU 92 of the sound and light emission control device 90 determines by lottery whether or not to execute a big or small effect, and when it is determined that a big or small effect should be executed, executes a big or small effect process. The lottery for determining whether or not to execute a big or small effect is performed by generating a random number for the big or small effect and determining whether or not the random number matches a predetermined value. 【0182】 When the big or small effect processing is started, the MPU 92 of the sound and light emission control device 90 controls the pinion coupling motor 176 (see FIG. 14) to move the effect main rotating device 170 from the origin position to the lowest position after the end of the game round in which the winning lottery result is a jackpot (at the start of an opening period described later). In addition, the MPU 92 controls the main rotating device rotation motor 174 (see FIG. 14) to rotate the effect main rotating device 170 counterclockwise (RL) when viewed from the front, at the timing when a predetermined time has elapsed since the start of the movement of the effect main rotating device 170 (before it reaches the lowest position), and controls the enlargement / reduction mechanism 177 (see FIG. 14) to change each petal portion 172 from a closed petal state to an open petal state. 【0183】 Fig. 18 is an explanatory diagram showing the operation of the main rotating accessory 170 for performance etc. by the big or small performance processing. As a result of controlling the main rotating accessory rotation motor 174 and the scaling mechanism 177 at the above timing, as shown in Fig. 18(a), the main rotating accessory 170 for performance changes from the closed petal state to the open petal state while moving from the origin position to the lowest position (while moving in the +Y direction), and rotates counterclockwise RL when viewed from the front. 【0184】 Thereafter, when the main rotating performance device 170 reaches its lowest position, the MPU 92 controls the main rotating performance device rotation motor 174 to stop the rotating main rotating performance device 170 at a predetermined rotation stop position. The state shown in FIG. 18(b) is the state when the main rotating performance device 170 has stopped at the 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 (e.g., 3 seconds) has elapsed since the stopped state, the MPU 92 controls the expansion / contraction mechanism 177 to change each petal portion 172 from an open petal state to a closed petal state. Thereafter, the MPU 92 controls the pinion connection motor 176 to return the main rotating performance device 170 from the lowest position to the origin 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 predetermined rotation stop positions at the lowest position of the main rotating effect device 170. The first predetermined rotation stop position is a position where the main rotating effect device 170 can be engaged with the first sub rotating effect device 180, specifically, the position of the main rotating effect device 170 shown in FIG. 18(b). As shown in FIG. 18(b), when the main rotating effect device 170 is at the first predetermined rotation stop position, the rainbow-colored character string 183a or the black character string 184a drawn on the rotating body 182 of the first sub rotating effect device 180 that has moved to the highest position can overlap with the magnifying lens LZ provided on the main rotating effect device 170 in a front view of the game board 30. In other words, when viewed from the front of the game board 30, the position of the main rotating device 170 for performance when the center of the magnifying lens LZ provided on the main rotating device 170 for performance overlaps with the rainbow-colored string 183a or black string 184a drawn on the rotating body 182 of the first sub-rotating device 180 for performance located at the highest point position corresponds to the first predetermined rotation stop position. In the pachinko machine 10 of this embodiment, when the main rotating device for performance 170 moves from the origin position to the lowest position, the motor 174 for rotating the main rotating device for performance 170 is controlled so that the center of the magnifying lens LZ provided on the main rotating device for performance 170 can overlap with the position of the rainbow-colored string 183a or the black string 184a drawn on the rotating body 182 of the first sub-rotating device for performance 180 that has moved to the highest position when viewed from the front of the game board 30, thereby making it possible to stop the rotating main rotating device for performance 170 at a first predetermined rotation stop position. 【0186】 19 is an explanatory diagram showing a second predetermined rotation stop position for the main rotating performance device 170. The second predetermined rotation stop position is a position where the main rotating performance device 170 can be engaged with the second sub rotating performance device 190, and specifically, is the position of the main rotating performance device 170 shown in FIG. 19. As shown in FIG. 19, when the main rotating performance device 170 is at the second predetermined rotation stop position, the rainbow-colored character string 193a or the black character string 194a drawn on the rotating body 192 of the second sub rotating performance device 190 that has moved to the highest position can overlap with the magnifying lens LZ provided on the main rotating performance device 170 when viewed from the front of the game board 30. In other words, when viewed from the front of the game board 30, the position of the main rotating device 170 for performance when the center of the magnifying lens LZ provided on the main rotating device 170 for performance overlaps with the rainbow-colored string 193a or black string 194a drawn on the rotating body 192 of the sub-rotating device 190 for second performance located at the highest point position corresponds to the second predetermined rotation stop position. In the pachinko machine 10 of this embodiment, when the main rotating device 170 for performance moves from the origin position to the lowest position, the motor 174 for rotating the main rotating device is controlled so that the center of the magnifying lens LZ provided on the main rotating device 170 for performance can overlap with the position of the rainbow-colored string 193a or the black string 194a drawn on the rotating body 192 of the second sub-rotating device 190 for performance that has moved to the highest position when viewed from the front of the game board 30, thereby stopping the rotating main rotating device 170 for performance at a second predetermined rotation stop position. 【0187】 Whether the first predetermined rotation stop position or the second predetermined rotation stop position is used as the predetermined rotation stop position is determined according to the number of rounds of play acquired when the jackpot that triggered the execution of the big or small effect process is won. Specifically, if the result of the allocation determination executed during the winning lottery that triggered the execution of the big or small effect process is a 16R probability variable jackpot or a 16R normal jackpot, the motor 174 for rotating the main rotating device 170 for effect is controlled at the lowest point position to stop the main rotating device 170 for effect at the first predetermined rotation stop position. On the other hand, if the result of the allocation determination executed during the winning lottery that triggered the execution of the big or small effect process is an 8R probability variable jackpot or an 8R normal jackpot, the motor 174 for rotating the main rotating device 170 for effect is controlled at the lowest point position to stop the main rotating device 170 for effect at the second predetermined rotation stop position. 【0188】 In the big or small effect processing, the previously explained main rotating effect device 170 is controlled, and the first effect sub rotating effect device 180 and the second effect sub rotating effect device 190 are also controlled. The control of the first effect sub rotating effect device 180 and the second effect sub rotating effect device 190 will be explained next. In the pachinko machine 10 of this embodiment, the first effect sub rotating effect device 180 and the second effect sub rotating effect device 190 are controlled so that the first effect sub rotating effect device 180 and the second effect sub rotating effect device 190 move in the same manner. 【0189】 When the big or small effect processing is started, the MPU 92 of the sound and light emission control device 90 controls each pinion coupling motor (see FIG. 17) in synchronization with the movement of the main rotating effect device 170 from the origin position to the lowest position, thereby moving each of the sub rotating effect devices 180, 190 from the origin position to the highest position. The movement speed is constant. Furthermore, the MPU 92 controls each sub rotating effect device rotation motor 186 (see FIG. 17) at a timing when a predetermined time has elapsed since the start of the movement of each of the sub rotating effect devices 180, 190 (before they reach the highest position), to rotate each of the sub rotating effect devices 180, 190 counterclockwise (RL) as viewed from the front. The rotation speed is constant. As a result, as shown in Fig. 18(a), each of the sub rotating performance devices 180, 190 rotates counterclockwise RL as viewed from the front while moving from the origin position to the top position (while moving in the -Y direction). Note that when the main rotating performance device 170 and each of the sub rotating performance devices 180, 190 are in the form shown in Fig. 18(a), each of the sub rotating performance devices 180, 190 is spaced apart from the main rotating performance device 170, so that the rotating bodies 182, 192 of each of the sub rotating performance devices 180, 190 can be seen without passing through the petal portion 172 of the main rotating performance device 170 when the game board 30 is viewed from the front. In the pachinko machine 10 of this embodiment, as explained above, each of the sub rotating role objects 180, 190 for performance is moved from the origin position to the highest position in synchronization with the movement of the main rotating role object 170 for performance from the origin position to the lowest position, but the timing of the movement of both does not necessarily need to be the same, and as a modified example, the timing of the movement of both may be shifted. Specifically, the main rotating role object 170 for performance may be moved to the lowest position first, and then each of the sub rotating role objects 180, 190 for performance may be moved to the highest position, or each of the sub rotating role objects 180, 190 for performance may be moved to the highest position first, and then the main rotating role object 170 for performance may be moved to the lowest position. 【0190】 Thereafter, when each of the sub rotating parts 180, 190 for performance reaches the highest position, the MPU 92 controls the motor 186 for rotating each of the sub rotating parts to stop the rotating sub rotating parts 180, 190 for performance at a specific rotation stop position. The state shown in FIG. 18(b) is the state when each of the sub rotating parts 180, 190 for performance stops at a specific rotation stop position. The specific rotation stop position (hereinafter referred to as the specific rotation stop position) will be described later. The timing at which each of the sub rotating parts 180, 190 for performance stops at a specific rotation stop position is controlled to be synchronized with the timing at which the main rotating part 170 for performance stops at a predetermined rotation stop position at the lowest position. Note that the timing at which the rotation of both parts stops does not necessarily need to be the same, and as a modified example, the timing at which the rotation of both parts stops may be staggered. Specifically, the rotating main rotating role 170 for performance may be stopped first at a predetermined rotation stop position, and then each of the rotating sub rotating role 180, 190 for performance may be stopped at a specific rotation stop position, or each of the rotating sub rotating role 180, 190 for performance may be stopped first at a specific rotation stop position, and then the rotating main rotating role 170 for performance may be stopped at a predetermined rotation stop position. Next, after a specific time (for example, 3 seconds) has elapsed from the stopped state, the MPU 92 controls each pinion connection motor 188 to return each of the sub rotating role 180, 190 for performance from the highest position to the origin position. 【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 specific rotation stop positions at the highest point positions of the respective sub-rotating performance devices 180, 190. 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. 16. The second specific rotation stop position is a position where the up-down direction is reversed from that shown in FIG. 16, that is, where the black character string 184a (or 194a) is on the upper side. 【0192】 18(b) shows a state in which each of the sub rotating performance parts 180, 190 reaches its highest point in synchronization with the main rotating performance part 170 reaching its lowest point, and then each of the sub rotating performance parts 180, 190 stops at its first specific rotation stop position. As described above, at the first specific rotation stop position, each of the sub rotating performance parts 180, 190 is in a state in which the rainbow-colored character string 183a (or 193a) is on the upper side. On the other hand, in the state shown in FIG. 18(b), the main rotating performance part 170 stops at the first predetermined rotation stop position at the lowest point, so that the rainbow-colored character string 183a "BIG" drawn on the rotating body 182 of the first sub rotating performance part 180 overlaps with the magnifying lens LZ provided on the main rotating performance part 170 when viewed from the front of the gaming board 30. That is, the main rotating performance element 170, which is in a rotating state, and the first sub rotating performance element 180, which is also in a rotating state, both stop, and the rainbow-colored "BIG" character string 183a drawn on the rotating body 182 of the first sub rotating performance element 180 perfectly overlaps with the magnifying lens LZ provided on the main rotating performance element 170. On the other hand, the rainbow-colored "SML" character string 193a drawn on the rotating body 192 of the second sub rotating performance element 190 does not overlap with the position of the magnifying lens LZ. 【0193】 19 also shows a state in which each of the sub rotating role devices 180, 190 for performance reaches the highest position in synchronization with the main rotating role device 170 for performance reaching the lowest position, and thereafter each of the sub rotating role devices 180, 190 for performance stops at the first specific rotation stop position. In the state shown in FIG. 19, the main rotating role device 170 for performance stops at the second predetermined rotation stop position at the lowest position, so that when viewed from the front of the game board 30, the rainbow-colored character string 193a "SML" drawn on the rotating body 192 of the second sub rotating role device 190 for performance overlaps with the magnifying lens LZ provided on the main rotating role device 170 for performance. That is, the main rotating part for performance 170, which is in a rotating state, and the second sub rotating part for performance 190, which is also in a rotating state, both stop, and the rainbow-colored character string 193a "SML" drawn on the rotating body 192 of the second sub rotating part for performance 190 perfectly overlaps with the magnifying lens LZ provided on the main rotating part for performance 170. On the other hand, the rainbow-colored character string 183a "BIG" drawn on the rotating body 182 of the first sub rotating part for performance 180 does not overlap with the position of the magnifying lens LZ. 【0194】 Fig. 20 is an explanatory diagram showing the second specific rotation stop position for each of the sub rotating performance parts 180, 190. Fig. 20 shows a state in which each of the sub rotating performance parts 180, 190 reaches the highest point position in synchronization with the main rotating performance part 170 reaching the lowest point position, and then each of the sub rotating performance parts 180, 190 stops at the second specific rotation stop position. As described above, at the second specific rotation stop position, each of the sub rotating performance parts 180, 190 is in a state in which the black character string 184a (or 194a) is on the upper side. 20, the main rotating device 170 for effect stops at the first predetermined rotation stop position at its lowest point, so that when viewed from the front of the gaming board 30, the black character string "BIG" 184a drawn on the rotating body 182 of the first sub rotating device 180 for effect overlaps with the magnifying lens LZ provided on the main rotating device 170 for effect. That is, the main rotating device 170 for effect and the first sub rotating device 180 for effect, both in a rotating state, stop, so that the black character string "BIG" 184a drawn on the rotating body 182 of the first sub rotating device 180 for effect perfectly overlaps with the magnifying lens LZ provided on the main rotating device 170 for effect. Meanwhile, the black character string "SML" 194a drawn on the rotating body 192 of the second sub rotating device 190 for effect does not overlap with the position of the magnifying lens LZ. 【0195】 21 also shows a state in which each of the sub rotating role devices 180, 190 for performance reaches the highest position in synchronization with the main rotating role device 170 for performance reaching the lowest position, and thereafter each of the sub rotating role devices 180, 190 for performance stops at the second specific rotation stop position. In the state shown in FIG. 21, the main rotating role device 170 for performance stops at the second predetermined rotation stop position at the lowest position, so that when viewed from the front of the game board 30, the black character string 194a "SML" drawn on the rotating body 192 of the second sub rotating role device 190 for performance overlaps with the magnifying lens LZ provided on the main rotating role device 170 for performance. That is, the main rotating role element 170 for performance, which is in a rotating state, and the second sub rotating role element 190 for performance, which is also in a rotating state, both stop, and the black character string 194a "SML" drawn on the rotating body 192 of the second sub rotating role element 190 for performance, perfectly overlaps with the magnifying lens LZ provided on the main rotating role element 170 for performance. On the other hand, the black character string 184a "BIG" drawn on the rotating body 182 of the first sub rotating role element 180 for performance does not overlap with the position of the magnifying lens LZ. 【0196】 Whether the first specific rotation stop position or the second specific rotation stop position is used as the specific rotation stop position is determined depending on whether a consecutive number of reserved balls has occurred. Specifically, if the result of the determination of whether a consecutive number of reserved balls has occurred, which is performed at the end of the game round related to the winning of the jackpot that triggered the execution of the big or small effect process, is that a consecutive number of reserved balls has occurred, the motors 186 for rotating the sub-rotating devices for each effect 180, 190 are controlled at the highest point positions of the respective sub-rotating devices 180, 190, to stop the respective sub-rotating devices for each effect 180, 190 at the first specific rotation stop position. On the other hand, if the result of the determination of whether a consecutive number of reserved balls has occurred, which is performed at the end of the game round related to the winning of the jackpot that triggered the execution of the big or small effect process, is that a consecutive number of reserved balls has not occurred, the motors 174 for rotating the main rotating devices for each effect 180, 190 are controlled at the highest point positions of the respective sub-rotating devices 180, 190, to stop the respective sub-rotating devices for each effect 180, 190 at the second specific rotation stop position. 【0197】 The sound and light emission control device 90 performs processing to make the display control device 100 display a predetermined image on the display surface 41a of the symbol display device 41 during the specific time period when the main rotating symbol for performance 170 is at its lowest position and has stopped rotating. The predetermined image is the same as the predetermined image displayed during the one-shot announcement performance. That is, as shown in Fig. 18(b) and Figs. 19 to 21, an image in which a plurality of (ten in this embodiment) circular high-brightness portions HB are arranged at equal intervals so as to overlap with the circular orbit along which the magnifying lens LZ can move when the main rotating symbol for performance 170 is at its lowest position is displayed on the display surface 41a of the symbol display device 41 as the predetermined image. 【0198】 The light emitted from each high-brightness portion HB included in the predetermined image travels toward the front of the gaming board 30, but along the way it is blocked by each petal portion 172, passes through gaps between adjacent petal portions 172 to the player side, or is magnified by a magnifying lens LZ embedded in one petal portion 172L and sent to the player side. According to the big or small effect processing, as explained above, when the gaming board 30 is viewed from the front, the character string (any of 183a, 184a, 193a, 194a) provided on the first effect sub-rotating device 180 or the second effect sub-rotating device 190 overlaps with the magnifying lens LZ, so that the light emitted from the high-brightness portion HB included in the predetermined image can be used to magnify and highlight the character string. 【0199】 In summary, according to the big or small performance processing, the main rotating device 170 for the performance, the sub rotating device 180 for the first performance, and the sub rotating device 190 for the second performance will operate as follows. 【0200】 When the big or small effect processing is started, after the end of a game in which the winning lottery result is a jackpot, the main rotating effect device 170 moves from the origin position to the lowest position shown in Fig. 3, and the first and second rotating effect device sub-rotating devices 180 and 190 move from the origin position to the highest position shown in Fig. 3. As the main rotating effect device 170 moves from the origin position to the lowest position, it changes from a closed petal state to an open petal state and rotates counterclockwise (RL) as viewed from the front. As the first and second rotating effect device sub-rotating devices 180 and 190 move from the origin position to the highest position, they rotate counterclockwise (RL) as viewed from the front (see Fig. 18). As a modified example of this embodiment, when the main rotating prop 170 for performance and the first and second sub rotating props 180, 190 for performance start to move, the sound "big or small" may be output. 【0201】 When the main rotating part for performance 170 reaches its lowest point, it stops at a first or second predetermined rotation stop position. When the first sub rotating part for performance 180 and the second sub rotating part for performance 190 reach their highest point, they stop at a first or second specific rotation stop position. The timing at which the main rotating part for performance 170 stops at a predetermined rotation stop position at the lowest point and the timing at which each of the sub rotating part for performance 180, 190 stops at a specific rotation stop position are controlled to be synchronized. Thereafter, the main rotating part for performance 170, the first sub rotating part for performance 180, and the second sub rotating part for performance 190 remain stopped for a specific time (e.g., 3 seconds). During this specific time period, the main rotating device 170 for the performance, the sub rotating device 180 for the first performance, and the sub rotating device 190 for the second performance may take the form shown in Figure 18(b), Figure 19, Figure 20, or Figure 21. 【0202】 According to the embodiment shown in FIG. 18(b), the rainbow-colored "BIG" character string 183a drawn on the rotating body 182 of the sub rotating device 180 for the first performance is enlarged and displayed by the magnifying lens LZ. According to the embodiment shown in FIG. 19, the rainbow-colored "SML" character string 193a drawn on the rotating body 192 of the sub rotating device 190 for the second performance is enlarged and displayed by the magnifying lens LZ. According to the embodiment shown in FIG. 20, the black "BIG" character string 184a drawn on the rotating body 182 of the sub rotating device 180 for the first performance is enlarged and displayed by the magnifying lens LZ. According to the embodiment shown in FIG. 21, the black "SML" character string 194a drawn on the rotating body 192 of the sub rotating device 190 for the second performance is enlarged and displayed by the magnifying lens LZ. In other words, when the main rotating prop 170 for performance and each sub-rotating prop 180, 190 for performance are in the form shown in Figure 18(b), Figure 19, Figure 20, or Figure 21, the rainbow-colored string "BIG" 183a, the rainbow-colored string "SML" 193a, the black string "BIG" 184a, or the black string "SML" 194a drawn on the rotating body 182, 192 of the first or second sub-rotating prop 180, 190 for performance becomes visible through the petal portion 172L equipped with the magnifying lens LZ. 【0203】 During the specified time period, the main rotating device 170, the first sub rotating device 180, and the second sub rotating device 190 can take any of the forms shown in Figures 18(b), 19, 20, and 21. This is determined by the number of rounds determined by the distribution determination performed during the winning lottery that triggered the execution of the big or small effect process, and the determination of the presence or absence of a reserve streak performed at the end of the game associated with the winning jackpot that triggered the execution of the big or small effect process. That is, if the number of rounds is 16 and a reserve streak exists, the form shown in Figure 18(b) can be taken, i.e., the rainbow-colored "BIG" character string 183a is enlarged and displayed by the magnifying lens LZ. If the number of rounds is 16 and a reserve streak does not exist, the form shown in Figure 20 can be taken, i.e., the black "BIG" character string 184a is enlarged and displayed by the magnifying lens LZ. If the number of rounds is eight and there are consecutive reserved games, the display may take the form shown in Fig. 19, i.e., the rainbow-colored "SML" character string 193a is enlarged and displayed by the magnifying lens LZ. If the number of rounds is eight and there are no consecutive reserved games, the display may take the form shown in Fig. 21, i.e., the black "SML" character string 194a is enlarged and displayed by the magnifying lens LZ. 【0204】 Therefore, according to the pachinko machine 10 of this embodiment, after the end of a game in which the winning lottery result is a jackpot, the main rotating device for performance 170 rotates and descends to the lowest position, and the first and second sub-rotating devices for performance 180, 190 rotate and ascend to the highest position, and then the main rotating device for performance 170 and the first and second sub-rotating devices for performance 180, 190 both stop rotating, and the magnifying lens LZ provided on the main rotating device for performance 170 enlarges and displays either the character string 183a, 184a, 193a, 194a drawn on the first or second sub-rotating device for performance 180, 190, thereby executing a big or small effect, thereby notifying the player of the number of rounds of play and whether or not there are any consecutive reserved wins. 【0205】 The big or small effect configured as described above can give the player a sense of tension (thrill) as to which of the letters 183a, 184a, 193a, 194a drawn on the first or second sub-rotating effect device 180, 190 will match (stop) with the magnifying lens LZ provided on the main rotating effect device 170. Furthermore, according to the big or small effect, when the rainbow-colored "BIG" letter string 183a drawn on the first sub-rotating effect device 180 is enlarged and displayed by the magnifying lens LZ provided on the main rotating effect device 170, the number of rounds to be played in the event of winning the jackpot in the winning lottery becomes 16, and the player can be given the double joy of having consecutive reserved wins. Furthermore, according to the big or small effect, when the magnifying lens LZ provided on the main rotating device 170 for effect enlarges and displays the black "BIG" character string 184a drawn on the first rotating device 180 for effect, the player can be given the joy of knowing that the number of rounds to be played will be 16 if the player wins the jackpot in the winning lottery, and on the other hand, can be given a slight sense of disappointment that there will be no reserved consecutive rounds to be played if the player wins the jackpot in the winning lottery. Furthermore, according to the big or small effect, when the magnifying lens LZ provided on the main rotating device 170 for effect enlarges and displays the rainbow-colored "SML" character string 193a drawn on the second rotating device 190 for effect, the player can be given the joy of knowing that there will be reserved consecutive rounds to be played if the player wins the jackpot in the winning lottery, and on the other hand, can be given a slight sense of disappointment that the number of rounds to be played will be 8 if the player wins the jackpot in the winning lottery. Furthermore, according to the big or small effect, when the black "SML" string 194a drawn on the sub-rotating device 190 for the second effect is enlarged and displayed by the magnifying lens LZ provided on the main rotating device 170 for the effect, the number of rounds of play that can be won if the jackpot is won in the winning lottery will be eight, and there will be no consecutive reserved wins, which can give the player a feeling that it is better than not winning the jackpot at all (and a slight sense of disappointment).Therefore, according to the pachinko machine 10 of this embodiment, it is possible to increase the enjoyment of the game. 【0206】 FIG. 22 is a schematic side view of a rotation device of a comparative example. The rotation device includes a rotating device for effect 970, a rotation motor 974, an expansion / contraction mechanism 977, and an LED (light-emitting diode) 979. The rotating device for effect 970 includes a rotation shaft 971 and a plurality of petal portions 972. Each petal portion 972 is a plate-shaped member similar to the petal portion 172 in the pachinko machine 10 of the present embodiment, and has a petal shape when viewed from the front. The rotation motor 974 has substantially the same configuration as the main rotating device rotation motor 174 in the pachinko machine 10 of the present embodiment. The expansion / contraction mechanism 977 has substantially the same configuration as the expansion / contraction mechanism 177 in the pachinko machine 10 of the present embodiment. In the rotation 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 translucent petal portion 972 from the back side. The mounting position of each LED 979 is located in close proximity 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, an image in which a circular high-brightness portion HB is drawn is displayed on the display surface 41a of the pattern display device 41, and the high-brightness portion HB is used as a light source that illuminates the petal portion 172L, whereas in conventional rotation devices, the LED 979 mounted in close proximity to the back side of the petal portion 972 directly illuminates each petal portion 972. 【0207】 In the rotating device of the 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 not possible 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 a high-brightness portion HB displayed on the display surface 41a of the pattern display device 41, thereby lengthening the distance between the petal portion 172L and the light source that illuminates the petal portion 172L, and making it possible to insert the sub-rotating role-play devices 180, 190 for performance into the space between them. As a result, in the pachinko machine 10 of this embodiment, the sub-rotating device 190 for the second performance can be made to cooperate with the sub-rotating device 180 for the first performance, which has the petal portion 172L, and it has become possible to implement a specific performance including this cooperation, in this embodiment, a big or small performance for announcing the number of rounds of play acquired and the presence or absence of a series of reserved plays when a jackpot is won in a winning lottery. 【0208】 In the pachinko machine 10 of this embodiment, the main rotating device 170 for performance has a plurality of petal portions 172 that can rotate around a rotation axis portion 171, and one of the plurality of petal portions 172, a petal portion 172L, is provided with a magnifying lens LZ, so that a high-brightness portion HB included in a predetermined image displayed on the display surface 41a of the pattern display device 41 can be seen, and can be switched between a predetermined rotating state and a predetermined stopped state. Each rotating body 182, 192 provided in each sub-rotating device for performance 180 is configured to be rotatable, and can be displaced between a first position (see, for example, FIG. 18(a)) that can be seen without passing through the petal portion 172L of the main rotating device for performance 170 when the game board 30 is viewed from the front, and a second position (see, for example, FIG. 18(b), FIG. 19, FIG. 20, or FIG. 21) that can be seen through the petal portion 172L. Furthermore, in the pachinko machine 10 of this embodiment, in the one-shot notification effect, a first state is reached in which the high-brightness portion HB is visible through the magnifying lens LZ of the rotating petal portion 172L, and in the big or small effect, each of the rotating bodies 182, 192 provided in each effect sub-rotating device 180 moves to the back side of the rotating petal portion 172L, causing the rotating body 182 or the rotating body 192 to block the light from the high-brightness portion HB, resulting in a second state in which the rotating body 182 or the rotating body 192 is visible through the magnifying lens LZ of the petal portion 172L. For this reason, when the one-shot notification effect reaches the first state, as explained above, it is possible to notify the player that the result of the winning lottery is a jackpot win before the combination of symbols becomes a predetermined combination corresponding to a jackpot win. Furthermore, when the second state is reached through the big or small effect, as explained above, the player can be notified of whether the number of rounds of play won will be 16 or 8, and whether there are any pending consecutive wins.Therefore, in the pachinko machine 10 of this embodiment, the one-shot announcement effect can give the player the joy of winning the jackpot before the symbol combination becomes a predetermined combination corresponding to the jackpot, and the big or small effect can give the player a sense of anticipation and a little disappointment, such as whether the number of rounds won in the case of winning the jackpot in the winning lottery will be 16 or 8, and whether there will be a reserved streak or not. As a result, the pachinko machine 10 of this embodiment can increase the excitement of playing. 【0209】 Furthermore, in the pachinko machine 10 of this embodiment, the outer shapes of the rotating bodies 182, 192 provided on the sub-rotating role devices 180, 190 for effect are point-symmetrical with respect to the center of rotation of the rotating bodies 182, 192 when the game board 30 is viewed from the front, so that the beauty of the rotating bodies 182, 192 when the sub-rotating role devices 180, 190 for effect are rotated can be improved. Therefore, the interest in the game can be further improved. 【0210】 Furthermore, in the pachinko machine 10 of this embodiment, the petal portion 172 of the main rotating device 170 for performance and the rotating bodies 182, 192 of the sub rotating devices 180, 190 for performance are made of resin material, which makes it easy to form these parts, and therefore the degree of freedom in the shape of these parts is high. Therefore, the effects using the main rotating device 170 for performance and the sub rotating devices 180, 190 for performance that include these parts, i.e., the one-shot announcement effect and the big or small effect, can be made more impactful. Therefore, the enjoyment of the game can be further improved. 【0211】 In the pachinko machine 10 of this embodiment, the rotating shaft 171 provided on the main rotating device 170 for effect is arranged so as to be perpendicular to the surface of the game board 30, so that the petal portion 172 can rotate on a plane that is parallel with the surface of the game board 30 with high precision. Therefore, it is easy to increase the outer diameter of the main rotating device 170 for effect, and as a result, the one-shot announcement effect and the big or small effect can be made more spectacular. Therefore, the enjoyment of the game can be further improved. 【0212】 In addition, conventionally known rotating devices have a light-emitting unit and can execute an effect in which the light-emitting unit simply rotates while emitting light. In contrast, in the pachinko machine 10 of this embodiment, the main rotating device for effect 170, which is an example of a first rotating body, and the pattern display device 41, which functions as a light source that can illuminate the petal portion 172L of the main rotating device for effect 170 from the back side, are configured independently. Therefore, both a one-shot announcement effect in which the main rotating device for effect 170 rotates while the light source on the back side is emitting light, and a big or small effect in which the main rotating device for effect 170 and the sub rotating device for effect 180, 190, which are examples of a second rotating body, interact with each other while the light source on the back side is not emitting light, and the main rotating device for effect 170 itself mainly simply rotates, are executable. In other words, in the pachinko machine 10 of this embodiment, by separating the rotating device and the light source, it is possible to realize a wider variety of effects than before. Furthermore, in the pachinko machine 10 of this embodiment, the pattern display device 41, which functions as the light source, can perform various display effects such as variable displays to notify the results of winning lotteries and character displays, thereby enabling even more efficient use of the device. 【0213】 1-5. Various processes executed by the main control unit: Next, an example of specific control for executing the above-mentioned processing in the pachinko machine 10 of this embodiment will be described. First, the processing executed in the main control device 60 will be described, and then the processing executed in the sound and light emission control device 90 and the display control device 100 will be described. 【0214】 In order to progress each game, the MPU 62 of the main control device 60 executes timer interrupt processing and normal processing. These processes will be explained below. In addition to the timer interrupt processing and normal processing, the MPU 62 also executes NMI interrupt processing, which is activated by the input of a power outage signal, but the explanation of these processes will be omitted. 【0215】 <Timer interrupt processing> 23 is a flowchart showing the timer interrupt process. 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, the process reads the status of the various detection sensors 67a to 67e. That is, the state of the various detection sensors 67a to 67e connected to the main control device 60 is read, the state of the sensor is determined, and the detection information (ball-entry detection information) is saved. Then, the process proceeds 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 its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of ​​RAM 64. After that, the process proceeds to step Sx0103. 【0218】 In step Sx0103, the values ​​of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric accessory opening counter C4, and the fluctuation type counter CS are updated. Specifically, 1 is added to each of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric accessory opening counter C4, and the fluctuation type counter CS, and when each counter value reaches its maximum value, it is cleared to 0. The updated values ​​of each counter C1 to C4 are then stored in the corresponding buffer area of ​​RAM 64. Then, the process proceeds to step Sx0104. The value of the fluctuation type counter CS is updated in the normal processing (FIG. 27) described later. 【0219】 In step Sx0104, a ball entry process for the starting hole is executed in response to a ball entering the first starting hole 33 and the second starting hole 34. Details of the ball entry process for the starting hole in step Sx0104 will be described later. After executing step Sx0104, proceed to step Sx0105. 【0220】 In step Sx0105, a through ball entry process is executed in response to a ball entering the through gate 35. The through ball entry process in step Sx0105 will be described in detail later. After executing step Sx0105, the MPU 62 ends the timer interrupt process. 【0221】 <Starting hole entry processing> Next, the ball-entry process for the starting hole will be described. The ball-entry process for the starting hole is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 23: Sx0104). 【0222】 24 is a flowchart showing the ball entry process for the start hole. In step Sx0201, whether or not the gaming ball has entered the first start hole 33 (start ball entry) is determined based on the detection state of the detection sensor corresponding to the first start hole 33. In step Sx0201, if it is determined that the gaming ball has entered the first start hole 33 (Sx0201: YES), the process proceeds to step Sx0202, where a prize ball command is set to the payout control device 70 to pay out three gaming balls. Thereafter, the process proceeds 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 a gaming ball has entered the first starting hole 33. After that, the process proceeds to step Sx0204. 【0224】 In step Sx0204, the start pending number RaN (hereinafter also referred to as the first start pending number RaN), which is the value stored in the pending number storage area of ​​the first pending area Ra, is read, and the first start pending number RaN is set as the target of the processing described below. The first start pending number RaN indicates the number of reserved balls based on balls entering the first start opening 33. Then, proceed to step Sx0209. 【0225】 In step Sx0201, if it is determined that the game ball has not entered the first starting hole 33 (Sx0201: NO), proceed to step Sx0205 and determine whether the game ball has entered the second starting hole 34 based on the detection state of the detection sensor corresponding to the second starting hole 34. 【0226】 In step Sx0205, if it is determined that the gaming ball has entered the second starting hole 34 (Sx0205: YES), the process proceeds to step Sx0206, where a prize ball command is set to cause the payout control device 70 to pay out three gaming balls. Then, the process proceeds to step Sx0207. On the other hand, in step Sx0205, if it is determined that the gaming ball has not entered the second starting hole 34 (Sx0205: NO), the ball entry process for this starting hole is terminated. 【0227】 In step Sx0207, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a gaming ball has entered the second starting hole 34. After that, the process proceeds to step Sx0208. 【0228】 In step Sx0208, the start pending number RbN (hereinafter also referred to as the second start pending number RbN), which is the value stored in the pending number storage area of ​​the second pending area Rb, is read, and the second start pending number RbN is set as the target for processing described below. The second start pending number RbN indicates the number of balls pending based on balls entering the second start opening 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 (4 in this embodiment). In step Sx0209, if the start pending number N is not less than the upper limit (Sx0209: NO), the ball entry process for this start port is terminated. 【0230】 On the other hand, if the start pending number N is less than the upper limit in step Sx0209 (Sx0209: YES), proceed to step Sx0210, add 1 to the start pending number N in the corresponding pending area, and then proceed to step Sx0211, add 1 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 sum of the first start pending number RaN and the second start pending number RbN. Then proceed to step Sx0212. 【0231】 In step Sx0212, the values ​​of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS updated in step Sx0103 (Fig. 23) are stored in the first storage area among the empty storage areas of the corresponding reserve area, i.e., the storage area corresponding to the reserved number to which 1 was added in step Sx0210. Specifically, when the first start reserved number RaN is set as the processing target, the values ​​of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step Sx0103 are stored in the first storage area among the empty storage areas of the first reserve area Ra, i.e., the storage area corresponding to the first start reserved number RaN to which 1 was added in step Sx0210. Furthermore, if the second start pending number RbN is set as the processing target, the values ​​of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step Sx0103 are stored in the first free memory area of ​​the second reserve area Rb, that is, the memory 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 first determination process is executed. The first determination process is a process that executes a determination of the winning lottery result (lottery result), the type of jackpot, whether or not a reach has occurred, etc. based on the information (reserved information) of each value of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 before the reserved information becomes the subject of the winning lottery by the main control device 60. Details of the first determination process will be described later. After executing step Sx0213, proceed to step Sx0214. 【0233】 In step Sx0214, a process for setting a reserved command is executed. Specifically, the result of the determination process executed based on the information (reserved information) of the values ​​of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 is set as a reserved command. 【0234】 The hold command is a command to have the sub-side control device confirm that a ball has entered the first starting hole 33 or the second starting hole 34 and the judgment result (first judgment information) by the first judgment process based on the hold information acquired based on the ball entry, before the hold information becomes the subject of the winning lottery by the main control device 60. The hold command is sent to the audio and light emission control device 90 in the command output process of the normal process (Figure 27: step Sx0503) described later. 【0235】 Furthermore, when the audio and light emitting control device 90 receives a hold command transmitted based on a ball entering the first start opening 33, it transmits a command to the display control device 100 to change the display in the first start opening hold area Ds1 of the pattern display device 41 to correspond to the increase in the number of reserved balls. The display control device 100, which has received the command, changes the display in the first start opening hold area Ds1 of the pattern display device 41 to correspond to the increase in the number of reserved balls. On the other hand, when the audio and light emitting control device 90 receives a hold command transmitted based on a ball entering the second start opening 34, it transmits a command to the display control device 100 to change the display in the second start opening hold area Ds2 of the pattern display device 41 to correspond to the increase in the number of reserved balls. The display control device 100, which has received the command, changes the display in the second start opening hold area Ds2 of the pattern display device 41 to correspond to the increase in the number of reserved balls. 【0236】 After executing step Sx0214, the MPU 62 of the main control unit 60 ends the ball entry processing for this starting hole. 【0237】 <First Determination Process> Next, the first-goal determination process will be described. The first-goal determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the ball-entering process for the starting hole (FIG. 24: Sx0213). 【0238】 25 is a flowchart showing the first determination process. As described above, the first determination process is a process that executes, based on the reserved information, determination of whether the winning lottery will be won or not, determination of the type of big win, determination of whether a reach will occur, and the like, before the reserved information becomes the subject of the winning lottery by the main control device 60. 【0239】 In step Sx0301, the value of the winning random number counter C1 stored in the memory area by the ball entering the starting hole in the ball entry 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 for this ball entry is executed as a game round is determined. Specifically, the judgment result of the prior judgment process executed by the ball entry before this ball entry is read from the corresponding memory area, and by grasping whether there is a probability variable jackpot that occurs before the winning lottery for this ball entry and whether there is a win in the drop lottery, the lottery mode at the time when the winning lottery for this ball entry is executed as a game round is determined. 【0240】 In step Sx0302, when the lottery mode is determined to be the low probability mode at the time when the winning lottery due to this ball entry is executed as a game round (Sx0302: YES), the process proceeds to step Sx0303, where the winning / losing table for the low probability mode (FIG. 7(a)) stored in the winning / losing table storage area 63a is referenced. After that, the process proceeds to step Sx0305, where the winning / losing table for the low probability mode is referenced and it is determined whether or not the information on the value of the winning random number counter C1 grasped this time corresponds to a jackpot. 【0241】 On the other hand, in step Sx0302, when the lottery mode is determined not to be the low probability mode at the time when the winning lottery due to this ball entry is executed as a game round (Sx0302: NO), the process proceeds to step Sx0304, where the winning / losing table for the high probability mode (FIG. 7(b)) stored in the winning / losing table storage area 63a is referenced. After that, the process proceeds to step Sx0305, where the winning / losing table for the high probability mode is referenced and it is determined whether the value of the winning random number counter C1 grasped this time corresponds to a jackpot. 【0242】 In step Sx0305, if it is determined that the value of the currently grasped winning random number counter C1 corresponds to a jackpot (Sx0305: YES), the process proceeds to step Sx0306, where the value of the jackpot type counter C2 stored in the memory area due to the ball entering the current start hole is grasped. After that, the process proceeds to step Sx0307, ​​where the allocation table stored in the allocation table memory area 63b is referenced. Specifically, if the jackpot type counter C2 that is the subject of this allocation was obtained based on a ball entering the first start hole 33, the allocation table for the first start hole is referenced, and if it was obtained based on a ball entering the second start hole 34, the allocation table for the second start hole is referenced. After executing step Sx0307, ​​the process proceeds to step Sx0308. 【0243】 In step Sx0308, the allocation table is referenced to determine whether the value of the jackpot type counter C2 currently grasped corresponds to a variable probability jackpot. If it is determined in step Sx0308 that it corresponds to a variable probability jackpot (Sx0308: YES), the process proceeds to step Sx0309, where variable probability jackpot information is stored in the first determination processing result storage area 64h. Thereafter, the first determination processing is terminated. On the other hand, if it is determined in step Sx0308 that it does not correspond to a variable probability jackpot (Sx0308: NO), the process proceeds to step Sx0310, where normal jackpot information is stored in the first determination processing result storage area 64h. Thereafter, the process proceeds to step Sx0315. 【0244】 In step Sx0305, if it is determined that the value of the hit random number counter C1 currently grasped does not correspond to a jackpot (Sx0305: NO), the process proceeds to step Sx0311, where the value of the reach random number counter C3 stored in the memory area due to the ball entering the starting hole this time is grasped. After that, the process proceeds to step Sx0312, where the reach determination table stored in the reach determination table memory area 63c is referenced. After that, the process proceeds to step Sx0313, where, as a result of referring to the reach determination table, it is determined whether the value of the reach random number counter C3 currently grasped corresponds to the occurrence of a reach. 【0245】 In step Sx0313, if it is determined that the reach occurrence is possible (Sx0313: YES), the process proceeds to step Sx0314, where the reach occurrence information is stored in the next determination processing result storage area 64h. Then, the process proceeds to step Sx0315. On the other hand, in step Sx0313, if it is determined that the reach occurrence is not possible (Sx0313: NO), the process proceeds to step Sx0315. 【0246】 In step Sx0315, the value of the fluctuation type counter CS stored in the memory area due to the ball entering the starting hole in the ball entry process for the starting hole (Figure 24) is grasped. Then, proceed to step Sx0316, and refer to the fluctuation time table for the jackpot stored in the fluctuation time table memory area 63d of ROM 63 to obtain fluctuation time information corresponding to the value of the fluctuation type counter CS. After executing step Sx0316, proceed to step Sx0317. 【0247】 In step Sx0317, the fluctuation pattern is identified from the fluctuation time information acquired in step Sx0316, and the type of the identified fluctuation pattern is stored in the first determination processing result storage area 64h. After executing step Sx0317, the first determination processing is terminated. 【0248】 <Processing a through ball> Next, the through ball scoring process will be described. The through ball scoring process is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 23: Sx0105). 【0249】 FIG. 26 is a flowchart showing the ball entry process for through play. In step Sx0401, it is determined whether or not a gaming ball has entered the through gate 35. If it is determined in step Sx0401 that a gaming ball has entered the through gate 35 (Sx0401: YES), the process proceeds to step Sx0402, where it is determined whether or not the number of reserved accessory items SN is less than the upper limit (4 in this embodiment). The number of reserved accessory items SN is a value indicating the number of balls that have entered the through gate 35 and are reserved for the purpose of holding a lottery to open an electric accessory. In this embodiment, the maximum value of the number of reserved accessory items SN is 4. On the other hand, if it is determined in step Sx0401 that a gaming ball has not entered the through gate 35 (Sx0401: NO), the ball entry process for through play is terminated. 【0250】 In step Sx0402, if it is determined that the number of reserved reel items SN is less than the upper limit (less than 4) (Sx0402: YES), proceed to step Sx0403, and add 1 to the number of reserved reel items 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 empty storage areas of the electric accessory holding area 64d of the RAM 64. After that, the ball entry process for through is completed. 【0252】 On the other hand, in step Sx0402, if it is determined that the value of the number of reserved reels SN is not less than the upper limit value (Sx0402: NO), that is, if it is determined that the value of the reserved reels SN is equal to or greater than the upper limit value, the ball entry process for through is terminated without storing the value of the electric reel opening counter C4. 【0253】 <Normal processing> Next, normal processing will be described. Normal processing is processing that is started by the MPU 62 of the main control device 60 when the power switch 88 is switched from the OFF state to the ON state (hereinafter also referred to as "power-on"). In normal processing, the main processing of the game is executed. 【0254】 27 is a flowchart showing normal processing. In step Sx0501, startup processing is executed. Specifically, initial settings of each control device are performed when power is turned on, and the validity of data stored and held in RAM 64 is determined. After that, the process proceeds to step Sx0502. 【0255】 In step Sx0502, a startup command is set. The startup command is a command for causing each control device on the sub-side to start a demo video when power is turned on. Then, the process proceeds to step Sx0503. 【0256】 In step Sx0503, output data such as the startup command set in step Sx0502, the command set in the timer interrupt process or the normal process executed last time, etc. are sent 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 sent to the payout control device 70. Also, if commands related to effects such as a startup command, a variable command, a type command, or a hold command are set, they are sent to the sound and light emission control device 90. After executing step Sx0503, proceed to step Sx0504. 【0257】 In step Sx0504, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of ​​RAM 64. Then, the process proceeds to step Sx0505. 【0258】 In step Sx0505, the prize ball count signal and 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. The game round control process includes the drawing of winning lots, setting the variable display of patterns by the pattern display device 41, and display control of the first pattern display unit 37a and the second pattern display unit 37b. Details of the game round control process will be described later. After executing step Sx0506, the process proceeds to step Sx0507. 【0259】 In step Sx0507, a game state transition process is executed to transition the game state. By executing the game state transition process, the game state transitions to an open / close execution mode, a high probability mode, a high frequency support mode, etc. Details of the game state transition process will be described later. Then, proceed to step Sx0508. 【0260】 In step Sx0508, an electric role support process is executed to drive and control the electric role 34a provided in the second starting port 34. In the electric role support process, it is determined whether or not to open the electric role 34a. The details of the electric role 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). In other words, it is determined whether the timing for executing the next normal processing has arrived. In step Sx0509, if it is determined that the predetermined time (4 msec) has not elapsed since the start of the current normal processing (Sx0509: NO), in steps Sx0510 and Sx0511, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated within the remaining time until the timing for executing the next normal processing. Specifically, in step Sx0510, 1 is added to the random number initial value counter CINI, and when the counter value reaches its 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 ​​RAM 64. In addition, in step Sx0511, 1 is added to the fluctuation type counter CS, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then 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 this normal processing (Sx0509: YES), the process returns to step Sx0503 and executes the processes from step Sx0503 to step Sx0508. 【0262】 Since the execution time of each process from step Sx0503 to step Sx0508 changes depending on the game state, the remaining time until the next normal process is executed 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 randomly updated. 【0263】 <Game play control processing> Next, the game play control process will be described. The game play control process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 27: Sx0506). 【0264】 28 is a flowchart showing the game play control process. In step Sx0601, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not the open / close execution mode flag in the various flag storage area 64g of RAM 64 is ON. The open / close execution mode flag is turned ON when the game state is to be transitioned to the open / close execution mode in the game state transition process described later, and is turned OFF when the open / close execution mode is to be terminated in the game state transition process. 【0265】 In step Sx0601, if it is determined that the opening and closing execution mode is in progress (Sx0601: YES), this game round control process is terminated without executing any of the processes from step Sx0602 onwards. In other words, if the opening and closing execution mode is in progress, a game round will not be started regardless of whether a ball has entered the first start hole 33 or the second start hole 34. On the other hand, in step Sx0601, if it is determined that the opening and 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 symbol unit 37 is currently displaying a variable. Specifically, it is determined whether either the first symbol display unit 37a or the second symbol display unit 37b provided in the special symbol unit 37 is currently displaying a variable. This determination is made by determining whether the special symbol variable display flag in the special symbol variable display flag storage area in the various flag storage area 64g of the RAM 64 is ON. The special symbol variable display flag is turned ON when variable display is started for either the first symbol display unit 37a or the second symbol display unit 37b, and is turned OFF when the variable display ends. 【0267】 In step Sx0602, if it is determined that the special chart unit 37 is not displaying a variable image (Sx0602: NO), proceed to step Sx0603. 【0268】 In step Sx0603, a change start process is executed to start the change display in the special chart unit 37 and the change display in the pattern display device 41. Details of the change start process will be described later. After executing step Sx0603, this game number control process is terminated. 【0269】 On the other hand, if it is determined in step Sx0602 that the special chart unit 37 is displaying a variable image (Sx0602: YES), the process proceeds to step Sx0604. 【0270】 In step Sx0604, a change end process is executed to end the change display in the special chart unit 37 and the change display in the pattern display device 41. Details of the change end process will be described later. After executing step Sx0604, this game number control process is terminated. 【0271】 <Fluctuation start processing> Next, the fluctuation start processing will be explained. The fluctuation start processing is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control processing (FIG. 28: Sx0603). 【0272】 Figure 29 is a flowchart showing the fluctuation start processing. In step Sx0701, it is determined whether the total reserved number CRN exceeds "0". If the total reserved number CRN is "0" or less, this means that the start reserved number is "0" for both the first start port 33 and the second start port 34. Therefore, if it is determined in step Sx0701 that the total reserved number CRN is "0" or less (Sx0701: NO), this fluctuation start processing is terminated. On the other hand, if it is determined in step Sx0701 that the total reserved number CRN is greater than "0" (Sx0701: YES), the processing proceeds to step Sx0702. 【0273】 In step Sx0702, a reserved information shift process is executed to set the reserved information stored in the first reserved area Ra or the second reserved area Rb to the state after the change has started, and then the process proceeds to step Sx0703. The reserved information shift process will be described in detail later. 【0274】 In step Sx0703, a win determination process is performed, including the process to be performed when a jackpot is won in the lottery. The details of the win determination process will be described later. After executing step Sx0703, the process proceeds to step Sx0704. 【0275】 In step Sx0704, a variable time setting process is executed. The variable time setting process is a process for setting a variable time, which is the time required for the current game in the first symbol display section 37a or the second symbol display section 37b, based on whether or not a jackpot has been reached or whether or not a reach has occurred. The variable time setting process will be described in detail later. After executing step Sx0704, the process proceeds to step Sx0705. 【0276】 In step Sx0705, a variable command is set. The variable command includes information indicating whether the current game round is related to the reserved information acquired based on the ball entering the first starting port 33 or the reserved information acquired based on the ball entering the second starting port 34, as well as information on whether a 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 whether or not there is a jackpot and the results of the allocation determination. In other words, the type command includes information on the type of jackpot, such as 16R probability jackpot information, 8R probability jackpot information, 16R normal jackpot information, 8R normal jackpot information, or information on the result of the winning lottery. 【0278】 The variation command and type command set in step Sx0705 and step Sx0706 are sent to the sound and light emission control device 90 in step Sx0503 of normal processing (Fig. 27). The sound and light emission control device 90 determines the content of the presentation for that game round based on the received variation command and type command, and controls various devices so that the determined content of the presentation is executed. After executing step Sx0706, proceed to step Sx0707. 【0279】 In step Sx0707, the symbol display unit corresponding to the current game round, either the first symbol display unit 37a or the second symbol display unit 37b, is caused to start displaying a variable symbol. Specifically, if the second symbol display unit flag in RAM 64 is not ON, the symbol display unit corresponding to the current game round is identified as the first symbol display unit 37a and variable display is started, and if the second symbol display unit flag is ON, the symbol display unit corresponding to the current game round is identified as the second symbol display unit 37b and variable display is started. After executing step Sx0707, the process proceeds to step Sx0708. 【0280】 In step Sx0708, the special chart change display flag stored in the special chart change display flag storage area in the various flag storage area 64g of the RAM 64 is turned on. After executing step Sx0708, this change start processing is terminated. 【0281】 <Hold information shift processing> Next, the hold information shift process will be described. The hold information shift process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 29: Sx0702). 【0282】 30 is a flowchart showing the hold information shifting process. In step Sx0801, it is determined whether the holding area to be processed for executing the hold information shifting process is the first holding area Ra. Specifically, if the earliest held information (hold information stored in the first area of ​​the first holding area Ra) among the held information stored in chronological order in the first holding area Ra (FIG. 6) is stored in the holding area earlier than the earliest held information (hold information stored in the first area of ​​the second holding area Rb) among the held information stored in chronological order in the second holding area Rb (FIG. 6), it is determined that the holding area to be processed is the first holding area Ra. On the other hand, if the earliest held information among the held information stored in chronological order in the second holding area Rb is stored in the holding area earlier than the earliest held information among the held information stored in chronological order in the first holding area Ra, it is determined that the holding area to be processed is the second holding area Rb. That is, by executing the process of step Sx0801, the reserved information can be processed in the order in which it was stored in the first reserved area Ra or the second reserved area Rb. 【0283】 In step Sx0801, if it is determined that the holding area to be processed is the first holding area Ra (step Sx0801: YES), the holding information shift process for the first holding area is executed in steps Sx0802 to Sx0807. On the other hand, 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 (step Sx0801: NO), the holding information shift process for the second holding area is executed in steps Sx0808 to Sx0813. 【0284】 In step Sx0802, the first start pending number RaN in the first pending area Ra is decremented by 1, and then the process proceeds to step Sx0803, where the total pending number CRN is decremented by 1. Then the process proceeds to step Sx0804. In step Sx0804, the data stored in the first area of ​​the first pending area Ra is moved to the execution area AE. Then the process proceeds to step Sx0805. 【0285】 In step Sx0805, a process is executed to shift the data stored in the memory area of ​​the first reserved area Ra. This data shift process shifts the data stored in areas 1 to 4 sequentially toward the lower areas. Specifically, the data in area 1 is cleared, and the data in each area is shifted from area 2 to area 1, area 3 to area 2, area 4 to area 3, and so on. After executing step Sx0805, the process proceeds to step Sx0806. 【0286】 In step Sx0806, if the second symbol display unit flag in the various flag storage area 64g is ON, the flag is turned OFF, and if it is not ON, the state is maintained. The second symbol display unit flag is information for identifying whether the target for the start of this variable display is the first symbol display unit 37a or the second symbol display unit 37b. Then, proceed to step Sx0807. 【0287】 In step Sx0807, a shift command is set. The shift command is a command containing information for the audio and light-emitting control device 90, which is the sub-control device, to recognize that a shift of data from the holding area has occurred. In this case, a shift command containing information that the holding area targeted for this data shift corresponds to the first holding area Ra, i.e., corresponds to the first starting port 33, is selected from the command information storage area 63g of ROM 63, and the selected shift command is set as the command to be sent to the audio and light-emitting control device 90. Thereafter, this hold information shift process is terminated. The shift command set in step Sx0807 is sent to the audio and light-emitting control device 90 in step Sx0503 of the normal process (FIG. 27). 【0288】 In step Sx0801, if it is determined that the reserved area to be processed is not the first reserved area Ra, that is, if it is determined that the reserved area to be processed is the second reserved area Rb (Sx0801: NO), proceed to step Sx0808. 【0289】 In step Sx0808, the second start pending number RbN in the second pending area Rb is decremented by 1. Then, the process proceeds to step Sx0809. In step Sx0809, the total pending number CRN is decremented 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, the process proceeds to step Sx0811. 【0290】 In step Sx0811, the process shifts the data stored in the memory area of ​​the second reserved area Rb. This data shift process shifts the data stored in areas 1 to 4 sequentially toward the lower areas. Specifically, the data in area 1 is cleared, and the data in each area is shifted from area 2 to area 1, area 3 to area 2, area 4 to area 3, and so on. After executing step Sx0811, the process proceeds to step Sx0812. 【0291】 In step Sx0812, if the second symbol display unit flag in the various flag storage area 64g is not ON, the flag is turned ON, and if it is ON, the state is maintained. After that, the process proceeds to step Sx0813. 【0292】 In step Sx0813, a shift command is set. The shift command is a command containing information for the audio / light-emitting control device 90, which is the sub-control device, to recognize that the data in the holding area has been shifted. In this case, a shift command containing information that the holding area targeted for this data shift corresponds to the second holding area Rb, i.e., corresponds to the second starting port 34, is selected from the command information storage area 63g of the ROM 63, and the selected shift command is set as the command to be sent to the audio / light-emitting control device 90. Thereafter, this hold information shift process is terminated. 【0293】 The shift command set in step Sx0813 is sent to the audio and light emitting control device 90 in step Sx0503 of the normal processing (Fig. 27). Based on the received shift command, the audio and light emitting control device 90 sends a command to the display control device 100 to change the display in the second start opening reservation area Ds2 of the pattern display device 41 in accordance with the decrease in the number of reserved items. Upon receiving this command, the display control device 100 changes the display in the second start opening reservation area Ds2 of the pattern display device 41 in accordance with the decrease in the number of reserved items. 【0294】 <Collision detection processing> Next, the hit determination process will be described. The hit determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 29: Sx0703). 【0295】 31 is a flowchart showing the winning 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, where a win / loss determination is made by referring to the win / loss table for high probability mode. Specifically, it is determined whether the value of the win random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for high probability mode shown in Figure 7(b). Then, the process proceeds 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, where a win / loss determination is made by referring to the win / loss table for the low probability mode. Specifically, the process determines whether the value of the win random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the low probability mode shown in Figure 7(a). Then, the process proceeds to step Sx0904. 【0298】 In step Sx0904, it is determined whether or not the result of the hit / miss determination (winning lottery) in step Sx0902 or step Sx0903 is a jackpot win. In step Sx0904, if the result of the hit / miss determination is a jackpot win (Sx0904: YES), the process proceeds to step Sx0905. 【0299】 In step Sx0905, it is determined whether the second symbol display unit flag in RAM 64 is ON. If it is determined in step Sx0905 that the second symbol display unit flag is not ON (Sx0905: NO), it proceeds to step Sx0906 and performs allocation determination by referring to the allocation table for the first starting port (see Figure 8 (a)). 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 a 16R variable probability jackpot, the numerical range of an 8R variable probability jackpot, the numerical range of a 16R normal jackpot, or the numerical range of an 8R normal jackpot. 【0300】 On the other hand, if it is determined in step Sx0905 that the second symbol display unit flag is ON (Sx0905: YES), the process proceeds to step Sx0907, where the allocation determination is made by referring to the allocation table for the second starting port (see Figure 8 (b)). Specifically, it determines whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of a 16R variable jackpot or the numerical range of an 8R normal jackpot. After executing the processing of step Sx0906 or step Sx0907, the process proceeds to step Sx0908. 【0301】 In step Sx0908, a flag (jackpot flag) corresponding to the type of jackpot allocated in step Sx0906 or step Sx0907 is turned ON. Specifically, if it is a 16R variable probability jackpot, the 16R variable probability jackpot flag is turned ON, if it is an 8R variable probability jackpot, the 8R variable probability jackpot flag is turned ON, if it is a 16R normal jackpot, the 16R normal jackpot flag is turned ON, and if it is an 8R normal jackpot, the 8R normal jackpot flag is turned ON. After executing step Sx0908, proceed to step Sx0909. 【0302】 In step Sx0909, a process for setting a stop result for a jackpot is executed. Specifically, this process is for setting which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in the current game in which a jackpot is won. Specifically, by referring to the stop result table for a jackpot stored in the stop result table storage area 63f (FIG. 5), address information for the stop result data corresponding to the type of jackpot assigned in step Sx0906 or step Sx0907 is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Sx0909, the win determination process ends. 【0303】 In step Sx0904, if the result of the lottery in step Sx0902 or step Sx0903 is not a jackpot win (Sx0904: NO), the process proceeds to step Sx0910, where a reach determination table is referenced to determine whether a reach will occur in the current game. Specifically, the process determines whether the value of the reach random number counter C3 stored in the execution area AE matches the value set as a reach occurrence in the reach determination table stored in the reach determination table storage area 63c (Fig. 5). Then, the process proceeds to step Sx0911. 【0304】 In step Sx0911, if the result of the reach determination in step Sx0910 is that a reach will occur in the game (Sx0911: YES), the process proceeds to step Sx0912, where 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, the process proceeds to step Sx0913. 【0305】 On the other hand, in step Sx0911, if the result of the reach judgment in step Sx0910 is that a reach will not occur in the game (Sx0911: NO), the process proceeds to step Sx0913 without executing step Sx0912. 【0306】 In step Sx0913, a process for setting a stop result for a loss is executed. Specifically, this process is for setting which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in this game round, which results in a loss. Specifically, by referring to the stop result table for a loss in the stop result table storage area 63f, address information of the stop result data corresponding to the value of the win random number counter C1 stored in the execution area AE is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Sx0913, the win determination process ends. 【0307】 <Variable time setting process> Next, the variable time setting process will be described. The variable time setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the variable start process (FIG. 29: Sx0704). 【0308】 32 is a flowchart showing the variable time setting process. In step Sx1001, the process obtains the value of the variable type counter CS stored in the variable type counter buffer in the lottery counter buffer 64a of the RAM 64. Then, the process proceeds to step Sx1002. 【0309】 In step Sx1002, a process for identifying a fluctuation time table is executed. The fluctuation time table is tabular data whose data elements are fluctuation time information (fluctuation time information), which is the time from when the symbol starts to fluctuate until it stops, and the value of the fluctuation type counter CS. The fluctuation time table storage area 63d of ROM 63 stores various types of fluctuation time tables according to the game state, whether a jackpot or time-saving bonus has been awarded, and whether a reach has occurred. In step Sx1002, one fluctuation time table is identified from these fluctuation time tables. Specifically, based on the high probability mode flag and the high frequency support mode flag, it is determined whether the current game state is in a low probability low support state, a high probability high support state, a low probability high support state, or a high probability low support state. Based on this determination result, the result of a hit / miss determination for the current game round, which determines whether a jackpot or time-saving bonus has been awarded, and the result of a reach determination, which determines whether a reach has occurred, one fluctuation time table is identified from the fluctuation time table storage area 63d of ROM 63. After executing step Sx1002, proceed to step Sx1003. 【0310】 In step Sx1003, by referring to the fluctuation time table identified in step Sx1002, fluctuation time information corresponding to the value of the fluctuation type counter CS acquired in step Sx1001 is acquired. 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 area 64f of the RAM 64. Thereafter, the variable time setting process ends. 【0312】 <Fluctuating end processing> Next, the fluctuation end processing will be explained. The fluctuation end processing is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control processing (FIG. 28: Sx0604). 【0313】 FIG. 33 is a flowchart showing the variation end process. In step Sx1101, it is determined whether the variation time for the current game has elapsed. As described above, the variation time is the time from when the symbol row starts to vary until all symbol rows stop, and is part of the unit game time. Specifically, in step Sx1101, it is determined whether the value of the variation time information stored in the variation time counter area (various counter area 64f) of RAM 64 has become "0". The value of this variation time information is set in the variation time setting process (FIG. 32) described above. The value of this set variation time information is decremented by 1 each time the timer interrupt process is started. 【0314】 In step Sx1101, if it is determined that the fluctuation time has not elapsed (Sx1101: NO), this fluctuation termination process is terminated. 【0315】 In step Sx1101, if it is determined that the variation time has elapsed (Sx1101: YES), the process proceeds to step Sx1102, where a process is performed to terminate the variation of the symbols in the symbol display section corresponding to the current game round, either the first symbol display section 37a or the second symbol display section 37b. In the following step Sx1103, the special symbol variation display flag stored in the special symbol variation display flag storage area in the various flag storage area 64g of the RAM 64 is turned OFF. After executing step Sx1103, the process proceeds to step Sx1104. 【0316】 In step Sx1104, it is determined whether the result of the lottery for this game is a jackpot or not. Specifically, it is determined whether any of the 16R probability variable jackpot flag, 8R probability variable jackpot flag, 16R normal jackpot flag, and 8R normal jackpot flag in RAM64 is ON. In step Sx1104, if none of the above flags is ON, that is, if it is determined that the result of the lottery for this game is not a jackpot (Sx1104: NO), it proceeds to step Sx1105. 【0317】 In step Sx1105, it is determined whether the support mode is the high frequency support mode, specifically, 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), proceed to step Sx1106, where it is determined whether the value of the game count counter PNC is greater than 0. In step Sx1106, if it is determined that the value of the game count counter PNC is greater than 0 (Sx1106: YES), proceed to step Sx1107, where the value of the game count counter PNC is decremented by 1. After executing step Sx1107, proceed to step Sx1108. On the other hand, in step Sx1106, if it is determined that the value of the game count counter PNC is equal to or less than 0 (Sx1106: NO), proceed 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, when 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 game number counter PNC exceeds 0 or not. 【0321】 In step Sx1109, if it is determined that the value of the game number counter PNC is not greater than 0 (step Sx1109: NO), proceed to step Sx1110 and turn off the high frequency support mode flag. After executing step Sx1110, this variable time end processing is terminated. 【0322】 If it is determined in step Sx1108 that the high probability mode flag is ON (Sx1108: YES), or if it is determined in step Sx1109 that the value of the number of games counter PNC is greater than 0 (step Sx1109: YES), this variable time end process is terminated without executing step Sx1110. Also, if it is determined in step Sx1105 that the high frequency support mode flag is not ON (Sx1105: NO), this variable time end process is terminated without executing steps Sx106 to Sx1110. 【0323】 On the other hand, in step Sx1104, if any of the flags among the 16R probability variable jackpot flag, 8R probability variable jackpot flag, 16R normal jackpot flag, and 8R normal jackpot flag is ON, that is, if it is determined that the result of the winning lottery for this game round is a jackpot win (Sx1104: YES), proceed to step Sx1111, and turn ON the open / close execution mode flag in the various flag storage area 64g of RAM 64. After executing step Sx1111, proceed to step Sx1112. In step S1112, the value of the winning random number counter C1 included in the reserved information left in the reserved information storage area 64b is checked to determine whether or not there is a jackpot win among the remaining reserved information. In step Sx1112, if it is determined that there is a jackpot win among the remaining reserved information (Sx1112: YES), proceed to step Sx1113, and set a reserved consecutive win command. The pending consecutive win command is a command for making the audio and light emitting control device 90, which is the sub-side control device, recognize that there is a jackpot win among the pending information remaining in the pending information storage area 64b, i.e., that there is a pending consecutive win. After executing step Sx1113, this variable time end process is terminated. On the other hand, if it is determined in step Sx1112 that there is no jackpot win among the remaining pending information (Sx1112: NO), proceed to step Sx1114 and set a no pending consecutive win command. The no pending consecutive win command is a command for making the audio and light emitting control device 90, which is the sub-side control device, recognize that there is no jackpot win among the pending information remaining in the pending information storage area 64b, i.e., that there is no pending consecutive win. After executing step Sx1114, this variable time end process is terminated. 【0324】 <Game status transition processing> Next, the gaming state transition process will be described. The gaming state transition process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 27: Sx0507). 【0325】 34 is a flowchart showing the game 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 large prize opening opening and closing processing period in the opening and 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 performance in the opening and 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, where it is determined whether the opening / closing processing period flag is ON. The opening / closing processing period flag is turned ON when the opening period ends during the opening / closing execution mode and the large prize opening opening / closing processing period, which is the period during which the opening / closing operation of the opening / closing door 36b of the variable prize winning device 36 is executed, begins, and is turned OFF when the opening / closing operation of the opening / closing door 36b ends. 【0327】 If it is determined in step Sx1202 that the opening / closing processing period flag is not ON (Sx1202: NO), the process proceeds to step Sx1203, where it is determined whether the opening period flag is ON. The opening period flag is set to ON at the start of the opening period and set to 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), proceed to step Sx1204 and determine whether the opening / closing execution mode flag is ON. In step Sx1204, if it is determined that the opening / closing execution mode flag is ON (Sx1204: YES), proceed 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), this game state transition process is terminated. 【0329】 In step Sx1205, the high probability mode flag is turned OFF. After that, proceed to step Sx1206. In step Sx1206, the high frequency support mode flag is turned OFF. After that, proceed to step Sx1207. 【0330】 In step Sx1207, an opening and closing scenario setting process is executed to set an opening and closing scenario. The opening and closing scenario determines the pattern of the opening and closing operation of the opening and closing door 36b in a round game, and in this embodiment, it is a program in which the conditions for transitioning the opening and closing door 36b from a closed state to an open state (hereinafter also referred to as "opening conditions") and the conditions for transitioning the opening and closing door 36b from an open state to a closed state (hereinafter also referred to as "closing conditions"). The opening and closing scenario is stored in the opening and closing scenario storage area 63h of the ROM 63. 【0331】 The opening conditions are as follows: The current state of the pachinko machine 10 is the timing to start each round of play in the open / close execution mode. When one of the above items is met, the opening and closing door 36b transitions from the closed state to the open state. 【0332】 The closing conditions are, for example, as follows: The time elapsed since the start of each round of play exceeds a predetermined maximum duration (for example, 15 seconds). The number of game balls that enter the big prize slot 36a after the start of each round of play exceeds the predetermined upper limit. When either of the above two conditions is met, the opening and closing door 36b transitions from the open state to the closed state. 【0333】 After executing step Sx1207, proceed to step Sx1208 described above. 【0334】 In step Sx1208, an opening time setting process is executed. The opening time setting process is a process for setting the time length of the opening period in the opening / closing execution mode (hereinafter also referred to as the opening time). In this embodiment, the same fixed opening time length is set for each opening period. Specifically, "3000" (i.e., 6 seconds) is set in the third timer counter area T3, which determines the opening time. The third timer counter area T3 is provided in the various counter area 64f of the RAM 64. After executing step Sx1208, the process proceeds to step Sx1209. 【0335】 In step Sx1209, an opening command is set. The set opening command is sent to the audio and light emitting control device 90 in step Sx0503 in normal processing (Figure 27). This opening command includes information on the set opening time and the number of rounds in the current opening and closing execution mode. Based on the received opening command, the audio and light emitting control device 90 determines the content of the presentation corresponding to the opening time and the large prize opening and closing processing period, and controls various devices so that the determined content is executed. After executing step Sx1209, the process proceeds to step Sx1210, where the opening period flag is turned ON. After that, the game state transition process ends. 【0336】 In step Sx1203, if it is determined that the opening period flag is ON (Sx1203: YES), the process proceeds 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 proceeds to step Sx1212, where the opening period flag is turned OFF. Then, the process proceeds to step Sx1213. 【0338】 In step Sx1213, the process starts a round display to notify the type of current opening / closing execution mode. Specifically, the address information stored in the stop result address storage area of ​​RAM 64 is confirmed. Then, based on the confirmed address information, the stop result data corresponding to the address information is identified from the stop result data group stored in ROM 63, and the details of the number of rounds are confirmed from the identified stop result data. Thereafter, the details of the confirmed number of rounds are output to the round display unit 39 in the main display unit 45. As a result, the round information related to the output is displayed on the round display unit 39. After executing step Sx1213, the process proceeds to step Sx1214. 【0339】 In step Sx1214, the opening / closing processing period flag is turned ON. In the following step Sx1215, an opening / closing processing start command is set. The opening / closing processing start command is a command for making the sub-side control device recognize that the opening / closing processing period has started. The opening / closing processing start command is sent to the audio / light emission control device 90 in the command output process of normal processing (Figure 27: step Sx0503). After executing step Sx1215, this game state transition process is terminated. 【0340】 In step Sx1202, if it is determined that the open / close processing period flag is ON (Sx1202: YES), the process proceeds to step Sx1216, where the special prize opening / closing processing is executed. The special prize opening / closing processing will be described later. After executing step Sx1216, the process proceeds to step Sx1217. 【0341】 In step Sx1217, it is determined whether the special prize opening / closing process has ended. Specifically, it is determined whether the special prize opening / closing process has ended based on whether the value of the first round counter area RC1, which counts the number of times the opening / closing door 36b has been opened, is "0". In step Sx1217, if it is determined that the special prize 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 special prize opening / closing process has not ended (Sx1217: NO), the game state transition process ends as is. 【0342】 In step Sx1218, the opening / closing processing period flag is turned OFF, and then the process proceeds to step Sx1219. 【0343】 In step Sx1219, processing to end the round display is executed. In this processing, display control of the round display section 39 is ended so that the round display section 39 in the main display unit 45 is turned off. After executing step Sx1219, the process proceeds to step Sx1220. 【0344】 In step Sx1220, an ending time setting process is executed. The ending time setting process is a process for setting the time length of the ending period in the opening / closing execution mode (hereinafter also referred to as the ending time). In this embodiment, the same fixed length of ending time is set for each ending period. Specifically, "3000" (i.e., 6 seconds) is set in the fourth timer counter area T4, which determines the ending time. The fourth timer counter area T4 is provided in the various counter area 64f of RAM 64. After executing step Sx1220, proceed to step Sx1221. 【0345】 In step Sx1221, an ending command is set. This set ending command is sent to the audio and light emitting control device 90 in step Sx0503 of the normal processing (Fig. 27). Upon receiving the ending command, the audio and light emitting control device 90 ends the performance corresponding to the opening and closing execution mode. After executing step Sx1221, proceed to step Sx1222. 【0346】 In step Sx1222, the ending period flag is turned ON. After that, the game state transition process ends. 【0347】 In step Sx1201, if it is determined that the ending period flag is ON (Sx1201: YES), the process proceeds to step Sx1223. 【0348】 In step Sx1223, it is determined whether the ending period has ended. Specifically, it is determined whether the value of the fourth timer counter area T4 set as the ending time in the ending time setting process (Sx1220) is "0." If it is determined in step Sx1220 that the value of the fourth timer counter area T4 set as the ending time is "0" (Sx1223: YES), the process proceeds to step Sx1224. 【0349】 In step Sx1224, the ending period flag is turned OFF. Then, proceed to step Sx1225, and execute the transition process at the end of the ending period. The transition process at the end of the ending period is a process for setting various modes for the game round 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 set the open / close execution mode flag OFF. After executing step Sx1226, proceed to step Sx1227. 【0350】 In step Sx1227, it is determined whether the total reserved number CRN is "0". If the total reserved number CRN is "0", it means that the start reserved number is "0" for both the first start port 33 and the second start port 34. In step Sx1227, if it is determined that the total reserved number CRN is "0" (Sx1227: YES), proceed to step Sx1228. 【0351】 In step Sx1228, a customer waiting command is set. The customer waiting command is a command that includes information for making the audio and light emitting control device 90, which is the sub-side control device, recognize that no pending information is stored in the pending information storage area 64b at the time when the pattern change (game round) has ended. This set customer waiting command is sent to the audio and light emitting control device 90 in step Sx1228 in the normal processing (Figure 27). After step Sx1228 is executed, this game round control processing ends. 【0352】 On the other hand, in step Sx1227, if it is determined that the total reserved number CRN is not "0" (Sx1227: NO), the game control process is terminated. Also, 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 game state transition process is terminated. 【0353】 <Big prize opening and closing process> Next, the special prize opening / closing process will be described. The special prize opening / closing process is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 34: Sx1216). 【0354】 35 is a flowchart showing the process of opening and closing the large prize opening. In step Sx1301, it is determined whether the opening and closing door 36b is open or not. Specifically, this determination is made based on the driving state of the variable prize driving unit 36c. In step Sx1301, if it is determined that the opening and closing door 36b is not open (Sx1301: NO), the process proceeds to step Sx1302. 【0355】 In step Sx1302, it is determined whether the opening conditions for the opening and closing door 36b have been met. Specifically, the opening and closing scenario set by the opening and closing scenario setting process is read, and it is determined whether it is the timing to open the opening and closing door 36b. In step Sx1302, if it is determined that the opening conditions for the opening and closing door 36b have been met (Sx1302: YES), the process proceeds to step Sx1303. 【0356】 In step Sx1303, the opening and closing door 36b is opened, and then the process proceeds to step Sx1304. 【0357】 In step Sx1304, a door open command is set. The door open command is a command for making the sub-side control device recognize that the door 36b has been opened. The door open command is sent to the audio and light emitting control device 90 in the command output process of the normal process (Figure 27: step Sx0503). After step Sx1304 is executed, the large prize opening open / close process is terminated. 【0358】 In step Sx1302, if it is determined that the opening conditions for the opening and closing door 36b are not met (Sx1302: NO), the big prize opening opening and closing process is terminated without executing steps Sx1303 and Sx1304. 【0359】 In step Sx1301, if it is determined that the opening and closing door 36b is open (Sx1301: YES), the process proceeds to step Sx1305. 【0360】 In step Sx1305, it is determined whether the closing conditions for the opening and closing door 36b have been met. Specifically, the opening and closing scenario set by the opening and closing scenario setting process is read, and it is determined whether it is the timing to close the opening and closing door 36b. In step Sx1305, if it is determined that the closing conditions for the opening and closing door 36b have been met (Sx1305: YES), the process proceeds to step Sx1306. 【0361】 In step Sx1306, the opening and closing door 36b is closed, and then the process proceeds to step Sx1307. 【0362】 In step Sx1307, a door closing command is set. The door closing command is a command for making the sub-side control device recognize that the door 36b has been closed. The door closing command is sent to the audio and light emitting control device 90 in the command output process of normal processing (Figure 27: step Sx0503). After step Sx1307 is executed, the large prize opening opening and closing process is terminated. 【0363】 In step Sx1305, if it is determined that the closing conditions for the opening and closing door 36b are not met (Sx1305: NO), the big prize opening opening and closing process is terminated without executing steps Sx1306 and Sx1307. 【0364】 <Transition process at the end of the ending period> Next, the transition process at the end of the ending period will be described. The transition process at the end of the ending period is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 34: Sx1225). 【0365】 36 is a flowchart showing the transition process at the end of the ending period. In step Sx1401, it is determined whether the flag corresponding to the probability variable jackpot is ON in the jackpot flag. That is, it is determined whether the 16R probability variable jackpot flag or the 8R probability variable jackpot flag of RAM64 is ON. 【0366】 In step Sx1401, if it is determined that the 16R probability variable jackpot flag or the 8R probability variable jackpot flag of RAM64 is ON (Sx1401: YES), proceed to step Sx1402, and turn OFF the flag that is ON among the 16R probability variable jackpot flag and the 8R probability variable jackpot flag of RAM64. After executing step Sx1402, proceed to step Sx1403. 【0367】 In step Sx1403, the high probability mode flag is turned on, and then the process proceeds to step Sx1404, where the high frequency support mode flag is turned on. As a result, after the opening and closing execution mode is ended, the lottery mode is in the high probability mode, and the support mode is in the high frequency support mode. Then, the process proceeds to step Sx1405. 【0368】 In step Sx1405, the game count counter PNC provided in the various counter area 64f of RAM 64 is set to 100. The value set in the game count counter PNC is a value indicating the number of games when the high frequency support mode is executed with the number of games limited. Then, proceed to step Sx1406. 【0369】 In step Sx1406, a high probability mode command, which is a command including information for making the sub-side control device recognize that the lottery mode is a high probability mode, is set as a command to be sent to the audio and light emission control device 90. Then, proceed to step Sx1411. 【0370】 On the other hand, in step Sx1401, if it is determined that the 16R probability variable jackpot flag and the 8R probability variable jackpot flag of RAM 64 are not ON (Sx1401: NO), proceed to step Sx1407, and turn OFF the 16R normal jackpot flag and the 8R normal jackpot flag of RAM 64. Then, proceed to step Sx1408. 【0371】 In step Sx1408, the high frequency support mode flag is turned ON, and then the process proceeds to step Sx1409, where the number of games played counter PNC provided in the various counter area 64f of the RAM 64 is set to 100. Then, the process proceeds to step Sx1410. 【0372】 In step Sx1410, a low probability mode command, which is a command including information for making the sub-side control device recognize that the lottery mode is a low probability mode, is set as a command to be sent to the audio and light emission control device 90. Then, proceed to step Sx1411. 【0373】 In step Sx1411, a high frequency support mode command, which is a command including information for making the sub-side control device recognize that the support mode is the high frequency support mode, is set as a command to be sent to the audio and light emission control device 90. Then, the transition process at the end of the ending period is terminated. 【0374】 <Electrical support processing> Next, the electric support processing will be described. The electric support processing is executed by the MPU 62 of the main control device 60 as a subroutine of the normal processing (FIG. 27: Sx0508). 【0375】 37 is a flowchart showing the electric role support processing. In step Sx1501, it is determined whether or not support is in progress. Specifically, it is determined whether or not the support in progress flag in the various flag storage area 64g of the RAM 64 is ON. The support in progress flag is a flag that is turned ON when the electric role 34a of the second starting port 34 is opened, and is turned OFF when the electric role 34a is returned to the closed state. In step Sx1501, if it is determined that the support in progress flag is not ON (Sx1501: NO), the process proceeds to step Sx1502. 【0376】 In step Sx1502, it is determined whether the support win flag in the various flag storage area 64g of the RAM 64 is ON. The support win flag is a flag that is turned ON when an open state win is achieved in the electric role opening lottery that determines whether or not the electric role 34a is opened, and is turned OFF when the support in progress flag is ON. In step Sx1502, if it is determined that the support win flag is not ON (Sx1502: NO), the process proceeds to step Sx1503. 【0377】 In step Sx1503, it is determined whether the value of the second timer counter area T2 provided in the various counter area 64f of the RAM 64 is "0". In this case, the second timer counter area T2 is used as a parameter for measuring the fluctuation time of the general unit 38. The count value set in the second timer counter area T2 is decremented by 1 each time the timer interrupt process is started, that is, every 2 msec. 【0378】 In step Sx1503, if it is determined that the value in the second timer counter area T2 is not "0" (Sx1503: NO), the main power support processing ends. On the other hand, if it is determined that the value in the second timer counter area T2 is "0" (Sx1503: YES), the processing proceeds to step Sx1504. 【0379】 In step Sx1504, it is determined whether it is time to end the variable display of the symbols in the normal map unit 38. If it is determined in step Sx1504 that it is time to end the variable display (Sx1504: YES), proceed to step Sx1505, set a miss display, and then terminate the processing for supporting this electric role. By setting the miss display, the variable display of the symbols in the normal map unit 38 ends with the miss display stopped. On the other hand, if it is determined in step Sx1504 that it is not time to end the variable display (Sx1504: NO), proceed to step Sx1506. 【0380】 In step Sx1506, it is determined whether the value of the number of reserved reels SN is greater than "0". In step Sx1506, if it is determined that the value of the number of reserved reels SN is "0" (Sx1506: NO), the main electric reel support proc...

Claims

[Claim 1] A means for determining whether predetermined lottery conditions have been met, which determines whether predetermined lottery conditions have been met, and which means can perform a draw to determine whether predetermined lottery conditions have been met. A variable display control means capable of executing a predetermined variable display based on the result of the aforementioned lottery, A means for assigning specific game value is configured to display a specific display result based on the result of the aforementioned lottery being a specific result, and which can assign specific game value when the aforementioned specific display result is displayed. An effect execution means for performing a variation effect using multiple effect elements during the predetermined variation display, A gaming machine equipped with, This gaming machine is A predetermined detection means that, when a predetermined detection target different from at least a part of the player's body approaches or comes into contact with a predetermined detection unit within a predetermined distance, the flow rate of the current changes, thereby resulting in a predetermined detection state, Information output means capable of executing a predetermined output when the predetermined detection state is reached in a predetermined input-enabled state, Equipped with, The system is configured to output at least predetermined information stored in a predetermined storage unit that corresponds to a predetermined input to the performance execution means, as the predetermined output. The system is configured such that when the predetermined input is detected in the state in which the predetermined information has been output, it can perform a setting for the predetermined configurable information in the performance execution means. A gaming machine characterized by the following features.