Game machine

JP2025000842AInactive Publication Date: 2025-01-07SANYO BUSSAN KK
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Patent Information

Application Number
JP2024170119
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-30
Publication Date
2025-01-07
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、遊技への注目度を好適に向上させることができる。

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Abstract

To provide a game machine capable of improving preferably, an attention degree to a game.SOLUTION: A Pachinko machine has a game board 60 on which a game region PE is formed. Holding information is acquired on the basis of ball entry to actuation ball entry parts 62, 63 provided on the game region PE, then, on the basis of the holding information, a win / loss lottery of whether or not to shift to an opening / closing execution mode corresponding to a first special game state is executed sequentially. In the first special game state, an upper variable winning device 64 provided on the game region PE is switched alternately between a closed state and an open state. An upstream side of the upper variable winning device 64 has a right general winning hole 61R, and some of game balls shot to the upper variable winning device 64 enter the right general winning hole 61R. In the first special game state, when the game balls enter the right general winning hole 61R in an interval in which the upper variable winning device 64 becomes in the closed state, on the basis of the ball entry, a lottery of whether or not to suggest a set value of the game machine to a player is performed.SELECTED DRAWING: Figure 51
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Description

[Technical field]

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

[0002] Some gaming machines, such as pachinko machines, are equipped with a gaming board on which a gaming area is formed, and a gaming ball launching means for launching gaming balls into the gaming area based on a launching operation by a player. When a gaming ball launched from the gaming ball launching means enters a ball entry section provided in the gaming area, a bonus such as a payout of a predetermined number of gaming balls is given to the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2002-78904 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned types of gaming machines, there is still room for improvement in their configuration in order to increase the attention to the game.

[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can effectively increase attention to the game. [Means for solving the problem]

[0006] The present invention relates to A gaming machine comprising a gaming board on which a gaming area is formed, and a ball entry means for allowing a gaming ball flowing down the gaming area to enter the gaming area, A detection means capable of detecting a game ball that has entered the ball entry means; An acquisition means for acquiring predetermined information when the game ball is detected by the detection means; A storage means capable of storing the predetermined information; A means for executing a determination as to whether to grant a privilege to a player based on the predetermined information stored in the storage means; a destination specifying means for specifying information when the predetermined information stored in the storage means becomes a target of the grant determination before the predetermined information becomes a target of the grant determination; a specific notification means capable of executing a specific notification based on a result of the identification by the previous identification means; An operation means operated by a player; The present invention is characterized in that it is provided with: Effect of the Invention

[0007] According to the present invention, it is possible to preferably increase the level of attention to a game. [Brief description of the drawings]

[0008] [Figure 1] 1 is a perspective view showing a pachinko machine according to a first embodiment. [Diagram 2] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Diagram 3] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Figure 4] FIG. 2A is a front view showing the configuration of the game board, and FIG. 2B is a front view of the main display unit. [Diagram 5] A front view of the upper variable winning device. [Figure 6] A front view of the ball entry unit. [Figure 7] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 8] 1 is a schematic diagram for explaining the contents of various counters used in lotteries, etc. [Figure 9] FIG. 11 is a schematic diagram showing a hit / miss table for the first operating port. [Figure 10] 13 is a schematic diagram showing a hit / miss table for the second operating port. FIG. [Figure 11]FIG. 2A is a schematic diagram showing a distribution table for a first operating port, and FIG. 2B is a schematic diagram showing a distribution table for a second operating port. [Figure 12] 4 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 13] 4 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 14] 13 is a flowchart showing a game play control process. [Figure 15] 13 is a flowchart showing a control process for a first operating port. [Figure 16] 13 is a flowchart showing the fluctuation start process for the first operating port. [Figure 17] 13 is a flowchart showing a control process for a second operating port. [Figure 18] 13 is a flowchart showing the fluctuation start process for the second operating port. [Figure 19] 13 is a flowchart showing a game state transition process. [Figure 20] A flowchart showing the process of opening and closing the large prize opening. [Figure 21] 13 is a flowchart showing a first opening and closing process. [Figure 22] 13 is a flowchart showing a second opening and closing process. [Figure 23] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 24] 13 is a flowchart showing a process for electric utility support. [Diagram 25] 11 is a flowchart showing an electric utility switching process. [Figure 26] 13 is a flowchart showing the variable display time table switching process. [Figure 27] 13 is a flowchart showing a variable display time setting process for the first operating port. [Figure 28] 13 is a flowchart showing a variable display time setting process for the second operating port. [Figure 29] 13 is a schematic diagram showing the differences in variable display time and fixed display time for each game state. FIG. [Diagram 30] FIG. 2 is a block diagram showing the relationship between each game state. [Diagram 31] 13A is a schematic diagram showing a variable display time table for the second operating port in the fourth normal gaming state, and FIG. 13B is a schematic diagram showing a variable display time table for the first operating port in the fourth normal gaming state. [Diagram 32] FIG. 11A is a schematic diagram showing the relationship between the type of jackpot result and the combination of the variable display time table referenced in the fourth normal gaming state, and FIG. 11B is a schematic diagram showing the display of the remaining time. [Diagram 33] 13 is a timing chart showing the flow of a game in a fourth normal gaming state. [Diagram 34] 13 is a timing chart showing the increase and decrease of balls held as the game progresses. [Diagram 35] FIG. 11 is a front view showing the configuration of a game board in a second embodiment. [Diagram 36] 1 is a schematic diagram showing a distribution structure of game balls. [Figure 37] A schematic diagram showing a win / loss table for the first ball entry section. [Figure 38] A schematic diagram showing a win / loss table for the second ball entry section. [Figure 39] FIG. 1A is a schematic diagram showing a distribution table for the first ball entry section, and FIG. 1B is a schematic diagram showing a distribution table for the second ball entry section. [Diagram 40] FIG. 1A is a schematic diagram comparing low-frequency support mode and high-frequency support mode, and FIG. 1B is a schematic diagram showing the relationship between the allocation results and various modes. [Diagram 41] FIG. 2 is a schematic diagram showing display contents on a display screen. [Diagram 42] 13 is a flowchart showing a control process for the first ball entry section. [Diagram 43] 13 is a flowchart showing a control process for the second ball entry section. [Diagram 44] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Diagram 45] A schematic diagram showing the differences in variable display time and confirmed display time for each variable display mode. [Figure 46]FIG. 2 is a block diagram showing the relationship between each game state. [Figure 47] 1 is a timing chart showing the flow of a game. [Figure 48] A schematic diagram showing a win / lose table in the third embodiment. [Figure 49] FIG. 13 is a schematic diagram showing a display flow in the fourth embodiment. [Figure 50] 13A and 13B are schematic diagrams showing an allocation table in the fifth embodiment, and FIG. 13C is a schematic diagram showing the relationship between allocation results and various modes. [Figure 51] FIG. 13 is a front view showing the configuration of a game board in the sixth embodiment. [Figure 52] 2 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Diagram 53] 11 is a schematic diagram showing the relationship between a setting value and an advantageous degree. FIG. [Figure 54] 1 is a schematic diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 55] 13 is a schematic diagram showing the flow of presentation in the opening and closing execution mode. FIG. [Figure 56] 13A is a flowchart showing a control process for a first special game state executed by an MPU of a notification / performance control device, and FIG. 13B is a flowchart showing a process for an opening part. [Figure 57] (a) is a schematic diagram showing a lottery table for setting suggestions, and (b) is a schematic diagram showing the relationship between setting values ​​and ending images. [Figure 58] 13 is a flowchart showing a main part process. [Figure 59] 13 is a flowchart showing a round process. [Figure 60] 13 is a flowchart showing an interval process. [Figure 61] (a) is a schematic diagram showing the display during a round, and (b) is a schematic diagram showing the display during an interval. [Figure 62]FIG. 13A is a schematic diagram showing the display in the battle part, and FIG. 13B is a schematic diagram showing the display in the ending part. [Figure 63] FIG. 23 is a schematic diagram showing a display in the seventh embodiment. [Figure 64] FIG. [Figure 65] FIG. 23 is a schematic diagram showing various counters etc. in the eighth embodiment. [Figure 66] 13 is a flowchart showing a timer interrupt process. [Figure 67] A flowchart showing the winning process for an operating port. [Figure 68] 13 is a flowchart showing an information acquisition process. [Figure 69] 13 is a flowchart showing a normal process. [Figure 70] 13 is a flowchart showing a game play control process. [Figure 71] 13 is a flowchart showing a data setting process. [Figure 72] 13 is a flowchart showing a fluctuation start process. [Figure 73] 13 is a flowchart showing a process for setting a variable display time. [Figure 74] 13 is a flowchart showing a game state transition process. [Figure 75] 2 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Figure 76] 1 is a schematic diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 77] 1 is a schematic diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 78] 10 is a flowchart showing a variable display control process performed by an MPU of an announcement / performance control device. [Figure 79] 13 is a flowchart showing the variable start processing. [Figure 80] FIG. 1A is a schematic diagram showing the types of variable display modes, and FIG. 1B is a schematic diagram showing an overview of each variable display mode. [Figure 81] (a) is a flowchart showing the processing for pending display control commands by the MPU of the display control device, and (b) is a schematic diagram showing the pending display. [Figure 82] 13 is a flowchart showing confirmation processing for hold notice by the MPU of the main control device. [Figure 83] 13 is a flowchart showing a process for setting a hold command by the MPU of the main control device. [Figure 84] 13 is a flowchart showing the setting process for the hold notice performance by the MPU of the notification / performance control device. [Figure 85] (a) is a schematic diagram showing the types of hold icons, and (b) is a schematic diagram showing an overview of the preview performance. [Figure 86] (a) is a schematic diagram showing an overview of the first type of preview performance, and (b) is a schematic diagram showing an overview of the second type of preview performance. [Figure 87] (c) A schematic diagram showing an overview of the special change. [Figure 88] 10 is a flowchart showing a control process for operation-responsive reach display executed by an MPU of the notification / performance control device. [Figure 89] FIG. 23(a) is a partially enlarged view of a game board in the eighth embodiment, and FIG. 23(b) is a partial cross-sectional view taken along line AA. [Figure 90] 13 is a flowchart showing a special operation determination process executed by an MPU of the notification / performance control device. [Figure 91] (a) is a schematic diagram showing the passage structure, and (b) is a schematic diagram showing the acceptance hours for special operations. [Figure 92] 13 is a flowchart showing a control process for operation-responsive hold change executed by the MPU of the notification / performance control device. [Figure 93] A schematic diagram showing how a hold icon is displayed based on a special operation. [Figure 94] A schematic diagram showing how a hold icon is displayed based on a special operation. [Figure 95] FIG. 13A is a schematic diagram showing the movement of a gaming ball, and FIG. 13B is a schematic diagram showing a modified example of the correspondence between special operations and winning in the ninth embodiment. [Figure 96] FIG. 23 is a schematic diagram showing a passage structure in a tenth embodiment. [Figure 97] A partial cross-sectional view of a game board in an eleventh embodiment. [Figure 98] A schematic diagram showing the relationship between the timing of winning and the timing of additional display of a pending icon. [Figure 99] 13 is a flowchart showing a special operation determination process. [Figure 100] (a) is a schematic diagram showing the passage structure, and (b) is a schematic diagram showing the waiting time for winning. [Figure 101] FIG. 23 is a schematic diagram showing the movement of an operation button in the twelfth embodiment. [Figure 102] 13 is a flowchart showing a special operation determination process. [Figure 103] 13 is a schematic diagram showing the relationship between the interval time between winnings and the determination of special operations. FIG. [Figure 104] 13 is a flowchart showing the hold display addition process. [Figure 105] A schematic diagram showing the relationship between the timing of winning and the timing of adding a pending icon. [Fig. 106] A partial cross-sectional view of a game board in a thirteenth embodiment. [Figure 107] (a) is a flowchart showing the winning determination process executed by the MPU of the main control unit, and (b) is a schematic diagram showing how winning is detected. [Figure 108] 13 is a flowchart showing a special operation determination process. [Fig. 109] FIG. 11 is a schematic diagram showing the relationship between the number of HI level detections and a reference range. [Figure 110] FIG. 4 is a schematic diagram showing the relationship between a first reference range and a third reference range. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] <First embodiment> A first embodiment of a pachinko gaming machine (hereinafter referred to as a "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a perspective view of a pachinko machine 10 seen from the front side, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 2 omits the components inside the play area PE of the pachinko machine 10 for the sake of convenience.

[0010] As shown in FIG. 1, a pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a main machine section 12 attached to this outer frame 11.

[0011] The outer frame 11 is a rectangular frame made of plate materials connected on all four sides. The pachinko machine 10 is installed in the game hall by attaching and fixing the outer frame 11 to the island equipment. Note that the outer frame 11 is not a required component of the pachinko machine 10, and the outer frame 11 may be attached to the island equipment of the game hall.

[0012] The gaming machine main part 12 is supported by the outer frame 11 in an openable and closable state. Specifically, an upper support bracket 17 is fixed to the connecting part between the upper frame part and the left frame part of the outer frame 11, and a lower support bracket 18 is provided at the connecting part between the lower frame part and the left frame part of the outer frame 11. The upper support bracket 17 and the lower support bracket 18 form a support mechanism, which allows the gaming machine main part 12 to rotate forward of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 relative to the outer frame 11 (see Figures 2 and 3).

[0013] 2, the gaming machine main part 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main part 12 is supported rotatably relative to the outer frame 11. In detail, the inner frame 13 is rotatable forward with the left side as the base end and the right side as the tip end when viewed from the front.

[0014] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side as the base end and the right side as the tip end when viewed from the front. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated backward with the left side as the base end and the right side as the tip end when viewed from the front (see FIG. 3).

[0015] (Front door frame 14) Next, the front door frame 14 will be described. As shown in Fig. 2, the front door frame 14 is mainly composed of a synthetic resin frame body 20 having an outer shape substantially identical to that of the outer frame 11, and covers substantially the entire front area of ​​the inner frame 13. A substantially elliptical window section 21 is formed in the center of the frame body 20 so that substantially the entire area of ​​a play area PE, which will be described later, can be viewed from the front, and the window section 21 is closed by a glass unit 22 from the rear side of the front door frame 14.

[0016] The glass unit 22 includes a plurality of transparent glass panels 23 and a glass holder that holds the glass panels 23. The glass holder is formed with a partition that separates the holding area of ​​the glass panels 23 into front and rear, and the two glass panels 23 face each other from the front and rear with the partition between them. In other words, by ensuring a predetermined gap between the two glass panels 23, the glass panels 23 are prevented from interfering with each other, and the playing area PE is doubly covered from the front side of the pachinko machine 10 by the glass panels 23.

[0017] It is not necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be attached to the frame body 20 individually. Furthermore, the number of glass panels is arbitrary, and may be one, or three or more. However, from the viewpoint of improving safety and crime prevention, it is preferable to employ a plurality of glass panels and arrange the respective glass panels facing each other at the front and rear with a predetermined gap therebetween. Incidentally, it is also possible to employ a panel member made of a transparent synthetic resin instead of the glass panels.

[0018] As shown in FIG. 1, light emitting means such as various lamps are provided around the glass unit 22 (specifically, the window section 21). For example, a ring-shaped illumination section (hereinafter referred to as the lamp section 26) incorporating light emitting means such as LEDs is provided along the periphery of the window section 21. The lamp section 26 lights up or blinks in response to changes in the game state, such as when a big win occurs or when a predetermined reach occurs. In addition, an error display lamp section 27 that lights up in the event of a predetermined error is provided at the center of the lamp section 26 and at the top of the pachinko machine 10, and prize ball lamp sections 28 that light up during prize ball payout are provided on the left and right sides of the error display lamp section 27. In addition, speaker sections 29 that output sound effects and the like according to the game state are provided in positions close to the left and right prize ball lamp sections 28.

[0019] Below the window 21 in the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32, which bulge toward the front, are arranged side by side. An upper tray 33 that opens upward is provided inside the upper bulge 31, and a lower tray 34 that also opens upward is provided inside the lower bulge 32. The upper tray 33 has the function of temporarily storing game balls paid out from a payout device described later, and guiding them to a game ball launching mechanism described later while aligning them in a row. The lower tray 34 also has the function of storing surplus game balls in the upper tray 33.

[0020] An operation button 42 for effects that is manually operated by a player is disposed in a position on the front side of the upper tray 33 in the upper bulging portion 31. The operation button 35 includes a button member disposed so that the operation surface to be pressed faces upward, a holder that holds the button member so that it can be displaced up and down (from the standby position to the maximum pressing position), and a biasing member that biases the button member to the standby position. When the player presses the button member, the button member is displaced from the standby position to the maximum pressing position against the biasing force of the biasing member. When the player releases the button member upon completion of the operation, the button member is returned to the standby position by the biasing force of the biasing member. The operation button 35 constitutes an operation device that allows the player to give a predetermined instruction during the progress of the game for the purpose of performing a predetermined effect on the display screen of the pattern display device described later.

[0021] A game ball launching handle 41 is provided to the right of the lower bulge 32 so as to protrude forward. When the game ball launching handle 41 is operated, a game ball is launched from a game ball launching mechanism, which will be described later.

[0022] As shown in FIG. 2, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage leading to the upper tray 33 and a front door side lower tray passage leading to the lower tray 34. In the passage forming unit 45, a receiving portion that protrudes rearward and opens upward is formed at the upper corner, and the receiving portion is divided into left and right by a partition wall to define an entrance portion of the front door side upper tray passage and an entrance portion of the front door side lower tray passage. Game balls that enter the front door side upper tray passage are guided to the upper tray 33, and game balls that enter the front door side lower tray passage are guided to the lower tray 34.

[0023] Protruding shafts are provided at the upper and lower ends of the pivot base end on the rear surface of the front door frame 14. These protruding shafts constitute an assembly mechanism for the inner frame 13. In addition, at the pivot tip end on the rear surface of the front door frame 14, as shown in Figure 2, a plurality of hook fittings 49 extending rearward are arranged in parallel in the vertical direction. These hook fittings 49 constitute a locking mechanism for the inner frame 13.

[0024] (Inner frame 13) Next, the inner frame 13 will be described in detail with reference to Fig. 2 and Fig. 3. The inner frame 13 is mainly composed of a resin base 50 having an outer shape of a substantially rectangular shape similar to that of the outer frame 11. The height dimension of the resin base 50 is set to be slightly smaller than the height dimension of the outer frame 11. The resin base 50 is disposed close to the upper frame portion of the outer frame 11, and a slight gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A fascia is attached to the outer frame 11 so as to close this gap. The fascia is disposed below the resin base 50 (specifically, its lower end portion), and when the inner frame 13 is closed to the outer frame 11, the resin base 50 rests on the fascia.

[0025] Support fittings 51, 52 are attached to the upper and lower ends of the rotation base end side on the front surface of the resin base 50. Axle holes are formed in the support fittings 51, 52, and the protruding shafts of the front door frame 14 are inserted into these axle holes, thereby supporting the front door frame 14 rotatably relative to the inner frame 13.

[0026] The front end of the resin base 50 is provided with insertion holes for inserting the hooks 49 provided on the back of the front door frame 14. As shown in FIG. 3, the pachinko machine 10 has a configuration in which a locking device 55 for locking the inner frame 13 and the front door frame 14 is hidden and arranged on the back side of the inner frame 13. Therefore, the hooks 49 are engaged with the locking device 55 (more specifically, the front door hook receiving member) through the insertion holes, so that the front door frame 14 is locked to the inner frame 13 so that it cannot be opened. The locking device 55 also has inner frame hook members 57 extending rearward from the inner frame 13. The inner frame hook members 57 are hooked on the hook receiving members 19 of the outer frame 11, so that the main part 12 of the gaming machine is locked in a closed state to the outer frame 11.

[0027] A cylinder lock 58 for unlocking the locking device 55 is provided in the lower right corner of the resin base 50. The cylinder lock 58 is integrated with the locking device 55, and the locking device 55 is configured such that when a key inserted into the keyhole of the cylinder lock 58 is turned to the right, the front door frame 14 is unlocked from the inner frame 13, and when the key inserted into the keyhole of the cylinder lock 58 is turned to the left, the inner frame 13 is unlocked from the outer frame 11.

[0028] A substantially elliptical window 54 is formed in the center of the resin base 50, and the window 54 is blocked from the rear by a game board 60 attached to the resin base 50. The game board 60 is made of a wooden plywood and a sheet material covering the front plate surface of the plywood, and its front surface is exposed to the front side of the resin base 50 through the window 54. A game area PE where game balls flow down is formed in this exposed portion, i.e., the front surface of the game board 60. The game board 60 is not limited to being made of wood, and can also be made of synthetic resin.

[0029] Hereinafter, the game board 60 (particularly the various components arranged in the play area PE) will be described with reference to Fig. 4. Fig. 4 is a front view of the game board 60.

[0030] (Game Board 60) A plurality of openings of various sizes are formed in the game board 60, penetrating in the thickness direction (front-rear direction) of the game board. A general winning opening 61, an operational winning section 62, 63, a variable winning device 64, 65, a through gate 66, a variable display unit 67, etc. are disposed in each opening. When a ball enters an entry section such as the general winning opening 61, the operational winning section 62, 63, or the variable winning device 64, 65, it is detected by a detection sensor, and a privilege such as a payout of a predetermined number of prize balls is given to the player based on the detection result.

[0031] Specifically, if a ball enters the general entry port 61, 10 game balls are paid out, if a ball enters the first operating ball entry section 62, 4 game balls are paid out, if a ball enters the second operating ball entry section 63, 1 game ball is paid out, if a ball enters the upper variable entry device 64, 14 game balls are paid out, and if a ball enters the lower variable entry device 65, 10 game balls are paid out.

[0032] An outlet 68 is provided at the bottom of the game board 60, and game balls that do not enter the various ball entry sections are discharged from the game area PE through the outlet 68. Here, "entering" means that the game ball passes through a predetermined opening position, and includes not only a state in which the game ball is discharged from the game area PE after passing through the opening position, but also a state in which the game ball is not discharged from the game area PE after passing through the opening position. In the following description, in order to clearly distinguish from the game ball entering the outlet 68, the entry into the general winning port 61, the operating winning section 62, 63, the variable winning device 64, 65, and the through gate 66 is also expressed as "winning".

[0033] In addition, numerous game nails 69 are planted on the game board 60 in order to appropriately distribute and adjust the flow path of the game balls, and various components (apparatuses) such as windmills are also arranged. The game nails 69, windmills, and other components differentiate the flow path of the game balls, and adjustments are made so that the above-mentioned general winning hole 61 and the like will win with an appropriate probability.

[0034] The variable display unit 67 is disposed in the center of the game board 60, and the above-mentioned operating ball entrance sections 62, 63, etc. are disposed around the variable display unit 67. The first operating ball entrance section 62 is roughly divided into a first operating ball entrance section 62L (lower operating port 62aL) disposed below the variable display unit 67, and a right side operating ball entrance section 62R (right operating port 62aR) disposed to the right of the variable display unit 67. In the following description, when the lower operating port 62aL and the right operating port 62aR are not particularly distinguished from each other, the lower operating port 62aL and the right operating port 62aR are referred to as the "first operating port 62a."

[0035] The second operating ball entry section 63 is provided with an electric device 71 as an opening / closing type ball entry assist device (ball entry assist means) or an opening / closing member (opening / closing means). The electric device 71 has a shutter and a solenoid type drive unit that drives the shutter, and the position of the shutter can be changed by the drive unit to switch between an open state (accepting state) in which the ball can be entered into the second operating ball entry section 63 (second operating port 63a) and a closed state (non-accepting state) in which the ball cannot be entered. The electric device 71 attached to the second operating ball entry section 63 may be switchable between a state in which it is easy to enter the second operating port 63a and a state in which it is more difficult to enter the ball.

[0036] The through gate 66 is disposed in the game area PE (the right route described later in detail) upstream of the second operating ball entrance section 63, more specifically, at a position to the side (right side) of the variable display unit 67. The through gate 66 allows game balls to pass in the vertical direction, and a game ball that enters the through gate 66 flows down to the downstream side of the game area PE without being discharged from the game area PE. If a lottery is won in response to the game ball passing through the through gate 66, the electric device 71 is switched from a closed state to an open state for a predetermined period of time.

[0037] A right side operational ball entry section 62R, which is one of the first operational ball entry sections 62, is disposed on the right route, and the above-mentioned upper variable winning device 64 is disposed at a position between the right side operational ball entry section 62R and the second operational ball entry section 63. The upper variable winning device 64 is formed with an upper large winning opening into which a plurality of game balls can enter at the same time, and is provided with an opening / closing mechanism as an opening / closing means for opening and closing the upper large winning opening. The opening / closing mechanism has a shutter as an opening / closing member for the large winning opening. The shutter is switchable between an open state (assistance state or acceptance state) in which game balls can or can be easily entered, and a closed state (non-assistance state or non-acceptance state) in which game balls can or can be difficult to enter. The shutter is also connected to a variable winning drive section (more specifically, a solenoid), and the shutter is normally maintained in a closed state, and is switched to an open state when the internal lottery results in a transition to an opening / closing execution mode (special game state or opening / closing execution state).

[0038] The lower variable winning device 65 is disposed at a position downstream of the second operating ball entry section 63 on the right route. The lower variable winning device 65 is formed with a lower large winning port into which a plurality of game balls can enter at the same time, and is provided with an opening / closing mechanism as an opening / closing means for opening and closing the lower large winning port. The opening / closing mechanism has a shutter as an opening / closing member for the large winning port. The shutter is switchable between an open state (accepting state) in which game balls can enter and a closed state (non-accepting state) in which game balls cannot enter. The shutter is also connected to a variable winning drive section (more specifically, a solenoid), and the shutter is normally maintained in a closed state, and is switched to an open state when the internal lottery results in a transition to an opening / closing execution mode (special game state or opening / closing execution state).

[0039] Here, the opening and closing execution mode is a mode to which the player is shifted when a big win or special win, which will be described later, is obtained in a lottery based on balls entering the operating ball entry sections 62, 63. In the opening and closing execution mode, the lower variable winning device 65 is opened in such a manner that, for example, the passage of a predetermined period (30 sec or 0.8 sec in this embodiment) or the winning of a predetermined number of balls (9 balls in this embodiment) constitutes one round, and the shutter is set to open up to a predetermined number of rounds (1, 2, 6, 8, or 16 rounds in this embodiment).

[0040] Next, a description will be given of the variable display unit 67. The variable display unit 67 has a symbol display device 75 which variably displays (changes in) symbols when a winning ball enters the working winning portions 62, 63 as a trigger.

[0041] The symbol display device 75 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display contents on the display screen 75a are controlled by a display control device described later. For example, symbols are displayed on the display screen 75a of the symbol display device 75 in a line on the left, center, and right, and these symbols are displayed variably by scrolling vertically. When a big win or special win occurs, a predetermined combination of symbols is displayed stationary on a preset pay line, and the game moves to the opening and closing execution mode. The symbol display device 75 does not necessarily have to be a liquid crystal display device, and may be a dot matrix or 7-segment type display device.

[0042] In addition, the variable display unit 67 is provided with a center frame 76 surrounding the symbol display device 75. The center frame 76 is fixed to the game board 60 from its front side, and in this fixed state, it stands up from the front of the game board 60, so that the gap dimension between the center frame 76 and the glass unit 22 is configured to be smaller than the diameter dimension of the game ball. This prevents the game ball flowing down the game area PE from colliding with the symbol display device 75, and the flow path of the game ball flowing down the game area PE is roughly divided into the right route that bypasses the variable display unit 67 (more specifically, the center frame 76) from the right side, and the left route that bypasses it from the left side.

[0043] The above-mentioned right side actuation ball entry section 62R, second actuation ball entry section 63, variable winning devices 64, 65, and through gate 66 are arranged on the right route, and game balls flowing down the left route are prevented from winning at the right side actuation ball entry section 62R, second actuation ball entry section 63, variable winning devices 64, 65, and through gate 66. On the other hand, the lower actuation ball entry section 62L, which is one of the first actuation ball entry sections 62, is arranged on the left route, and game balls flowing down the right route are prevented from winning at the lower actuation ball entry section 62L. The player can advantageously proceed with the game by selecting the launch destination of the game ball (path of game ball flow) from the right route or the left route depending on the game situation.

[0044] A main display unit 81 is disposed on a protective member for the guide rail 100 disposed outside the play area PE. The front surface of the main display unit 81 faces the glass unit 22 (more specifically, the rear glass panel 23) that allows the play area PE to be viewed from the front of the pachinko machine 10, and the facing portion is provided with a main display section D on which a predetermined picture or the like is displayed. The main display unit 81 is electrically connected to a main control device, which will be described later, and the display contents of the main display section D are configured to be controlled by the main control device.

[0045] The main display unit D comprises a display unit D1 for the first operating port which displays the lottery results based on winning at the first operating ball entry unit 62 (first operating port 62a), and a display unit D2 for the second operating port which displays the lottery results based on winning at the second operating ball entry unit 63 (second operating port 63a).

[0046] In the first operating port display section D1, a winning entry into the first operating ball entry section 62 (first operating port 62a) is used as a trigger to display a varying pattern, and as a result of stopping the varying display, the result of the internal lottery conducted based on the winning entry into the first operating ball entry section 62 is clearly displayed. If the result of the internal lottery based on the winning entry into the first operating ball entry section 62 is a winning result corresponding to a transition to the opening / closing execution mode, the varying display in the first operating port display section D1 is stopped, and after a predetermined pattern is displayed as a result of the stop, a transition is made to the above-mentioned opening / closing execution mode.

[0047] In the second operating port display section D2, a variable display of a pattern is performed using winning at the second operating ball entry section 63 as a trigger, and the result of stopping the variable display is clearly indicated as the result of an internal lottery performed based on winning at the second operating ball entry section 63 (second operating port 63a). If the result of the internal lottery based on winning at the second operating ball entry section 63 is a winning result corresponding to a big win or special win, the variable display is stopped in the second operating port display section D2, a predetermined pattern is displayed as the stopping result, and then the mode is switched to the opening / closing execution mode according to the result.

[0048] Here, based on a winning entry into any of the operating entry sections 62, 63, a variable display is started in the corresponding operating entry display section D1, D2, and a predetermined stop result is displayed and the variable display is stopped, which corresponds to one game round. However, one game round is not limited to the above, and for example, in a configuration in which a single display area is provided and a variable display is performed in that single display area regardless of whether a winning entry into any of the operating entry sections 62, 63 occurs, a variable display is started in that single display area, and one game round is considered to be a period from when the variable display is started in that single display area to when the variable display is stopped with the predetermined stop result displayed.

[0049] The main display section D of the main display unit 81 is provided with a first actuation port reserved number display section S1 and a second actuation port reserved number display section S2. The first actuation port reserved number display section S1 corresponds to the first actuation port 62a, and the number of times that a game ball has entered the first actuation port 62a is reserved up to four times, and the reserved number is displayed by turning on / off the light-emitting element (LED) constituting the first actuation port reserved number display section S1. The second actuation port reserved number display section S2 corresponds to the second actuation port 63a, and the number of times that a game ball has entered the second actuation port 63a is reserved up to four times, and the reserved number is displayed by turning on / off the light-emitting element (LED) constituting the second actuation port reserved number display section S2.

[0050] In addition to the above-mentioned various display sections, the main display section of the main display unit 81 is provided with a through gate display section DS that displays the lottery result based on winning the through gate 66. In the through gate display section DS, the winning of the through gate 66 is used as a trigger to display the variation of the pattern, and the result of the stop of the variation display is displayed as the result of the internal lottery performed based on the winning of the through gate 66. If the result of the internal lottery based on the winning of the through gate 66 is a winning result corresponding to the transition to the electric role opening state, a predetermined stop result is displayed on the through gate display section DS, the variation display is stopped, and then the electric role opening state is entered. In the electric role opening state, the electric role 71 attached to the second operation ball entry section 63 is opened in a predetermined manner.

[0051] Furthermore, in this embodiment, a configuration is adopted in which the number of times that a game ball has passed through the through gate 66 is reserved up to a maximum of four times, and the main display section D of the main display unit 81 is provided with a through gate reserved number display section SS that displays the number of reserved balls.

[0052] 2 again, the configuration of the inner frame 13 will be described. Below the mounting area of ​​the game board 60 in the resin base 50, a game ball launching mechanism 110 is provided that launches game balls toward the game area PE based on the operation of the game ball launching handle 41. The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls arranged at a predetermined launch waiting position, a launch rail 112 that determines the launch direction of the game balls launched by the solenoid 111, a ball sending device 113 that supplies game balls to the launch waiting position, and a base plate 114 on which these various components 111 to 113 are mounted. The base plate 114 is fixed to the resin base 50 to be integrated with the resin base 50.

[0053] The launch rail 112 is fixed to the base plate 114 in an obliquely inclined state so as to slope upward toward the game board 60. A ball stopper that stops the game balls supplied from the ball sending device 113 at the above-mentioned launch waiting position is disposed at a position further downstream of the ball stopper. The above-mentioned solenoid 111 is disposed at a position further downstream of the ball stopper.

[0054] The solenoid 111 is electrically connected to a power supply / launch control device, which will be described later. The output shaft of the solenoid 111 reciprocates in the extension / contraction direction based on the output of an electrical signal from the power supply / launch control device, causing the game ball placed in the launch standby position to be launched toward the game board 60, more specifically, toward the guide rail 100 attached to the game board 60.

[0055] The guide rail 100 defines the play area PE so that the outer shape of the play area PE is approximately circular. The guide rail 100 is composed of an inner rail 101 and an outer rail 102 arranged to face each other with a gap slightly larger than the diameter of the play ball, and a guide passage 103 is defined by the two rails 101 and 102. The guide passage 103 has an entrance part that opens at the tip side (diagonally downward) of the launch rail 112 and an exit part located at the top of the play area PE. The game ball launched based on the operation of the solenoid 111 is guided to the play area PE by moving in the order of the launch rail 112 → the guide rail 100 (entrance part → exit part). By adjusting the operation amount of the game ball launch handle 41, it is possible to hit the game ball to the area to the left of the variable display unit 67 in the play area PE or the area to the right of the variable display unit 67 in the play area PE.

[0056] In addition, a backflow prevention member 106 is attached to the end of the exit portion of the game board 60, more specifically, near the tip of the inner rail 101, to prevent the game ball that has reached the game area PE from going back into the guide passage 103, thereby preventing the game ball that has already reached the game area PE from interfering with the launch of subsequent game balls.

[0057] The guide rail 100 (see FIG. 4) and the launch rail 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the game board 60. In other words, the rails 100, 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 are shifted left and right near the lower edge of the game board 60. This brings the rails 100, 112 close to the lower edge of the game board 60, while forming a predetermined gap between the entrance portion of the guide rail 100 and the launch rail 112.

[0058] A foul ball passage 46 is disposed below the gap thus formed. The foul ball passage 46 is integrally molded with the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the play area PE and returns as a foul ball through the guide passage 103, the foul ball will enter the foul ball passage 46 through the above-mentioned gap. The foul ball passage 46 is connected to the lower tray passage on the front door side, and game balls that enter the foul ball passage 46 are discharged to the lower tray 34 shown in FIG. 1. This suppresses interference between the foul ball and the next game ball to be launched.

[0059] A through hole is formed in the resin base 50 on the left side of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the resin base 50 in the front-rear direction, and a passage forming member 121 is disposed in this through hole. The passage forming member 121 is screwed to the resin base 50, and has a main body side upper plate passage and a main body side lower plate passage. The upstream sides of the main body side upper plate passage and the main body side lower plate passage are connected to a game ball distribution section described later. In addition, the receiving portion of the passage forming unit 45 attached to the front door frame 14 is inserted below the passage forming member 121, and the front door side upper plate passage is disposed below the main body side upper plate passage, and the front door side upper plate passage is disposed below the main body side lower plate passage.

[0060] An opening / closing member 124 for opening and closing the upper plate passage on the main body side and the lower plate passage on the main body side is attached below the passage forming member 121 in the resin base 50. The opening / closing member 124 is supported by a support shaft provided at its lower end so as to be rotatable in the front-rear direction, and a biasing member is provided to bias the opening / closing member 124 to a forward position where the upper plate passage on the main body side and the lower plate passage on the main body side are closed. Therefore, when the front door frame 14 is opened relative to the inner frame 13, the opening / closing member 124 rises as shown in the figure, and closes the upper plate passage on the main body side and the lower plate passage on the main body side. This prevents the stored balls from spilling out when the front door frame 14 is opened while game balls are stored in the upper plate passage on the main body side or the lower plate passage on the main body side. On the other hand, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by the receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the upper tray passage on the main body side and the upper tray passage on the front door side are connected, and the lower tray passage on the main body side and the lower tray passage on the front door side are connected.

[0061] Next, the rear structure of the inner frame 13 (resin base 50 and game board 60) will be described with reference to FIG.

[0062] Bearing fittings 132 are arranged vertically side by side on the rotation base end side on the back surface of the resin base 50. The bearing fittings 132 are formed with bearing portions spaced apart from each other on the top and bottom, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions.

[0063] A plurality of locking fittings 135 are provided on the rear surface of the resin base 50, and as described above, the game board 60 is attached to the resin base 50 by these locking fittings 135. Here, the configuration of the rear surface of the game board 60 will be described.

[0064] A display control device (not shown) is attached to the variable display unit 67 arranged in the center of the game board 60 so as to cover the variable display unit 67 from behind. A notification / performance control device unit 142 is mounted behind the display control device so as to overlap the display control device. The notification / performance control device unit 142 is configured to include a notification / performance control device 143 and a mounting base 144, and the notification / performance control device 143 is attached to the mounting base 144.

[0065] The notification / performance control device 143 is equipped with an notification / performance control board which controls the audio and lamp displays, as well as the display control device, in accordance with instructions from the main control device described below, and the notification / performance control board is housed in a board box 145 made of a transparent resin material or the like.

[0066] 3, a collection board 150 is provided on the back of the game board 60 below the variable display unit 67. The collection board 150 is provided with a game ball recovery mechanism that recovers game balls that have entered various winning holes, a detection mechanism that detects the entry of game balls into various winning holes, etc.

[0067] Regarding the game ball recovery mechanism, the collecting board 150 is provided with recovery passages corresponding to the various winning holes such as the general winning hole 61. These recovery passages run down from the winning holes along the back of the game board 60, and define the path along which the game balls fall. The recovery passages join together near the bottom of the game board 60, and all game balls that pass through the winning holes such as the general winning hole 61 are collected at the bottom of the game board 60 via the recovery passages. The outlets of the recovery passages are open downward, and at the end of the outlets (more specifically, below the game board 60), a discharge passage is provided, which will be described later. The game balls that have been collected below the game board 60 by the recovery passages are led out to the discharge passage. The outlet 68 also leads to the discharge passage, and game balls that have not won any of the winning holes are also led out to the discharge passage via the outlet 68.

[0068] Regarding the detection mechanism, the collecting board 150 is provided with detection sensors corresponding to the various ball entry sections such as the general winning opening 61. These various detection sensors are arranged in the middle of each collection passage leading to the ball entry section such as the general winning opening 61, and detect the passage of the game ball when the falling path of the game ball is specified in the collection passage. More specifically, each detection sensor detects the entry of the game ball into the ball entry port such as the general winning opening 61 by the game ball passing through a detection area provided in the middle of each collection passage, and specifically, a magnetic sensor is used to grasp the change in the magnetic field that occurs when the game ball passes through the detection area.

[0069] These various detection sensors are electrically connected to a main control device unit 160 (more specifically, the main control device) provided on the rear side of the game board 60, and detection signals from these detection sensors are output to the main control device. The main control device unit 160 and its associated configuration will be described below.

[0070] The main control device unit 160 is mounted on the game board 60 so as to cover the assembly board 150 from the rear side, and is composed of a mounting base 161 made of synthetic resin and a main control device 162 mounted on the mounting base 161. The main control device 162 is equipped with a main control board having a function for mainly controlling the game (main control circuit) and a function for monitoring the power supply (power failure monitoring circuit), and the main control board is housed in a board box 163 made of a transparent resin material or the like.

[0071] The board box 163 comprises a box base (front case body) of a substantially rectangular parallelepiped shape and a box cover (rear case body) that covers the opening of the box base. The box base and the box cover are connected to each other by a sealing part as a sealing means so that they cannot be opened, thereby sealing the board box 163. A plurality of sealing parts are provided on the long sides of the board box 163, and at least one of them is used for the sealing process.

[0072] The sealing part can be of any configuration as long as it can connect the box base and the box cover in an unopenable manner, but the box base and the box cover are connected in an unopenable manner by inserting a locking claw into the long hole that constitutes the sealing part. The sealing process using the sealing part prevents unauthorized opening after the sealing, and even if unauthorized opening occurs, makes it possible to detect such a situation early and easily, and it is possible to perform the sealing process again even after it has been opened once. That is, the sealing process is performed by inserting a locking claw into at least one long hole of the multiple sealing parts. Then, when the board box 163 is opened, such as when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection part between the sealing part into which the locking claw is inserted and the other sealing parts is cut. This separates the box base and the box cover of the board box 163, and the main control board inside can be taken out. After that, when the sealing process is performed again, a locking claw is inserted into the long hole of the other sealing part. If a record of the opening of the board box 163 is left in the board box 163, it is possible to easily discover that unauthorized opening has occurred by looking at the board box 163.

[0073] A plurality of connecting pieces are provided so as to protrude laterally from one short side of the board box 163. These connecting pieces correspond one-to-one to a plurality of connectable pieces formed on the mounting base 161, and a sealing process is performed between the board box 163 and the mounting base 161 by the connecting pieces and the connectable pieces.

[0074] (Ura Pack Unit 15) Next, the back pack unit 15 will be described with reference to FIGS.

[0075] As shown in Fig. 2, the inner frame 13 is covered from the rear by the rear pack unit 15. The rear pack unit 15 has a rear pack 201, to which a dispensing mechanism 202, a discharge passage panel and a control device assembly unit 204 are attached.

[0076] The back pack 201 is molded from a transparent synthetic resin, and has a base part 211 to which the payout mechanism part 202 and the like are attached, and a protective cover part 212 having a substantially rectangular parallelepiped shape that protrudes to the rear of the pachinko machine 10, as shown in Fig. 3. The protective cover part 212 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to surround at least the variable display unit 67.

[0077] The base portion 211 is provided with an external terminal board 213 at its upper right portion. The external terminal board 213 is provided with various output terminals, and various signals are output to the management control device on the gaming hall side through these output terminals. In addition, the base portion 211 is provided with a pair of upper and lower latch pins at the right end portion when viewed from the rear of the pachinko machine 10, and the back pack unit 15 is supported rotatably relative to the inner frame 13 by inserting the latch pins into the bearing fittings 132 (more specifically, the bearing portion) provided on the inner frame 13. In addition, a fastener for fastening to a fastening hole provided on the inner frame 13 is provided at the pivot tip of the base portion 211, and the back pack unit 15 is fixed to the inner frame 13 by fitting the fastener into the fastening hole.

[0078] The payout mechanism 202 is disposed in the base 211 so as to bypass the protective cover 212. The payout mechanism 202 is provided with a tank 221 that is disposed at the top of the back pack 201 and opens upward, and game balls supplied from the island equipment of the game hall are successively replenished to the tank 221. A tank rail that gently slopes toward the downstream side is connected to the bottom of the tank 221, and a case rail that extends in the vertical direction is connected to the downstream side of the tank rail. A payout device 222 is provided at the most downstream part of the case rail. The game balls paid out from the payout device 222 are supplied to a game ball distribution section provided in the base 211 of the back pack 201 through a payout passage provided downstream of the payout device 222.

[0079] The game ball distribution section has the function of distributing game balls paid out from the payout device 222 to either the upper tray 33, the lower tray 34, or the discharge passage described below, and is formed so that its inner opening leads to the upper tray 33 via the above-mentioned main body side upper tray passage and front door side upper tray passage, and its outer opening leads to the lower tray 34 via the main body side lower tray passage and front door side lower tray passage.

[0080] 3, a discharge passage panel and control device assembly unit 204 are attached to the lower end of the base portion 211 so as to sandwich the lower end from the front and rear. A discharge passage that is open to the rear is formed on the surface of the discharge passage panel 203 that faces the control device assembly unit 204, and the open part of the discharge passage is blocked by the control device assembly unit 204. The discharge passage is formed so as to discharge game balls to an island facility or the like of the game hall, and the game balls led to the discharge passage from the above-mentioned collection passage or the like are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.

[0081] The control device aggregate unit 204 has a horizontally long mounting base, on which the payout control device 181 and the power supply / launch control device 191 are mounted. The payout control device 181 and the power supply / launch control device 191 are stacked one on top of the other, with the payout control device 181 at the rear of the pachinko machine 10.

[0082] In the payout control device 181, a payout control board that controls the payout device 222 is housed in a board box, and a state return switch provided on the payout control board protrudes outside the board box. For example, when a payout error occurs such as a ball jam in the payout device 222, if the state return switch is pressed, the ball jam is cleared.

[0083] The power supply / launch control device 191 has a power supply / launch control board housed in a board box, which generates and outputs the power required by various control devices, etc., and also controls the launch of game balls in response to the player's operation of the game ball launch handle 41. The power supply / launch control device 191 is also provided with a RAM erase switch. This pachinko machine 10 has a function for storing and holding various data, so that even in the event of a power outage, the state at the time of the power outage can be stored, and when the power is restored from the power outage, the state at the time of the power outage can be restored. Therefore, for example, when the power is cut off in the normal procedure, such as when the game hall closes, the state before the power outage is stored and held, but when the power is turned on while pressing the RAM erase switch, the RAM data is initialized.

[0084] 5 and 6, a supplementary explanation will be given of the second operating ball entry section 63 and the variable winning devices 64, 65 arranged on the right route. Fig. 5 is a front view of the upper variable winning device 64, and Fig. 6 is a front view of the ball entry unit.

[0085] (Upper variable winning device 64) 5, the upper variable winning device 64 has a housing 310 with a ball passage 312 formed therein through which the game balls pass, and this housing 310 is attached to the game board 60 so as to bulge from the front surface of the game board 60 toward the front of the game machine. The housing 310 is made of a transparent synthetic resin, and the game balls flowing down the ball passage 312 can be seen through the outer periphery of the housing 310.

[0086] An upper large winning opening 311 that constitutes the entrance portion of the ball passage 312 is formed in the portion of the housing 310 that bulges out toward the front side of the game board 60. The upper large winning opening 311 faces the midstream portion (portion extending vertically) of the right route from the side (right side) of the game machine, and a shutter 315 is disposed so as to cover the upper large winning opening 311 from the flow-down area side (right side) of the game balls in the right route.

[0087] The shutter 315 is supported on a shaft so that it can rotate parallel to the front surface of the game board 60, and is configured to be displaced by rotation about the shaft support point between a closed position that prevents game balls from flowing into the upper large winning opening 311 and an open position that allows game balls to flow into the upper large winning opening 311.

[0088] A drive unit (more specifically, a solenoid) for the shutter 315 is connected to the main controller 162 and operates based on a drive signal from the main controller 162. The shutter 315 is configured to wait in a closed position when no drive signal is output from the main controller 162 (non-excited state).

[0089] When the shutter 315 is positioned in the open position (open state), approximately half of the flow area (flow path) in the midstream part of the right route is cut off by the shutter 315, and most of the game balls flowing down the right route flow into the upper variable winning device 64 (ball passage 312) through the upper large winning port 311.

[0090] The ball passage 312 branches into a first branch passage 313 and a second branch passage 314 at a midpoint. A flow path switching member 316 capable of switching the flow destination of the game ball to the first branch passage 313 and the second branch passage 314 is disposed at this branch point. The drive unit (more specifically, a solenoid) for the flow path switching member 316 is connected to the main control device 162 and operates based on a drive signal from the main control device 162. The flow path switching member 316 is configured to wait at a protruding position protruding into the ball passage 312 when no drive signal is output from the main control device 162 (non-excited state).

[0091] When the flow path switching member 316 is disposed in the protruding position, the inlet portion of the second branch passage 314 is blocked by the flow path switching member 316. In this state, game balls that have reached the branch portion are prevented from flowing into the second branch passage 314, and the game balls flow into the first branch passage 313.

[0092] When the main control device 162 outputs a drive unit drive signal for the flow path switching member 316, the flow path switching member 316 moves to a retracted position where it is prevented from protruding into the ball passage 312, and the entrance portion of the second branch passage 314 is opened. This changes the destination of the game balls. In this state, game balls that have reached the branch portion are prevented from flowing into the first branch passage 313, and these game balls flow into the second branch passage 314.

[0093] Here, the movement of the flow path switching member 316 is predefined according to the type of the jackpot result. Specifically, in the case of a normal jackpot result described later, the flow path switching member 316 moves to the retreat position as the shutter 315 moves from the closed position to the open position, and the flow path switching member 316 returns to the protruding position immediately thereafter. Specifically, the time required for the flow path switching member 316 to return to the protruding position is shorter than the time required for the game ball that has flowed into the upper large winning opening 311 to reach the branching portion. Therefore, in the case of a normal jackpot result, the flow into the second branch passage 314 is substantially avoided.

[0094] In contrast, in the case of a highly probable jackpot result described later, the flow path switching member 316 moves to the retracted position as the shutter 315 moves from the closed position to the open position, but thereafter waits in the protruding position until the shutter 315 returns to the closed position. Therefore, in the case of a highly probable jackpot result, most of the game balls that flow into the upper large winning opening 311 will flow into the second branch passage 314.

[0095] An upstream detection sensor 317 is disposed in the ball passage 312 at a portion upstream of the branching portion, and downstream detection sensors 318, 319 are disposed in portions downstream of the branching portion, specifically, the first branching passage 313 and the second branching passage 314. The upstream detection sensor 317 and the downstream detection sensors 318, 319 are connected to the main control device 162, which determines whether or not a prize has been won in the upper variable winning device 64 based on the detection information (detection signal) from the upstream detection sensor 317, and pays out a predetermined number of game balls when a prize has been won. In addition, the remaining status of game balls is monitored based on the detection information (detection signal) from the upstream detection sensor 317 and the downstream detection sensors 318, 319.

[0096] In the main control device 162 shown in this embodiment, when it is determined that a ball has entered the second branch passage 314 during the opening and closing execution mode based on detection information (detection signal) from the downstream detection sensor 318 attached to the first branch passage 313, the lottery mode is switched from the low probability mode to the high probability mode after the opening and closing execution mode ends. Although details will be described later, in the high probability mode, the probability of a jackpot result is higher than in the low probability mode, allowing the player to play advantageously. Hereinafter, for convenience of explanation, the second branch passage 314 will be referred to as the "advantageous ball entry section 314."

[0097] Most of the game balls that are launched to the right route and pass through the upper variable winning device 64 head toward the ball entry unit 70 disposed downstream of the upper variable winning device 64 on the right route. The ball entry unit 70 is formed by integrating the above-mentioned second operating ball entry section 63 and the lower variable winning device 65. The ball entry unit 70 will be described below with reference to FIG. 6.

[0098] (70 entry units) The ball entry unit 70 has a housing 320 in which a ball passage 321 that constitutes a part of the right route (more specifically, the downstream area) is formed, and the housing 320 is fixed to the game board 60 in a state where it bulges forward from the front surface of the game board 60. The ball passage 321 extends from the outside (right side) of the game area PE to the center (left side). In the upper right part of the bulging part of the housing 320, an entrance part 321a of the ball entry unit 70 (ball passage 321) is formed so as to face upward, and in the lower left part, an exit part 321b of the ball entry unit 70 (ball passage 321) is formed so as to face left.

[0099] The outlet portion 321b is located directly below the first operational ball entry portion 62, and the game ball flowing out from the outlet portion 321b is guided below the lower operational ball entry portion 62L. This prevents the game ball that has passed through the ball passage 321 from entering the lower operational ball entry portion 62L.

[0100] The housing 320 is made of a transparent synthetic resin, and is configured so that the inside of the housing 320 (for example, the game balls flowing down the ball passage 321) can be seen from the front of the gaming machine. Incidentally, in order to emphasize the unity of the second operating ball entry section 63 and the lower variable winning device 65, the housing 320 may be made opaque so that the internal structure is difficult or impossible to see.

[0101] The ball passage 321 is formed in a crank shape so that a step is created in the middle of the passage direction, with the passage width and passage height being specified so that multiple game balls cannot pass through the same place at the same time. Specifically, the ball passage 321 is provided with a horizontally long upstream passage section 322 that constitutes the upstream part of the ball passage 321 and slopes downward toward the center of the gaming machine, and a horizontally long downstream passage section 324 that constitutes the downstream part of the ball passage 321 and slopes downward toward the center of the gaming machine, which are offset vertically and horizontally so that a height difference occurs so that the former is on the upper side and the latter is on the lower side, and the upstream passage section 322 and the downstream passage section 324 are connected by a middle passage section 323 (corresponding to a "connecting passage section") that extends vertically.

[0102] The second actuation ball entrance section 63 is provided in the upstream passage section 322. Specifically, the second actuation port 63a of the second actuation ball entrance section 63 is open upward, and the upstream passage section 322 is formed so as to cross above the second actuation port 63a. The electric role 71 attached to the second actuation ball entrance section 63 includes a shutter 331 that can slide back and forth (in the thickness direction of the game board 60) and an electric role drive section 332 (solenoid) for the shutter 331. The electric role drive section 332 is connected to the main control device 162 and operates based on a drive signal from the main control device 162. In a non-driven state (non-excited state) where no drive signal is output from the main control unit 162, the shutter 331 is positioned in a closed position covering the second operating port 63a from above, and when a drive signal is output and the electric role drive unit 332 is placed in a driven state (excited state), the shutter 331 moves (retreats) to an open position where it does not cover the second operating port 63a.

[0103] Here, when the shutter 331 is placed in the closed position, the shutter 331 forms the bottom of the upstream passage section 322, i.e., the rolling surface of the game ball. In detail, the housing 320 is provided with an upstream bottom portion forming a bottom portion upstream of the second actuation port 63a in the passage direction of the upstream passage section 322, and a downstream bottom portion forming a bottom portion downstream of the second actuation port 63a, and the rolling surface of the game ball is formed by the upstream bottom portion 322a, the downstream bottom portion 322b, and the shutter 331. In the following description, the area in the upstream passage section 322 where the flow path is formed (complemented) by the shutter 331, i.e., the area in the upstream passage section 322 facing the second actuation port 63a across the shutter 331, is referred to as the "first specific area SE1."

[0104] When the shutter 331 is placed in the open position and the upstream passage portion 322 (more specifically, the rolling surface) is cut off, the game ball that reaches the first specific area SE1 has difficulty moving in the passage direction of the upstream passage portion 322, and flows into the second operating port 63a. On the other hand, the game ball that does not flow into the second operating port 63a continues to move along the ball passage 321, and most of them reach the downstream passage portion 324. Here, the downstream passage portion 324 and the lower variable winning device 65 associated therewith will be described.

[0105] The lower large winning opening 341 of the lower variable winning device 65 is open upward, and a downstream passage section 324 is formed so as to cross the upper part of the lower large winning opening 341. The lower variable winning device 65 has a shutter 345 that can slide back and forth (in the thickness direction of the game board 60) and a drive section (solenoid) for the shutter 345. The drive section for the shutter 345 is connected to the main control device 162 and operates based on a drive signal from the main control device 162. In a non-drive state (non-excited state) in which no drive signal is output from the main control device 162, the shutter 345 is disposed in a closed position that covers the lower large winning opening 341 from above, and when a drive signal is output and the drive section is in a drive state (excited state), the shutter 345 moves (retracts) to an open position that does not cover the lower large winning opening 341.

[0106] When the shutter 345 is placed in the closed position, the shutter 345 forms the bottom of the downstream passage 324, i.e., the rolling surface of the game ball. In detail, the housing 320 is provided with a downstream bottom that forms the bottom downstream of the lower large winning opening 341 in the passage direction of the downstream passage 324, and the rolling surface of the game ball is formed by the downstream bottom and the shutter 345. In the following description, the area in the downstream passage 324 where the flow path is formed (complemented) by the shutter 345, i.e., the area in the downstream passage 324 facing the lower large winning opening 341 across the shutter 345, is referred to as the "second specific area SE2."

[0107] When the shutter 345 is placed in the open position and the downstream passage portion 324 (more specifically, the rolling surface) is cut off, a game ball that reaches the second specific area SE2 has difficulty moving in the passage direction of the downstream passage portion 324, and will flow into the lower large winning opening 341.

[0108] (Electrical configuration of pachinko machine 10) Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.

[0109] A main control board 601 provided in the main control device 162 is equipped with an MPU 602. The MPU 602 is an element incorporating a ROM 603 that stores various control programs and fixed value data executed by the MPU 602, a RAM 604 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 603, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, etc. Note that some of the functions of the MPU 602, for example, the functions of the ROM 603 and the RAM 604, may be configured to be provided as separate elements.

[0110] The MPU 602 is provided with an input port and an output port. The input side of the MPU 602 is connected to a power failure monitoring board 605, a dispensing control device 181, various detection sensors, and the like, which are provided in the main control device 162. The power failure monitoring board 605 is connected to the power supply / launch control device 191, and power is supplied to the MPU 602 via the power failure monitoring board 605. Also, as a part of various detection sensors, a detection sensor 391a for the general winning port 61, a detection sensor 391b for the first operating ball winning section 62, a detection sensor 391c for the second operating ball winning section 63, detection sensors 317-318 for the upper variable winning device 64, a detection sensor 391d for the lower variable winning device 65, and a detection sensor 391e for the through gate 66 are connected, and based on the detection information (detection signals) from these various detection sensors 317-318, 391a-391e, the MPU 602 of the main control device 162 executes a winning judgment (ball winning judgment) for each winning section. Also, the MPU 602 executes a lottery for generating a big win based on winning into the first operating ball winning section 62 (first operating port 62a) and the second operating ball winning section 63 (second operating port 63a).

[0111] The output side of the MPU 602 is connected to the power failure monitoring board 605, the payout control device 181, and the notification / performance control device 143 (more specifically, the notification / performance control board 651). For example, a prize ball command is output to the payout control device 181 based on the winning judgment result to the winning ball entry section. In this case, when outputting the prize ball command, the command information storage area 625 of the ROM 603 is referenced. If a win through the general winning port 61 is identified, a prize ball command corresponding to the payout of three game balls is output, if a win through the upper large winning port 311 is identified, a prize ball command corresponding to the payout of 14 game balls is output, if a win through the lower large winning port 341 is identified, a prize ball command corresponding to the payout of 10 game balls is output, if a win through the first operating port 62a is identified, a prize ball command corresponding to the payout of four game balls is output, and if a win through the second operating port 63a is identified, a prize ball command corresponding to the payout of one game ball is output.

[0112] Various commands such as a change start command, a type command, a change end command, an opening command, and an ending command are output to the notification / performance control device 143. In this case, when outputting these various commands, the command information storage area 625 of the ROM 603 is referenced. Details of these various commands will be described later. Each of the above commands is configured as information of a predetermined number of bytes, and various information is included as the information of the predetermined number of bytes.

[0113] Also, connected to the output side of the MPU 602 are an electric device driver 332 which drives the electric device 71 attached to the second operating ball entry section 63, a variable winning driver 451 which drives the shutter 315 of the upper variable winning device 64, a flow path switching driver 452 which drives the flow path switching member 316 of the upper variable winning device 64, a variable winning driver 461 which drives the shutter 345 of the lower variable winning device 65, and a main display unit 81. Various driver circuits are provided on the main control board 601, and the MPU 602 controls the driving of various drivers etc. through these driver circuits.

[0114] That is, in the opening / closing execution mode, the MPU 602 executes drive control of the variable winning drive unit 451 of the upper variable winning device 64 and the variable winning drive unit 461 of the lower variable winning device 65 so as to open and close the upper large winning opening 311 and the lower large winning opening 341. Also, for example, during each game round, the MPU 602 executes display control of the first operating opening display unit D1 and the second operating opening display unit D2 in the main display unit D of the main display unit 81.

[0115] Furthermore, an external terminal board 213 is connected to the output side of the MPU 602. The external terminal board 213 is provided with a jackpot signal output terminal and the like as an output terminal for outputting a signal when a state transition occurs. For example, when the game result is a jackpot, the MPU 602 can output a jackpot signal through the jackpot signal output terminal to the management and control device on the gaming hall side. Specifically, normally, a LOW level signal is output from the jackpot signal output terminal, and when a jackpot result occurs, a HI level signal is output. The output mode of this signal may be reversed.

[0116] The power failure monitoring board 605 relays between the main control board 601 and the power supply / launch control device 191, and also monitors the stable DC voltage of 24 V, which is the maximum voltage output from the power supply / launch control device 191. The payout control device 181 controls the payout of prize balls and loan balls by the payout device 222 based on the prize ball command input from the main control device 162.

[0117] The power supply / launch control device 191 is connected to, for example, a commercial power supply (external power supply) in an amusement facility, etc. Then, based on the external power supplied from the commercial power supply, it generates the operating power required for each of the main control board 601, the payout control device 181, etc., and supplies the generated operating power through a specified power path.

[0118] The power supply / launch control device 191 is responsible for controlling the launch of the game ball launching mechanism 110, and the game ball launching mechanism 110 (more specifically, the solenoid 111) is driven when a predetermined launch condition is met. More specifically, an operation level detection sensor and a touch sensor provided on the game ball launching handle 41 are connected to the power supply / launch control device 191. The operation level detection sensor is a sensor that detects the operation amount (rotation amount) of the game ball launching handle 41, and the launch strength (launch speed) of the game ball by the game ball launching mechanism 110 is determined based on information from this operation level detection sensor. The touch sensor is configured to output information when the player touches the game ball launching handle 41, and the power supply / launch control device 191 is configured to be able to grasp whether the player is touching the game ball launching handle 41 based on this information. Based on information from the touch sensor, it is determined that the player is touching the game ball launching handle 41, and when the operation level detection sensor determines that the game ball launching handle 41 is being operated, the launch of the game ball is permitted.

[0119] Information from the touch sensor is transmitted via the power supply / launch control device 191 to the main control device 162, the notification / performance control device 143, and the display control device 710.

[0120] The notification / performance control device 143 comprises a notification / performance control board 651 equipped with an MPU 652, which incorporates a ROM 653 storing various control programs and fixed value data, and a RAM 654 which is a memory for temporarily storing various data, etc. when the control programs stored in the ROM 653 are executed.

[0121] The notification / performance control device 143 drives and controls the lamp units 26-28 and speaker unit 29 provided on the front door frame 14 based on various commands input from the main control device 162, and also controls the display control device 710. In detail, the notification / performance control device 143 determines the variable display mode of the patterns on the pattern display device 75 and the stopped display mode of the patterns to be finally stopped and displayed (for example, the type of pattern combination) based on various commands input from the main control device 162, determines whether or not a reach will occur and the contents of the reach performance, and transfers the determined contents to the above-mentioned commands to the display control device 710.

[0122] The display control device 710 has a display control board equipped with an MPU, and the MPU has built-in a ROM storing various control programs and fixed value data, a RAM which is a memory for temporarily storing various data when executing the control programs stored in the ROM, a video display processor (VDP), a character ROM storing image data, a video RAM for temporarily storing image data read from the character ROM, etc. The MPU executes display control of the variable display unit 67 (more specifically, the pattern display device 75) based on commands input from the notification / performance control device 143.

[0123] Here, we will explain the display contents of the symbol display device 75. The display screen 75a of the symbol display device 75 is provided with a variable display area in which three symbol rows, left, center, and right, are displayed. On the display screen 75a, the symbols of each symbol row are displayed variably so as to scroll in a predetermined direction (for example, from top to bottom) with periodicity.

[0124] Details will be described later, but in each variable display area, one symbol is displayed for each symbol row, for a total of three symbols. For example, the variable display stops in the order of the left symbol row → the right symbol row → the center symbol row, and when the variable display of all symbol rows ends with a predetermined symbol combination formed on the active line, a video or the like is displayed that indicates a transition to a special game state corresponding to the result of a big win or special win.

[0125] In addition, considering that the varying display of each pattern row is stopped as described above, the left pattern row can be referred to as the first pattern row (or first picture row), the right pattern row can be referred to as the second pattern row (or second picture row), and the middle pattern row can be referred to as the third pattern row (or third picture row).

[0126] Incidentally, the manner of the variable display of the patterns in the pattern display device 75 is not limited to the above and is arbitrary, and the number of pattern rows, the direction of the variable display of the patterns in the pattern rows, the number of patterns in each pattern row, etc. can be appropriately changed. For example, a plurality of pattern rows may be set to be arranged vertically, and the direction of the variable display of the patterns in the pattern rows may be set horizontally.

[0127] A reserved ball display area is set at the bottom of the display screen 75a. The reserved ball display area is composed of a reserved ball number display area for the upper operation port, which is partitioned so that the same number of unit reserved ball display areas as the maximum reserved ball number when the game ball enters the first operation port 62a are lined up in the left-right direction, and a reserved ball number display area for the first operation port, which is partitioned so that the same number of unit reserved ball display areas as the maximum reserved ball number when the game ball enters the second operation port 63a are lined up in the left-right direction.

[0128] Specifically, the maximum number of reserved balls when a game ball enters the first operating port 62a is four, and corresponding to this, the first unit reserved display area, the second unit reserved display area, the third unit reserved display area, and the fourth unit reserved display area are set in the reserved number display area for the lower operating port. Also, the maximum number of reserved balls when a game ball enters the second operating port 63a is four, and corresponding to this, the first unit reserved display area, the second unit reserved display area, the third unit reserved display area, and the fourth unit reserved display area are set in the reserved number display area for the right operating port.

[0129] For example, when the number of reserved balls when a game ball enters the first operating port 62a is one, a predetermined reserved image is displayed only in the first unit reserved display area, and when the number of reserved balls when a game ball enters the first operating port 62a is four, a predetermined reserved image is displayed in all of the first unit reserved display area to the fourth unit reserved display area.

[0130] (About various counters) Next, with reference to the schematic diagram of FIG. 8, a configuration related to the operation of the pachinko machine 10 configured as described above will be described.

[0131] The MPU 602 uses various counter information during play to perform a lottery for transition to a special game state (open / close execution mode), setting the display of the main display unit 81 (main display section D), setting the pattern display of the pattern display device 75, etc. Specifically, it uses a winning random number counter C1 used to draw a lottery for the occurrence of a big win or a special win, a winning type counter C2 used to determine the type of the big win result, a reach random number counter C3 used to draw a lottery for the occurrence of a reach display when the pattern display device 75 misses and varies, a random number initial value counter CINI used to set the initial value of the winning random number counter C1, and a variation type counter CS that determines the variable display time of the picture on the ball entry section display section of the main display unit 81 and the variable display time of the pattern on the pattern display device 75. Furthermore, it uses an opening random number counter C4 used to draw a lottery for whether or not the electric role 71 attached to the second operation ball entry section 63 is opened.

[0132] Each of the counters C1 to C4, CINI, and CS is a loop counter in which 1 is added to the previous value each time it is updated, and after reaching the maximum value, it returns to 0. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 631 set in a predetermined area of ​​the RAM 604.

[0133] The RAM 604 is provided with a reserved ball storage area 632 consisting of a first actuation port reserved area Ra, a second actuation port reserved area Rb, a first execution area AE1 for the first actuation port reserved area Ra, a second execution area AE2 for the second actuation port reserved area Rb, and a total reserved number storage area. The reserved ball storage area 632 is configured to chronologically store the values ​​of a winning random number counter C1, a winning type counter C2, and a reach random number counter C3 in accordance with the winning history of game balls in the first actuation port 62a or the second actuation port 63a.

[0134] Regarding each counter in detail, the winning random number counter C1 is configured to be incremented by 1 in sequence within the range of "0" to "599", for example, and to return to 0 after reaching the maximum value (i.e., 599). In particular, when the winning random number counter C1 goes around once, 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 "599"). The winning random number counter C1 is periodically updated, and is stored in the reserved ball storage area 632 of the RAM 604 at the timing when the game ball enters the first actuation port 62a or the second actuation port 63a. More specifically, the winning random number counter C1 is stored in the first actuation port reserved area Ra of the RAM 604 at the timing when the game ball enters the first actuation port 62a, and is stored in the second actuation port reserved area Rb of the RAM 604 at the timing when the game ball enters the second actuation port 63a.

[0135] The random number value for winning the jackpot and the random number value for winning the special jackpot are stored as a win / loss table (win / loss information group) in a win / loss table storage area 621, which serves as a win / loss information group storage means in the ROM 603. Here, the contents of the win / loss table will be explained using the schematic diagrams of Figures 9 and 10. As the win / loss table, a win / loss table for the first operating port 62a (see Figure 9) and a win / loss table for the second operating port 63a (see Figure 10) are provided, and the win / loss table for the first operating port 62a is referenced in a lottery based on a ball entering the first operating port 62a, and the win / loss table for the second operating port 63a is referenced in a lottery based on a ball entering the second operating port 63a.

[0136] (1st operating port hit / miss table) In the hit / miss table for the first actuation port 62a, which is referred to when the lottery mode is the low probability mode, there are two random number values ​​corresponding to the jackpot result, "7" and "507", as shown in Fig. 9(a). That is, among the hit random number counter C1 values ​​from "0" to "599", "7" and "507" correspond to the jackpot result, and the probability of winning is 2 / 600. In the hit / miss table for the first actuation port 62a corresponding to the low probability mode, no random number value corresponding to a special hit result is provided, and the random number values ​​other than the jackpot result correspond to a miss lottery result.

[0137] In the hit / miss table for the first actuation port 62a, which is referred to when the lottery mode is the high probability mode, as shown in FIG. 9(b), the random number values ​​corresponding to the jackpot result are six: "7", "107", "207", "307", "407", and "507". That is, among the hit random number counter C1 values ​​from "0" to "599", "7", "107", "207", "307", "407", and "507" correspond to the jackpot result, and the probability of winning is 6 / 600. In the hit / miss table for the first actuation port 62a corresponding to the high probability mode, no random number values ​​corresponding to the special hit result are provided, and the random number values ​​other than the jackpot result correspond to the lottery result of not winning.

[0138] (Pass / fail table for second operating port) In the hit / miss table for the second actuation port 63a, which is referred to when the lottery mode is the low probability mode, there are two random number values ​​corresponding to the jackpot result, "7" and "507", as shown in FIG. 10(a). That is, among the values ​​of the hit random number counter C1 of "0 to 599", "7" and "507" correspond to the jackpot result, and the probability of the jackpot result is 2 / 600, which is the same as the hit / miss table for the first actuation port 62a. However, in the hit / miss table for the second actuation port 63a, "1", "2", "3", ... "597", "598", and "599" correspond to the special hit result, and the probability of the special hit result is 593 / 600. In addition, the random number values ​​other than the random number values ​​that result in the jackpot result and the random number values ​​that result in the special hit result, specifically "4", "104", "204", "404", and "504", are configured to result in a miss in the lottery result.

[0139] In the hit / miss table for the second actuation port 63a, which is referred to when the lottery mode is the high probability mode, as shown in FIG. 10(b), the random number values ​​corresponding to the jackpot result are six: "7", "107", "207", "307", "407", and "507". That is, among the hit random number counter C1 values ​​of "0" to "599", "7", "107", "207", "307", "407", and "507" correspond to the jackpot result, and the probability of the jackpot is 6 / 600, which is the same as the hit / miss table for the first actuation port 62a. However, in the hit / miss table for the second actuation port 63a, "1", "2", "3", ... "597", "598", and "599" correspond to the special hit result, and the probability of the special hit result is 593 / 600. In addition, other than the random number value that results in a jackpot and the random number value that results in a special jackpot, specifically "404," the lottery result is configured to be a losing result.

[0140] In this way, the probability of a big win is the same whether the first actuation port 62a or the second actuation port 63a wins. However, when comparing the first actuation port 62a and the second actuation port 63a, the possibility of a special win is set higher for the second actuation port 63a. In other words, when comparing the probability that some balls can be expected to come out, the second actuation port 63a is favored over the first actuation port 62a.

[0141] Returning to the explanation of FIG. 8 again, the winning type counter C2 is configured to be incremented by one within the range of "0" to "99" and to return to 0 after reaching the maximum value (i.e., "99"). The winning type counter C2 is periodically updated and stored in the reserved ball storage area 632 of the RAM 604 at the timing when the gaming ball enters the first actuation port 62a or the second actuation port 63a. More specifically, the winning type counter C2 is stored in the first actuation port reserved area Ra of the RAM 604 at the timing when the gaming ball enters the first actuation port 62a, and is stored in the second actuation port reserved area Rb of the RAM 604 at the timing when the gaming ball enters the second actuation port 63a.

[0142] The allocation destination of the game result for the winning type counter C2 is stored as an allocation table (allocation information group) in an allocation table storage area 622 as an allocation information group storage means in the ROM 603. In this embodiment, the type of the jackpot result is determined by referring to the winning type counter C2 and the allocation table. The jackpot results include 6R normal jackpot result A, 6R normal jackpot result B, 6R normal jackpot result C, 6R normal jackpot result D, 6R normal jackpot result D, 6R normal jackpot result E, 6R normal jackpot result F, 6R special jackpot result, and 16R special jackpot result.

[0143] (1st operating port sorting table) As shown in FIG. 11(a), in the distribution table for the first operating port, among the values ​​of the winning type counter C2 from "0" to "99", a total of six from "0" to "5" correspond to a 6R normal jackpot result A, a total of six from "6" to "11" correspond to a 6R normal jackpot result B, a total of six from "12" to "17" correspond to a 6R normal jackpot result C, a total of six from "18" to "23" correspond to a 6R normal jackpot result D, a total of six from "24" to "29" correspond to a 6R normal jackpot result E, a total of six from "30" to "49" correspond to a 6R normal jackpot result F, a total of 48 from "50" to "97" correspond to a 6R special jackpot result, and a total of two from "98" to "99" correspond to a 16R special jackpot result.

[0144] (Distribution table for second operating port) As shown in FIG. 11(b), in the distribution table for the second operating port, of the winning type counter C2 values ​​of "0" to "99", a total of 2 "0" to "1" correspond to a 6R normal jackpot result B, a total of 2 "2" to "3" correspond to a 6R normal jackpot result C, a total of 3 "4" to "6" correspond to a 6R normal jackpot result D, a total of 3 "7" to "9" correspond to a 6R normal jackpot result E, a total of 25 "10" to "34" correspond to a 6R normal jackpot result F, a total of 55 "35" to "89" correspond to a 6R special jackpot result, and a total of 10 "90" to "99" correspond to a 16R special jackpot result.

[0145] Returning to the explanation of FIG. 8 again, the reach random number counter C3 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value (i.e., 238). The reach random number counter C3 is periodically updated, and is stored in the reserved ball storage area 632 of the RAM 604 at the timing when the game ball enters the first actuation port 62a or the second actuation port 63a. More specifically, it is stored in the first actuation port reserved area Ra of the RAM 604 at the timing when the game ball enters the first actuation port 62a, and is stored in the second actuation port reserved area Rb of the RAM 604 at the timing when the game ball enters the second actuation port 63a. Then, it is determined whether or not to generate a reach display (reach state) based on the reach table stored in the reach table storage area of ​​the ROM 603.

[0146] Here, the reach display refers to a display state for making a player believe that the game machine is in a variable display state that is likely to result in the special display result after the variable display has started and before the variable display result of the pattern (picture) is derived and displayed, in a gaming machine that is equipped with a pattern display device 75 capable of performing a variable display (or a changeable display) of a pattern (picture), and in a game round in which the game result corresponds to the open / close execution mode, the stop display result after the variable display can be a special display result.

[0147] In other words, it is a display state in which the patterns of some of the multiple pattern rows displayed on the display screen 75a of the pattern display device 75 are stopped to display a combination of reach patterns that may result in a combination of patterns corresponding to the occurrence of the open / close execution mode, and in this state, the patterns of the remaining pattern rows are displayed in a variable manner.

[0148] More specifically, as a preliminary step to terminating the display of changing patterns, a reach line is formed by displaying a combination of reach patterns which may result in a combination of patterns corresponding to the occurrence of an open / close execution mode on a preset effective line in the display screen 75a of the pattern display device 75, and while the reach line is formed, the changing display of the patterns is performed using a final stopped pattern row.

[0149] To explain the display contents on the display screen 75a in more detail, first the variable display of the right pattern column is terminated, and then the variable display of the left pattern column is terminated, and then a reach line is formed by stopping and displaying the main pattern with the number that constitutes the winning pattern combination on any of the active lines, and when the reach line is formed, the variable display of the pattern is performed on the middle pattern column, resulting in a reach display. Then, when a jackpot occurs, the variable display of the pattern on the middle pattern column is terminated by stopping and displaying the main pattern with the number that constitutes the winning pattern combination together with the main pattern that forms the reach line on the reach line.

[0150] The reach display includes a reach effect by displaying a predetermined character or the like as a moving image on the background screen while displaying a variation of the symbols in the remaining symbol rows while displaying a combination of reach symbols as described above, and a reach effect by displaying a predetermined character or the like as a moving image on substantially the entire display screen 75a after reducing or hiding the combination of reach symbols. In addition, when the reach display is being performed or before the reach display, the reach random number counter C3 or other counters may be used to determine whether or not to perform a notice display using a predetermined image such as a predetermined character.

[0151] The variation type counter CS is configured to be incremented by 1 in the range of, for example, 0 to 198, and to return to 0 after reaching the maximum value (i.e., 198). The variation type counter CS is used in the MPU 602 to determine the time for displaying the patterns in the first actuation port display section D1 and the second actuation port display section D2 of the main display unit 81 (main display section D) and the time for displaying the patterns in the pattern display device 75. The variation type counter CS is updated once each time a normal process described later is executed, and is also repeatedly updated during the remaining time in the normal process. The buffer value of the variation type counter CS is acquired when determining the variation pattern at the start of the display of the patterns in the first actuation port display section D1 and the second actuation port display section D2 (at the start of the pattern variation by the pattern display device 75).

[0152] The opening random number counter C4 for the electric role 71 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 249, and to return to 0 after reaching a maximum value. The opening random number counter C4 is periodically updated, and is stored in the electric role memory area 633 of the RAM 604 at the timing when the game ball enters the through gate 66. Then, at a predetermined timing, an opening lottery (support lottery) is performed to determine whether or not to control the electric role 71 to an open state by referring to the stored value of the opening random number counter C4 and a lottery table for support (a winning or losing information group) stored in the winning or losing table memory area 621 of the ROM 603.

[0153] (Regarding various processes executed by MPU 602 of main control device 162) Next, we will explain the timer interrupt processing and normal processing executed by the MPU 602 in the main control device 162 to progress the game in each game round. In addition to the timer interrupt processing and normal processing, the MPU 602 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power failure signal to the NMI terminal (non-maskable terminal), but we will not explain these processes here.

[0154] (Timer interrupt processing) First, the timer interrupt process will be described with reference to the flowchart in Fig. 12. This process is periodically (for example, every 2 msec) started by the MPU 602. In step S101, a process of reading various detection sensors (for example, the above-mentioned detection sensors 317-319, 391a-391e) is executed. That is, the state of the various detection sensors connected to the main control device 162 is read, and the state of the detection sensor (detection information from the detection sensor) is judged and the detection information (winning detection information) is saved. For example, if it is determined that a win has occurred through the first operating port 62a, a winning detection flag for the first operating port is stored in the various flag storage area 635 of the RAM 604, if it is determined that a win has occurred through the second operating port 63a, a winning detection flag for the second operating port is stored in the various flag storage area 635, if it is determined that a win has occurred through the upper variable winning device 64, a winning detection flag for the upper large winning port is stored in the various flag storage area 635, if it is determined that a win has occurred through the advantageous winning section 314, a winning detection flag for the advantageous winning section is stored in the various flag storage area 635, and if it is determined that a win has occurred through the lower variable winning device 65, a winning detection flag for the lower large winning port is stored in the various flag storage area 635.

[0155] After that, in step S102, the random-number initial-value counter CINI is updated. Specifically, the random-number initial-value counter CINI is incremented by 1, and when the counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the random-number initial-value counter CINI is stored in the corresponding buffer area of ​​the RAM 604.

[0156] In the next step S103, the winning random number counter C1, the winning type counter C2, the reach random number counter C3, and the open random number counter C4 are updated. Specifically, the winning random number counter C1, the winning type counter C2, the reach random number counter C3, and the open random number counter C4 are each incremented by 1, and when their counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of each counter C1 to C4 are stored in the corresponding buffer area of ​​RAM 604.

[0157] Then, in step S104, a winning process for the through-gate 66 is executed in response to a winning entry into the through-gate 66, and then in step S105, a winning process for the operating port in response to a winning entry into the operating ports 62a, 63a is executed, after which the timer interrupt process is terminated.

[0158] (Winning process for skipping) In the winning process for through in step S104, first, it is determined whether or not the gaming ball has entered the through gate 66. If the gaming ball has entered the through gate 66 and the number of reserved storage devices is less than the upper limit (specifically, 4), the number of reserved storage devices is incremented by 1, and the value of the open random number counter C4 updated in step S103 above is stored in the first free storage area of ​​the electric storage area 633 of the RAM 604. Then, this winning process is terminated.

[0159] When it is determined that the game ball has not entered the through gate 66, or when it is determined that the game ball has entered the through gate 66 but the number of reserved memories of the game balls has reached the upper limit, the winning process is terminated without storing the value of the opening random number counter C4.

[0160] In addition, in the winning process for through, a display control process is executed for the through gate reserved number display section SS of the main display unit 81. Specifically, the light emission control process is executed for the through gate reserved number display section SS consisting of four light emitters (LEDs) so that the number of light emitters equal to the number of reserved memories of the role objects is lit.

[0161] (Winning process for the operating port) In the winning process for the actuation port, first, whether or not the game ball has won (initial winning) in the first actuation ball entry section 62 (first actuation port 62a) is determined based on whether or not the winning detection flag for the first actuation port is stored in the various flag storage area 635 of the RAM 604. When it is determined that the winning detection flag is stored, that is, when a detection signal indicating that the game ball has won in the first actuation ball entry section 62 (first actuation port 62a) is received, a winning ball command for paying out four game balls is set in the payout control device 181. Then, an external signal setting process is performed to output information indicating that the game ball has won in the first actuation ball entry section 62 (first actuation port 62a) to the hall computer HC on the game hall side. As a result, the hall computer HC is informed that a winning has occurred in the first actuation ball entry section 62 (first actuation port 62a).

[0162] After that, the value (start-up hold memory number) stored in the hold number storage area of ​​the hold area Ra for the first operating port is updated (1 is added). Next, an information acquisition process is performed to store the values ​​of the winning random number counter C1, the winning type counter C2, and the reach random number counter C3, and this winning process is terminated.

[0163] On the other hand, when the winning detection flag for the first operation port is not stored in the various flag storage area 635 of the RAM 604, and the winning detection flag for the second operation port is stored, a prize ball command for paying out one game ball is set in the payout control device 181. The set prize ball command is transmitted to the payout control device 181 by the external output process of the normal process described later.

[0164] Next, an external signal setting process is performed to output information indicating that a game ball has entered the second operation ball entry section 63 (second operation port 63a) to the hall computer HC on the gaming hall side. This allows the hall computer HC to understand that a game ball has entered the second operation ball entry section 63 (second operation port 63a).

[0165] After that, the value (start-up reserved memory number) stored in the reserved number storage area of ​​the reserved area Rb for the second operating port is updated (1 is added). Next, an information acquisition process is performed to store the values ​​of the winning random number counter C1, the winning type counter C2, and the reach random number counter C3, and this winning process is terminated.

[0166] In addition, if the game ball does not enter either the first operational ball entry section 62 or the second operational ball entry section 63, this winning process is terminated.

[0167] (Normal processing) Next, the flow of normal processing will be described with reference to the flowchart in Fig. 13. Normal processing is processing that starts after main processing that is started when the power is turned on is executed, and in normal processing, main processing of the game is executed. In summary, the processing of steps S201 to S207 is executed as regular processing with a cycle of 4 msec, and the counter update processing of steps S209 and S210 is executed in the remaining time.

[0168] In normal processing, in step S201, output data such as commands set in timer interrupt processing or the previous normal processing is 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 181. Also, if a command for performance such as a command corresponding to a performance for a game round such as a fluctuation start command, a type command, or a fluctuation end command, or a command corresponding to a performance for an opening / closing execution mode is set, it is sent to the notification / performance control device 143. Also, output settings for the external terminal board 213 are performed according to the information set in the external output buffer of the RAM 604.

[0169] Next, in step S202, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of ​​the RAM 604.

[0170] In the next step S203, a game round control process is executed to progress each game round. In this game round control process, a win / loss determination such as a jackpot and a distribution determination of the jackpot type are performed, and the setting of the variable display of the patterns by the pattern display device 75 and the display control of the operation port display parts D1, D2, etc. in the main display unit 81 (main display part D) are also performed.

[0171] After that, in step S204, a game state transition process is executed to transition the game state. Although details will be described later, this game state transition process transitions the game state to an open / close execution mode, a high probability mode, or the like.

[0172] In the next step S205, an electric role support process is executed to drive and control the electric role 71 attached to the second operation ball entrance section 63. In this electric role support process, it is determined whether or not to open the electric role 71 using the information stored in the electric role memory area of ​​the RAM 604, and the opening and closing process of the electric role 71 and the display control of the through gate display section DS are performed.

[0173] In the next step S206, a game ball launch control process is executed. In the game ball launch control process, the solenoid 111 of the game ball launch mechanism 110 is excited once every predetermined launch period (0.6 sec in this embodiment) on the condition that a launch permission signal output from the power supply / launch control device 191 is input based on the fact that a launch operation is being performed on the game ball launch handle 41. This causes the game ball to be launched toward the play area PE. In other words, if an irregular shot such as a so-called stop shot is not being performed, the launch of the game ball is repeated at a predetermined cycle on the condition that a launch operation is being performed.

[0174] In the next step S207, it is determined whether or not a power outage flag is set in the various flag storage area 635 of the RAM 604. The power outage flag is set when the occurrence of a power outage is confirmed in the power outage monitoring board 605 and a power outage signal is input from the power outage monitoring board 605 to the NMI terminal of the MPU 602, and is erased in the next main processing.

[0175] If the power failure flag is not set, the last of the multiple processes that are repeatedly executed has ended, so in step S208, it is determined whether the execution timing of the next normal process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, within the remaining time until the execution timing of the next normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated. That is, in step S209, the random number initial value counter CINI is updated, and in step S210, the fluctuation type counter CS is updated.

[0176] Here, since the execution time of each process of steps S201 to S206 changes according to the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly executing the update of the random number initial value counter CINI using the remaining time, the random number initial value counter CINI (i.e., the initial value of the winning random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.

[0177] On the other hand, if it is determined in step S207 that the power failure flag is set, this means that a power interruption has occurred, and so power failure processing from step S211 onwards is executed. Specifically, in step S211, the occurrence of timer interrupt processing is prohibited, and then in step S212, a RAM judgment value is calculated and stored, and in step S213, access to RAM 604 is prohibited, and then an infinite loop is continued until the power is completely cut off and processing can no longer be executed.

[0178] (Game play control processing) Here, the game play control process in step S203 will be further explained with reference to the flowcharts in Figs. 14 to 18. As shown in Fig. 14, in the game play control process shown in this embodiment, first, in step S301, it is determined whether or not the special game state (opening and closing execution mode) is in progress. Specifically, it is determined whether or not an open / close execution mode flag (opening and closing execution state information) is stored (stored) in an open / close execution mode flag storage area (opening and closing execution state information storage means) in the various flag storage area 635 of the RAM 604. The open / close execution mode flag is stored when the game state is shifted to the open / close execution mode in the game state shift process described later, and is erased when the open / close execution mode is terminated in the game state shift process.

[0179] If the determination is affirmative in step S301, the game round control process is terminated. If the determination is negative in step S301, the game round control process (game round control process corresponding to the lower actuation port, control process for the first actuation port) for the game round related to the winning of the first actuation ball entry section 62 (first actuation port 62a) is executed in step S302, and the game round control process (game round control process corresponding to the right actuation port, control process for the second actuation port) for the game round related to the winning of the second actuation ball entry section 63 (second actuation port 63a) is executed in step S303, and then the game round control process is terminated. The basic flow of these two control processes is the same. Hereinafter, the first actuation port control process will be described first with reference to FIG. 15 and FIG. 16, and then the second actuation port control process will be described with reference to FIG. 17 and FIG. 18, focusing on the differences from the first actuation port control process.

[0180] (Control process for first operating port) As shown in FIG. 15, in the first actuation port control process, first, in step S401, it is determined whether or not a game related to the first actuation port 62a is in progress. Specifically, it is determined whether or not the first actuation port display section D1 of the main display unit 81 is in a variable display to fixed display, that is, whether or not one game round is being played. This determination is made by determining whether or not a game round flag for the first actuation port (hereinafter referred to as a first game round flag) is stored (stored) in a game round flag storage area (variable display information storage means) in the various flag storage area 635 of the RAM 604. The first game round flag is stored when the variable display of a pattern is started on the first actuation port display section D1, and is erased when the pattern is displayed stationary and the fixed display ends.

[0181] If a game is not being played, a negative judgment is made in step S401 and the process proceeds to step S402. In step S402, it is judged whether a game is being played for the second operating port 63a. Specifically, it is judged whether the display section D2 for the second operating port of the main display unit 81 is in a variable display to fixed display, that is, whether one game is being played. This judgment is made by judging whether a game-playing flag for the second operating port (hereinafter referred to as a second game-playing flag) is stored (stored) in a game-playing flag storage area (variable displaying information storage means) in the various flag storage area 635 of the RAM 604. The game-playing flag for the second operating port is stored when a variable display is started in the display section D2 for the second operating port, and is erased when a picture or the like corresponding to the lottery result (game result) is stopped and the fixed display ends.

[0182] If the determination in step S402 is affirmative, the process proceeds to step S403. In step S403, it is determined whether or not it is time to stop and display a pattern corresponding to a big win result or a special win result in the second actuation port 63a. If the determination in step S403 is affirmative, the control process for the first actuation port is terminated.

[0183] If a negative determination is made in step S403 or step S402, the process proceeds to step S404. In step S404, the total reserved number storage area of ​​reserved ball storage area 632 is referenced to determine whether the reserved memory number CRN for the first actuation port (more specifically, the number of reserved information related to first actuation port 62a), which is the number of reserved information stored, is "0" or not. If the reserved memory number CRN for the first actuation port is "0", the game number control process ends as is. On the other hand, if the reserved memory number CRN for the first actuation port is not "0", the process proceeds to step S405. In step S405, a data setting process is performed.

[0184] In the data setting process for the first actuation port 62a, first, the reserved memory count CRN for the first actuation port is decremented by 1. Then, the data stored in the first area of ​​the reserve area Ra for the first actuation port is moved to the first execution area AE1 (see FIG. 8), and a process is executed to shift the data stored in the memory area of ​​the reserve area Ra for the first actuation port.

[0185] This data shift process is a process in which data stored in the first to fourth areas is shifted to the lower areas in order, and the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, and the fourth area to the third area. Then, one of the lit LEDs in the hold number display unit S1 for the first operating port is turned off. In this light-off process, the LEDs in the hold number display unit S1 for the first operating port are turned off in order from the bottom, in contrast to the light-on process executed when hold information is added.

[0186] After the data setting process described above is performed, in step S406, a change start process for the first actuation port (change start process for the first actuation port) is executed to start the change display of the pattern in the first actuation port display section D1 and the change display of the pattern in the pattern display device 75, and then this game number control process is terminated. Here, the change start process for the first actuation port in step S406 will be described with reference to FIG. 16.

[0187] (First operating port fluctuation start processing) In the first operation port variation start process, first, a win / loss determination process is executed in step S501. In the win / loss determination process, by referring to the win / loss table for the first operation port, it is determined whether the information for win / loss determination among the information stored in the first execution area AE1, that is, the numerical information obtained from the win random number counter C1, matches the jackpot numerical information described above. If the determination result in step S501 is a jackpot result, an affirmative determination is made in step S502 and the process proceeds to step S503.

[0188] In step S503, a type determination process is executed. In the type determination process, the type determination information stored in the first execution area AE1, that is, the numerical information obtained from the winning type counter C2, is grasped. Also, by referring to the distribution table stored in the distribution table storage area 622 of the ROM 603, it is specified whether the above-mentioned grasped type determination information is included in the information group corresponding to the 6R normal jackpot result A, the information group corresponding to the 6R normal jackpot result B, the information group corresponding to the 6R normal jackpot result C, the information group corresponding to the 6R normal jackpot result D, the information group corresponding to the 6R normal jackpot result E, the information group corresponding to the 6R normal jackpot result F, the information group corresponding to the 6R variable probability jackpot result, or the information group corresponding to the 16R variable probability jackpot result.

[0189] In step S504, a stop result setting process for the jackpot result is executed. Specifically, a picture to be finally stopped and displayed on the first operation port display section D1 of the main display unit 81 (main display section D) in the relevant game round is specified from a stop result table for the jackpot result stored in advance in the ROM 603, and the specified information is stored in the RAM 604. A plurality of pictures to be stopped and displayed on the first operation port display section D1 are set in this stop result table for the jackpot result, and in step S504, information indicating a picture according to the jackpot result is stored in the RAM 604. Also, in step S504, information for the MPU 602 to specify whether the current game result is any of the 6R normal jackpot result A, 6R normal jackpot result B, 6R normal jackpot result C, 6R normal jackpot result D, 6R normal jackpot result E, 6R normal jackpot result F, 6R special jackpot result, and 16R special jackpot result is stored in the various flag storage area 635 of the RAM 604. Specifically, if the 6R normal jackpot result is A, the 6R normal A flag is stored, if the 6R normal jackpot result is B, the 6R normal B flag is stored, if the 6R normal jackpot result is C, the 6R normal C flag is stored, if the 6R normal jackpot result is D, the 6R normal D flag is stored, if the 6R normal jackpot result is E, the 6R normal E flag is stored, if the 6R normal jackpot result is F, the 6R normal F flag is stored, if the 6R special jackpot result is a 6R special jackpot flag is stored, and if the 16R special jackpot result is a 16R special jackpot flag is stored.

[0190] After executing the setting process of step S504, the process proceeds to step S505. In step S505, it is determined whether or not a game round related to the second actuation port 63a is being executed. If the determination is affirmative in step S505, the process proceeds to step S506. In step S506, a forced termination flag is stored in the various flag storage area 635 of the RAM 604. If a game round (variable display of a pattern) related to the second actuation port 63a is being executed, the game round (variable display of a pattern) related to the second actuation port 63a is forcibly terminated midway based on the forced termination flag. More specifically, if a game round related to the first actuation port 62a corresponds to a jackpot result and a game round related to the second actuation port 63a may be executed beyond the timing of the confirmation display in the game round, the game round related to the second actuation port 63a is shortened, and the game round related to the second actuation port 63a is also terminated together with the end of the game round related to the first actuation port 62a. In such a case, the image displayed in a stopped state during the game round related to the second actuation port 63a corresponds to a losing result.

[0191] Returning to the explanation of step S502, if the determination result in step S501 is a miss result, a negative determination is made in step S502, and the process proceeds to step S507. In step S507, a stop result setting process for a miss result is executed.

[0192] Specifically, the image to be finally stopped and displayed on the first operating port display section D1 of the main display unit 81 (main display section D) in the game round related to the start of the current fluctuation is identified from a stop result table for losing results pre-stored in ROM 603, and the identified information is stored in RAM 604.

[0193] After the processes of steps S506 and S507 are executed, or if a negative judgment is made in step S505, the process proceeds to step S508. In step S508, a process for setting the variable display time (display duration) is executed. Specifically, a value corresponding to the variable display time is set in a variable display time counter for the first operating port (hereinafter referred to as the first variable display time counter) provided in the various counter area 634 of the AM 604. The first variable display time counter is updated (decremented) each time the timer interrupt process is executed. The details of this setting process will be described later.

[0194] After executing the variable display time setting process in step S508, a variable start command and a type command are set in step S509. The variable start command includes information on the variable display time. Here, as described above, the variable display time acquired by referring to the variable display time table for non-reach occurrence is different from the variable display time acquired by referring to the variable display time table for reach occurrence. Therefore, even if the variable start command does not include information on the occurrence of a reach, the notification / performance control device 143, which is the control device on the sub side, can identify the occurrence of a reach from the information on the variable display time. In this respect, it can be said that the variable start command includes information indicating the occurrence of a reach. Note that the variable start command may include information directly indicating the occurrence of a reach.

[0195] After executing the setting process of step S509, the process proceeds to step S510, and the variable display of the first actuation port display section D1 in the main display unit 81 is started. In the next step S511, the above-mentioned first game round flag is stored in the various flag storage area 635 of the RAM 604. This makes it possible to specify that the game round (e.g., variable display) related to the first actuation port 62a is being executed in the subsequent process. Note that in this embodiment, the variable display of the pattern in the first actuation port display section D1 and the pattern in the pattern display device 75 is started in accordance with the lottery, but this is not limited to this, and it is also possible to start the variable display of the pattern and the pattern before the lottery.

[0196] Returning to the explanation of FIG. 15 again, if a positive determination is made in step S401, that is, if it is determined that a game round related to the first actuation port 62a is in progress, the process proceeds to step S407. In step S407, it is determined whether it is time to stop and display a pattern corresponding to a jackpot result in a game round related to the second actuation port 63a. If a negative determination is made in step S407, the process proceeds to step S408. In step S408, it is determined whether it is time to stop and display a pattern corresponding to a special win result in a game round related to the second actuation port 63a. If a negative determination is made in step S408, the process proceeds to step S409.

[0197] In step S409, it is determined whether or not the timing has come when the variable display time set in step S508 has elapsed. Specifically, it is determined whether or not the value of the first variable display time counter provided in the various counter area 634 of the RAM 604 is "0". If a negative determination is made in step S409, a variable display process is executed in step S410, and then the first operating port control process is terminated. In the variable display process in step S410, the patterns are variably displayed by performing a process of turning on / off each LED constituting the first operating port display section D1.

[0198] Returning to the explanation of step S409, if the value of the first variable display time counter is "0", an affirmative judgment is made in step S409 and the process proceeds to step S411. In step S411, it is judged whether or not a confirmed display is in progress. Specifically, it is judged whether or not a confirmed display flag for the first operating port (hereinafter referred to as the first confirmed display flag) is stored in the various flag storage area 635 of the RAM 604. If a negative judgment is made in step S411, the process proceeds to step S412. In step S412, a fluctuation end process for the first operating port is executed.

[0199] In the variation end process for the first operating port, a variation end command for the first operating port (hereinafter referred to as the first variation end command) is first set. This first variation end command is transmitted to the notification / performance control device 143 in step S201 in the normal process (FIG. 13). The notification / performance control device 143 executes a process for ending the performance in that game round based on receiving the first variation end command. In addition, the first variation end command is transmitted to the display control device 710 via the notification / performance control device 143, and the display control device 710 receives the first variation end command and displays (final stop display) a combination of symbols corresponding to the game result of that game round on the display screen 75a of the symbol display device 75. Note that the first variation end command may not be transmitted, and the notification / performance control device 143 or the display control device 710 may end the performance for the game round independently.

[0200] After the first variation end command is set, the display control of the main display unit 81 is performed so that the image is stopped and displayed on the first operating port display section D1 in a previously determined manner. For example, if the lottery result (game result) is a losing result, a final display of the image corresponding to the losing result is performed. Then, a value equivalent to the final display time (1 sec in this embodiment) is set in a final display time counter for the first operating port (hereinafter referred to as the first final display time counter) provided in the various counter area 634 of the RAM 604. The first final display time counter is updated (decremented) every time the timer interrupt process is executed.

[0201] After the confirmed display time is set, the first confirmed display flag is set in the various flags storage area 635 of the RAM 604. This first confirmed display flag is cleared when the value of the first confirmed display time counter becomes "0".

[0202] After executing the variable end process in step S412, the process proceeds to step S413. In step S413, it is determined whether the current game state is the second normal game state or the fourth normal game state described below. If a negative determination is made in step S413, the process proceeds to step S414.

[0203] In this embodiment, a first game number counter for grasping the number of times of execution of the game related to the first actuation port 62a in the second normal game state and the fourth normal game state is provided in the various counter area 634 of the RAM 604. In the game number counter update process of step S414, the value of the first game number counter is updated. Specifically, the value of the first game number counter is subtracted by "1".

[0204] In the next step S415, it is determined whether the first play count counter is "0". If the determination is negative in step S415, the control process for the first operating port is terminated. If the determination is positive in step S415, the process proceeds to step S416, where a variable display time table switching flag is set in the various flag storage area 635 of the RAM 604, and the control process for the first operating port is terminated. Details will be described later, but the variable display time table is switched at the timing when the play round in which the variable display time table switching flag is set ends. The first play count counter is linked to a second play count counter described later, and when the value of the first play count counter becomes "0", the value of the second play count counter is also changed to "0".

[0205] Returning to the explanation of step S411, if the determination is affirmative in step S411, that is, if the first confirmation display flag is stored in the various flag storage area 635 of the RAM 604, the process proceeds to step S417. In step S417, it is determined whether the value of the first confirmation display time counter is "0". If the determination is negative in step S417, the control process for the first operating port is terminated as it is. If the determination is positive in step S417, a flag erasing process is executed in step S418, and then the control process for the first operating port is terminated. In this flag erasing process, the first game play flag and the first confirmation display flag stored in the various flag storage area 635 of the RAM 604 are erased. As a result, in the subsequent control process for the first operating port, a negative determination is made in step S401 until a game play related to the first operating port 62a is started again.

[0206] Returning to the explanation of step S407, if the determination is affirmative in step S407, that is, if it is the timing to stop and display the pattern corresponding to the big win result in the game round related to the second actuation port 63a, the process proceeds to step S419. In step S419, a rewrite process of the stopped pattern is executed. In the rewrite process of the stop result, the stopped pattern determined in the first actuation port variable start process is rewritten to a pattern corresponding to the miss result. Specifically, if the game round related to the first actuation port 62a is a miss result, the stopped pattern is stopped, whereas if the game round related to the first actuation port 62a is a win result, the stopped pattern is rewritten to a pattern corresponding to the miss result. In accordance with this, the first variable display time counter and the game number counter are reset (cleared to 0). After executing the process of step S419, various processes related to the end of the game round from step S411 onwards are executed, and then the control process for the first actuation port is terminated.

[0207] Next, if the determination in step S408 is affirmative, that is, if it is time to stop and display the pattern corresponding to the special winning result in the game round related to the second actuation port 63a, the process proceeds to step S420. In step S420, a fluctuation continuation flag is set in the various flag storage area 635 of the RAM 604. In the MPU 602 of the main control device 162, by setting this fluctuation continuation flag, display control is performed so that the variable display of the pattern is continued on the first actuation port display section D1 even during the opening and closing execution mode.

[0208] In the next step S421, the update restriction process of the first variable display time counter is executed, and then the first operation port control process is terminated. This update restriction process suspends the update of the first variable display time counter until the opening and closing execution mode ends. In other words, in this embodiment, when a special winning result is obtained in a game round related to the second operation port 63a and the game is switched to the opening and closing execution mode, the variable display of the image on the first operation port display section D1 continues during the opening and closing execution mode, but the remaining variable display time is maintained until the opening and closing execution mode ends.

[0209] Next, the second actuation port control process will be described with reference to FIGS.

[0210] (Control process for second operating port) As shown in FIG. 17, in the second actuation port control process, first, in step S601, it is determined whether or not a game related to the second actuation port 63a is in progress. Specifically, it is determined whether or not the second actuation port display section D2 of the main display unit 81 (main display section D) is in a variable display to fixed display, that is, whether or not one game is being played. This determination is made by determining whether or not the above-mentioned second game turn flag is stored (stored) in the game turn flag storage area (variable display information storage means) in the various flag storage area 635 of the RAM 604. The second game turn flag is stored when the variable display of the pattern is started on the second actuation port display section D2, and is erased when the pattern is displayed stationary and the fixed display ends.

[0211] If a game round is not in progress, a negative determination is made in step S601 and the process proceeds to step S602. In step S602, it is determined whether a game round related to the first operating port 62a is in progress. Specifically, it is determined whether the first operating port display section D1 of the main display unit 81 is in a variable display-confirmed display, that is, whether one game round is being played. This determination is made by determining whether the above-mentioned first game round flag is stored (stored) in the game round flag storage area (variable display information storage means) in the various flag storage area 635 of the RAM 604.

[0212] If the determination in step S602 is affirmative, the process proceeds to step S603. In step S603, it is determined whether or not it is time to stop and display a pattern corresponding to a jackpot result in the first actuation port 62a. If the determination in step S603 is affirmative, the second actuation port control process is terminated.

[0213] If a negative determination is made in step S603 or step S602, the process proceeds to step S604. In step S604, the total reserved number storage area of ​​reserved ball storage area 632 is referenced to determine whether the reserved memory number CRN for the second actuation port (more specifically, the number of reserved information related to second actuation port 63a), which is the number of reserved information stored, is "0" or not. If the reserved memory number CRN for the second actuation port is "0", the game number control process ends as is. On the other hand, if the reserved memory number CRN for the second actuation port is not "0", the process proceeds to step S605. In step S605, data setting process is performed.

[0214] In the data setting process for the second actuation port 63a, first, the reserved memory count CRN for the second actuation port is decremented by 1. Then, the data stored in the first area of ​​the reserve area Rb for the second actuation port is moved to the second execution area AE2 (see FIG. 8), and a process is executed to shift the data stored in the memory area of ​​the reserve area Rb for the second actuation port.

[0215] This data shift process is a process in which data stored in the first to fourth areas is shifted to the lower areas in order, and the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, and the fourth area to the third area. Then, one of the lit LEDs in the hold number display unit S2 for the second operating port is turned off. In this light-off process, the LEDs in the hold number display unit S2 for the second operating port are turned off in order from the bottom, in contrast to the light-on process executed when hold information is added.

[0216] After the data setting process described above is performed, in step S606, a change start process for the second actuation port (change start process for the second actuation port) is executed to start the change display of the pattern in the second actuation port display section D2 and the change display of the pattern in the pattern display device 75, and then this game number control process is terminated. Here, the change start process for the second actuation port in step S606 will be described with reference to FIG. 18.

[0217] (Fluctuation start processing for the second operating port) In the second operation port variation start process, first, a win / loss determination process is executed in step S701. In the win / loss determination process, by referring to the win / loss table for the second operation port, it is determined whether the information for win / loss determination among various information stored in the second execution area AE2, that is, the numerical information related to the win random number counter C1, matches the jackpot numerical information described above. If the determination result in step S701 is a jackpot result, an affirmative determination is made in step S702 and the process proceeds to step S703.

[0218] In step S703, a type determination process is executed. In the type determination process, the type determination information among various information stored in the second execution area AE2, i.e., the numerical information acquired from the winning type counter C2 and the distribution table stored in the distribution table storage area 622 of the ROM 603 are referenced to determine whether the above-mentioned grasped type determination information is included in the information group corresponding to the 6R normal jackpot result B, the information group corresponding to the 6R normal jackpot result C, the information group corresponding to the 6R normal jackpot result D, the information group corresponding to the 6R normal jackpot result E, the information group corresponding to the 6R normal jackpot result F, the information group corresponding to the 6R variable probability jackpot result, or the information group corresponding to the 16R variable probability jackpot result.

[0219] In step S704, a stop result setting process for the jackpot result is executed. Specifically, the image to be finally stopped and displayed on the second operation port display section D2 of the main display unit 81 (main display section D) in the relevant game round is specified from a stop result table for the jackpot result stored in advance in the ROM 603, and the specified information is stored in the RAM 604. This stop result table for the jackpot result has a plurality of images to be stopped and displayed on the second operation port display section D2, and in step S704, information indicating the image according to the jackpot result is stored in the RAM 604. Also, in step S704, information for the MPU 602 to specify whether the current game result is 6R normal jackpot result B, 6R normal jackpot result C, 6R normal jackpot result D, 6R normal jackpot result E, 6R normal jackpot result F, 6R special jackpot result, or 16R special jackpot result is stored in the various flag storage area 635 of the RAM 604. Specifically, if the 6R normal jackpot result is B, the 6R normal B flag is stored, if the 6R normal jackpot result is C, the 6R normal C flag is stored, if the 6R normal jackpot result is D, the 6R normal D flag is stored, if the 6R normal jackpot result is E, the 6R normal E flag is stored, if the 6R normal jackpot result is F, the 6R normal F flag is stored, if the 6R special jackpot result is a 6R special jackpot flag is stored, and if the 16R special jackpot result is a 16R special jackpot flag is stored.

[0220] After executing the setting process of step S704, the process proceeds to step S705. In step S705, it is determined whether or not a game round related to the first actuation port 62a is being executed. If the determination is affirmative in step S705, the process proceeds to step S706. In step S706, a forced termination flag is stored in the various flag storage area 635 of the RAM 604. When a game round related to the first actuation port 62a (variable display of a pattern) is being executed, the game round related to the first actuation port 62a (variable display of a pattern) is forcibly terminated midway based on the forced termination flag. More specifically, when a game round related to the second actuation port 63a corresponds to a jackpot result and a game round related to the first actuation port 62a (corresponding to a loss result) may be executed beyond the timing of the confirmation display in the game round, the game round related to the first actuation port 62a is shortened and the game round related to the second actuation port 63a is terminated together with the end of the game round related to the first actuation port 62a. In such a case, the image displayed in a stopped state during the game round related to the first actuation port 62a corresponds to a losing result.

[0221] Returning to the explanation of step S702, if the determination result in step S701 is a special winning result, a negative determination is made in step S702 and an affirmative determination is made in step S707, and the process proceeds to step S708.

[0222] In step S708, a stop result setting process for a special winning result is executed. Specifically, a pattern to be finally stopped and displayed on the main display section D (second operation port display section D2) of the main display unit 81 in the relevant game round is specified from a stop result table for a special winning result stored in advance in the ROM 603, and the specified information is stored in the RAM 604. This stop result table for a special winning result has a plurality of patterns to be stopped and displayed on the second operation port display section D2, and in step S708, information indicating a pattern according to the special winning result is stored in the RAM 604. Note that if the current game result is a special winning result, a special winning flag is stored in the various flags storage area 635 of the RAM 604.

[0223] If the determination result in step S701 is a losing result, negative determinations are made in steps S702 and S707, and the process proceeds to step S709. In step S709, a stop result setting process for a losing result is executed. Specifically, the image to be finally stopped and displayed on the main display section D (second operating port display section D2) of the main display unit 81 in the game round related to the start of the current fluctuation is specified from a stop result table for a losing result stored in advance in ROM603, and the specified information is stored in RAM604.

[0224] After the processes of steps S706, S708, and S709 are executed, or if a negative determination is made in step S705, the process proceeds to step S710. In step S710, a process of setting a variable display time (display duration) is executed. The details of the process of setting the variable display time will be described later.

[0225] After the variable display time setting process in step S710 is executed, a variable start command and a type command are set in step S711. The variable start command includes information on the variable display time. Here, as described above, the variable display time acquired by referring to the variable display time table for non-reach occurrence is different from the variable display time acquired by referring to the variable display time table for reach occurrence. Therefore, even if the variable start command does not include information on the presence or absence of reach occurrence, the notification / performance control device 143, which is the control device on the sub-side, can identify the presence or absence of reach occurrence from the information on the variable display time. In this respect, it can be said that the variable start command includes information indicating the presence or absence of reach occurrence. Note that the variable start command may include information directly indicating the presence or absence of reach occurrence. Incidentally, in this embodiment, the variable display of the pattern in the second operation port display unit D2 and the pattern in the pattern display device 75 is configured to start in accordance with the lottery, but this is not limited thereto, and it is also possible to configure the variable display of the pattern and the pattern to start before the lottery.

[0226] After executing the setting process of step S711, the process proceeds to step S712, where the variable display of the second actuation port display section D2 in the main display unit 81 is started, and then the variable display start process for the second actuation port is terminated. In the process of step S712, the above-mentioned second game turn flag is stored in the various flag storage area 635 of the RAM 604. This makes it possible to specify in the subsequent processes that a game turn (e.g., variable display) related to the second actuation port 63a is currently being executed.

[0227] Returning to the explanation of FIG. 17 again, if a positive determination is made in step S601, that is, if it is determined that a game is being played related to the second actuation port 63a, the process proceeds to step S607. In step S607, it is determined whether or not it is time to stop and display a pattern corresponding to a jackpot result in a game played related to the first actuation port 62a. If a negative determination is made in step S607, the process proceeds to step S608.

[0228] In step S608, it is determined whether the variable display time has elapsed. In step S608, it is determined whether the variable display time set in step S710 has elapsed. Specifically, it is determined whether the value of the second variable display time counter provided in the various counter area 634 of RAM 604 is "0". If a negative determination is made in step S608, a variable display process is executed in step S609, and then the second operating port control process is terminated. In the variable display process in step S610, the picture is variably displayed by performing a process of turning on / off each LED that constitutes the second operating port display section D2.

[0229] Returning to the explanation of step S608, if the value of the second variable display time counter is "0", an affirmative judgment is made in step S608 and the process proceeds to step S610. In step S610, it is determined whether or not a fixed display is in progress. Specifically, it is determined whether or not a fixed display flag for the second operating port (hereinafter referred to as the second fixed display flag) is stored in the various flag storage area 635 of the RAM 604. If a negative judgment is made in step S610, the process proceeds to step S611. In step S611, a variable end process for the second operating port is executed.

[0230] In the second operation port variation end process, a variation end command for the second operation port (hereinafter referred to as the second variation end command) is first set. This second variation end command is transmitted to the notification / performance control device 143 in step S201 in the normal process (FIG. 13). The notification / performance control device 143 executes a process for ending the performance in that game round based on receiving the second variation end command. In addition, the second variation end command is transmitted to the display control device 710 via the notification / performance control device 143, and the display control device 710 receives the second variation end command, thereby causing a combination of symbols corresponding to the game result of that game round to be displayed as a final display (final stop display) on the display screen 75a of the symbol display device 75. Note that the second variation end command may not be transmitted, and the notification / performance control device 143 or the display control device 710 may end the performance for the game round independently.

[0231] After the second variation end command is set, the display control of the main display unit 81 is performed so that the image is stopped and displayed on the second operating port display section D2 in a manner determined in advance. For example, if the lottery result (game result) is a losing result, a final display of the image corresponding to the losing result is performed. Then, a value equivalent to the final display time (1 sec in this embodiment) is set in a final display time counter for the second operating port (hereinafter referred to as the second final display time counter) provided in the various counter area 634 of the RAM 604. The second final display time counter is updated (decremented) each time the timer interrupt process is executed.

[0232] After the confirmed display time is set, the second confirmed display flag is set in the various flags storage area 635 of the RAM 604. This second confirmed display flag is erased when the value of the second confirmed display time counter becomes "0".

[0233] After executing the variable end process in step S611, the process proceeds to step S612. In step S612, it is determined whether the current game state is the second normal game state or the fourth normal game state described below. If a negative determination is made in step S612, the second operating port control process is terminated. If a positive determination is made in step S612, the process proceeds to step S613.

[0234] In this embodiment, a second game number counter is provided in the various counter areas 634 of the RAM 604 to grasp the number of times a game related to the second actuation port 63a has been executed in the second normal game state and the fourth normal game state. In the game number counter update process of step S613, the value of the second game number counter is updated. Specifically, the value of the second game number counter is decremented by "1".

[0235] In the next step S614, it is determined whether the second game counter is set to "0". If the determination is negative in step S614, the second operation port control process is terminated. If the determination is positive in step S614, the process proceeds to step S615, where a variable display time table switching flag is set in the various flag storage area 635 of the RAM 604, and the second operation port control process is terminated. Details will be described later, but the variable display time table is switched at the timing when the game round in which the variable display time table switching flag is set ends. The second game counter is linked to the first game counter described above, and when the value of the second game counter becomes "0", the value of the first game counter is also changed to "0".

[0236] Returning to the explanation of step S610, if an affirmative determination is made in step S610, that is, if the second confirmation display flag is stored in the various flag storage area 635 of the RAM 604, the process proceeds to step S616. In step S616, it is determined whether the value of the second confirmation display time counter is "0". If a negative determination is made in step S616, the control process for the second operating port is terminated. If a positive determination is made in step S616, a flag erasing process is executed in step S617, and then the control process for the second operating port is terminated. In this flag erasing process, the second game play flag and the second confirmation display flag stored in the various flag storage area 635 of the RAM 604 are erased. As a result, in the subsequent control process for the second operating port, a negative determination is made in step S401 until a game play related to the second operating port 63a is started again.

[0237] Returning to the explanation of step S607, if the determination is affirmative in step S607, that is, if it is time to stop and display the image corresponding to the big win result in the game round related to the first actuation port 62a, the process proceeds to step S618. In step S618, a rewrite process of the stopped image is executed. In the rewrite process of the stop result, the stopped image determined in the variable start process for the second actuation port is rewritten to an image corresponding to the miss result. Specifically, if the game round related to the second actuation port 63a is a miss result, the stopped image is stopped, whereas if the game round related to the second actuation port 63a is a win result, the stopped image is rewritten to an image corresponding to the miss result. In accordance with this, the second variable display time counter and the game number counter are reset (cleared to 0). After executing the process of step S618, various processes related to the end of the game round from step S610 onwards are executed, and then the control process for the second actuation port is terminated.

[0238] (Game state transition processing) Next, the game state transition process in step S204 will be described with reference to the flowcharts of Figs. 19 to 23. As already described, in this embodiment, there are provided a normal game state in which the game progresses based on the ball entering the actuation openings 62a, 63a, and a special game state (opening / closing execution mode) in which the variable winning devices 64, 65 are opened. Details will be described later, but the normal game state is composed of a first normal game state and a fourth normal game state in which the lottery mode is a low probability mode, and a second normal game state and a third normal game state in which the lottery mode is a high probability mode, and these first normal game state to fourth normal game state are switched via a special game state corresponding to the big win result, etc.

[0239] In the game state transition process, first, in step S801, it is determined whether or not the game is in the open / close execution mode. If the game is not in the open / close execution mode, the process proceeds to step S802, where it is determined whether or not the game round (more specifically, the confirmation display) has ended. If the game round has not ended, the game state transition process is terminated.

[0240] If the game round is over, more specifically, if the preset stop display time (fixed display time) has elapsed since the variable display ended, proceed to step S803 and determine whether the game result of the current game round (the result of the winning / losing lottery) corresponds to a transition to a special game state (open / close execution mode). Specifically, the above-mentioned 6R normal A flag, 6R normal B flag, 6R normal C flag, 6R normal D flag, 6R normal E flag, 6R normal F flag, and 6R probability variable flag are stored in RAM 604, and it is determined whether any of the 16R probability variable flags is stored. If none of the above flags are stored, the game state transition process is terminated as it is.

[0241] When any of the above flags is stored, the opening / closing execution mode start process is executed in step S804. In the start process, first, an opening waiting time (start waiting time) is set for the opening of the opening / closing execution mode, in order to make the variable winning devices 64, 65 wait without starting to open the large winning openings 311, 341 of the variable winning devices 64, 65. Specifically, the opening waiting time information stored in advance in the ROM 603 is set in a waiting time counter area provided in the various counter area 634 of the RAM 604.

[0242] In this embodiment, the waiting time for the opening (opening time) differs depending on the type of winning. Specifically, the waiting time for the opening in the case of a big win is 5 seconds, whereas the waiting time for the opening in the case of a special win is shorter, specifically 8 msec.

[0243] In the next step S805, it is determined whether the current opening / closing execution mode corresponds to the jackpot result. If the determination is affirmative in step S805, the process proceeds to step S806, where a value corresponding to the current jackpot result is set in the round number counter RC provided in the various counter area 634 of the RAM 604. Specifically, if the current jackpot result is a 6R jackpot result, the round number counter RC is set to "6", and if the current jackpot result is a 16R jackpot result, the round number counter RC is set to "16". The round number counter RC is decremented each time a round progresses, and when the value of the round number counter RC becomes "0", the current special game state ends.

[0244] Returning to the explanation of step S805, if a negative determination is made in step S805, that is, if the special game state is triggered by a special winning result, the process proceeds to step S807. In step S807, a second winning mode flag is set in the various flag storage area 635 of the RAM 604. After that, in step S808, the round number counter is set to "1". In the subsequent processes, it is determined that the current special game state corresponds to the special winning result based on the fact that the second winning mode flag is set.

[0245] After executing the process of step S806 or step S808, the process proceeds to step S809. In step S809, a process of setting an opening command is performed. This set opening command is transmitted to the notification / performance control device 143 and the display control device 710 in step S201 in the normal process (FIG. 13). The notification / performance control device 143 determines the content of the performance corresponding to the opening / closing execution mode based on the received opening command, and controls various devices so that the determined content of the performance is executed. The content of this performance includes the display mode in the pattern display device 75, and this determined display mode is output from the notification / performance control device 143 to the display control device 710 as a display content command. The display control device 710 executes display control of the pattern display device 75 so that a display corresponding to the current opening / closing execution mode, for example, a moving image display of a character or the like as a display content corresponding to a big win, a background image, or the like is switched based on the opening command received from the main control device 162 and the display content command received from the notification / performance control device 143.

[0246] After executing the opening command setting process in step S809, an external signal setting process is executed in step S810, and this game state transition process is terminated. In the external signal setting process in step S810, it is determined whether or not any of the above-mentioned various big win flags and special win flags are stored in the RAM 604, and if any flag is stored, a signal indicating that a big win or special win has occurred is output to the management control device (hall computer HC) on the gaming hall side. By receiving this external signal, the management control device understands that a transition to a special game state (opening / closing execution mode) has occurred.

[0247] Returning to the explanation of step S801, if the opening / closing execution mode is in progress, an affirmative determination is made in step S801, and the process proceeds to step S811. In step S811, it is determined whether the waiting time for the opening has elapsed. If the waiting time for the opening has not elapsed, the game state transition process is terminated. If the waiting time for the opening has elapsed, the big prize opening opening / closing process is executed in step S812.

[0248] Here, the big prize opening / closing process will be described with reference to the flowcharts of Figs.

[0249] (Big prize opening and closing process) As shown in Fig. 20, in the big prize opening opening and closing process, first, in step S901, it is determined whether or not the second prize mode flag is stored in the various flag storage area 635 of the RAM 604. If a negative determination is made in step S901, the process proceeds to step S902, where the first opening and closing process is executed. The first opening and closing process is executed when the special game state (opening and closing execution mode) corresponding to the big prize result is established.

[0250] (First opening and closing process) As shown in Fig. 21, in the first opening / closing process, first in step S1001 it is determined whether or not the upper variable winning device 64 (upper large winning opening 311) is open. Specifically, this determination is made based on the drive state of the variable winning drive unit 451 of the upper variable winning device 64. If the upper large winning opening 311 is not open, in step S1002 it is determined whether or not the value of the round number counter RC is "0". If a positive determination is made in step S1002, the first opening / closing process is terminated as is.

[0251] If a negative determination is made in step S1002, the process proceeds to step S1003. In step S1003, a determination is made as to whether or not the value of timer counter TC1 provided in various counter area 634 of RAM 604 is "0". Timer counter TC1 is a counter referenced when determining the opening time of upper large winning opening 311, interval time (interval time between rounds), etc., and its value is decremented by "1" each time timer interrupt processing (see FIG. 12) is executed. If a negative determination is made in step S1003, the first opening / closing processing is terminated.

[0252] If the value of the round number counter RC is not "0" and the value of the timer counter TC1 is "0", the process proceeds to step S1004, and the opening process of the upper variable winning device 64 (upper large winning opening 311) is executed. Specifically, the variable winning drive unit 451 is driven to open the upper large winning opening 311.

[0253] Thereafter, the process of steps S1005 to S1006 is executed as a process for setting the closing condition (opening setting process) for the upper variable winning device 64 (upper large winning port 311). Specifically, in step S1005, the timer counter TC1 is set to "15000" (corresponding to 30 sec), and in the following step S1006, the winning counter PC is set to "9".

[0254] In the next step S1007, it is determined whether or not it is the first round (first round) in the current special game state. If the determination is affirmative in step S1007, the process proceeds to step S1008. In step S1008, it is determined whether or not the current special game state corresponds to a guaranteed big win result. If the determination is affirmative in step S1008, a guaranteed big win flow path switching process is executed in step S1009. In the guaranteed big win flow path switching process, a drive signal is output to the flow path switching drive unit 452 to move the flow path switching member 316 from the protruding position to the retracted position, and a duration for which the output of the drive signal is continued is set. This duration is the same length as the maximum opening time of the upper big winning opening 311. Therefore, when game balls are continuously shot to the right route, most of them will win the advantageous ball entry portion 314, and the transition to the high probability mode is essentially confirmed.

[0255] If a negative determination is made in step S1008, a normal flow path switching process is executed in step S1010. In the normal flow path switching process, as in the guaranteed bonus flow path switching process, a drive signal is output to the flow path switching drive unit 452 to move the flow path switching member 316 from the protruding position to the retreated position, and a duration for which the drive signal is to be output is set. This duration is shorter than the maximum opening time of the upper large winning opening 311. More specifically, a time shorter than the time required for a game ball that has flowed into the upper large winning opening 311 to reach the favorable ball entry section 314 (more specifically, the detection area of ​​the detection sensor 319) is set. Therefore, even if game balls are continuously launched to the right route, winning in the favorable ball entry section 314 is substantially avoided.

[0256] After the flow path switching process is executed in steps S1009 and S1010, or if a negative judgment is made in step S1007, the process proceeds to step S1011. In step S1011, an opening command is set indicating that the upper variable winning device 64 (upper large winning opening 311) has been opened, and the first opening / closing process is terminated. This set opening command is sent to the notification / performance control device 143 in step S201 in the normal process (see FIG. 14). The notification / performance control device 143 determines the content of the performance corresponding to the opening based on the received opening command, and controls various devices so that the determined content of the performance is executed.

[0257] Returning to the explanation of step S1001, if it is determined in step S1001 that the upper variable winning device 64 (upper large winning opening 311) is open, the process proceeds to step S1012. In step S1012, it is determined whether it is time to return the flow path switching member 316 to the protruding position. Specifically, it is determined whether the duration set in steps S1009 and S1010 has elapsed. If a positive determination is made in step S1012, the output of the drive signal to the flow path switching drive unit 452 is stopped in step S1013, and the flow path switching member 316 is returned to the protruding position.

[0258] If a negative determination is made in step S1012, or after the return process in step S1013 is executed, the process proceeds to step S1014. In step S1014, it is determined whether or not the value of the timer counter TC1 is "0". If the value of the timer counter TC1 is not "0", the process proceeds to step S1015, and it is determined whether or not the gaming ball has entered the upper large winning hole 311 based on detection information (detection signal) from the upstream detection sensor 317 arranged in the upper variable winning device 64.

[0259] If a win has occurred, a win command output process is executed in step S1016. The win command is output to the notification / performance control device 143, and the notification / performance control device 143 changes the display on the display screen 75a of the symbol display device 75 based on the win command.

[0260] After executing the command output process in step S1016, the process proceeds to step S1017. In step S1017, the value of the prize counter PC is decremented by 1, and in the following step S1018, it is determined whether the value of the prize counter PC is "0" or not, and if it is not "0", the main prize opening opening process is terminated.

[0261] If the determination is affirmative in step S1018, i.e., if the value of the winning counter PC is "0", or if the determination is affirmative in step S1014 (i.e., if the value of the timer counter TC1 is determined to be "0"), it means that the large winning opening closing condition is met. In this case, in step S1019, the variable winning drive unit 451 is set to a non-driving state to close the upper variable winning device 64 (upper large winning opening 311).

[0262] In the next step S1020, it is determined whether or not the flow path switching member 316 is disposed in the retracted position. If the determination in step S1020 is affirmative, in step S1021, the output of the drive signal to the flow path switching drive unit 452 is stopped, and the flow path switching member 316 is returned to the protruding position.

[0263] After executing the return process in step S1021, or if a negative determination is made in step S1020, the process proceeds to step S1022, where an update process of the round number counter RC is executed. Specifically, if the value of the round number counter RC is not "0", the round number counter RC is decremented by 1, and if the value of the round number counter RC is "0", the value of the round number counter RC is maintained as "0".

[0264] Then, in step S1023, it is determined whether the updated value of the round number counter RC is 0. If the determination in step S1023 is negative, the process proceeds to step S1024, where the timer counter TC1 is set to 1000 (corresponding to 2.0 sec).

[0265] After executing the process of step S1024, a close command is set in step S1025, and the first opening / closing process is terminated. This set close command is sent to the notification / performance control device 143 in step S201 of the normal process (FIG. 14). The notification / performance control device 143 determines the content of the performance corresponding to the close command based on the received close command, and controls various devices so that the determined content of the performance is executed.

[0266] Returning to the explanation of step S1023, if it is determined in step S1023 that the value of the round number counter RC is "0", the process proceeds to step S1026. In step S1026, an ending start process is executed. In the start process, an ending waiting time (5 sec in this embodiment) is set for waiting without starting the next game round for the ending of the open / close execution mode. Specifically, the waiting time information for the ending, which is stored in advance in the ROM 603, is set in a waiting time counter area provided in the various counter areas 634 of the RAM 604.

[0267] Then, in step S1027, an ending command is set, and the first opening / closing process is terminated. This set ending command is transmitted to the notification / performance control device 143 in step S201 in the normal process (FIG. 14).

[0268] Returning to the explanation of Fig. 20, if an affirmative decision is made in step S901, the second opening / closing process is executed in step S903. The second opening / closing process will be explained below with reference to the flowchart of Fig. 22.

[0269] (Second opening and closing process) In the second opening / closing process, first, in step S1101, it is determined whether or not the lower variable winning device 65 (lower large winning opening 341) is open. Specifically, this determination is made based on the drive state of the variable winning drive unit 461 of the lower variable winning device 65. If the lower large winning opening 341 is not open, in step S1102, an opening process of the lower variable winning device 65 (lower large winning opening 341) is executed. Specifically, the variable winning drive unit 461 is driven to open the lower large winning opening 341.

[0270] Thereafter, the process of steps S1103 to S1104 is executed as a process for setting the closing condition (opening setting process) for the lower variable winning device 65 (lower large winning opening 341). Specifically, in step S1103, the timer counter TC1 is set to "400" (corresponding to 0.8 sec), and in the following step S1104, the winning counter PC is set to "9".

[0271] Returning to the explanation of step S1101, if it is determined in step S1101 that the lower variable winning device 65 (lower large winning opening 341) is open, the process proceeds to step S1105, where it is determined whether the value of the timer counter TC1 is "0." If the value of the timer counter TC1 is not "0," the process proceeds to step S1106, where it is determined whether a gaming ball has won the lower large winning opening 341 based on a detection signal from a ball entry detection sensor provided in the lower variable winning device 65.

[0272] If a win has occurred, a win command output process is executed in step S1107. The win command is output to the notification / performance control device 143, and the notification / performance control device 143 changes the display on the display screen 75a of the symbol display device 75 based on the win command.

[0273] After executing the command output process in step S1107, the process proceeds to step S1108. In step S1108, the value of the winning counter PC is decremented by 1, and in the following step S1109, it is determined whether the value of the winning counter PC is "0" or not, and if it is not "0", the second opening / closing process is terminated.

[0274] If the answer is affirmative in step S1109, i.e., if the value of the winning counter PC is "0", or if the answer is affirmative in step S1105 (i.e., if the value of the timer counter TC1 is determined to be "0"), it means that the large winning opening closing condition is met. In this case, in step S1110, the variable winning drive unit 461 is set to a non-driven state to close the lower variable winning device 65 (lower large winning opening 341).

[0275] In the next step S1111, the process of starting the ending is executed. In the process of starting, a waiting time for the ending (0.2 sec in this embodiment) is set for the ending of the opening and closing execution mode, during which the next game round is not started and the game waits. Specifically, the waiting time information for the ending, which is stored in advance in the ROM 603, is set in a waiting time counter area provided in the various counter areas 634 of the RAM 604.

[0276] After that, in step S1112, an ending command is set, and then the main big prize opening / closing process is terminated. This set ending command is transmitted to the notification / performance control device 143 in step S201 in the normal process (FIG. 14).

[0277] Returning to the explanation of FIG. 19 again, after executing the large prize opening / closing process of step S812, the process proceeds to step S813. In step S813, it is determined whether or not the round number counter RC is "0". If a negative determination is made in step S813, the game state transition process ends. If a positive determination is made in step S813, the process proceeds to step S814. In step S814, it is determined whether or not the waiting time for the ending has elapsed. If the waiting time for the ending has not elapsed, the game state transition process ends.

[0278] On the other hand, if the value of the round counter RC is "0" and the waiting time for the ending has elapsed, the transition process at the end of the opening and closing execution mode is executed in step S815, and then the game state transition process is terminated. Here, the transition process at the end of the opening and closing execution mode will be described with reference to FIG.

[0279] (Transition process when closing / opening execution mode ends) In the transition process at the end of the opening and closing execution mode, first, it is determined whether or not the current special game state corresponds to the first winning mode. If it corresponds to the first winning mode, an affirmative determination is made in step S1201 and the process proceeds to step S1202. In step S1202, it is determined whether or not a ball has entered the advantageous ball entry portion 314 during the current special game state.

[0280] In this embodiment, a continuous probability variable counter that stores the number of consecutive probability variable jackpots is provided in the various counter area 634 of the RAM 604. The continuous probability variable counter is updated (incremented) each time a ball enters the advantageous ball entry section 314 resulting in a continuous probability variable jackpot, and is reset when a normal jackpot result occurs or when the number of consecutive probability variable jackpot results reaches the upper limit (7 times in this embodiment). In this transition process, the continuous probability variable counter is referenced to determine whether the number of consecutive probability variable jackpot results has reached the upper limit (7 times in this embodiment).

[0281] Specifically, if a positive judgment is made in step S1202, the process proceeds to step S1203, where the continuous probability bonus counter is updated. Specifically, the value of the continuous probability bonus counter is incremented by "1". After the continuous bonus counter is updated, the process proceeds to step S1204, where it is judged whether the value of the continuous probability bonus counter has reached its upper limit ("7" in this embodiment). If the continuous bonus has not reached its upper limit, a negative judgment is made in step S1204, and the process proceeds to step S1205. In step S1205, a high probability mode flag is set in the various flag storage area 635 of the RAM 604. If a ball enters the advantageous ball entry section 314 during the special game state and the continuous number of the continuous probability bonus jackpots has not reached its upper limit, the process transitions to a second normal game state corresponding to the high probability mode after the special game state ends.

[0282] In the next step S1206, a variable display time table reference flag for the second normal game state is set in the various flag storage area 635 of the RAM 604. Details will be described later, but by setting this variable display time table reference flag for the second normal game state, the variable display time of the picture in the first actuation port display section D1 is extended and the variable display time of the picture in the second actuation port display section D2 is shortened. Note that when the variable display time table reference flag for the second normal game state is set, other variable display time table reference flags are erased.

[0283] Returning to the explanation of step S1202, if no ball has entered the advantageous ball entry section 314 in the current special game state, the process proceeds to step S1209. In step S1209, the continuous probability change counter is reset (set to "0"). Then, in the following step S1210, a variable display time table reference flag for the fourth normal game state is set in the various flag storage area 635 of the RAM 604. Although details will be described later, by setting this variable display time table reference flag for the fourth normal game state, the variable display time of the picture in the first actuation port display section D1 is extended and the variable display time of the picture in the second actuation port display section D2 is shortened. Note that when the variable display time table reference flag for the fourth normal game state is set, the other variable display time table reference flags are erased.

[0284] Incidentally, if an affirmative determination is made in step S1204, that is, if the number of consecutive chance special jackpots has reached the upper limit, the processes of steps S1209 to S1210 are also executed.

[0285] After executing the processes of steps S1206 and S1210, the process proceeds to step S1207. In step S1207, the above-mentioned setting process of the play count counter is performed. As already explained, in this embodiment, a first play count counter for the first actuation port 62a and a second play count counter for the second actuation port 63a are provided as play count counters. In this setting process, a first predetermined number (specifically, "1") is set in the first play count counter, and a second predetermined number (specifically, "100") that is greater than the first predetermined number is set in the second play count counter.

[0286] After the setting process of step S1207 is executed, or if a negative determination is made in step S1201 (if the game is in the second winning mode), the program proceeds to step S1208. In step S1208, various flags for the special game state (e.g., the winning mode flag and the big win flag, etc.) stored in the various flag storage area 635 of the RAM 604 are erased, and the transition process ends.

[0287] Next, the electric support process executed in step S205 of the normal process (see FIG. 13) will be described with reference to FIG. 24 and FIG. 25. FIG. 24 is a flowchart showing the electric support process, and FIG. 25 is a flowchart showing the electric opening and closing process.

[0288] (Electricity support processing) In the electric support process, first, in step S1301, it is determined whether or not support is in progress. Specifically, it is determined whether or not a support in progress flag is stored in a support in progress flag storage area provided in the various flag storage area 635 of the RAM 604. The support in progress flag is a flag that is stored when the electric role 71 attached to the second operating port 63a is switched to the open state and is erased when it is returned to the closed state.

[0289] If the support in progress flag is not stored, the process proceeds to step S1302, and it is determined whether or not a support win flag is stored in a support win flag storage area provided in the various flag storage area 635 of the RAM 604. The support win flag is stored when a win is won in the opening lottery for deciding whether or not the electric role 71 is opened, and is erased when the support in progress flag is stored.

[0290] If the support win flag is not stored, the process proceeds to step S1303, where it is determined whether the value of the timer counter TC2 provided in the various counter area 634 of the RAM 604 is "0". If the value of the timer counter TC2 is not "0", the main power role support process is terminated.

[0291] If the value of timer counter TC2 is "0", the process proceeds to step S1304 to determine whether it is time to end the variable display of the patterns in the through gate display unit DS. If it is time to end the variable display, in step S1305, a miss display is set and timer counter TC2 is set to "250" (equivalent to 0.5 sec), after which the main electric role support process is terminated. By setting the miss display, the variable display of the patterns in the through gate display unit DS is terminated with the miss display stopped, and this miss display will continue for 0.5 sec.

[0292] If the timer counter TC2 value is "0" and it is not the end timing of the variable display, the process proceeds to step S1306, and it is determined whether or not the value of the number of reserved reel memories is greater than "0". If the value of the number of reserved reel memories is "0", the process proceeds to step S1307, and it is determined by lottery (open lottery) whether or not to perform support by the electric reel 71. Specifically, the value stored in the reserved reel ball storage area of ​​the electric reel memory area 633 is shifted, and the open lottery is performed by referring to the value of the opening random number counter C4 shifted to the execution area and the lottery table for support stored in the hit / miss table memory area 621 of the ROM 603. The probability of winning this support is 248 / 250, and the winning result (support win) is obtained in almost all lotteries.

[0293] Also, at the same time as the opening lottery, the timer counter TC2 is set to "100" (equivalent to 0.7 sec) by referring to the variable display time table corresponding to the support stored in the ROM 603. The timer counter TC2 is decremented by "1" each time the timer interrupt process is started. After that, the variable display of the image on the through gate display section DS continues until the value of the timer counter TC2 becomes "0", that is, for 0.7 sec.

[0294] In the next step S1308, it is determined whether or not the result of the opening lottery in step S1307 is a winning result (support winning). If it is not a support winning, the main power role support process ends. If it is a support winning, in step S1309, a support winning flag is set in the various flag storage area 635 of the RAM 604, and the main power role support process ends.

[0295] Returning to the explanation of step S1302, if the support winning flag is stored in the various flag storage area 635 of the RAM 604, an affirmative decision is made in step S1302, and the process proceeds to step S1310 to decide whether the value of the timer counter TC2 is "0". If the value of the timer counter TC2 is not "0", the picture is being displayed variably in the through gate display section DS, so the main electric role support process is terminated as it is. If the value of the timer counter TC2 is "0", a win display is set in step S1311. As a result, the picture corresponding to the winning result is stopped and the variable display of the picture in the through gate display section DS is terminated. In the following step S1312, a support in progress flag is set in the various flag storage area 635, and the support winning flag stored in the various flag storage area 635 is erased, and then the main electric role support process is terminated.

[0296] Returning to the explanation of step S1301, if the affirmative decision is made in step S1301, that is, if the support flag is stored in the various flag storage area 635 of the RAM 604, the process proceeds to step S1313, where an electric role opening / closing process for controlling the opening and closing of the electric role 71 is executed, and then the electric role support process is terminated. Hereinafter, the electric role opening / closing process will be described with reference to FIG. 25.

[0297] (Electrical switching processing) In the electric role opening / closing process, first, in step S1401, it is determined whether the electric role 71 is open or not. Whether the electric role 71 is open or not is determined by whether the electric role drive unit 332 is in a driving state or not. If the electric role 71 is open, the process proceeds to step S1402, and it is determined whether the number of winnings after the electric role 71 is opened has reached the upper limit ("10" in this embodiment) for the attached second operating port 63a. If a negative determination is made in step S1402, the process proceeds to step S1403, and it is determined whether the value of the timer counter TC2 is "0" or not.

[0298] If the value of the timer counter TC2 is not "0", the main electric role opening / closing process is terminated. On the other hand, if the value of the timer counter TC2 is "0", or if it is determined in step S1402 that the number of winnings has reached the upper limit, the process proceeds to step S1404. In step S1404, a closing process is performed to switch (return) the electric role 71 to the closed state. After that, in step S1405, the support in progress flag stored in the various flag storage area 635 is erased, and the main electric role opening / closing process is terminated.

[0299] Returning to the explanation of step S1401, if the electric role 71 is not open, a negative determination is made in step S1401 and the process proceeds to step S1406. In step S1406, it is determined whether or not the timer counter TC2 is "0". If the timer counter TC2 is not "0", the main electric role opening / closing process is terminated. If the timer counter TC2 is "0", an opening process is executed in step S1407 to switch the electric role 71 to the open state.

[0300] After that, in step S1408, the timer counter TC2 is set to "250" (corresponding to 0.5 sec), and then the main power supply opening and closing process is terminated.

[0301] (Relationship between game status and variable display time) As already explained, in this embodiment, the reserved information is acquired based on the ball entering the first actuation port 62a and the second actuation port 63a, and the variable display and the fixed display of the picture and the pattern in the game round are executed based on the acquired reserved information. The variable display time for each game round is determined based on the variable display time table stored in the ROM 603, and the variable display time table is switched according to the progress of the game, so that the actuation port and the display section for the actuation port that are dominant in the game progress are switched. As already explained, the variable display time table is switched when a jackpot result is obtained or when the number of games played in the normal game state reaches a preset number.

[0302] Here, in this embodiment, the variable display modes for setting the variable display time include a first variable display mode in which play related to the first operating port 62a is the main focus, a second variable display mode in which play related to the first operating port 62a and play related to the second operating port 63a are of equal importance, a third variable display mode in which play related to the second operating port 63a is essentially the main focus, and a fourth variable display mode in which, like the third variable display mode, play related to the second operating port 63a is essentially the main focus.

[0303] For convenience in the following explanation, the normal game state corresponding to the low probability mode and the first variable display mode will be referred to as the "first normal game state," the normal game state corresponding to the high probability mode and the second variable display mode will be referred to as the "second normal game state," the normal game state corresponding to the high probability mode and the third variable display mode will be referred to as the "third normal game state," and the normal game state corresponding to the low probability mode and the fourth variable display mode will be referred to as the "fourth normal game state."

[0304] Next, referring to Figures 26 to 29, a configuration relating to the setting of the variable display time, etc., specifically, the variable display time table switching process in the game play control process (see Figure 14), the variable display time setting process in the first actuation port variable start process (see Figure 16), and the variable display time setting process in the second actuation port variable start process (see Figure 18) will be supplementarily explained. Figure 26 is a flowchart showing the variable display time table switching process, Figure 27 is a flowchart showing the variable display time setting process (variable display time setting process for the first actuation port) in the first actuation port variable start process, Figure 28 is a flowchart showing the variable display time setting process (variable display time setting process for the second actuation port) in the second actuation port variable start process, and Figure 29 is a schematic diagram showing the relationship between the game state and the variable display time.

[0305] (Variable display time table switching process) As shown in FIG. 26, in the variable display time table switching process, first, in step S1501, it is determined whether or not a variable display time table switching flag is stored in the various flag storage area 635 of the RAM 604. The variable display time table switching flag is a flag that is stored when the number of games played in a predetermined game state reaches a preset number of times (see step S416 in FIG. 15 and step S615 in FIG. 17). If this flag is not stored, this switching process is terminated as it is. If a positive determination is made in step S1501, the process proceeds to step S1502. In step S1502, it is determined whether or not the timing is a timing at which the fixed display is completed in the game round (corresponding game round) in which the variable display time table switching flag is stored. If a negative determination is made in step S1502, the process is terminated as it is. If a positive determination is made in step S1502, the process proceeds to step S1503.

[0306] In step S1503, it is determined whether the current game state is the second normal game state. If the current game state is the second normal game state, the process proceeds to step S1504, where a variable display time table reference flag for the third normal game state is set in the various flag storage area 635 of the RAM 604, and then this switching process is terminated. In other words, when the number of games played in the second normal game state reaches the upper limit set by the game number counter, the game state transitions to the third normal game state. When the variable display time table reference flag for the third normal game state is set, the other variable display time table reference flags are erased.

[0307] If a negative judgment is made in step S1503, the process proceeds to step S1505, where it is judged whether the current gaming state is the fourth normal gaming state. If the current gaming state is the fourth normal gaming state, the process proceeds to step S1506, where a variable display time table reference flag for the first normal gaming state is set in the various flag storage area 635 of the RAM 604, and then this switching process is terminated. In other words, when the number of games played in the fourth normal gaming state reaches the upper limit set by the game number counter, the state transitions to the first normal gaming state. Note that when the variable display time table reference flag for the first normal gaming state is set, other variable display time table reference flags are erased.

[0308] (Variable display time setting process for the first operating port) 27, in the variable display time setting process for the first operating port, first, in step S1601, it is determined whether or not a variable display time table reference flag for the first normal game state is stored in the various flag storage area 635 of the RAM 604. If a positive determination is made in step S1601, that is, if the variable display mode is the first variable display mode, the setting process for the first normal game state is executed in step S1602, and then this variable display time setting process is terminated.

[0309] In the setting process for the first normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the first normal game state (first variable display mode) stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set according to the number of reserved information stored in the first operating port reserved area Ra in the reserved ball storage area 632 of the RAM 604, the result of the win / lose lottery, whether or not a reach has occurred, etc.

[0310] The variable display time is configured so that, when comparing a big win result with a miss result, the former tends to be longer than the latter, and in the case of a miss result where no reach display occurs (complete miss), the more reserved information stored, the shorter the variable display time becomes. FIG. 29 illustrates an example of a variable display time in a complete miss in the first normal game state. For example, when the number of reserved information stored is "0" or "1", the variable display time is set to one of "12sec", "13sec", and "14sec", when the number of reserved information stored is "2", the variable display time is set to one of "7sec", "8sec", and "9sec", when the number of reserved information stored is "3" or "4", the variable display time is set to one of "3sec", "4sec", and "5sec". In the first normal game state, the fixed display time of the pattern in the first operation port display unit D1 and the fixed display time of the pattern in the pattern display device 75 are configured to be "1sec".

[0311] Returning to the explanation of Fig. 27, if a negative determination is made in step S1601, the process proceeds to step S1603. In step S1603, it is determined whether or not a variable display time table reference flag for the second normal gaming state is stored in the various flag storage area 635 of the RAM 604. If a positive determination is made in step S1603, that is, if the variable display mode is the second variable display mode, then a setting process for the second normal gaming state is executed in step S1604, and then this variable display time setting process is terminated.

[0312] In the setting process for the second normal game state, a variable display time table for the second normal game state (second variable display mode) stored in the variable display time table storage area 623 of the ROM 603 is selected to set the variable display time.

[0313] In the second normal gaming state, unlike the first normal gaming state, the selection candidate for the variable display time is limited to one, regardless of various conditions such as the number of reserved information stored and the result of the winning / losing lottery. Specifically, in the second normal gaming state, the variable display time is configured to be "0.5 sec" and the fixed display time is "1 sec" for each game (see FIG. 29), and the variable display time is shorter than that in the first normal gaming state.

[0314] If a negative determination is made in step S1603 in Fig. 27, the process proceeds to step S1605. In step S1605, it is determined whether or not a variable display time table reference flag for the third normal gaming state is stored in the various flag storage area 635 of the RAM 604. If a positive determination is made in step S1605, that is, if the variable display mode is the third variable display mode, the process executes a setting process for the third normal gaming state in step S1606, and then ends this variable display time setting process.

[0315] In the setting process for the third normal game state, a variable display time table for the third normal game state (third variable display mode) stored in the variable display time table memory area 623 of the ROM 603 is selected to set the variable display time.

[0316] In the third normal gaming state, unlike the first normal gaming state, the selection candidates for the variable display time are the same regardless of various conditions such as the number of reserved information stored and the result of the winning / losing lottery. Specifically, in the third normal gaming state, the variable display time is configured to be "180 sec" and the fixed display time is configured to be "1 sec" for any game round (see FIG. 29).

[0317] If a negative determination is made in step S1605 of Fig. 27, the process proceeds to step S1607. In step S1607, it is determined whether or not a variable display time table reference flag for the fourth normal gaming state is stored in the various flag storage area 635 of the RAM 604. If a positive determination is made in step S1607, that is, if the variable display mode is the fourth variable display mode, the process executes a setting process for the fourth normal gaming state in step S1605, and then ends this variable display time setting process.

[0318] In the setting process for the fourth normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the fourth normal game state (fourth variable display mode) stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set.

[0319] In the fourth normal gaming state, unlike the first normal gaming state, the selection candidate for the variable display time is limited to one, regardless of various conditions such as the number of reserved information stored and the result of the winning / losing lottery. Specifically, in the fourth normal gaming state, the variable display time is either "60 sec", "120 sec", or "180 sec", and the fixed display time is "1 sec" for any game round (see FIG. 29).

[0320] In this embodiment, any one of the first variable display time table reference flag for normal game state to the fourth variable display time table reference flag for normal game state is stored in the various flag storage area 635 of the RAM 604. If none of the flags is stored for some reason, there is a possibility that an abnormality has occurred in the gaming machine. In such a case, after abnormality processing is executed in step S1609, this setting processing is terminated. This abnormality processing interrupts various processes related to the progress of the game, and the hall manager and the player are notified that an abnormality has occurred. After that, the above notification is terminated based on the operation for canceling the abnormality, and the above interrupted various processes are resumed.

[0321] Next, the variable display time setting process for the second operating port will be described with reference to Fig. 28. The basic flow of the variable display time setting process for the second operating port is the same as that of the variable display time setting process for the first operating port.

[0322] (Variable display time setting process for the second operating port) In the variable display time setting process for the second operating port, first, in step S1701, it is determined whether or not a variable display time table reference flag for the first normal game state is stored in the various flag storage area 635 of the RAM 604. If a positive determination is made in step S1701, that is, if the variable display mode is the first variable display mode, the setting process for the first normal game state is executed in step S1702, and then this variable display time setting process is terminated.

[0323] In the setting process for the first normal game state, a variable display time table for the first normal game state (first variable display mode) stored in the variable display time table storage area 623 of the ROM 603 is selected to set the variable display time.

[0324] The variable display time is limited to one selection candidate regardless of various conditions such as the number of reserved information stored and the result of the winning / losing lottery. Specifically, in the first normal game state, the variable display time is configured to be "600 sec" and the fixed display time is configured to be "1 sec" for each game (see FIG. 29).

[0325] Returning to the explanation of Fig. 28, if a negative judgment is made in step S1701, the process proceeds to step S1703. In step S1703, it is judged whether or not a variable display time table reference flag for the second normal gaming state is stored in the various flags storage area 635 of the RAM 604. If a positive judgment is made in step S1603, that is, if the variable display mode is the second variable display mode, the setting process for the second normal gaming state is executed in step S1604, and then this variable display time setting process is terminated.

[0326] In the setting process for the second normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the second normal game state (second variable display mode) stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set.

[0327] The variable display time is set according to the number of reserved information stored in the second operation port reserved area Rb. Specifically, when the number of reserved information stored is "0", the variable display time is set to "7 sec", when the number of reserved information stored is "1", the variable display time is set to "5 sec", when the number of reserved information stored is "2", the variable display time is set to "3 sec", and when the number of reserved information stored is "3" or "4", the variable display time is set to "1 sec". In the second normal game state, the fixed display time of the pattern in the second operation port display section D2 and the fixed display time of the pattern in the pattern display device 75 are configured to be "1 sec" (see FIG. 29).

[0328] If a negative determination is made in step S1703 of Fig. 28, the process proceeds to step S1705. In step S1705, it is determined whether or not a variable display time table reference flag for the third normal gaming state is stored in the various flag storage area 635 of the RAM 604. If a positive determination is made in step S1705, that is, if the variable display mode is the third variable display mode, the process executes a setting process for the third normal gaming state in step S1706, and then ends this variable display time setting process.

[0329] In the setting process for the third normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the third normal game state (third variable display mode) stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set.

[0330] In the third normal game state, regardless of the result of the winning / losing lottery, the variable display time is set according to the number of reserved information stored in the second operation port reserved area Rb. Specifically, when the number of reserved information stored is "0" or "1", the variable display time is set to "4 sec", when the number of reserved information stored is "2", the variable display time is set to "2 sec", and when the number of reserved information stored is "3" or "4", the variable display time is set to "0.5 sec". In the third normal game state, the fixed display time of the pattern in the second operation port display section D2 and the fixed display time of the pattern in the pattern display device 75 are configured to be "1 sec".

[0331] If a negative determination is made in step S1705 of Fig. 28, the process proceeds to step S1707. In step S1707, it is determined whether or not a variable display time table reference flag for the fourth normal gaming state is stored in the various flag storage area 635 of the RAM 604. If a positive determination is made in step S1707, that is, if the variable display mode is the fourth variable display mode, the process executes a setting process for the fourth normal gaming state in step S1605, and then ends this variable display time setting process.

[0332] In the setting process for the fourth normal game state, a table corresponding to the current game round is selected from the various variable display time tables for the fourth normal game state (fourth variable display mode) stored in the variable display time table memory area 623 of the ROM 603, and the variable display time is set.

[0333] In the fourth normal game state, regardless of the result of the winning / losing lottery, the variable display time is set according to the number of reserved information stored in the second operation port reserved area Rb. Specifically, when the number of reserved information stored is "0", either "7 sec" or "8 sec" is set as the variable display time, when the number of reserved information stored is "1", either "5 sec" or "6 sec" is set as the variable display time, when the number of reserved information stored is "2", either "3 sec" or "4 sec" is set as the variable display time, and when the number of reserved information stored is "3" or "4", either "1 sec" or "4 sec" is set as the variable display time.

[0334] In this embodiment, any one of the first variable display time table reference flag for normal game state to the fourth variable display time table reference flag for normal game state is stored in the various flag storage area 635 of the RAM 604. If none of the flags is stored for some reason, there is a possibility that an abnormality has occurred in the gaming machine. In such a case, after abnormality processing is executed in step S1609, this setting processing is terminated. This abnormality processing interrupts various processes related to the progress of the game, and the hall manager and the player are notified that an abnormality has occurred. After that, the above notification is terminated based on the operation for canceling the abnormality, and the above interrupted various processes are resumed.

[0335] Next, the basic flow of the game will be described with reference to Fig. 30. Fig. 33 is a block diagram showing the flow of the game.

[0336] (Game Flow) The first normal game state corresponding to the low probability mode and the first variable display mode is the most disadvantageous game state to the player among the above-mentioned first to fourth normal game states. In this first normal game state, a difference is provided so that shooting the game ball aiming at the left route is more advantageous to the player than shooting the game ball aiming at the right route.

[0337] Specifically, the probability of a ball entering the lower operating port 62aL arranged on the left route is about 1 / 15, while the probability of a ball entering the right operating port 62aR arranged on the right route is about 1 / 60, and in consideration of the ball entering the first operating port 62a and obtaining reserved information, it is a configuration in which a ball can be expected to enter by aiming at the lower operating port 62aL arranged on the left route. Here, the second operating port 63a arranged on the right route is equipped with an electric role 71, and with the support of this electric role 71, most of the game balls shot (for example, 1 / 3) enter the second operating port 63a, and most of them result in a special win. However, in the first normal game state, since the variable display time of the game number related to the second operating port 63a is extremely long (see FIG. 29), even if the special winning result is obtained in most of the game numbers related to the second operating port 63a, it is difficult to consistently win prize balls by entering the lower variable winning device 65 (lower large winning port 341). In other words, although it is possible to proceed with the game by shooting the game ball to the right route in the first normal game state, the investment increases and the profit that can be expected from the investment is smaller than when shooting the game ball to the left route.

[0338] If any type of jackpot result occurs in the first normal game state, the game transitions to the first special game state (open / close execution mode). In the first special game state, the favorable ball entry section 314 is opened depending on the type of jackpot result. If a ball enters the favorable ball entry section 314 during the first special game state, the lottery mode after the first special game state ends becomes the high probability mode. If a ball does not enter the favorable ball entry section 314 during the first special game state, the lottery mode after the first special game state ends becomes the low probability mode.

[0339] In detail, if the first special game state is triggered by the 6R normal jackpot result A to the 6R normal jackpot result F, the ball is substantially prevented from entering the advantageous ball entry section 314. Therefore, the game state after the end of the first special game state becomes the fourth normal game state corresponding to the low probability mode and the fourth variable display mode.

[0340] In the fourth variable display mode, the variable display time of the image in the first actuation port display section D1 is significantly extended and the variable display time of the image in the second actuation port display section D2 is significantly shortened from the first normal game state. Specifically, the variable display time of the image in the second actuation port display section D2 is changed to be shorter than the variable display time of the image in the first actuation port display section D1, and the relationship between the long and short variable display times is reversed. As a result, in the fourth normal game state, the game progresses mainly with the game times related to the second actuation port 63a.

[0341] When the number of times played in the fourth normal game state reaches a specified number, the game state transitions to the first normal game state, which is set to be less advantageous to the player than the fourth normal game state. Although the number of times played in the fourth normal game state is limited, the game can be smoothly played with the support of the electric device 71. Since the game progresses mainly with the number of times played related to the second operating port 63a, which is favored so that the distribution of the jackpot result is favorable to the player, this is a chance to transition to the second normal game state, which is more advantageous to the player than the fourth normal game state.

[0342] As already explained, when a winning ball is entered into the second operating port 63a, most of the lotteries based on the winning ball result in a special winning result. In other words, in the fourth normal game state, the special winning result occurs in almost every game round, and the game state transitions to the second special game state in each game round. When the game state transitions to the second special game state, the lower variable winning device 65 is opened, and some of the game balls that pass through the second operating port 63a enter the lower variable winning device 65 (lower large winning port 341).

[0343] With the support provided by this electric device 71 and the prize balls that enter the lower variable winning device 65, in the fourth normal game state, the game balls are launched to the right route, allowing the player to play while minimizing the loss of balls in their possession.

[0344] If the first special game state is triggered by a 6R or 16R jackpot result, the ball will enter the advantageous ball entry section 314 as long as the ball continues to be fired toward the right route. Therefore, in most cases, the game state after the end of the first special game state becomes the second normal game state corresponding to the high probability mode and the second variable display mode.

[0345] In the second variable display mode, the variable display time of the image on the first actuation port display section D1 and the variable display time of the image on the second actuation port display section D2 are significantly shortened compared to the first normal game state. However, unlike the fourth normal game state, the relationship between the length of the variable display time of the image on the first actuation port display section D1 and the length of the variable display time of the image on the second actuation port display section D2 remains maintained. More specifically, as described above, in a game round related to the first actuation port display section D1, the variable display time is 0.5 sec regardless of the number of reserved balls, and in a game round related to the second actuation port display section D2, the variable display time is the shortest at 1 sec.

[0346] Here, when one game play related to the first actuation port display D1 is executed in the second normal game state or 100 game plays related to the second actuation port display D2 are executed, the game state transitions to the third normal game state, which is more advantageous to the player than the second normal game state. The transition to the second normal game state is configured to go through the first special game state, and when a game ball is shot to the right route during the first special game state, about 1 to 3 balls enter the first actuation port 62a (more specifically, the right actuation port 62aR). Therefore, in many cases, the transition condition from the second normal game state to the third normal game state is quickly established.

[0347] In addition, if balls repeatedly enter the second actuation port 63a without entering the first actuation port 62a, the game state transitions to the third normal game state on the condition that the game number related to the second actuation port display section D2 has been executed 100 times, but the number of balls held by that time will be slightly reduced. Therefore, in the second normal game state, it is assumed that the game is played in the hope that a ball will enter the first actuation port 62a (specifically, the right actuation port 62aR) quickly.

[0348] When a transition condition is satisfied during the second normal game state, a transition is made to a third normal game state which corresponds to the high probability mode and the third variable display mode.

[0349] In the third variable display mode, the variable display time of the image on the first actuation port display section D1 is significantly extended and the variable display time of the image on the second actuation port display section D2 is further shortened compared to the second normal game state, and the relationship between the long and short variable display times is reversed. As a result, in the third normal game state, the game progresses mainly on the game times related to the second actuation port 63a. By progressing the game mainly on the game times related to the second actuation port 63a, which is favored so that the distribution of the jackpot result is favorable to the player, it becomes a chance to continue the high probability mode.

[0350] As already explained, when a winning ball is entered into the second operating port 63a, most of the lotteries based on the winning ball result in a special winning result. In other words, in the fourth normal game state, the special winning result occurs in almost every game round, and the game state transitions to the second special game state in each game round. When the game state transitions to the second special game state, the lower variable winning device 65 is opened, and some of the game balls that pass through the second operating port 63a enter the lower variable winning device 65 (lower large winning port 341).

[0351] In the third variable display mode, the lower limit of the variable display time is further lowered compared to the fourth variable display mode. Due to this difference in the variable display time, the number of game balls shot out exceeds the number of prize balls, and in the third normal game state, it is possible to advance the game while increasing the number of balls held by shooting game balls to the right route.

[0352] By repeatedly hitting the special jackpot in the second normal game state and the third normal game state, the number of balls held will increase significantly. However, in this embodiment, as described above, an upper limit is set on the number of consecutive special jackpots, and when this upper limit is reached, the game moves to the fourth normal game state via the first special game state. If the player can hit the special jackpot during this fourth normal game state, it will be a chance to further increase the number of balls held.

[0353] Here, one of the features of this embodiment is that the actual number of plays in the fourth normal gaming state is diversified while suppressing the complexity of the configuration. The configuration related to this device will be described below with reference to Fig. 31 to Fig. 32(a). Fig. 31(a) is a schematic diagram showing a variable display time table for the fourth normal gaming state corresponding to the second actuation port display section D2, Fig. 31(b) is a schematic diagram showing a variable display time table for the fourth normal gaming state corresponding to the first actuation port display section D1, and Fig. 32(a) is a schematic diagram showing the relationship between the trigger for transition to the fourth normal gaming state and the combination of the variable display tables to be set.

[0354] (4th normal game state variable display time table) As shown in FIG. 31(a), as variable display time tables for the fourth normal game state, a variable display time table A1 for the fourth normal game state (hereinafter referred to as table A1) corresponding to the second operating port display section D2 (second operating port 63a) and a variable display time table A2 for the fourth normal game state (hereinafter referred to as table A2) are provided.

[0355] The table A1 is configured so that the variable display time is "8 sec" when the reserved number related to the second actuation port 63a is "0", the variable display time is "6 sec" when the reserved number related to the second actuation port 63a is "1", the variable display time is "4 sec" when the reserved number related to the second actuation port 63a is "2", and the variable display time is "2 sec" when the reserved number related to the second actuation port 63a is "3" or "4". As described above, when game balls are continuously shot (at 0.6 sec intervals) to the right route in the fourth normal game state, about 1 / 3 of the shot game balls enter the second actuation port 63a. And since most of them result in a special winning result, the time from when the display of the pattern starts to change on the second actuation port display section D2 to when the display of the pattern for the next game round starts to change is about "4 sec" at the shortest. For these reasons, when table A1 is set and there is little bias in the frequency of balls scoring, the number of pending balls related to the second operating port 63a will fluctuate between "3" and "4", and the fluctuating display time in the display section D2 for the second operating port will often be "2 seconds".

[0356] The table A2 is differentiated so that the variable display time is shorter than the table A1 overall. Specifically, the variable display time is configured to be "7 sec" when the reserved number related to the second actuation port 63a is "0", "5 sec" when the reserved number related to the second actuation port 63a is "1", "3 sec" when the reserved number related to the second actuation port 63a is "2", and "1 sec" when the reserved number related to the second actuation port 63a is "3" or "4". As described above, when game balls are continuously shot (at 0.6 sec intervals) to the right route in the fourth normal game state, about 1 / 3 of the shot game balls enter the second actuation port 63a. And since most of them result in a special winning result, the time from when the variable display of the pattern starts on the second actuation port display unit D2 to when the variable display of the pattern related to the next game round starts is about "3 sec" at the shortest. For these reasons, when table A1 is set and there is little bias in the frequency of balls scoring, the number of pending balls related to the second operating port 63a fluctuates between "3" and "4", and the fluctuating display time in the display section D2 for the second operating port is often "1 sec".

[0357] When table A2 is set, the game related to the second operation port 63a proceeds more quickly than when table A1 is set, so the grace period for obtaining reserved balls is shorter. However, for the second operation port 63a, regardless of whether table A1 or A2 is set, it is assumed that the ball will enter the ball exceeding the upper limit of the reserved ball number (over winning). This prevents the variable display time from being set to a reserved ball number other than "3" to "4" more frequently when table A2 is set.

[0358] As shown in FIG. 31(b), as variable display time tables for the fourth normal game state, a variable display time table B1 for the fourth normal game state (hereinafter referred to as table B1) corresponding to the first operating port display section D1 (first operating port 62a) and a variable display time table B2 for the fourth normal game state (hereinafter referred to as table B2) are provided.

[0359] Table B1 is configured so that the variable display time is "60 sec" regardless of whether the reserved number related to the first actuation port 62a is "0" to "4", table B2 is configured so that the variable display time is "120 sec" regardless of whether the reserved number related to the first actuation port 62a is "0" to "4", and table B3 is configured so that the variable display time is "180 sec" regardless of whether the reserved number related to the first actuation port 62a is "0" to "4". In other words, there are differences so that the time (grace period) until transition to the first normal game state becomes longer in the order of table B1 < table B2 < table B3.

[0360] Next, with reference to FIG. 32, the relationship between the trigger for transition to the fourth normal gaming state and the variable display time table to be referred to, and an overview of the display on the display screen 75a in the fourth normal gaming state will be described.

[0361] As shown in Fig. 32(a), when the transition trigger to the fourth normal gaming state is a 6R normal big win result A, specifically, when the 6R normal big win result A occurs and no ball enters the favorable ball entry section 314 during the first special gaming state, table A1 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B1 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referred to in the fourth normal gaming state are table A1 and table B1.

[0362] In this table combination, the time for displaying the change in the pattern on the first actuation port display D1 is 60 sec, and the time for displaying the change in the pattern on the second actuation port display D2 when the reserved number changes from "3" to "4" is 2 sec. Considering that the time for displaying the finalized pattern on the second actuation port display D2 is 1 sec and the execution time of the second special game state is about 1 sec, the game round related to the second actuation port 63a will be executed about 15 times during one game round related to the first actuation port 62a. Incidentally, if the game round related to the second actuation port 63a is a miss every time and does not transition to the second special game state, the game round related to the second actuation port 63a will be executed a maximum of 20 times during one game round related to the first actuation port 62a.

[0363] When the combination of table A1 and table B1 is referred to in this way, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to table B1, that is, information indicating the remaining time for which the fourth normal gaming state is maintained, and this timer is updated (decremented) as time passes. Specifically, when the fourth normal gaming state starts, "60.00 sec remaining START" is displayed as the timer, and when the fourth normal gaming state ends and transitions to the first normal gaming state, "00.00 sec remaining TIME OVER" is displayed. Note that, when a special win occurs during the fourth normal gaming state and transitions to the second special gaming state occurs, the updating (decrementing) of the timer is stopped from the time when the picture is displayed as determined on the second operating port display section D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is additionally displayed, informing the player that the updating of the timer is temporarily stopped.

[0364] As shown in Fig. 32(a), when the transition trigger to the fourth normal gaming state is a 6R normal big win result B, specifically, when the 6R normal big win result B is reached and no ball entry into the favorable ball entry section 314 occurs during the first special gaming state, table A2 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B1 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referred to in the fourth normal gaming state are table A2 and table B1.

[0365] In this table combination, the time for displaying the change in the pattern on the first actuation port display D1 is 60 sec, and the time for displaying the change in the pattern on the second actuation port display D2 when the reserved number changes from "3" to "4" is 1 sec. Considering that the time for displaying the finalized pattern on the second actuation port display D2 is 1 sec and the execution time of the second special game state is about 1 sec, the game related to the second actuation port 63a is executed about 20 times during one game related to the first actuation port display D1. Incidentally, if the game related to the second actuation port 63a is always a miss and does not transition to the second special game state, the game related to the second actuation port 63a is executed a maximum of 30 times during one game related to the first actuation port 62a.

[0366] When the combination of table A2 and table B1 is referred to in this way, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to table B1, that is, information indicating the remaining time for which the fourth normal game state is maintained, and this timer is updated (decremented) as time passes. Specifically, when the fourth normal game state starts, "60.00 sec remaining START" is displayed as the timer, and when the fourth normal game state ends and transitions to the first normal game state, "00.00 sec remaining TIME OVER" is displayed. Note that, when a special win occurs during the fourth normal game state and transitions to the second special game state, the updating (decrementing) of the timer is stopped from the time when the picture is displayed as determined on the second operation port display section D2 until the second special game state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is additionally displayed, informing the player that the updating of the timer is temporarily stopped.

[0367] As shown in Fig. 32(a), when the transition trigger to the fourth normal gaming state is a 6R normal big win result C, specifically, when the 6R normal big win result C is reached and no ball entry into the favorable ball entry section 314 occurs during the first special gaming state, table A1 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B2 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referred to in the fourth normal gaming state are table A1 and table B2.

[0368] In this table combination, the time for displaying the change in the pattern on the first actuation port display D1 is 120 sec, and the time for displaying the change in the pattern on the second actuation port display D2 when the reserved number changes from "3" to "4" is 2 sec. Considering that the time for displaying the finalized pattern on the second actuation port display D2 is 1 sec and the execution time of the second special game state is about 1 sec, the game related to the second actuation port 63a is executed about 30 times during one game related to the first actuation port display D1. Incidentally, if the game related to the second actuation port 63a is always a miss and does not transition to the second special game state, the game related to the second actuation port 63a is executed a maximum of 40 times during one game related to the first actuation port 62a.

[0369] When the combination of table A1 and table B2 is referred to in this way, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to table B1, that is, information indicating the remaining time for which the fourth normal gaming state is maintained, and this timer is updated (decremented) as time passes. Specifically, when the fourth normal gaming state starts, "120.00 sec remaining START" is displayed as the timer, and when the fourth normal gaming state ends and transitions to the first normal gaming state, "00.00 sec remaining TIME OVER" is displayed. Note that, when a special win occurs during the fourth normal gaming state and transitions to the second special gaming state occurs, the updating (decrementing) of the timer is stopped from the time when the picture is displayed as determined on the second operating port display section D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is additionally displayed, informing the player that the updating of the timer is temporarily stopped.

[0370] As shown in Fig. 32(a), when the transition trigger to the fourth normal gaming state is a 6R normal big win result D, specifically, when the 6R normal big win result D occurs and a ball does not enter the favorable ball entry section 314 during the first special gaming state, table A2 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B2 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referred to in the fourth normal gaming state are table A2 and table B2.

[0371] In this table combination, the time for displaying the change in the pattern on the first actuation port display D1 is 120 sec, and the time for displaying the change in the pattern on the second actuation port display D2 when the reserved number changes from "3" to "4" is 1 sec. Considering that the time for displaying the finalized pattern on the second actuation port display D2 is 1 sec and the execution time of the second special game state is about 1 sec, the game related to the second actuation port 63a is executed about 40 times during one game related to the first actuation port display D1. Incidentally, if the game related to the second actuation port 63a is always a miss and does not transition to the second special game state, the game related to the second actuation port 63a is executed a maximum of 60 times during one game related to the first actuation port 62a.

[0372] When the combination of table A2 and table B2 is referred to in this way, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to table B1, that is, information indicating the remaining time for which the fourth normal game state is maintained, and this timer is updated (decremented) as time passes. Specifically, when the fourth normal game state starts, "120.00 sec remaining START" is displayed as the timer, and when the fourth normal game state ends and transitions to the first normal game state, "00.00 sec remaining TIME OVER" is displayed. Note that, when a special win occurs during the fourth normal game state and transitions to the second special game state, the updating (decrementing) of the timer is stopped from the time when the picture is displayed as determined on the second operation port display section D2 until the second special game state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is additionally displayed, informing the player that the updating of the timer is temporarily stopped.

[0373] As shown in Fig. 32(a), when the transition trigger to the fourth normal game state is a 6R normal big win result E, specifically, when the 6R normal big win result E is reached and no ball entry into the favorable ball entry section 314 occurs during the first special game state, table A1 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B3 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referred to in the fourth normal game state are table A1 and table B3.

[0374] In this table combination, the time for displaying the change in the image on the first actuation port display D1 is 180 sec, and the time for displaying the change in the image on the second actuation port display D2 when the reserved number changes from "3" to "4" is 2 sec. Considering that the time for displaying the finalized image on the second actuation port display D2 is 1 sec and the execution time of the second special game state is about 1 sec, the game related to the second actuation port 63a is executed about 45 times during one game related to the first actuation port display D1. Incidentally, if the game related to the second actuation port 63a is always a miss and does not transition to the second special game state, the game related to the second actuation port 63a is executed a maximum of 60 times during one game related to the first actuation port 62a.

[0375] When the combination of table A1 and table B3 is referred to in this way, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to table B3, i.e., information indicating the remaining time for which the fourth normal game state is maintained, and this timer is updated (decremented) as time passes. Specifically, when the fourth normal game state starts, "180.00 sec remaining START" is displayed as the timer, and when the fourth normal game state ends and transitions to the first normal game state, "00.00 sec remaining TIME OVER" is displayed. Note that, when a special win occurs during the fourth normal game state and transitions to the second special game state, the updating (decrementing) of the timer is stopped from the time when the picture is displayed as determined on the second operation port display section D2 until the second special game state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is additionally displayed, informing the player that the updating of the timer is temporarily stopped.

[0376] As shown in Fig. 32(a), when the transition trigger to the fourth normal gaming state is a 6R normal big win result F, specifically, when the 6R normal big win result F occurs and no ball enters the favorable ball entry section 314 during the first special gaming state, table A2 is set as the variable display time table for the second actuation port display section D2 (second actuation port 63a), and table B3 is set as the variable display time table for the first actuation port display section D1 (first actuation port 62a). In other words, the table combinations referred to in the fourth normal gaming state are table A2 and table B3.

[0377] In this table combination, the time for displaying the change in the pattern on the first actuation port display D1 is 180 sec, and the time for displaying the change in the pattern on the second actuation port display D2 when the reserved number changes from "3" to "4" is 1 sec. Considering that the time for displaying the finalized pattern on the second actuation port display D2 is 1 sec and the execution time of the second special game state is about 1 sec, the game related to the second actuation port 63a will be executed about 60 times during one game related to the first actuation port display D1. Incidentally, if the game related to the second actuation port 63a is a miss every time and does not transition to the second special game state, the game related to the second actuation port 63a will be executed a maximum of 90 times during one game related to the first actuation port 62a.

[0378] When the combination of table A1 and table B2 is referred to in this way, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to table B1, that is, information indicating the remaining time for which the fourth normal gaming state is maintained, and this timer is updated (decremented) as time passes. Specifically, when the fourth normal gaming state starts, "180.00 sec remaining START" is displayed as the timer, and when the fourth normal gaming state ends and transitions to the first normal gaming state, "00.00 sec remaining TIME OVER" is displayed. Note that, when a special win occurs during the fourth normal gaming state and transitions to the second special gaming state occurs, the updating (decrementing) of the timer is stopped from the time when the picture is displayed as determined on the second operating port display section D2 until the second special gaming state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is additionally displayed, informing the player that the updating of the timer is temporarily stopped.

[0379] As shown in Fig. 32(a), when the transition to the fourth normal gaming state is triggered by the limiter operation, specifically, when the number of consecutive high probability jackpots reaches the upper limit, table A2 is set as the variable display time table for the second operating port display section D2 (second operating port 63a), and table B3 is set as the variable display time table for the first operating port display section D1 (first operating port 62a). In other words, the table combinations referred to in the fourth normal gaming state are table A2 and table B3.

[0380] In this table combination, the time for displaying the change in the pattern on the first actuation port display D1 is 180 sec, and the time for displaying the change in the pattern on the second actuation port display D2 when the reserved number changes from "3" to "4" is 1 sec. Considering that the time for displaying the finalized pattern on the second actuation port display D2 is 1 sec and the execution time of the second special game state is about 1 sec, the game related to the second actuation port 63a will be executed about 60 times during one game related to the first actuation port display D1. Incidentally, if the game related to the second actuation port 63a is a miss every time and does not transition to the second special game state, the game related to the second actuation port 63a will be executed a maximum of 90 times during one game related to the first actuation port 62a.

[0381] When the combination of table A2 and table B3 is referred to in this way, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to table B1, that is, information indicating the remaining time for which the fourth normal game state is maintained, and this timer is updated (decremented) as time passes. Specifically, when the fourth normal game state starts, "180.00 sec remaining START" is displayed as the timer, and when the fourth normal game state ends and transitions to the first normal game state, "00.00 sec remaining TIME OVER" is displayed. Note that, when a special win occurs during the fourth normal game state and transitions to the second special game state, the updating (decrementing) of the timer is stopped from the time when the picture is displayed as determined on the second operation port display section D2 until the second special game state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is additionally displayed, informing the player that the updating of the timer is temporarily stopped.

[0382] As shown in Fig. 32(a), when the trigger for transition to the fourth normal gaming state is a 6R or 16R jackpot result and a ball does not enter the favorable ball entry portion 314 during the first special gaming state, table A2 is set as the variable display time table for the second actuation port display portion D2 (second actuation port 63a), and table B3 is set as the variable display time table for the first actuation port display portion D1 (first actuation port 62a). In other words, the table combinations referred to in the fourth normal gaming state are table A2 and table B3.

[0383] In this table combination, the time for displaying the change in the pattern on the first actuation port display D1 is 180 sec, and the time for displaying the change in the pattern on the second actuation port display D2 when the reserved number changes from "3" to "4" is 1 sec. Considering that the time for displaying the finalized pattern on the second actuation port display D2 is 1 sec and the execution time of the second special game state is about 1 sec, the game related to the second actuation port 63a will be executed about 60 times during one game related to the first actuation port display D1. Incidentally, if the game related to the second actuation port 63a is a miss every time and does not transition to the second special game state, the game related to the second actuation port 63a will be executed a maximum of 90 times during one game related to the first actuation port 62a.

[0384] When the combination of table A2 and table B3 is referred to in this way, as shown in FIG. 32(b), a timer is displayed on the display screen 75a as information corresponding to table B1, that is, information indicating the remaining time for which the fourth normal game state is maintained, and this timer is updated (decremented) as time passes. Specifically, when the fourth normal game state starts, "180.00 sec remaining START" is displayed as the timer, and when the fourth normal game state ends and transitions to the first normal game state, "00.00 sec remaining TIME OVER" is displayed. Note that, when a special win occurs during the fourth normal game state and transitions to the second special game state, the updating (decrementing) of the timer is stopped from the time when the picture is displayed as determined on the second operation port display section D2 until the second special game state ends. On the display screen 75a, an effect is added to the timer and the word "LOCK" is additionally displayed, informing the player that the updating of the timer is temporarily stopped.

[0385] If the number of reserved balls related to the first actuation port 62a is "0" when the state transitions to the fourth normal game state, the timer is not updated until new reserved ball information related to the first actuation port 62a is acquired, providing a chance to play extra balls related to the second actuation port 63a. In such a case, the word "STANDBY" is additionally displayed on the timer (initial value) on the display screen 75a, informing the user that the state is before the timer update has started.

[0386] Here, in the fourth normal game state, the number of times the game is played related to the second actuation port 63a changes depending on the ball entry status into the second actuation port 63a. A specific example will be described below with reference to FIG. 33. FIG. 33(a) illustrates a case where the reserved number related to the first actuation port 62a is "1" and the reserved number related to the second actuation port 63a is "4" at the start of the fourth normal game state, and FIG. 33(b) illustrates a case where the reserved number related to the first actuation port 62a is "1" and the reserved number related to the second actuation port 63a is "3" at the start of the fourth normal game state. Note that the examples shown in FIGS. 33(a) and (b) both show the fourth normal game state corresponding to the combination of table A2 and table B3.

[0387] (Difference in number of executions) In FIG. 33(a), at the timing of transition to the fourth normal game state, the reserved number related to the second actuation port 63a is reduced from "4" to "3" and the reserved number related to the first actuation port 62a is reduced from "1" to "0", and the variable display of each pattern on the first actuation port display section D1 and the second actuation port display section D2 is started. In this case, the variable display time of the pattern on the first actuation port display section D1 is set to 180 sec, and the variable display time of the pattern on the second actuation port display section D2 is set to 1 sec. In this example, since the first play related to the second actuation port 63a corresponds to the special winning result, the pattern corresponding to the special winning result is displayed as determined for 1 sec, and then the game state transitions to the second special game state.

[0388] Here, the time required for the second special game state is about 1 sec, and there is a grace period of about 3 sec from when the reserved number related to the second actuation port 63a is reduced to "3" until the next game round starts. As already explained, about 1 / 3 of the game balls shot to the right route are configured to enter the second actuation port 63a, and the shooting cycle is 0.6 sec. Therefore, if the game balls continue to be shot to the right route, in many cases, the balls will enter the second actuation port 63a before the start of the next game round. In the example of FIG. 33(a), the game balls continue to be shot, and the reserved number related to the second actuation port 63a is restored from "3" to "4" before the start of the next game round. This decrease → increase in the reserved number is repeated until the variable display of the picture related to the first actuation port 62a ends, and the number of games related to the second actuation port 63a executed during the variable display of the picture in the first actuation port 62a reaches 60 times.

[0389] Next, in FIG. 33(b), at the timing of transition to the fourth normal game state, the reserved number related to the second actuation port 63a is reduced from "3" to "2" and the reserved number related to the first actuation port 62a is reduced from "1" to "0", and the variable display of each pattern on the first actuation port display section D1 and the second actuation port display section D2 is started. In this case, the variable display time of the pattern on the first actuation port display section D1 is set to 180 sec, and the variable display time of the pattern on the second actuation port display section D2 is set to 1 sec. In this example, since the first play related to the second actuation port 63a corresponds to the special winning result, the pattern corresponding to the special winning result is displayed as determined for 1 sec, and then the game state transitions to the second special game state.

[0390] Here, in the example of FIG. 33(b), although the launch of game balls continues, no balls enter the second actuation port 63a before the start of the next game round, and the reserved number related to the second actuation port 63a remains at "2". Therefore, in the second game round related to the second actuation port 63a, the variable display time of the image on the display unit D2 for the second actuation port is 3 seconds. In this way, if the reserved number is not acquired at the right time and the shortening function of the variable display time of the image on the display unit D2 for the second actuation port (the shortening function according to the reserved number) is not performed well, that is, if the shortest variable display time is not set as the variable display time, the number of games that can be played before the image is confirmed and displayed on the display unit D1 for the first actuation port (the number of games related to the second actuation port 63a) will decrease. In the example shown in Figure 33(b), such an event occurs multiple times before the changing display of the pattern related to the first actuation port 62a ends, so that the number of games related to the second actuation port 63a executed during the changing display of the pattern in the first actuation port 62a is 56.

[0391] In addition, until the final display of the pattern in the first actuation port 62a is completed, the variable display time table for the second actuation port 63a is maintained in the table A2. Therefore, if a game round related to the second actuation port 63a is started before the final display of the pattern in the first actuation port display section D1 is completed, the number of game rounds related to the second actuation port 63a is increased by one as a benefit of the fourth normal game state.

[0392] Below, with reference to the schematic diagram of FIG. 34, a supplementary explanation will be given on the relationship between the game flow and the number of balls in the pachinko machine 10.

[0393] When the game balls are shot to the left route in the first normal game state, the number of balls held decreases as the game progresses. When a jackpot is won under such a situation where investment continues, and the game transitions to the first special game state, the number of balls held increases significantly due to frequent winnings in the upper variable winning device 64. Specifically, the first special game state is configured such that nine balls can actually enter during a round of play. Since 14 game balls are paid out for one winning, 126 game balls can be acquired in one round. Then, this round of play is repeated multiple times after an interval of 2 seconds, providing a chance to acquire a large number of game balls at once.

[0394] In the first round in the first special game state, the favorable ball entry section 314 is opened. If a ball enters the favorable ball entry section 314 in this round, the game transitions to the second normal game state after the first special game state ends. In the second normal game state, the time for displaying the changing patterns in the first actuation port display section D1 and the time for displaying the changing patterns in the second actuation port display section D2 are both shortened. As a result, a ball enters the second actuation port 63a, resulting in a special win, and the lower variable winning device 65 is quickly opened. Due to the support of the lower variable winning device 65, the rate at which the number of balls decreases is slower in the second normal game state than in the first normal game state.

[0395] In the second normal game state, as in the fourth normal game state, an upper limit is set for each of the number of games related to the first actuation port 62a and the number of games related to the second actuation port 63a. In this embodiment, the upper limit of the number of games related to the first actuation port 62a is "1", and the upper limit of the number of games related to the second actuation port 63a is "100". Here, about 1 / 60 of the game balls shot to the right route enter the right actuation port 62aR arranged in the right route together with the upper variable winning device 64. For this reason, in most cases where the game state transitions to the second normal game state via the first special game state, it is assumed that the reservation related to the first actuation port 62a is secured by the start of the second normal game state. Therefore, the transition condition is quickly established in the second normal game state, and the game state transitions to the third normal game state.

[0396] The third normal game state will continue until a jackpot result occurs and the game moves to the first special game state. Here, in the third normal game state, the time during which the image changes on the first actuation port display unit D1 is significantly extended compared to the first normal game state and the second normal game state, and the time during which the image changes on the second actuation port display unit D2 is further shortened compared to the second normal game state. As a result, when a game ball is shot to the right route, the game progresses with the game times related to the second actuation port 63a as the main. As described above, by shortening the time during which the image changes on the second actuation port display unit D2, the span of support by the lower variable winning device 65 when a special winning result occurs is shortened, and the opportunities for said support are substantially increased. As a result, the opportunities for the game ball shot to the right route to enter the lower variable winning device 65 increase, and the number of balls held changes from a decrease to an increase. In other words, in the third normal game state, if a special jackpot occurs before the next jackpot, the game will transition to the second special game state, giving you a chance to increase your balls. If a normal jackpot occurs in the third normal game state, or if the number of consecutive jackpots reaches the upper limit, the game will transition to the fourth normal game state via the first special game state.

[0397] In the fourth normal game state, as in the second normal game state, an upper limit is set for each of the number of games related to the first actuation port 62a and the number of games related to the second actuation port 63a. In this embodiment, the upper limit of the number of games related to the first actuation port 62a is "1", and the upper limit of the number of games related to the second actuation port 63a is "100". In the fourth normal game state, the time period during which the image changes in the first actuation port display section D1 is the same as in the third normal game state, and the time period during which the image changes in the second actuation port display section D2 is slightly longer than in the third normal game state. In other words, in the fourth normal game state, as in the second normal game state and the third normal game state, the game progresses mainly with the number of games related to the second actuation port 63a. However, by lengthening the time for which the image is displayed on the second operating port display section D2, the span of support by the lower variable winning device 65 when a special winning result is obtained is extended, and the opportunity for said support is substantially reduced. As a result, the opportunity for the game ball shot to the right route to enter the lower variable winning device 65 decreases, and the number of balls held changes from an increase to a decrease. However, due to the support by the lower variable winning device 65, the speed at which the number of balls held decreases is slower in the fourth normal game state compared to the first normal game state.

[0398] According to the first embodiment described above in detail, the following excellent effects can be expected.

[0399] In this embodiment, in the fourth normal game state corresponding to the low probability mode, the fourth normal game state continues until the number of times of play related to the first actuation port 62a in the fourth normal game state reaches the upper limit (corresponding to the "reference number of times": 1 time), and when the upper limit is reached without a jackpot result, the state transitions to the first normal game state, which is more disadvantageous to the player than the fourth normal game state. The number of times of play related to the second actuation port 63a progresses in parallel with the number of times of play related to the first actuation port 62a, but the number of times of play related to the second actuation port 63a can be executed varies depending on the frequency of ball entry, etc. In other words, the number of times of play in the fourth normal game state is uncertain until the fourth normal game state actually ends. With such a configuration, it is possible to encourage the player to execute as many times of play as possible in the fourth normal game state, which can contribute to increasing the attention to the game.

[0400] Here, in the fourth normal game state, a plurality of variable display times (three in this embodiment) of the picture on the second operating port display section D2 are prepared, and the upper limit of the number of games that can be actually executed is determined depending on which of these variable display times is set. By adopting such a configuration, it is possible to diversify the fourth normal game state and prevent the game from becoming monotonous.

[0401] In detail, the variable display time of the second actuation port display section D2 set in the fourth normal game state is 60 sec, 120 sec, and 180 sec, and the difference between the variable display times is greater than the maximum value of the variable display time of the first actuation port display section D1 in the fourth normal game state (8 sec in this embodiment). Therefore, depending on the variable display time of the second actuation port display section D2, the upper limit of the number of games actually executed differs (see FIG. 32(a)), and the diversification of the fourth normal game state is suitably realized.

[0402] In the fourth normal game state, a plurality of (two) variable display time tables are prepared for determining the variable display period of the image in the second actuation port display section D2, and the actual number of times the game is performed for the second actuation port 63a in the fourth normal game state changes depending on which variable display time table is referred to. With such a configuration, the game can be made monotonous, and it can contribute to increasing the interest in the game.

[0403] In particular, by combining the variable display time tables (tables B1 to B3) associated with the first operating port 62a and the variable display time tables (tables A1 to A2) associated with the second operating port 63a, diversification of the fourth normal game state is achieved while preventing the total number of variable display time tables from becoming excessively large (see Figure 32(a)).

[0404] The combinations of these variable display time tables are associated with the types of jackpot results. The table combinations with the above-mentioned substantial number of executions are more likely to be set when the normal jackpot result is obtained by a lottery based on the ball entering the second operating port 63a than when the normal jackpot result is obtained by a lottery based on the ball entering the first operating port 62a. In other words, the substantial number of executions when the normal jackpot result is obtained in the fourth normal gaming state is more likely to be greater than the normal jackpot result in the first normal gaming state. This is preferable in terms of strengthening the player's rescue function when normal jackpot results are consecutive.

[0405] In this embodiment, when the probability of winning is increased consecutively, the limiter function may act and the high probability mode may be forcibly terminated. In such a case, the game will move to the fourth normal game state, but when the limiter function acts and the game moves to the fourth normal game state, the combination of the variable display time table is the most advantageous combination for the player. This makes it possible to suppress the decrease in the player's motivation to play.

[0406] In general gaming machines, the more the number of reserved information pieces is, the shorter the variable display time is. When such a function is activated, the possibility of avoiding the launch operation of the game balls so that the reserved information pieces related to the first actuation port 62a are not stored as much as possible when the reserved information pieces related to the first actuation port 62a are likely to be transferred to at least the fourth normal game state increases. This is a concern as being an obstacle to realizing smooth game progress and improved operation rate. Therefore, as shown in this embodiment, when determining the variable display time of the image in the first actuation port display section D1 in the fourth normal game state, the variable display time is configured to be common regardless of the number of reserved information pieces related to the first actuation port 62a, and the occurrence of the above-mentioned inconvenience can be suitably suppressed.

[0407] In this embodiment, the lower actuation ball entry section 62L and the right actuation ball entry section 62R are provided as the first actuation ball entry section 62. As for these first actuation ball entry sections 62, there may be some variation in whether or not a ball is entered, so in some cases, it cannot be denied that the fourth normal game state may proceed with the reserved number related to the first actuation port 62a remaining at "0". In other words, it cannot be denied that the game number related to the first actuation port 62a, which should normally determine the length of the fourth normal game state, may not proceed, and only the game number related to the second actuation port 63a may be repeated. If such an event occurs, it is feared that the game may become excessively advantageous for the player, and the soundness of the game may decrease. In this regard, in the configuration shown in this embodiment, an upper limit is also set for the game number related to the second actuation port 63a executed in the fourth normal game state, and if the game number related to the second actuation port 63a reaches the upper limit before the game number related to the first actuation port 62a reaches the upper limit, the game transitions to the first normal game state. By having such a backup function, the occurrence of the above-mentioned events is suppressed. Note that the upper limit of the number of games related to the second actuation port 63a is set higher than the upper limit of the number of games related to the first actuation port 62a, so that frequent intervention of the latter is avoided.

[0408] <Variation 1> In the first embodiment described above, the variable display time table for the first operating port referenced in the fourth normal game state is set to one of the variable display time tables B1 to B3 depending on the type of jackpot result, and when variable display time table B1 is set, the variable display time is "60 sec." When variable display time table B2 is set, the variable display time is "120 sec." When variable display time table B3 is set, the variable display time is "180 sec." However, it is sufficient if the variable display time is configured so that the order of the variable display time table B1 < variable display time table B2 < variable display time table B3 is the order.

[0409] For example, when the variable display time table B1 is set, the percentage of the variable display time that will be "60 sec" will be 60%, the percentage of the variable display time that will be "120 sec" will be 20%, and the percentage of the variable display time that will be "180 sec" will be 20%; when the variable display time table B2 is set, the percentage of the variable display time that will be "60 sec" will be 20%, the percentage of the variable display time that will be "120 sec" will be 60%, and the percentage of the variable display time that will be "180 sec" will be 20%; and when the variable display time table B3 is set, the percentage of the variable display time that will be "60 sec" will be 20%, the percentage of the variable display time that will be "120 sec" will be 20%, and the percentage of the variable display time that will be "180 sec" will be 60%.

[0410] <Variation 2> In the fourth normal game state, the time period during which the image changes on the first actuation port display section D1 is determined regardless of the number of reserved balls related to the first actuation port 62a, but the present invention is not limited to this. The time period during which the image changes on the first actuation port display section D1 in the fourth normal game state may be varied depending on the number of reserved balls. For example, the more reserved balls related to the first actuation port 62a, the longer the time period during which the image changes on the first actuation port display section D1 may be, or the less reserved balls related to the first actuation port 62a, the longer the time period during which the image changes on the first actuation port display section D1 may be.

[0411] <Modification 3> In the variable display time table A1 and the variable display time table A2 shown in the first embodiment, the difference in the variable display time for each reserved number is unified to "1 sec", but the difference in the variable display time after the reserved number may be different. For example, it is possible to make the difference in the variable display time larger as the reserved number increases.

[0412] It is also possible to limit the number of reserved items for which the difference in the variable display time occurs. In such a configuration, the difference in the variable display time may occur only when the number of reserved items is equal to or greater than a predetermined number (for example, when the upper limit is reached).

[0413] <Modification 4> In the first embodiment, the game state is changed to the first normal game state when the number of games played with the second actuation port 63a in the fourth normal game state reaches the upper limit (corresponding to the "second reference number of games"), but the present invention is not limited to this. For example, the game state may be changed to the first normal game state when the sum of the number of games played with the first actuation port and the number of games played with the second actuation port reaches the upper limit.

[0414] <Variation 5> In the above first embodiment, in the fourth normal game state, the remaining time is displayed based on the variable display time of the image in the first actuation port display section D1. However, considering that the timing at which the variable display time table switches is the timing at which the final display in the first actuation port display section D1 ends, the total remaining time may be displayed by adding the final display time to the remaining time.

[0415] <Variation 6> In the first embodiment, the remaining time until the variable display of the image in the first actuation port display section D1 ends is indicated when the fourth normal game state is reached, but this is not limited to the above. It is also possible to indicate a part of the time during which the fourth normal game state is maintained, i.e., a time shorter than the actual remaining time, and to make the remaining time unindicated (end the display of the remaining time) after the time has elapsed. In this case, for example, the remaining time on the timer counter may be indicated as "???" or the like.

[0416] <Variation 7> In the fourth normal game state, when the variable display time in the second actuation port display section D2 is shortened, it is possible to continue displaying the remaining time until the variable display of the pattern in the second actuation port display section D2 ends, rather than ending the display of the remaining time by the timer counter at the timing when the variable display of the pattern in the first actuation port display section D1 ends. In this case, for example, the remaining time may be clearly displayed, or the remaining time on the timer counter may be hidden by displaying "???" or the like.

[0417] <Variation 8> In the first embodiment, the configuration in which the electric role 71 has only one type of support mode is illustrated, but the present invention is not limited to this. For example, as in other embodiments described later, a low-frequency support mode in which the support frequency by the electric role 71 is relatively low and a high-frequency support mode in which the support frequency is relatively high may be provided as the support mode. In such a configuration, the low-frequency support mode may be used for the first normal game state corresponding to the first variable display mode, and the high-frequency support mode may be used for the second normal game state corresponding to the second variable display mode, the third normal game state corresponding to the third variable display mode, and the fourth normal game state corresponding to the fourth variable display mode.

[0418] <Variation 9> In the first embodiment, when a 6R or 16R jackpot result is obtained, the variable display time table corresponding to the second operating port display unit is table A2, and the variable display time table corresponding to the first operating port display unit is table B3. However, this is not limited to this. As with the normal jackpot result, it is also possible to configure the table combination to be different depending on the type of jackpot result. With this configuration, it is possible to create a difference in the frequency of game times related to the relatively disadvantageous first operating port, and it is possible to change the rate at which the jackpot result is actually a jackpot result. In particular, by providing table A3, which has an even shorter variable display time than table A2, as table A group, it is possible to further diversify the progress speed of game times related to the second operating port. When table A2 and table A3 are compared, the frequency of transition to the second special game state due to a special jackpot result also changes, so that the increase / decrease ratio of the player's balls can also be diversified. For example, in the second normal gaming state, it is possible to configure the number of balls held by the player to be slightly decreased, to be approximately constant, or to be slightly increased.

[0419] <Modification 10> In the first embodiment, the upper limit of the number of times of play associated with the first actuation port 63a in the fourth normal game state (corresponding to the "reference number of times") is set to one, but this is not limited thereto. The upper limit may be set to two or more. In addition, the upper limit of the number of times of play associated with the first actuation port 63a when the second normal game state is shifted to the third normal game state is matched with the upper limit of the number of times of play associated with the first actuation port 63a when the fourth normal game state is shifted to the first normal game state, and the variable display time tables associated with the first actuation port 63a are made separate for the second normal game state and the fourth normal game state, and a difference is provided in the variable display time of the picture in the first actuation port display section D1, thereby providing a clear difference between the period during which the second normal game state is maintained and the period during which the fourth normal game state is maintained, but this is not limited thereto. For example, the variable display time table of the first operating port display unit D1 referenced in the second normal game state and the fourth normal game state may be made common, and the upper limit in the second normal game state may be made different from the upper limit in the fourth normal game state, thereby making the period during which the second normal game state is maintained different from the period during which the fourth normal game state is maintained.

[0420] <Modification 11> In the first embodiment, the variable display time table corresponding to the first actuation port display unit D1 referred to in the fourth normal game state is configured so that the variable display time is set to be the same regardless of the reserved number related to the first actuation port 62a, but this is not limited to this, and a difference may be set in the variable display time set depending on the reserved number related to the first actuation port 62a. For example, the variable display time may be set to be shorter as the reserved number related to the first actuation port 62a increases, or the variable display time may be set to be longer as the reserved number related to the first actuation port 62a increases. In addition, when the former of these two deformation patterns is used, it is preferable to make the difference in the variable display time for each reserved number smaller than the minimum value of the variable display time of the picture in the second actuation port display unit D2, so that a substantial difference in the number of times a game is executed is unlikely to occur even if the reserved number differs.

[0421] <Modification 12> In the above first embodiment, three variable display time tables for the first operating port and two variable display time tables for the second operating port are used to classify the fourth normal game state into six patterns, but the number of variable display time tables for the first operating port and the number of variable display time tables for the second operating port are arbitrary.

[0422] <Second embodiment> In this embodiment, as in the first embodiment, the game times related to the two operating ports are executed in parallel, but the specific configuration for realizing diversification of the game using this function is different from that of the first embodiment. The characteristic configuration of this embodiment will be described below, focusing on the differences from the first embodiment. First, the configuration of the game board 60 in this embodiment will be described with reference to FIG. 35. FIG. 35 is a front view of the game board 60.

[0423] (Game Board 60) A general winning opening 61, operational winning sections 62, 63, variable winning devices 64, 65, a through gate 66, a variable display unit 67, etc. are disposed in each opening formed in the game board 60. When a ball enters an entry section such as the general winning opening 61, the operational winning sections 62, 63, or the variable winning devices 64, 65, it is detected by a detection sensor, and a privilege such as the payout of a predetermined number of prize balls is given to the player based on the detection result.

[0424] An outlet 68 is provided at the bottom of the game board 60, and game balls that do not enter the various ball entry sections are discharged from the game area PE through the outlet 68. Here, "entering" means that the game ball passes through a predetermined opening position, and includes not only a state in which the game ball is discharged from the game area PE after passing through the opening position, but also a state in which the game ball is not discharged from the game area PE after passing through the opening position.

[0425] In addition, numerous game nails 69 are planted on the game board 60 in order to appropriately distribute and adjust the flow path of the game balls, and various components (apparatuses) such as windmills are also arranged. The game nails 69, windmills, and other components differentiate the flow path of the game balls, and adjustments are made so that the above-mentioned general winning hole 61 and the like will win with an appropriate probability.

[0426] The variable display unit 67 is disposed in the center of the game board 60, and the above-mentioned operating ball entry sections 62, 63 are disposed around the variable display unit 67. The operating ball entry sections 62, 63 are roughly divided into a lower operating ball entry section 62 disposed below the variable display unit 67 and a right operating ball entry section 63 disposed to the right of the variable display unit 67, and the right operating ball entry section 63 in particular is provided with an electric device 71 as an opening / closing type ball entry assist device (ball entry assist means) or an opening / closing member (opening / closing means). The electric device 71 has a shutter and a solenoid type drive section for driving the shutter, and the position of the shutter can be changed by the drive section to switch between an open state (accepting state) in which a ball can be entered into the right operating ball entry section 63 (right operating port 63a) and a closed state (non-accepting state) in which the ball cannot be entered. In addition, the electric device 71 attached to the right-side operating ball entry section 63 may be switchable between a state in which it is easy to enter the right operating port 63a and a state in which it is more difficult to enter the ball.

[0427] The through gate 66 is disposed in the game area PE (the right route described later in detail) upstream of the right-side operating ball entrance portion 63, more specifically, at a position to the side (right side) of the variable display unit 67. The through gate 66 allows game balls to pass in the vertical direction, and a game ball that enters the through gate 66 flows down to the downstream side of the game area PE without being discharged from the game area PE. If a lottery is won in response to the game ball passing through the through gate 66, the electric device 71 is switched from a closed state to an open state for a predetermined period of time.

[0428] The upper variable winning device 64 is disposed on the right route at a position between the through gate 66 and the right-side operational ball entry section 63, and the lower variable winning device 65 is disposed on the right route at a position downstream of the right-side operational ball entry section 63. The upper variable winning device 64 and the lower variable winning device 65 have the same configuration as in the first embodiment, so detailed explanations will be omitted.

[0429] The above-mentioned right side operating ball entry section 63, variable winning devices 64, 65, and through gate 66 are arranged on the right route, and game balls flowing down the ...

Claims

[Claim 1] A gaming machine comprising a gaming board on which a gaming area is formed, and a ball entry means for allowing a gaming ball flowing down the gaming area to enter the gaming area, A detection means capable of detecting a game ball that has entered the ball entry means; An acquisition means for acquiring predetermined information when the game ball is detected by the detection means; A storage means capable of storing the predetermined information; A means for executing a determination as to whether to grant a privilege to a player based on the predetermined information stored in the storage means; a destination specifying means for specifying information when the predetermined information stored in the storage means becomes a target of the grant determination before the predetermined information becomes a target of the grant determination; a specific notification means capable of executing a specific notification based on a result of the identification by the previous identification means; An operation means operated by a player; A gaming machine comprising:

Citation Information

Patent Citations

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