Game machine

By implementing special information acquisition and determination mechanisms to transition to more advantageous gaming states with variable displays, the gaming experience in pachinko machines is enhanced, increasing player engagement and attention.

JP2025061840AInactive Publication Date: 2025-04-11SANYO BUSSAN KK

Patent Information

Application Number
JP2025011464
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-27
Publication Date
2025-04-11
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack mechanisms to significantly enhance player engagement and attention to the game.

Method used

Incorporation of special information acquisition, storage, and determination means to transition to more advantageous gaming states, along with variable displays and symbol notifications based on specific judgments, allowing for enhanced game states and increased player interaction.

Benefits of technology

This approach significantly increases player engagement and attention to the game by providing varied and advantageous gaming states, enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025061840000001_ABST
    Figure 2025061840000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of suitably increasing a degree of attention to a game.SOLUTION: A Pachinko machine includes: a main control device for holding a jackpot lottery on the basis of reservation information by acquiring the reservation information on the basis of entry into an operation hole; a reservation display device 600K for displaying reservation patterns corresponding in number to a reservation number; and a movable performance device 800K disposed side by side with the reservation display device 600K. The reservation display device 600K and the movable performance device 800K have a function of executing a third-class reservation notice performance B as one of reservation notice performances for reporting a degree of expectation toward a jackpot result before a game round pertaining to the reservation. In the third-class reservation notice performance B, a movable decorative body 801K of the movable performance device 800K designates a reservation pattern to be changed. After that, a third light emitting part 813K of the movable decorative body 801K emits light in a predetermined color and moves toward an execution object display part 601K so as to be synchronized with a reservation pattern.SELECTED DRAWING: Figure 323
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] 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 entrance section provided in the gaming area, the player is given a privilege such as a payout of a predetermined number of gaming balls. The ball entrance section is made variable, and can be switched between an accepting state and a non-accepting state according to the gaming situation, thereby diversifying the game (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 appropriately increase attention to the game. [Means for solving the problem]

[0006] The present invention relates to A special information acquisition means for acquiring special information based on the establishment of a predetermined acquisition opportunity; an acquired information storage means capable of storing the special information acquired by the special information acquisition means; A determination means for making a specific determination based on the special information stored in the acquired information storage means; a means for transitioning to a special gaming state which is more advantageous to the player than a predetermined gaming state based on the result of the specific judgment being a first result; A means for starting a variable display of a first symbol by a first notification means based on the specific judgment being made, and displaying a stop result corresponding to the result of the specific judgment and ending the variable display of the first symbol, which is counted as one game round, and for performing the variable display of the first symbol for each game round; A means for displaying a second symbol different from the first symbol by a second notification means different from the first notification means in a game, and displaying a stop result corresponding to the result of the specific judgment; Equipped with As a gaming state, a specific gaming state which is more advantageous to a player than the predetermined gaming state and is different from the special gaming state is provided; a means for transitioning to the specific game state without passing through the special game state based on the result of the specific judgment being a second result different from the first result; a destination specifying means for specifying information corresponding to a judgment result when the specific special information stored in the acquired information storage means becomes a target of the specific judgment before the specific special information becomes a target of the specific judgment; 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] FIG. 1 is a front view showing a pachinko machine according to a first embodiment. [Diagram 2] This is an oblique view of a pachinko machine seen from the front. [Diagram 3] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Figure 4] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Diagram 5] FIG. [Figure 6] FIG. 2 is a front view showing the configuration of the game board unit. [Figure 7] This is an oblique view of the game board unit from the rear side. [Figure 8] FIG. 4 is a rear view showing the configuration of the inner frame. [Figure 9] FIG. 2 is a rear view of the pachinko machine. [Figure 10] A front view showing the rear pack unit. [Figure 11] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 12] 1 is a schematic diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 13] 1 is a schematic diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 14] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 15] (a) is a schematic diagram showing a win / loss table for the low probability mode, and (b) is a schematic diagram showing a win / loss table for the high probability mode. [Figure 16] FIG. 1A is a schematic diagram showing an allocation table for a jackpot, and FIG. 1B is a schematic diagram showing an allocation table for a special miss. [Figure 17] FIG. 1A is a schematic diagram showing the relationship between the type of jackpot and the lottery mode and support mode; FIG. 1B is a schematic diagram showing the relationship between the type of special miss and the lottery mode and support mode. [Figure 18] (a) is a schematic diagram showing a support lottery table for low frequency support mode, (b) is a schematic diagram showing a support lottery table for high frequency support mode A, and (c) is a schematic diagram showing a support lottery table for high frequency support mode B. [Figure 19] FIG. 1 is a schematic diagram showing an overview of a support mode. [Figure 20]4 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 21] A flowchart showing the winning process for an operating port. [Figure 22] 13 is a flowchart showing an information acquisition process. [Figure 23] 4 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 24] 13 is a flowchart showing a game play control process. [Diagram 25] 13 is a flowchart showing a data setting process. [Figure 26] 13 is a flowchart showing a fluctuation start process. [Figure 27] 13 is a schematic diagram showing a variable display time table corresponding to deviation from normal. FIG. [Figure 28] A schematic diagram showing a variable display time table corresponding to a jackpot. [Figure 29] This is a schematic diagram showing a variable display time table for special misses. [Diagram 30] 13 is a flowchart showing a game state transition process. [Diagram 31] A flowchart showing the process of opening and closing the large prize opening. [Diagram 32] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Diagram 33] 13 is a flowchart showing a through gate control process. [Diagram 34] 13 is a flowchart showing a fluctuation start process for a through gate. [Diagram 35] 13 is a schematic diagram comparing the display times of pictures in the through gate display section. FIG. [Diagram 36] 13 is a flowchart showing a process for electric utility support. [Figure 37] 13 is a flowchart showing an electric utility switching process. [Figure 38] 13 is a flowchart showing a process for confirmation display. [Figure 39]13 is a flowchart showing a support mode switching process. [Diagram 40] 2 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Diagram 41] 4 is a flowchart showing a variable display control process executed by an MPU of an announcement / performance control device. [Diagram 42] 13 is a flowchart showing the first variable display control process. [Diagram 43] 13 is a flowchart showing the first fluctuation start processing. [Diagram 44] FIG. 1 is a schematic diagram illustrating an example of an outline of a game presentation. [Diagram 45] FIG. 1A is a schematic diagram showing a symbol combination corresponding to a big win, and FIG. 1B is a schematic diagram showing a symbol combination corresponding to a special miss. [Diagram 46] 13 is a timing chart showing the flow of the game when a transition to the fourth normal game state occurs as a result of a special miss. [Figure 47] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 48] 11 is a timing chart illustrating an example of a change in a ball. [Figure 49] (a) A schematic diagram comparing support modes in the second embodiment, (b) a schematic diagram showing the display content when transitioning to high-frequency support mode A1, and (c) a schematic diagram showing the display content when transitioning to high-frequency support mode A2. [Figure 50] 13 is a flowchart showing a support mode switching process executed by the MPU of the main control device. [Figure 51] 13 is a flowchart showing a process for setting a variable display time. [Figure 52] 13 is a flowchart showing setting processes for the first and fourth normal gaming states. [Diagram 53] 13 is a schematic diagram showing a variable display time table corresponding to deviation from normal. FIG. [Figure 54] 13 is a schematic diagram showing a variable display time table corresponding to deviation from normal. FIG. [Figure 55]1 is a timing chart showing the flow of a game. [Figure 56] FIG. 13 is a front view of a game board unit in the third embodiment. [Figure 57] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 58] FIG. 11 is a schematic diagram showing a hit / miss table for the first operating port. [Figure 59] 13 is a schematic diagram showing a hit / miss table for the second operating port. FIG. [Figure 60] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 61] FIG. 11 is a schematic diagram showing a variable display time table for the second operating port. [Figure 62] 1 is a timing chart showing the flow of a game. [Figure 63] FIG. 13 is a schematic diagram showing a distribution table for operating ports in the fourth embodiment. [Figure 64] 13 is a flowchart showing the first change start processing executed by the MPU of the notification / performance control device. [Figure 65] FIG. 13(a) is a schematic diagram showing the flow of the first special effect, and FIG. 13(b) is a schematic diagram showing the flow of the second special effect. [Figure 66] 1 is a timing chart showing the flow of a game. [Figure 67] FIG. 13 is a front view of a game board unit in the fifth embodiment. [Figure 68] A schematic diagram showing the internal structure of the variable winning device. [Figure 69] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 70] FIG. 2A is a schematic diagram showing a hit / miss table for a first operating port, and FIG. 2B is a schematic diagram showing a hit / miss table for a second operating port. [Figure 71] 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 72]FIG. 13A is a schematic diagram showing the behavior when a special winning result is obtained, and FIG. 13B is a schematic diagram showing the transition pattern of the game state. [Figure 73] 4 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 74] 4 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 75] 13 is a flowchart showing a support mode switching process. [Figure 76] 13 is a flowchart showing the transition process to a special winning game state. [Figure 77] 13 is a flowchart showing the special winning start processing. [Figure 78] 13 is a flowchart showing the process of ending a special winning game. [Figure 79] 13 is a flowchart showing a V distribution setting process. [Figure 80] A flowchart showing V winning processing. [Figure 81] 13 is a flowchart showing the transition process to a jackpot gaming state. [Figure 82] A flowchart showing the transition process at the end of a big win. [Figure 83] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 84] 13 is a flowchart showing a pre-check process executed by the MPU of the main control device. [Figure 85] 13 is a flowchart showing a special variable display time table for the second operating port. [Figure 86] 1 is a timing chart showing the flow of a game. [Figure 87] FIG. 23 is a schematic diagram showing a hit / miss table for an operating port in the sixth embodiment. [Figure 88] 13 is a schematic diagram showing a transition pattern of a game state. FIG. [Figure 89] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 90]A front view of a game board unit in the seventh embodiment. [Figure 91] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 92] FIG. 11 is a schematic diagram showing a hit / miss table for the first operating port. [Figure 93] 13 is a schematic diagram showing a hit / miss table for the second operating port. FIG. [Figure 94] 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 95] A schematic diagram showing the relationship between the winning type and the lottery mode and support mode. [Figure 96] 13 is a flowchart showing a support mode switching process. [Figure 97] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 98] FIG. 23 is a front view of a game board unit in the eighth embodiment. [Figure 99] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 100] (a) is a schematic diagram showing a win / loss table for the low probability mode, and (b) is a schematic diagram showing a win / loss table for the high probability mode. [Figure 101] FIG. 2A is a schematic diagram showing a distribution table for a first operating port, and FIG. 2B is a schematic diagram showing a hit / miss table for a second operating port. [Figure 102] A schematic diagram showing the relationship between the winning type and the lottery mode and support mode. [Figure 103] 13 is a flowchart showing a transition process at the end of an opening / closing execution mode executed by the MPU of the main control device. [Figure 104] 13 is a flowchart showing a support mode switching process executed by the MPU of the main control device. [Figure 105] FIG. 13 is a schematic diagram showing a win / lose table in the ninth embodiment. [Figure 106]FIG. 1A is a schematic diagram showing an allocation table for big wins, and FIG. 1B is a schematic diagram showing the relationship between the win type and the lottery mode and support mode. [Figure 107] FIG. 13A is a schematic diagram comparing support modes, and FIG. 13B is a schematic diagram comparing the display time of images on the through gate display unit. [Figure 108] 13 is a flowchart showing a transition process at the end of an opening / closing execution mode executed by the MPU of the main control device. [Fig. 109] 13 is a flowchart showing the game round end processing executed by the MPU of the main control unit. [Figure 110] 11 is a timing chart illustrating an example of a change in a ball. [Figure 111] (a) A schematic diagram comparing support modes in the 10th embodiment, (b) a schematic diagram showing the display content when transitioning to high-frequency support mode A1, and (c) a schematic diagram showing the display content when transitioning to high-frequency support mode A2. [Figure 112] 1 is a timing chart showing the flow of a game. [Figure 113] A schematic diagram showing the relationship between the lottery result and the picture displayed on the operating port display unit in the eleventh embodiment. [Fig. 114] 13 is a schematic diagram showing a variable display time table corresponding to deviation from normal. FIG. [Fig. 115] This is a schematic diagram showing a variable display time table for special misses. [Fig. 116] 10 is a schematic diagram showing the variable display mode of the patterns on the display screen. FIG. [Fig. 117] 23 is a flowchart showing support mode switching processing in the twelfth embodiment. [Fig. 118] 4 is a flowchart showing main processing executed by the MPU of the main control device. [Figure 119] FIG. 13A is a flowchart showing the special notification process executed by the MPU of the notification / performance control device, and FIGS. [Figure 120]4 is a flowchart showing a special notification control process executed by the MPU of the main control device. [Figure 121] A front view of the game board unit in the thirteenth embodiment. [Figure 122] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 123] (a) is a schematic diagram showing a win / loss table for the low probability mode, and (b) is a schematic diagram showing a win / loss table for the high probability mode. [Figure 124] FIG. 2A is a schematic diagram showing a distribution table for a first operating port, and FIG. 2B is a schematic diagram showing a hit / miss table for a second operating port. [Fig. 125] A schematic diagram showing the relationship between the winning type and the lottery mode and support mode. [Fig. 126] FIG. 13 is a schematic diagram showing the transition of game states. [Figure 127] 13 is a flowchart showing the first change start processing executed by the MPU of the notification / performance control device. [Figure 128] 1 is a timing chart showing the flow of a game. [Figure 129] FIG. 22 is a schematic diagram showing an allocation table for special failure results in the fourteenth embodiment. [Fig. 130] FIG. [Fig. 131] FIG. 2 is a schematic diagram showing a configuration related to the pattern display. [Fig. 132] 3 is a schematic diagram showing a pattern displayed on a display screen of a pattern display device. FIG. [Fig. 133] 2 is a schematic diagram showing an arrangement of patterns displayed on a display screen of a pattern display device. FIG. [Fig. 134] FIG. 1A is a schematic diagram showing a symbol combination corresponding to a jackpot result; FIG. 1B is a schematic diagram showing a symbol combination corresponding to a special miss result. [Fig. 135] 13A is a flowchart showing the special miss setting process executed by the MPU of the notification / performance control device, and FIG. 13B is a schematic diagram showing the relationship between the type of special miss result and the number of rotations. [Fig. 136]13 is a flowchart showing the processing for the latter part for special misses executed by the MPU of the notification / performance control device. [Fig. 137] 13 is a flowchart showing the special miss variation end processing executed by the MPU of the notification / performance control device. [Figure 138] 13 is a timing chart showing a flow of notification of the end reference number of times. [Figure 139] A front view of a game board unit in the fifteenth embodiment. [Fig. 140] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Fig. 141] FIG. 11 is a schematic diagram showing a hit / miss table for the first operating port. [Fig. 142] 13 is a schematic diagram showing a hit / miss table for the second operating port. FIG. [Fig. 143] 13 is a flowchart showing a pre-check process executed by the MPU of the main control device. [Fig. 144] 13 is a flowchart showing a process for setting a pending command executed by the MPU of the main control device. [Fig. 145] 11 is a flowchart showing a big win notice effect setting process executed by an MPU of the notification / effect control device. [Fig. 146] A flowchart showing the process of determining the details of the big win preview performance. [Fig. 147] A schematic diagram showing the hold notification presentation. [Fig. 148] 13 is a flowchart showing command response processing for hold display control executed by the MPU of the display control device. [Figure 149] 13 is a flowchart showing the hold display processing executed by the MPU of the display control device. [Fig. 150] (a) is a schematic diagram illustrating the flow of a first type preview performance, and (b) is a schematic diagram illustrating the flow of a second type preview performance. [Fig. 151] FIG. [Fig. 152] 1A to 1C are schematic diagrams showing various display modes of the special effect device. [Fig. 153] 13 is a flowchart showing a special miss advance notice performance setting process executed by the MPU of the notification / performance control device. [Fig. 154] A flowchart showing the process of determining details of the special miss preview performance. [Fig. 155] 13 is a flowchart showing a special miss notice performance execution process executed by the MPU of the notification / performance control device. [Fig. 156] This is a timing chart showing the flow of the special miss preview performance. [Fig. 157] A front view of the game board unit in the sixteenth embodiment. [Fig. 158] FIG. 2 is a vertical cross-sectional view of the special effect device. [Fig. 159] FIG. 2A is a front view of the special effect device, and FIG. 2B is a schematic diagram showing the positional relationship between the path of the light-emitting body and the light diffusion section and non-light diffusion section. [Fig. 160] FIG. 1 is a schematic diagram comparing light emission modes. [Fig. 161] 4 is a schematic diagram showing the relationship between the position of a light emitter and the light emission mode. FIG. [Fig. 162] 1A to 1C are schematic diagrams illustrating changes in light emission modes. [Fig. 163] A cross-sectional view of the special effect device in the seventeenth embodiment. [Fig. 164] FIG. [Fig. 165] 1A to 1C are schematic diagrams showing various display modes of the special effect device. [Fig. 166] A front view of the game board unit in the 18th embodiment. [Fig. 167] A schematic diagram showing the internal structure of the prize-winning device. [Fig. 168] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Fig. 169] FIG. 13 is a schematic diagram showing a hit / miss table for an operating port. [Fig. 170] FIG. 13 is a schematic diagram showing a distribution table for an operating port. [Fig. 171] This is a schematic diagram comparing various jackpot results. [Fig. 172] 13 is a flowchart showing a V distribution setting process. [Fig. 173] A flowchart showing V winning processing. [Fig. 174] A flowchart showing the transition process at the end of a big win. [Fig. 175] 13 is a flowchart showing a pre-check process executed by the MPU of the main control device. [Fig. 176] 13 is a flowchart showing a process for setting a pending command executed by the MPU of the main control device. [Fig. 177] A schematic diagram showing the hold notification presentation. [Fig. 178] 13 is a flowchart showing processing for a ceiling reached confirmation presentation executed by an MPU of the notification / presentation control device. [Fig. 179] This is a timing chart illustrating the flow of a game when a ceiling reaching confirmation effect is executed. [Fig. 180] A partially enlarged view of the game board unit showing the actuation port unit and its surroundings in the nineteenth embodiment. [Fig. 181] FIG. [Fig. 182] 1 is a schematic diagram showing the movement of a game ball. [Fig. 183] FIG. [Fig. 184] 4 is a flowchart showing the electrical support processing executed by the MPU of the main control unit. [Fig. 185] 13 is a flowchart showing utility switching processing. [Fig. 186] FIG. 13A is a schematic diagram comparing support modes, and FIG. 13B is a schematic diagram comparing the display time of images on the through gate display unit. [Fig. 187] 10 is a schematic diagram showing the relationship between the time required for a game ball to pass through. FIG. [Fig. 188] 1 is a schematic diagram showing the flow of game balls being discharged. FIG. [Fig. 189] FIG. 13 is a schematic diagram showing a modified example of an electric accessory. [Fig. 190]A schematic diagram showing an actuation port unit in a twentieth embodiment. [Fig. 191] 23 is a flowchart showing the electric support processing in the 21st embodiment. [Fig. 192] FIG. 13 is a schematic diagram comparing open patterns. [Fig. 193] 4 is a flowchart showing an electric utility switching process executed by the MPU of the main control device. [Fig. 194] FIG. 1 is a schematic diagram comparing support modes. [Fig. 195] 11 is a timing chart illustrating the flow of a game when the support mode is switched. [Fig. 196] 11 is a timing chart illustrating the flow of a game when the support mode is switched. [Figure 197] 11 is a timing chart illustrating the flow of a game when the support mode is switched. [Figure 198] 13 is a timing chart comparing the flow of a game when the support mode is switched. [Figure 199] 13 is a timing chart comparing the flow of a game when the support mode is switched. [Figure 200] 13 is a timing chart comparing the flow of a game when the support mode is switched. [Figure 201] 13 is a timing chart comparing the flow of a game when the support mode is switched. [Fig. 202] FIG. 22 is a schematic diagram comparing opening patterns in the twenty-second embodiment. [Fig. 203] A schematic diagram showing the configuration of various counters, etc. used in the win / lose lottery in the 24th embodiment. [Fig. 204] (a) is a schematic diagram showing a hit / miss table for the low probability mode, (b) is a schematic diagram showing a hit / miss table for the high probability mode, and (c) is a schematic diagram showing a fall table. [Fig. 205] FIG. 13 is a schematic diagram showing a distribution table for a jackpot. [Fig. 206]4 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Fig. 207] A flowchart showing the winning process for an operating port. [Fig. 208] 13 is a flowchart showing an information acquisition process. [Fig. 209] 4 is a flowchart showing normal processing executed by the MPU of the main control device. [Fig. 210] 13 is a flowchart showing a game play control process. [Fig. 211] 13 is a flowchart showing a fluctuation start process. [Fig. 212] 1 is a schematic diagram showing a variable display time table for a first normal gaming state. FIG. [Fig. 213] 11 is a schematic diagram showing a variable display time table for the second normal gaming state and the third normal gaming state. FIG. [Fig. 214] 13 is a flowchart showing a process for confirmation display. [Fig. 215] 13 is a flowchart showing a support mode switching process. [Fig. 216] 13 is a flowchart showing a game state transition process. [Fig. 217] A flowchart showing the process of opening and closing the large prize opening. [Fig. 218] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Fig. 219] FIG. 1 is a schematic diagram showing the flow of a game. [Fig. 220] 2 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Fig. 221] FIG. 13A is a flowchart showing the variable display control process executed by the MPU of the notification / performance control device, and FIG. 13B is a schematic diagram showing the display mode on a special stage. [Fig. 222] FIG. 1A is a schematic diagram showing the relationship between the game state and the special stage, and FIG. 1B is a flowchart showing the second / third variable display control process. [Fig. 223] 13 is a flowchart showing the second / third fluctuation start processing. [Fig. 224] 13 is a schematic diagram showing the relationship between the game state and the type of effect that occurs. FIG. [Fig. 225] 13 is a schematic diagram showing the effects that occur on a special stage. FIG. [Fig. 226] 13A is a timing chart showing the flow of effects in a special stage, and FIG. 13B is a flowchart showing the effect setting process when a specified number of times is reached. [Fig. 227] 13 is a schematic diagram showing the relationship between the displayed ally characters and the probability of winning. FIG. [Fig. 228] FIG. 13 is a schematic diagram showing an ally character determination table. [Fig. 229] This is a schematic diagram showing the flow of the second type of special performance. [Fig. 230] 25 is a flowchart showing the effect setting process when a prescribed number of times is reached in the twenty-fifth embodiment. [Fig. 231] FIG. 13 is a schematic diagram showing an ally character determination table. [Fig. 232] A schematic diagram showing the display mode of a special stage in the twenty-sixth embodiment. [Fig. 233] 13 is a flowchart showing the effect setting process when a specified number of times is reached. [Fig. 234] FIG. 13 is a schematic diagram showing an enemy character determination table. [Fig. 235] 13 is a schematic diagram showing the relationship between combinations of enemy and ally characters and the probability of winning. FIG. [Fig. 236] This is a schematic diagram showing the flow of the second type of special performance. [Fig. 237] A schematic diagram showing the relationship between the game state and the type of presentation that occurs in the 27th embodiment. [Fig. 238] 11 is a schematic diagram showing a variable display time table for the second normal gaming state and the third normal gaming state. FIG. [Fig. 239] 13 is a flowchart showing a setting process for special battle effects. [Fig. 240] 13 is a schematic diagram showing a rank-up lottery table for ally characters. FIG. [Fig. 241]13 is a schematic diagram showing a rank-up allocation table for ally characters. FIG. [Fig. 242] A flowchart showing the setting process for special battle effects in the 28th embodiment. [Fig. 243] FIG. 13 is a schematic diagram showing a rank-up lottery table for enemy characters. [Fig. 244] FIG. 13 is a schematic diagram showing a rank-up allocation table for enemy characters. [Fig. 245] FIG. 29 is a schematic diagram showing a screen for a special stage in the twenty-ninth embodiment. [Fig. 246] 13 is a schematic diagram showing the flow of a special battle presentation. FIG. [Fig. 247] 13 is a schematic diagram showing the flow of a special battle presentation. FIG. [Fig. 248] 13 is a schematic diagram showing the flow of the special battle presentation when the enemy character is changed. [Fig. 249] A schematic diagram showing the flow of the special battle presentation when an ally character is changed. [Fig. 250] 13 is a flowchart showing the flow of the special battle presentation in the 30th embodiment. [Fig. 251] FIG. 13 is a schematic diagram showing a difference in a display area. [Fig. 252] FIG. 11 is a schematic diagram showing the flow of special effects. [Fig. 253] A front view showing a pachinko machine in the 31st embodiment. [Fig. 254] This is an oblique view of a pachinko machine seen from the front. [Figure 255] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Fig. 256] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Fig. 257] FIG. [Fig. 258] FIG. 2A is a front view showing the configuration of the game board unit, and FIG. 2B is a front view of the main display unit. [Fig. 259] This is an oblique view of the game board unit from the rear side. [Fig. 260]FIG. 4 is a rear view showing the configuration of the inner frame. [Fig. 261] FIG. 2 is a rear view of the pachinko machine. [Fig. 262] A front view showing the rear pack unit. [Fig. 263] FIG. 2 is a schematic diagram of a variable display unit. [Fig. 264] FIG. 2A is a front view of the pattern display device, and FIG. [Fig. 265] FIG. [Fig. 266] (a) is a front view of the reserved display device, and (b) is a schematic diagram showing the display mode of the reserved image. [Fig. 267] FIG. [Fig. 268] FIG. 2A is a front view of the movable performance device, and FIG. 2B is a schematic diagram showing the light-emitting mode of the movable performance device. [Fig. 269] 1 is a schematic diagram showing the movement of a movable performance device. [Fig. 270] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 271] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Fig. 272] (a) is a schematic diagram showing a win / loss table for the low probability mode, and (b) is a schematic diagram showing a win / loss table for the high probability mode. [Fig. 273] FIG. 1A is a schematic diagram showing an allocation table for jackpots, and FIG. 1B is a schematic diagram showing the types of jackpots. [Fig. 274] FIG. 2 is a schematic diagram for explaining the display contents in the pattern display device. [Fig. 275] FIG. 2 is a schematic diagram showing various designs. [Fig. 276] FIG. 2 is a schematic diagram showing a pattern row. [Fig. 277] 4 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Fig. 278] A flowchart showing the winning process for an operating port. [Fig. 279] 13 is a flowchart showing an information acquisition process. [Fig. 280] 4 is a flowchart showing normal processing executed by the MPU of the main control device. [Fig. 281] 13 is a flowchart showing a game play control process. [Fig. 282] 13 is a flowchart showing a data setting process. [Fig. 283] 13 is a flowchart showing a fluctuation start process. [Fig. 284] 13 is a flowchart showing a game state transition process. [Fig. 285] A flowchart showing the process of opening and closing the large prize opening. [Fig. 286] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Fig. 287] 13 is a flowchart showing a process for electric utility support. [Fig. 288] 13 is a flowchart showing an electric utility switching process. [Fig. 289] 2 is a block diagram showing the electrical configuration of the notification / performance control device. FIG. [Fig. 290] 4 is a flowchart showing a variable display control process executed by an MPU of an announcement / performance control device. [Fig. 291] 13 is a flowchart showing processing for starting fluctuations. [Fig. 292] FIG. 13 is a schematic diagram illustrating an example of an outline of the changing display of patterns. [Fig. 293] (a) is a flowchart showing the command response processing for controlling the hold display executed by the MPU of the notification / performance control device, and (b) is a schematic diagram showing an overview of the hold display. [Fig. 294] 13 is a flowchart showing a pre-check process executed by the MPU of the main control device. [Fig. 295] 13 is a flowchart showing a process for setting a pending command executed by the MPU of the main control device. [Fig. 296] 13 is a flowchart showing the setting process for the hold notice performance executed by the MPU of the notification / performance control device. [Fig. 297]A flowchart showing the explicit hold notice presentation pattern determination process. [Fig. 298] This is a schematic diagram comparing various hold notification effects. [Figure 299] (a) is a schematic diagram illustrating the flow of the first hold notice performance A, and (b) is a schematic diagram illustrating the flow of the first hold notice performance B. [Figure 300] This is a timing chart showing the flow of the second type hold notice performance A. [Fig. 301] This is a schematic diagram showing the flow of the second type hold notice performance A. [Fig. 302] This is a schematic diagram showing the flow of the second type hold notice performance A. [Fig. 303] This is a timing chart showing the flow of the third type hold notice performance A. [Fig. 304] This is a schematic diagram showing the flow of the third type hold notice performance A. [Fig. 305] This is a schematic diagram showing the flow of the third type hold notice performance A. [Fig. 306] This is a schematic diagram comparing special variable display effects. [Fig. 307] A schematic diagram showing the flow of the first type of special variable display presentation. [Fig. 308] A schematic diagram showing the flow of the first type of special variable display presentation. [Fig. 309] This is a timing chart showing the flow of the second type special variable display presentation. [Fig. 310] A schematic diagram showing the flow of the second type special variable display presentation. [Fig. 311] A schematic diagram showing the flow of the second type special variable display presentation. [Fig. 312] This is a timing chart showing the flow of the third type special variable display performance. [Fig. 313] A schematic diagram showing the flow of the third type special variable display presentation. [Fig. 314] A schematic diagram showing the flow of the third type special variable display presentation. [Fig. 315] This is a timing chart showing the flow of the second type hold notice performance B. [Fig. 316]This is a schematic diagram showing the flow of the second type hold notice performance B. [Fig. 317] This is a schematic diagram showing the flow of the second type hold notice performance B. [Fig. 318] This is a timing chart showing the flow of the third type hold notice performance B. [Fig. 319] This is a schematic diagram showing the flow of the third type hold notice performance B. [Fig. 320] This is a schematic diagram showing the flow of the third type hold notice performance B. [Fig. 321] A timing chart showing the flow of the third type hold notice performance B in the 32nd embodiment. [Fig. 322] This is a schematic diagram showing the flow of the third type hold notice performance B. [Figure 323] This is a schematic diagram showing the flow of the third type hold notice performance B. [Fig. 324] This is a schematic diagram showing the flow of the third type hold notice performance B. [Fig. 325] A schematic diagram showing a movable performance device in the thirty-third embodiment. [Fig. 326] A schematic diagram showing a table for the third type hold notice presentation in the 34th embodiment. [Fig. 327] A schematic diagram showing the flow of the special explicit hold notice presentation in the 35th embodiment. [Fig. 328] This is a schematic diagram showing the flow of the special explicit hold notice presentation. [Fig. 329] A schematic diagram showing a movable performance device in the thirty-sixth embodiment. [Fig. 330] 13 is a schematic diagram showing the first chance up effect. FIG. [Fig. 331] 13 is a schematic diagram showing the first chance up effect. FIG. [Fig. 332] 13 is a schematic diagram showing a second chance up effect. FIG. [Figure 333] 13 is a schematic diagram showing a second chance up effect. FIG. [Fig. 334] 13 is a schematic diagram showing a modified example of the movable performance device. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] <First embodiment> A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a front view of the pachinko machine 10, Fig. 2 is a perspective view of the pachinko machine 10 seen from the front side, and Figs. 3 and 4 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 3 omits the components within the game area of ​​the pachinko machine 10 for the sake of convenience.

[0010] As shown in FIG. 1, a pachinko machine 10 is composed of 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] As shown in Fig. 2, the outer frame 11 is formed by connecting four long frame materials to each other, and is formed into a rectangular frame shape as a whole. 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 an essential 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 metal fitting 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 metal fitting 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 metal fitting 17 and the lower support metal fitting 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 3 and 4).

[0013] 3 and 4, 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 of the gaming machine.

[0014] A front door frame 14 is rotatably supported by the inner frame 13, and the front door frame 14 can be rotated forward with the left side as the rotation base end and the right side as the rotation tip end when viewed from the front of the gaming machine. Also, a back pack unit 15 is rotatably supported by the inner frame 13, and the back pack unit 15 can be rotated rearward with the left side as the rotation base end and the right side as the rotation tip end when viewed from the front of the gaming machine.

[0015] (Front door frame 14) Next, the front door frame 14 will be described. As shown in Fig. 1, 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 blocked from the rear side of the front door frame 14 by a glass unit 22.

[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 individually to the frame body 20. Furthermore, the number of glass panels is arbitrary, and may be one, or three or more. However, in consideration of improving safety and crime prevention, it is preferable to employ a plurality of glass panels and have the respective glass panels face 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] Around the glass unit 22 (more specifically, the window section 21), various light-emitting means such as lamps are provided. For example, a circular illumination section 26 incorporating a light-emitting means such as an LED is provided along the periphery of the window section 21. The circular illumination 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 when a malfunction such as an error occurs is provided at the center of the circular illumination section 26 and at the top of the pachinko machine 10, and on the left and right sides of the error display lamp section 27 that lights up during the payout of prize balls are provided. In addition, speaker sections 29 that output sound effects, background music, and the like according to the game state are provided near the left and right prize ball lamp sections 28 (see FIG. 3).

[0019] Below the window 21 in the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32 bulging toward the front are arranged vertically. An upper tray 33 opening upward is provided inside the upper bulge 31, and a lower tray 34 opening upward is provided inside the lower bulge 32 (see FIG. 2). The upper tray 33 has a function of temporarily storing game balls dispensed from a payout device described later, and guiding the game balls to a game ball launching mechanism described later while aligning them in a row. The lower tray 34 also has a function of storing surplus game balls in the upper tray 33 and a function as a receiving tray for storing game balls that have been discharged from the game ball launching mechanism and have not reached the game area PE (see FIG. 3) when the game balls are returned to the player among the game balls that have been launched by the game ball launching mechanism.

[0020] A performance button 35 operated by a player is disposed in the upper bulge 31 in the portion in front of the upper tray 33. The performance button 35 is connected to the notification / performance control device 140, which executes a performance corresponding to the operation based on the operation of the performance button 35.

[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 described below. The launching speed of the game ball increases as the operation amount (rotation amount) of the game ball launching handle 41 increases, and when this operation amount is adjusted by the player to a predetermined amount, the game ball reaches the play area PE. Also, by adjusting this operation amount, the player can selectively shoot the game ball into the right route and the left route described below.

[0022] As shown in FIG. 3, 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 partitioned into an entrance portion of the front door side upper tray passage and an entrance portion of the front door side lower tray passage by dividing the receiving portion into left and right by a partition wall. The upstream side of the front door side upper tray passage and the front door side lower tray passage are connected to a game ball distribution section described later, and 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] The front door frame 14 has a pair of protruding shafts at its upper and lower ends on the rear surface thereof at its base end for rotation. These protruding shafts constitute an assembly mechanism for the inner frame 13.

[0024] Next, the inner frame 13 will be described in detail with reference to Fig. 5. Fig. 5 is a front view of the inner frame 13. Note that, for the sake of convenience, the configuration within the play area PE of the pachinko machine 10 is omitted in Fig. 5 as in Fig. 3.

[0025] (Inner frame 13) The inner frame 13 is mainly composed of an inner frame base body 50, the outer shape of which is substantially rectangular like the outer frame 11. The height dimension of the inner frame base body 50 is set to be slightly smaller than the height dimension of the outer frame 11. The inner frame base body 50 is disposed close to the upper frame part of the outer frame 11, and a slight gap is formed between the lower frame part of the outer frame 11 and the inner frame base body 50. A fascia board is attached to the outer frame 11 so as to close this gap. The fascia board is disposed below the inner frame base body 50 (specifically, its lower end part), and when the inner frame 13 is closed to the outer frame 11, the inner frame base body 50 is placed on the fascia board. A slight clearance may be provided between the fascia board and the inner frame base body 50 for the purpose of preventing mutual interference, etc.

[0026] Support fittings 71, 72 are attached to the upper and lower ends of the rotation base end side (left side in FIG. 5) on the front surface of the inner frame base body 50. Although not shown, the support fittings 71, 72 have shafts, and bearings provided on the front door frame 14 are inserted into these shafts, thereby supporting the front door frame 14 rotatably relative to the inner frame 13.

[0027] A locking device 75 for locking the inner frame 13 and the front door frame 14 is disposed on the rotation tip side (right side in FIG. 5) of the inner frame base body 50. The locking device 75 extends vertically along the right end of the inner frame base body 50 (a vertical frame member described later), and has front door hook members 76 arranged in a scattered manner in its longitudinal direction (vertical direction). The inner frame base body 50 has slits formed corresponding to each of the front door hook members 76 for projecting the hook receiving member 49 (see FIG. 3) provided on the back surface of the front door frame 14 to the front side of the inner frame 13. The front door hook members 76 protruding through the slits are engaged with the front door hook members 76 provided on the front door frame 14 in one-to-one correspondence with the front door hook members 76, thereby locking the front door frame 14 to the inner frame 13 so that it cannot be opened. The locking device 75 also has inner frame hook members 77 that extend to the rear side of the inner frame 13. These inner frame hook members 77 are hooked onto hook receiving members 19 fixed to the outer frame 11, whereby the main part 12 of the gaming machine is locked in a closed state relative to the outer frame 11.

[0028] A cylinder lock 78 for unlocking the locking device 75 is provided on the inner frame base body 50 (locking device 75). The cylinder lock 78 is provided separately from the locking unit (each of the hook members 76, 77 and the interlocking rod, etc.) constituting the main part of the locking device 75, and is disposed adjacent to the locking unit. When the key inserted in the keyhole of the cylinder lock 78 is turned to the right (clockwise), the front door frame 14 is unlocked from the inner frame 13, and when the key inserted in the keyhole of the cylinder lock 78 is turned to the left (counterclockwise), the inner frame 13 is unlocked from the outer frame 11.

[0029] A storage recess 51 for storing the game board unit 80 is formed in the center of the inner frame base body 50. The storage recess 51 is recessed toward the rear of the gaming machine to match the outer shape of the game board unit 80, and the game board unit 80 is fixed by a manual lock mechanism in a state where it is fitted into the storage recess 51 from the front of the gaming machine. A substantially rectangular window hole 52 is formed in the bottom of the storage recess 51, and the rear structure of the game board unit 80 (a rear block 80b described later) protrudes to the rear of the inner frame 13 through the window hole 52. Note that almost the entire area of ​​this window hole 52 is covered from the front of the gaming machine by the game board unit 80 attached to the inner frame base body 50.

[0030] (Game board unit 80) The game board unit 80 is formed by integrating a game board 80a formed mainly of wooden board material with a back block 80b provided on the back side of the game board 80a and having various game components (variable display device, control device, movable presentation mechanism, etc.) described later mounted on a base body 251.

[0031] The above-mentioned play area PE, in which the game balls flow down, is formed on the front surface of the game board 80a. As already explained, the play area PE is covered by the glass unit 22 (specifically, the rear glass panel 23). The glass unit 22 is arranged so that the gap between the rear glass panel 23 and the front surface of the game board 80a is slightly larger than the diameter of the game ball, that is, so that the game balls flowing down the play area PE are not lined up in front and behind at the same point in the play area PE. This prevents balls from clogging the play area PE. The game board 80a is not limited to being made of wood, but can also be made of synthetic resin.

[0032] The game board unit 80 (particularly various components arranged in the game area PE of the game board 80a) will be described below with reference to Figures 6 and 7. Figure 6 is a front view of the game board unit 80, and Figure 7 is a perspective view of the game board unit 80 as seen from the rear.

[0033] The game board 80a has a plurality of large and small openings that penetrate in the thickness direction (front-rear direction) of the game board. As shown in FIG. 6, a general winning opening 81, an actuation opening unit 82, a variable winning device 83, a through gate 84, etc. are arranged in each opening. When game balls enter the general winning opening 81, the actuation opening unit 82, and the variable winning device 83, the game balls are detected by detection sensors provided corresponding to each ball entry section, and a privilege such as a predetermined number of prize balls (payout of game balls) is given to the player based on the detection result. In addition, an outlet 86 is provided at the bottom of the game board 80a (game area PE), and game balls that do not enter the various ball entry sections are discharged from the game area PE through the outlet 86. In the following description, in order to clearly distinguish from the entry of game balls into the outlet 86, the entry of game balls into the general winning opening 81, the actuation opening unit 82, and the variable winning device 83 is also expressed as "winning".

[0034] In addition, various game components such as a large number of game nails 87 and windmills 94 are arranged on the game board 80a in order to appropriately distribute the flow path of the game balls. The flow path of the game balls is divided by the various configurations of these game nails 87 and windmills, etc., and the above-mentioned general winning hole 81 etc. occurs with a moderate probability.

[0035] A central opening is formed in the center of the game board 80a, and a transparent opening cover is attached so as to cover this central opening from the back side of the game board unit 80. Behind this central opening, the variable display unit 85 and the like belonging to the back block 80b are located, and the variable display unit 85 and the like can be seen through the central opening (opening cover) from the front of the game machine.

[0036] An operating port unit 82, a through gate 84, and the like are disposed around the central opening. The operating port unit 82 is provided with a first operating port 91 disposed below the variable display unit 85, and a second operating port 92 disposed below the first operating port 91. Of these two operating ports 91, 92, the second operating port 92 is provided with an electric device 93 as an opening / closing type ball entry assist device (ball entry assist means) or an opening / closing member (opening / closing means). The electric device 93 has a movable piece and a solenoid-type drive unit that drives the movable piece, and can be switched between an open state (assistance state) that allows the ball to enter the second operating port 92, and a closed state (non-assistance state) that does not allow the ball to enter the second operating port 92.

[0037] In addition, the electric device 93 may be configured so that when it is in the closed state, it is difficult to insert a ball into the second operating port 92, and when it is switched to the open state, it is easier to insert a ball into the second operating port 92 than in the closed state.

[0038] The through gate 84 is located upstream of the second operating port 92, more specifically, to the side of the variable display unit 85, and if a support lottery triggered by the passing of the game ball through the through gate 84 is won, the electric device 93 will be switched from a closed state to an open state for a predetermined period of time.

[0039] When a ball enters the first operating port 91, three game balls are dispensed, and when a ball enters the second operating port 92, four game balls are dispensed, but the number of game balls dispensed is not limited to the above.

[0040] The variable winning device (special ball winning device or special ball winning means) 83 is provided with a large winning opening and a shutter that can be switched between an allowable state that allows a ball to enter the large winning opening and a blocked state that does not allow the ball to enter. In the following explanation, the state of the variable winning device 83 when the shutter is in the allowable state is referred to as the "open state," and the state of the variable winning device 83 when the shutter is in the blocked state is referred to as the "closed state."

[0041] Furthermore, the variable winning device 83 may be configured so that when it is in a closed state, it is difficult for a ball to enter the variable winning device 83, and when it is switched to an open state, it is easier for a ball to enter the variable winning device 83 than when it is in the closed state.

[0042] In the normal game state described below, an internal lottery is executed based on winning the operation ports 91, 92, and if the internal lottery is won (for example, if a jackpot is won), the game state transitions to a special game state (open / close execution mode) that is more advantageous to the player than the normal game state. The variable winning device 83 is maintained in a closed state, and is configured to be switched to an open state when the game state transitions to the special game state. In the special game state, the game state is set to be repeatedly switched to the open state for a number of rounds (for example, 6 rounds), with one round being defined as the passage of a predetermined time (for example, 30 seconds) or the winning of a predetermined number of prizes (for example, 10 prizes).

[0043] Next, the variable display unit 85 will be explained in more detail. The variable display unit 85 has a pattern display device 95 that variably displays (variably displays) patterns when a winning entry into the actuation ports 91, 92 is used as a trigger. The pattern display device 95 is configured as a liquid crystal display device with a liquid crystal display, and the display contents are controlled by a display control device described later. On the display screen 95a of the pattern display device 95, for example, patterns are displayed in a line at the top, middle, and bottom, and these patterns are variably displayed so as to be scrolled horizontally. When a jackpot is won, a predetermined combination of patterns is displayed stationary on a preset pay line, and the game moves to the above-mentioned opening and closing execution mode (special game state or jackpot). The pattern display device 95 does not necessarily have to be a liquid crystal display device, and may be a dot matrix or 7-segment type display device.

[0044] The game board 80a is provided with a center frame 96 surrounding the central opening. The center frame 96 is fixed to the game board 80a from its front side, and in this fixed state, the center frame 96 stands up from the front of the game board 80a, so that the gap dimension between the center frame 96 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 pattern display device 95, 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 85 (more specifically, the center frame 96) from the right side, and the left route that bypasses the variable display unit 85 from the left side. In this embodiment, the various game components provided in the game area PE are arranged symmetrically (a so-called left-right symmetrical gauge), and there is no advantage or disadvantage between the right route and the left route.The game ball launched into either the right route or the left route can enter the operating ports 91, 92, the through gate 84, and the variable winning device 83.

[0045] A stage on which the game ball can roll left and right is formed on the upper surface of the frame portion constituting the lower part of the center frame 96. The game balls flowing in from an inlet formed in the left frame portion of the center frame 96 are discharged onto the stage through a warp passage also formed in the center frame 96. The stage is configured so that the game balls that reach the stage can relatively easily flow into the first operating port 91, specifically, so that they can easily flow into the first operating port 91 compared to game balls that do not pass through the stage, which contributes to increasing the player's attention to the movement of the game balls on the stage. In this embodiment, as described above, the central opening is covered with a transparent opening cover, and the game balls that reach the stage are restricted from moving toward the rear block 80b (variable display unit 85).

[0046] The actuation ports 91, 92 are disposed at positions closer to the variable display unit 85. Since a win in the actuation ports 91, 92 can trigger a transition to a special game state, it is considered that the player pays attention to whether or not a win will occur in the actuation ports 91, 92, and also pays attention to the symbol display device 95 to understand whether or not a transition to a special game state will occur. Providing the actuation ports 91, 92 closer to the variable display unit 85 is a device for concentrating the player's attention on the area around the variable display unit 85.

[0047] A play area partitioning member 98 is disposed at the right end of the play board 80a, which defines the play area PE together with a guide rail 100 (described later). A stopper member with which the play ball flying along the guide rail 100 collides and a main display unit 99 are disposed on the play area partitioning member 98. The stopper member is a buffer member disposed near the tip of the guide rail 100, and the play ball that collides with the stopper member will flow down the play area PE after its momentum is weakened. In other words, the stopper member is endowed with a force-reducing function that weakens the momentum of the game ball that collides.

[0048] Here, a supplementary explanation will be given about the main display unit 99. The main display unit 99 is embedded in the play area partition member 98, and a part of it is disposed so as to face the glass unit 22. This facing part is provided with a main display section D on which a predetermined picture or the like is displayed. The main display unit 99 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.

[0049] As shown in FIG. 6(b), the main display unit D has a first actuation port display unit D1 that displays the result of a lottery based on winning at the first actuation port 91, and a second actuation port display unit D2 that displays the result of a lottery performed based on winning at the second actuation port 92. In the first actuation port display unit D1, a variable display of a pattern is performed using winning at the first actuation port 91 as a trigger, and the result of the variable display being stopped is clearly indicated as the result of the internal lottery performed based on winning at the first actuation port 91. If the result of the internal lottery based on winning at the first actuation port 91 is a winning result corresponding to a transition to a special game state, the variable display is stopped in the first actuation port display unit D1, and after a predetermined pattern is displayed as the stopping result, the game transitions to the special game state.

[0050] In the second actuation port display section D2, a winning entry into the second actuation port 92 is used as a trigger to display a varying pattern, and the result of the varying display being stopped is clearly indicated as the result of an internal lottery conducted based on the winning entry into the second actuation port 92. If the result of the internal lottery based on the winning entry into the second actuation port 92 is a winning result corresponding to a transition to a special game state, the varying display is stopped in the second actuation port display section D2, a predetermined pattern is displayed as the stopping result, and then a transition to the special game state is made according to the result.

[0051] Here, based on a winning entry into any of the operating ports 91, 92, a variable display is started in the corresponding operating port display section D1, D2, a predetermined stop result is displayed and the variable display is stopped (determined display), and one game session corresponds to the time until the fixed display time has elapsed while maintaining that state. However, one game session is not limited to the above content, and for example, in a configuration in which a single display area is provided and the variable display is performed in that single display area regardless of whether a winning entry into any of the operating ports 91, 92 occurs, it is also possible to count one game session as the time until the variable display is started in that single display area, the variable display is stopped (determined display) while displaying a predetermined stop result, and the fixed display time has elapsed while maintaining that state.

[0052] In this embodiment, a configuration is adopted in which game balls are reserved up to four times each after passing through the first actuation port 91 and the second actuation port 92 (up to eight balls in total), and the main display section D of the main display unit 99 is provided with a reserved number display section S1 for the first actuation port and a reserved number display section S2 for the second actuation port which display the reserved numbers of balls in these actuation ports 91, 92, respectively.

[0053] In addition to the above-mentioned operation port display parts D1 and D2, the main display part D of the main display unit 99 is provided with a through gate display part DS that displays the lottery result based on winning at the through gate 84. In the through gate display part DS, winning at the through gate 84 is used as a trigger to perform a variable display of a pattern, and as a result of stopping the variable display, the result of the internal lottery performed based on winning at the through gate 84 is clearly displayed (a final display is executed). If the result of the support lottery based on winning at the through gate 84 is a support winning result, a predetermined stop result is displayed on the through gate display part DS, the variable display is stopped, and after the final display is completed, the state transitions to an electric role opening state. In the electric role opening state, the above-mentioned electric role 93 provided next to the second operation port 92 is opened in a predetermined manner.

[0054] Furthermore, in this embodiment, a configuration is adopted in which the number of times that a game ball has passed through the through gate 84 is reserved up to a maximum of four times, and the main display section D of the main display unit 99 is provided with a reserved number display section SS that displays the number of reserved balls.

[0055] The main display section D, described above in detail, can be seen from the front of the pachinko machine 10 through the glass unit 22 of the front door frame 14, and visibility is guaranteed since the game balls are prevented from moving in front of these various display sections.

[0056] Referring again to Figure 5, the configuration of the inner frame 13 will be explained. Below the game board unit 80 in the inner frame base body 50, a game ball launching mechanism 110 is provided which launches game balls into the game area PE based on operation of the game ball launching handle 41.

[0057] (Game ball launching mechanism 110) The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches a game ball placed at a predetermined launch waiting position, a launch rail 112 that determines the launch direction of the game ball launched by the solenoid 111, a ball delivery device 113 that supplies the game ball to the launch waiting position, and a base plate 114 on which these various components 111-113 are mounted, and the base plate 114 is fixed to the inner frame base body 50, thereby being integrated with the inner frame base body 50.

[0058] 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 unit 80. The launch rail 112 is formed with a groove having a substantially V-shaped cross section, and is configured so that the front-rear position of the game ball is determined by fitting the game ball into the groove.

[0059] 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 near the downstream end (i.e., the lower end) of the launch rail 112. The solenoid 111 is disposed at a position further downstream than the ball stopper.

[0060] 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 unit 80, more specifically, toward the guide rail 100 attached to the game board unit 80.

[0061] The guide rail 100, together with a play area partitioning member 98 fixed to the game board unit 80 (specifically, the front surface of the board), partitions 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 larger than the diameter of the game ball, and a single guide passage 103 is partitioned and formed by both rails 101 and 102. The guide passage 103 has an entrance portion 104 that opens at the tip side (diagonally downward) of the launch rail 112, and an exit portion 105 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 (the entrance portion 104 → the exit portion 105). In addition, in the game board unit 80, a backflow prevention member 106 is attached to the tip of the exit portion 105, more specifically, near the tip of the inner rail 101, to prevent a game ball that has reached the game area PE from returning back into the guide passage 103, thereby preventing a game ball that has already reached the game area PE from interfering with the launch of a subsequent game ball.

[0062] Each of the rails 101, 102 constituting the guide rail 100 is in the shape of a circular arc centered on the approximate center of the play area PE. For this reason, the game ball passing through the guide passage 103 is likely to move (slide or roll) along the outer rail 102, i.e., while in contact with the outer rail 102, due to the centrifugal force generated by the game ball itself. In other words, when the game ball is launched so as to reach the play area PE, the area along the outer rail 102 in the guide passage 103 substantially constitutes a passing area (passing path) through which the game ball passes, and the area along the inner rail 101 is substantially an area through which the game ball does not pass.

[0063] 5, the guide rail 100 and the launch rail 112 are arranged so that the entrance portion 104 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 unit 80. In other words, the rails 100, 112 are arranged so that the entrance portion 104 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 unit 80. This brings the rails 100, 112 close to the lower edge of the game board unit 80, while forming a predetermined gap between the entrance portion 104 of the guide rail 100 and the launch rail 112.

[0064] A foul ball passage is disposed below the gap thus formed. The foul ball passage is integrally molded in 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 through the above-mentioned gap. The foul ball passage is connected to the lower tray passage on the front door side, and game balls that enter the foul ball passage 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.

[0065] A through hole is formed in the inner frame base body 50 on the left side of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the inner frame base body 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 inner frame base body 50, and has a main body side upper plate passage 122 and a main body side lower plate passage 123. The upstream sides of the main body side upper plate passage 122 and the main body side lower plate passage 123 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 122, and the front door side upper plate passage is disposed below the main body side lower plate passage 123.

[0066] An opening / closing member 124 for opening and closing the main body side upper tray passage 122 and the main body side lower tray passage 123 is attached below the passage forming member 121 in the inner frame base body 50. The opening / closing member 124 is biased to a forward position that closes the main body side upper tray passage 122 and the main body side lower tray passage 123, and when the front door frame 14 is opened, this biasing force causes each opening / closing member 124 to be in a closed state, thereby preventing game balls from falling out of each passage 122, 123. 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 a receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the main body side upper tray passage 122 and the front door side upper tray passage are connected, and further, the main body side lower tray passage 123 and the front door side lower tray passage are connected.

[0067] Next, the rear structure of the inner frame 13 (the inner frame base body 50 and the game board unit 80) will be described with reference to Figures 7 and 8. Figure 8 is a rear view of the inner frame 13.

[0068] As shown in Fig. 8, a bearing fitting 132 is attached to the rotation base end side (right side in Fig. 8) on the back surface of the inner frame base body 50. Bearing portions 133 are formed in the bearing fitting 132 at vertical intervals, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions 133. In addition, a plurality of fixing levers 134 are provided on the back surface of the inner frame base body 50 for fixing the back pack unit 15 to the inner frame base body 50 in a closed state.

[0069] As already explained, a window hole 52 is formed in the bottom portion of the storage recess (game board storage portion) 51 in the inner frame base body 50 in the thickness direction of the inner frame base body 50 and is open to the back side of the inner frame base body 50, and the window hole 52 is covered from the front side of the inner frame 13 by the game board unit 80 stored in the storage recess 51. Various components such as a control device are mounted on the back side of the game board unit 80 (back block 80b), and these various components are exposed to the back side of the inner frame 13 through the window hole 52. Here, the configuration of the back side of the game board unit 80 will be explained with reference to FIG. 7.

[0070] As already explained, the back block 80b is attached to the back of the game board 80a. The back block 80b has a substantially box-shaped base body 251 that is open on the game board 80a side, and the base body 251 is fixed to the back of the game board unit 80, so that the game board 80a and the back block 80b are integrated.

[0071] The front side of the base body 251 is the area for arranging movable performance mechanisms, etc., and the rear side is the area for arranging the control device that controls these various components and the variable display unit 85 (pattern display device 95) mentioned above.

[0072] More specifically, a part of the base body 251 protrudes from the rear side of the inner frame base body 50, and the above-mentioned pattern display device 95 (see FIG. 6) and a display control device for driving the pattern display device 95 are attached to the protruding part. The pattern display device 95 and the display control device are stacked in the front-to-rear direction (thickness direction of the inner frame base body 50) so that the pattern display device 95 is on the front side and the display control device is on the rear side. Furthermore, the notification / performance control device 140 is mounted on the rear part of the base body 251 so as to be located behind the display control device.

[0073] The notification / performance control device 140 is equipped with an notification / performance control board which controls audio output, lamp display, and 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 141 made of a transparent resin material or the like.

[0074] A main control device unit 160 is provided below the notification / performance control device 140 so as to cover the base body 251 from the rear. The main control device unit 160 has a synthetic resin mounting base 161 fixed to the rear of the game board unit 80 (specifically, the rear block 80b), and a main control device 162 mounted on the mounting base 161. The main control device 162 has a main control board having a function of mainly controlling the game (main control circuit) and a function of 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.

[0075] 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 unopenably connected by a box sealing part 164 as a sealing means, thereby sealing the board box 163. A plurality of box sealing parts 164 are provided on the short sides of the board box 163, and at least one of them is used for the sealing process.

[0076] The box sealing section 164 may have any configuration as long as it is configured to 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 pin into a locking hole that configures the box sealing section 164. The sealing process by the box sealing section 164 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 pin into at least one locking hole of the multiple box sealing sections 164. 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 box sealing section into which the locking pin is inserted and the main body of the board box 163 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. If the board box 163 is to be sealed again, a locking pin is inserted into another locking hole. 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.

[0077] The board box 163 and the mounting base 161 are connected to each other in an unopenable manner by a base seal 165. More specifically, the base seal 165 has a locking hole and a locking pin, similar to the box seal 164, and the board box 163 and the mounting base 161 are connected to each other in an unseparable manner by inserting the locking pin into the locking hole. This makes it easy to know if the board box 163 has been illegally removed.

[0078] In the front part of the base body 251, a recovery passage (not shown) is formed in a portion facing the lower back surface of the game board unit 80, which corresponds to the game board openings of the general winning port 81, the operating port unit 82, and the variable winning device 83 and gathers at one place downstream. As a result, all game balls that have won the general winning port 81, etc. are configured to gather below the game board unit 80 via the recovery passage. In other words, the base body 251 is provided with a function of recovering game balls that have won in various winning ports.

[0079] A discharge passage, which will be described later, is disposed below the game board unit 80, and game balls that have gathered below the game board unit 80 are led into the discharge passage by the recovery passage. The outlet 86 also leads to the discharge passage, and game balls that have not won in any of the winning ports are led into the discharge passage via the outlet 86.

[0080] In addition, on the base body 251 constituting the rear block 80b, as detection sensors for the above-mentioned ball entry sections, a general winning opening detection sensor that detects a game ball that has entered the general winning opening 81 and an operation opening detection sensor that detects a game ball that has entered the operation openings 91, 92 are attached, and a winning detection mechanism is constituted by these various detection sensors. These various detection sensors are electrically connected to the main control device 162, and detection information (detection signal) is output from each detection sensor to the main control device 162.

[0081] Next, the back pack unit 15 will be described with reference to Figures 9 and 10. Figure 9 is a rear view of the pachinko machine 10, and Figure 10 is a front view of the back pack unit 15.

[0082] As shown in Fig. 9, the inner frame 13 is covered from the rear by the back pack unit 15. The back pack unit 15 has a back pack 201 as the main body of the back pack unit 15, and a dispensing mechanism unit 202, a discharge passage panel and a control device assembly unit 204 are attached to the back pack 201.

[0083] The back pack 201 is molded from a transparent synthetic resin, and includes 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 protruding to the rear of the pachinko machine 10, as shown in Fig. 10. The protective cover part 212 is closed on the left and right sides and the top, and only the bottom is open, and is large enough to surround at least the variable display unit 85.

[0084] An external terminal board is provided on the base part 211. The external terminal board is provided with various output terminals, and various signals are output to a management control device (hall computer) on the gaming hall side through these output terminals. Also, as shown in FIG. 10, a pair of upper and lower latch pins 214 are provided on the right end of the base part 211 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 pin 214 into the bearing part 133 provided on the inner frame 13. The base part 211 is formed with a plurality of insertion parts through which the fixing lever 134 provided on the inner frame 13 is inserted, and the back pack unit 15 is fixed to the inner frame 13 by abutting against the base part 211 from the rear with the fixing lever 134 inserted into the insertion parts.

[0085] 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 222 that gently slopes toward the downstream side is connected to the side of the tank 221, and a case rail 223 that extends in the vertical direction is connected to the downstream side of the tank rail 222. A payout device 224 is provided at the most downstream part of the case rail 223. The game balls paid out from the payout device 224 are supplied to a game ball distribution section 225 provided in the base 211 of the back pack 201 through a payout passage (not shown) provided downstream of the payout device 224.

[0086] The game ball distribution section 225 has the function of distributing the game balls paid out from the payout device 224 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 122 and the front door side upper tray passage, and its outer opening leads to the lower tray 34 via the main body side lower tray passage 123 and the front door side lower tray passage.

[0087] 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 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.

[0088] The control device aggregate unit 204 has a horizontally long mounting base 241, and a payout control device 242 and a power supply / launch control device 243 are mounted on the mounting base 241. The payout control device 242 and the power supply / launch control device 243 are stacked in front of and behind each other so that the payout control device 242 is located at the rear of the pachinko machine 10.

[0089] In the dispensing control device 242, a dispensing control board that controls the dispensing device 224 is housed in a board box 244, and a state return switch 245 provided on the dispensing control board protrudes outside the board box 244. For example, when the state return switch 245 is pressed in the event of a dispensing error such as ball jamming in the dispensing device 224, the ball jamming is resolved.

[0090] The power supply / launch control device 243 has a power supply / launch control board housed in a board box 246. The power supply / launch control board 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. Specifically, it controls the drive of the solenoid 111 constituting the game ball launch mechanism 110 and the drive of the ball sending device 113.

[0091] In addition, the power supply / launch control device 243 is provided with a power supply switch 247. By operating the power supply switch 247, the power supply of the pachinko machine 10 can be switched between an on state (ON state) and a cut-off state (OFF state).

[0092] Here, this pachinko machine 10 has a function of storing various data, so that in the unlikely event of a power outage, the state at the time of the power outage is stored, and when the power returns, the state at the time of the power outage can be restored. For example, when the power is cut off in the normal procedure, such as when the game hall closes for business, the state before the power outage is stored. On the other hand, when the power is turned on while pressing the reset switch 166 provided on the main control unit 162, the RAM data is initialized.

[0093] These various switches can be operated from the front side of the gaming machine by opening the main part 12 (inner frame 13) of the gaming machine and exposing the back part of the inner frame 13. On the other hand, when the opening of the main part 12 of the gaming machine is restricted by the locking device 75, these various switches cannot be operated from the front side of the gaming machine. In other words, the various switches are difficult to operate when the main part 12 of the gaming machine is closed, making it difficult for someone who does not have a key for the locking device 75 (e.g., a fraudster) to operate the gaming machine from the front side.

[0094] (Electrical configuration of pachinko machine 10) Next, the electrical configuration of the pachinko machine 10 will be described with reference to the blocks in FIG.

[0095] An MPU 402 is mounted on a main control board 401 provided in the main control device 162. The MPU 402 is an element incorporating a ROM 403 that stores various control programs and fixed value data executed by the MPU 402, a RAM 404 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 403, 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 402, for example, the functions of the ROM 403 and the RAM 404, may be configured to be provided as separate elements.

[0096] The MPU 402 is provided with an input port and an output port. The input side of the MPU 402 is connected to a power failure monitoring board 405, a dispensing control device 242, and various detection sensors provided in the main control device 162. The power failure monitoring board 405 is connected to the power supply / launch control device 243, and power is supplied to the MPU 402 via the power failure monitoring board 405.

[0097] As a part of various detection sensors, a ball entry detection sensor 391a for detecting a ball (entry) into the general winning port 81, a ball entry detection sensor 391b for detecting a ball (entry) into the variable winning device 83, a ball entry detection sensor 391c for detecting a ball (entry) into the first operating port 91, a ball entry detection sensor 391d for detecting a ball (entry) into the second operating port 92, and a ball entry detection sensor 391e for detecting a ball (entry) into the through gate 84 are connected, and the MPU 402 of the main control device 162 judges the entry into each ball entry section (entry judgment). In addition, the MPU 402 executes a jackpot lottery based on the entry into the first operating port 91 and the second operating port 92, and executes a support lottery based on the entry into the through gate 84.

[0098] The output side of the MPU 402 is connected to the power failure monitoring board 405, the payout control device 242, and the notification / performance control device 140. The payout control device 242 outputs a prize ball command based on the winning judgment result of the winning ball entry section such as the above-mentioned operation port 91, 92. In this case, when the prize ball command is output, the command information storage area 425 of the ROM 403 is referenced. Then, when a winning ball is specified in the general winning port 81, a prize ball command corresponding to the payout of 10 game balls is output, when a winning ball is specified in the variable winning device 83, a prize ball command corresponding to the payout of 15 game balls is output, when a winning ball is specified in the first operation port 91, a prize ball command corresponding to the payout of 3 game balls is output, and when a winning ball is specified in the second operation port 92, a prize ball command corresponding to the payout of 4 game balls is output.

[0099] Various commands such as a change start command, a type command, a change end command, an opening command, and an ending command are output from the main control device 162 to the notification / performance control device 140. In this case, when outputting these various commands, the command information storage area 425 of the ROM 403 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.

[0100] Also, connected to the output side of the MPU 402 are a variable winning drive section that opens and closes the shutter of the variable winning device 83, an electric role drive section that opens and closes the electric role 93 of the second operating port 92, and the main display unit 99. Various driver circuits are provided on the main control board 401, and the MPU 402 controls the drive of the various drive sections through the driver circuits.

[0101] That is, in the opening / closing execution mode, the MPU 402 executes drive control of the variable winning drive unit so that the variable winning device 83 is opened and closed. Also, when the support lottery for the electric role 93 is won, the MPU 402 executes drive control of the electric role drive unit so that the electric role 93 is opened and closed. Also, the MPU 402 executes display control of the main display unit D of the main display unit 99.

[0102] Furthermore, an external output terminal board 213 is connected to the output side of the MPU 402, and information on ball entry into various entry areas and lottery results such as big wins are output to a management control device (hall computer) on the gaming hall side through this external output terminal board 213. This allows the hall computer to grasp the state of the pachinko machine 10 and the game situation.

[0103] The power failure monitoring board 405 relays between the main control board 401 and the power supply / launch control device 243, and is provided with a function to monitor the voltage of 24 V DC stable, which is the maximum voltage output from the power supply / launch control device 243. The payout control device 242 controls the payout of prize balls and loan balls by the payout device 224 based on the prize ball command input from the main control device 162.

[0104] The power supply / launch control device 243 is connected to a commercial power supply (external power supply) in, for example, an amusement facility. Based on the external power supplied from the commercial power supply, the power supply / launch control device 243 generates the operating power required for the main control board 401, the payout control device 242, etc., and supplies the generated operating power through a predetermined power path. The power supply / launch control device 243 is also responsible for controlling the launch of the game ball launching mechanism 110, and the game ball launching mechanism 110 is driven when predetermined launch conditions are met.

[0105] The notification / performance control device 140 is provided with a notification / performance control board equipped with an MPU. The MPU has a ROM that stores various control programs and fixed value data executed by the MPU, a RAM that is a memory for temporarily storing various data when executing the control programs stored in the ROM, and various circuits such as an interrupt circuit, a timer circuit, and a data input / output circuit. It is not essential that the ROM and RAM are integrated into a single chip for the MPU, and each may be integrated into a separate chip. The MPU of the notification / performance control device 140 drives and controls the lamp units 26-28 and speaker unit 29 provided in the front door frame 14 based on various commands input from the main control device 162, and also controls the display control device 410.

[0106] The display control device 410 executes display control of the symbol display device 95 based on commands input from the notification / performance control device 140. In this case, the notification / performance control device 140 determines the variable display mode of symbols (e.g., whether or not a reach occurs and the contents of the reach performance, etc.) and the stop display mode of symbols (the type of symbol combination to be finally stopped and displayed when the variable display ends) on the symbol display device 95 based on various commands input from the main control device 162.

[0107] Here, the configuration related to the variable display of the symbols for each game and the contents of the variable display will be explained. In the following explanation, Fig. 12 and Fig. 13 will be referred to as appropriate. Fig. 12 and Fig. 13 are schematic diagrams for explaining the display contents on the display screen 95a of the symbol display device 95. For ease of explanation, in FIG. 13 and other figures, the background image and the like displayed on the display screen 95a are omitted.

[0108] The display control device 410 is provided with a character ROM. The character ROM stores in advance data of nine main patterns numbered "1" to "9" (see FIG. 12(a) to (i)) and data of sub-patterns not numbered (see FIG. 12(j)).

[0109] As shown in Fig. 13(a), three symbol rows Z1, Z2, and Z3 are set on the display screen 95a of the symbol display device 95, which are an upper row, a middle row, and a lower row. Each symbol row Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. Then, on the display screen 95a, the symbols of each of these symbol rows Z1 to Z3 are displayed variably so as to scroll in a predetermined direction (specifically, from right to left) with periodicity.

[0110] In the upper pattern row Z1, nine main patterns from "1" to "9" are arranged in descending numerical order, and one sub-pattern is arranged between each main pattern. In the lower pattern row Z3, nine main patterns from "1" to "9" are arranged in ascending numerical order, and one sub-pattern is arranged between each main pattern. In other words, the upper pattern row Z1 and the lower pattern row Z3 are composed of 18 patterns. In contrast, in the middle pattern row Z2, nine main patterns from "1" to "9" are arranged in ascending numerical order, and a main pattern of "4" is additionally arranged between the main pattern of "9" and the main pattern of "1", and one sub-pattern is arranged between each of these main patterns. In other words, only the middle pattern row Z2 is composed of 20 patterns, with 10 main patterns arranged.

[0111] Also, as shown in FIG. 13(b), the display screen 95a is designed to display three symbols per symbol row, resulting in a total of nine symbols of 3×3 being displayed. Also, five effective lines, namely the left line L1, the middle line L2, the right line L3, the right downward line L4, and the right upward line L5, are set on the display screen 95a. Then, the variable display stops in the order of the upper symbol row Z1, the lower symbol row Z3, and the middle symbol row Z2, and when the variable display of all the symbol rows Z1 to Z3 ends in a state where a predetermined symbol combination (for example, a symbol combination with the same number) is formed on any of the effective lines, a jackpot video is displayed as the occurrence of a normal jackpot result or a probability jackpot result.

[0112] In addition, considering that the varying display of each pattern row is stopped as described above, the upper pattern row Z1 can be referred to as the first pattern row (or first picture row), the lower pattern row Z3 can be referred to as the second pattern row (or second picture row), and the middle pattern row Z2 can be referred to as the third pattern row (or third picture row).

[0113] Among the main symbols, the odd-numbered symbols (1, 3, 5, 7, 9) correspond to "specific symbols", and the even-numbered symbols (2, 4, 6, 8) correspond to "non-specific symbols". When a special jackpot result is achieved, the same specific symbol combination or the same non-specific symbol combination is displayed. When a normal jackpot result is achieved, the same non-specific symbol combination is displayed.

[0114] The manner of the variable display of the patterns in the pattern display device 95 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, multiple pattern rows may be set to be arranged horizontally, and the direction of the variable display of the patterns in the pattern rows may be set vertically.

[0115] A reserve display area is set below the display screen 95a, specifically below the variable display area ME composed of the variable display area for the upper pattern row, the variable display area for the middle pattern row, and the variable display area for the lower pattern row. The reserve display area is composed of a reserve number display area Da, which is displayed in sections so that unit reserve display areas of the same number as the maximum number of reserved balls when the game ball enters the operation port 91, 92 are arranged in the left and right direction, and an execution target display area Dc that can display a reserve image (reservation icon) corresponding to the game round being executed in the variable display area ME.

[0116] More specifically, the maximum number of reserved balls when a game ball enters the operating ports 91, 92 is eight, and corresponding to this, the reserved number display area Da is set up with a first unit reserved display area, a second unit reserved display area, a third unit reserved display area, a fourth unit reserved display area, a fifth unit reserved display area, a sixth unit reserved display area, a seventh unit reserved display area, and an eighth unit reserved display area.

[0117] For example, when the number of reserved balls is one when the game ball enters the operation port 91, 92, a predetermined reserved image (reserved icon) is displayed only in the first unit reserved display area, and when the number of reserved balls is four when the game ball enters the operation port 91, 92, a predetermined reserved image (reserved icon) is displayed in each of the first unit reserved display area to the fourth unit reserved display area. FIG. 13(b) illustrates an example in which the number of reserved balls in the operation port 91, 92 is three. In the following description, the "reserved number" is also simply referred to as the "reserved number."

[0118] (About various counters) Next, the operation of the pachinko machine 10 configured as above will be described.

[0119] The MPU 402 uses various counter information during play to perform a jackpot lottery, set the display of the main display unit 99 (main display section D), set the pattern display of the pattern display device 95, etc. Specifically, as shown in Fig. 14, a winning random number counter C1 used for the jackpot lottery, a type counter C2 used for determining the type of winning such as a guaranteed jackpot result or a normal jackpot result, a reach random number counter C3 used for a reach lottery when the pattern display device 95 misses and varies, a random number initial value counter CINI used for setting the initial value of the winning random number counter C1, and a variation type counter CS for determining the variable display time of the pattern on the operation port display sections D1 and D2 of the main display unit 99 and the variable display time of the pattern on the display screen 95a of the pattern display device 95. Furthermore, an electric role release counter C4 used for a lottery to determine whether or not the electric role 93 attached to the second operation port 92 is in an electric role open state is used.

[0120] 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 returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 431 set in a predetermined area of ​​the RAM 404. The RAM 404 is provided with a reserved ball storage area 432 consisting of an actuation port reserved area RE, an execution area AE, and a total reserved number storage area.

[0121] The actuation port reserve area RE includes a first area, a second area, a third area, a fourth area, a fifth area, a sixth area, a seventh area, and an eighth area, and the numerical information of the winning random number counter C1, the type counter C2, and the reach random number counter C3 stored in the lottery counter buffer 431 is stored in any one of the first to eighth areas as the reserved information described above according to the winning history of the first actuation port 91 or the second actuation port 92. The reserved information corresponds to special information.

[0122] In this case, when winning occurs multiple times consecutively through the first actuation port 91 or the second actuation port 92, the numerical information is stored in the first to eighth areas in the order of the first area → the second area → the third area → the fourth area in chronological order. Then, up to four winning histories of game balls into the first actuation port 91 or the second actuation port 92 are reserved and stored respectively. In addition, the reserved ball storage area 432 is provided with a total reserved number storage area, and information for specifying the number of winning histories into the first actuation port 91 or the second actuation port 92 that are reserved and stored is stored in the total reserved number storage area.

[0123] The execution area AE is an area for moving the values ​​stored in the first area of ​​the operating port reserve area RE when the display of changing patterns begins on the operating port display sections D1 and D2 of the main display unit 99, and at the start of one game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.

[0124] Here, a supplementary explanation will be given regarding various counters.

[0125] The winning random number counter C1 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 599, and to return to 0 after reaching a 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 updated periodically, and is stored in the operation port reserve area RE of the reserved ball storage area 432 of the RAM 404 at the timing when a gaming ball enters the first operation port 91 or the second operation port 92.

[0126] The random number value that becomes a jackpot is stored as a hit / miss table (a hit / miss information group) in a hit / miss table storage area 421 serving as a hit / miss information group storage means in the ROM 403. As shown in FIG. 15, a hit / miss table for a low probability mode (a hit / miss information group for low probability) and a hit / miss table for a high probability mode (a hit / miss information group for high probability) are set as hit / miss tables. In other words, in this pachinko machine 10, a low probability mode (a low probability state) in which the probability of a jackpot is relatively low and a high probability mode (a high probability state) in which the probability of a jackpot is relatively high are set as lottery modes in the hit / miss lottery lottery means.

[0127] In a situation where the winning / losing table for the low probability mode (FIG. 15(a)) is referred to in the above lottery, the random number values ​​that result in a jackpot (i.e., winning information) are a total of six, namely, "7", "107", "207", "307", "407", and "507". In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "7", "107", "207", "307", "407", and "507" correspond to the jackpot results. On the other hand, in a situation where the winning / losing table for the high probability mode (FIG. 15(b)) is referred to in the above lottery, the random number values ​​that result in a jackpot (i.e., winning information) are a total of 30, namely, "7", "37", "57", "77", "97", "107", ... "597". In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "7", "37", "57", "77", "97", "107", "597" correspond to the jackpot result. Incidentally, the number and value of the random numbers that result in a jackpot are arbitrary, as long as the probability of winning is higher in the high probability mode than in the low probability mode.

[0128] In this embodiment, the value of the random number that results in a big win corresponds to a losing result. The losing results are broadly divided into normal losing results and special losing results. Details will be described later, but the special losing result is more favorable than the normal losing result in that it is a trigger for the support mode of the electric role 93 to switch to the high-frequency support mode A described later, and when a special losing occurs under a predetermined condition, the support mode switches to the high-frequency support mode after the game round related to the special losing is completed. In the following description, the normal losing result is also simply referred to as a "losing result".

[0129] In a situation where the winning / losing table for the low probability mode (FIG. 15(a)) is referred to in the above lottery, the random number values ​​that result in a special loss (i.e., special loss information) are a total of three, namely, "111", "333", and "555". In other words, "111", "333", and "555" among the values ​​of the winning random number counter C1 from "0 to 599" correspond to the special loss result. On the other hand, in a game state where the winning / losing table for the high probability mode (FIG. 15(b)) is referred to in the above lottery, the random number values ​​that result in a special loss (i.e., special loss information) are a total of three, namely, "111", "333", and "555". In other words, "111", "333", and "555" among the values ​​of the winning random number counter C1 from "0 to 599" correspond to the jackpot result. In other words, the probability of a special loss is the same in both the low probability mode and the high probability mode.

[0130] Next, the type counter C2 will be described. The type counter C2 is configured to be incremented by one within the range of 0 to 29, and to return to 0 after reaching the maximum value (i.e., 29). Here, in this embodiment, multiple jackpot results are set. These multiple jackpot results are different in two conditions: (1) a lottery mode in the winning / losing lottery means after the opening / closing execution mode ends, and (2) a support mode by the electric role 93 after the opening / closing execution mode ends.

[0131] As the support mode by the electric accessory 93 attached to the second operating port 92, a low-frequency support mode (low-frequency support state or low-frequency guide state) and a high-frequency support mode (high-frequency support state or high-frequency guide state) are set so that the frequency at which the electric accessory 93 of the second operating port 92 is in an open state per unit time is relatively high and low when compared with a situation in which the launch of game balls continues in the same manner to the game area PE. The high-frequency support mode is broadly divided into a high-frequency support mode A which is switched to when a special miss or the like described above is triggered, and a high-frequency support mode B which is switched to when a big win is triggered. The difference between these support modes will be described later.

[0132] The type counter C2 is updated periodically, and when the game ball enters the first actuation port 91 or the second actuation port 92, it is stored in the actuation port reserve area RE of the reserved ball storage area 432 of the RAM 404.

[0133] The allocation destination of the game result for the type counter C2 is stored as an allocation table (allocation information group) in an allocation table storage area 422 serving as an allocation information group storage means in the ROM 403. Here, the contents of the allocation table will be explained using the schematic diagram of Fig. 16. As the allocation table, an allocation table for a big win (first allocation information group) shown in Fig. 16(a) and an allocation table for a special miss (second allocation information group) shown in Fig. 16(b) are set.

[0134] As shown in Fig. 16(a), in the distribution table for jackpots, the 6R normal jackpot result (low probability special game result) and the 6R variable probability jackpot result (high probability special game result) are set as the distribution destination of the game result. Specifically, among the values ​​of the type counter C2 of "0 to 29", "0 to 14" corresponds to the 6R normal jackpot result, and "15 to 29" corresponds to the 6R variable probability jackpot result.

[0135] As shown in FIG. 17(a), the 6R normal jackpot result is a jackpot result in which the lottery mode becomes the low probability mode and the support mode becomes the high frequency support mode B after the special game state (open / close execution mode) ends. This high frequency support mode B ends when the number of games executed during the high frequency support mode B reaches the end reference number or when a jackpot result occurs before the end reference number is reached (more specifically, when the special game state is entered), and switches to the low frequency support mode. In this embodiment, the end reference number is set to 40 times.

[0136] The 6R probability jackpot result is a jackpot result in which, after the end of the special game state (open / close execution mode), the lottery mode becomes the high probability mode and the support mode becomes the high frequency support mode B. This high frequency support mode B continues until the next jackpot result occurs and the game transitions to the special game state, at which point the game switches to the low frequency support mode.

[0137] Next, as shown in Fig. 16(b), in the distribution table for special losses, special loss result A and special loss result B are set as distribution destinations of game results. Specifically, among the values ​​of the type counter C2 of "0 to 29", "0 to 23" correspond to the special loss result A, and "24 to 29" correspond to the special loss result B.

[0138] As shown in FIG. 17(b), neither the special losing result A nor the special losing result B triggers switching of the lottery mode, but triggers switching of the support mode by the electric role device 93.

[0139] Specifically, the special failure result A is a trigger to switch the support mode to high-frequency support mode A after the end of the game in which the special failure result A occurred. This high-frequency support mode A ends when the number of games played during the high-frequency support mode A reaches a reference number of times to end the game or when a jackpot result occurs before the reference number of times to end the game is reached (more specifically, when a special game state is entered), and the game transitions to the low-frequency support mode. In this embodiment, the reference number of times to end the game is set to 20 times.

[0140] The special failure result B also triggers the support mode to switch to high-frequency support mode A after the end of the game in which the special failure result B occurred. This high-frequency support mode A ends when the number of games played during the high-frequency support mode A reaches the end reference number, or when a jackpot result occurs before the end reference number is reached (more specifically, when a transition is made to a special game state), and the mode transitions to the low-frequency support mode. In this embodiment, the end reference number is set to 40 times.

[0141] 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 operation port reserve area RE of the reserved ball storage area 432 of the RAM 404 at the timing when a gaming ball enters the first operation port 91 or the second operation port 92. Then, it is determined whether or not to generate a reach based on a reach table stored in the reach table storage area of ​​the ROM 403.

[0142] However, in a game round that transitions to the open / close execution mode, the MPU 402 determines the occurrence of a reach regardless of the value of the reach random number counter C3. The number of the reach random number counter C3 corresponding to the occurrence of the reach display is the same in each game state, but may be set individually according to each game state. For example, a configuration may be adopted in which the number of the reach random number counter C3 corresponding to the occurrence of the reach display is set to be larger when the support mode is the high frequency support mode than when it is the low frequency support mode.

[0143] Here, the term "reach display" (reach state) 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 (or variable display) of the pattern (picture) on the pattern display device 95 is derived and displayed, in a gaming machine that is equipped with a pattern display device 95 (display screen 95a) capable of performing a variable display (or variable display) of patterns (pictures), and in which the stop display result after the variable display can be a special display result in a game turn in which the game result corresponds to the open / close execution mode.

[0144] In other words, it is a display state in which the patterns of some of the multiple pattern rows displayed on the display screen 95a of the pattern display device 95 are stopped to display a reach pattern combination that has the possibility of forming a pattern combination 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.

[0145] More specifically, as a preliminary step to terminating the display of changing patterns, a reach line is formed by stopping and displaying a reach pattern combination that has the possibility of forming a pattern combination corresponding to the occurrence of an open / close execution mode on a preset effective line in the display screen 95a of the pattern display device 95, and while the reach line is formed, the changing display of the patterns is performed using the final stopped pattern sequence.

[0146] To explain the display contents on the display screen 95a in more detail, first the variable display of the symbols in the upper symbol row is terminated, and then in the state where the variable display of the symbols in the lower symbol row is terminated, a reach line is formed by stopping and displaying the main symbols with numbers that constitute the winning symbol combination on any of the active lines, and in the situation where the reach line is formed, the variable display of the symbols in the middle symbol row is performed, resulting in a reach display. Then, when a jackpot occurs, the variable display of the symbols in the middle symbol row is terminated by stopping and displaying the main symbols with numbers that constitute the winning symbol combination together with the main symbols that form the reach line on the reach line.

[0147] 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 remaining pattern row with the reach symbol combination displayed 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 95a after reducing or hiding the reach symbol combination. 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.

[0148] The variation type counter CS is configured to be incremented by 1 in sequence within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value (i.e., 198). The variation type counter CS is used in the MPU 402 to determine the variation display time in the first actuation port display section D1 and the second actuation port display section D2 of the main display unit 99 (main display section D) and the variation display time of the pattern in the pattern display device 95. The variation type counter CS is updated once each time the normal processing described below is executed once, and is also repeatedly updated within the remaining time in the normal processing. The buffer value of the variation type counter CS is acquired when determining the variation pattern at the start of the variation display in the first actuation port display section D1 and the second actuation port display section D2 and at the start of the variation of the pattern by the pattern display device 95.

[0149] The electric accessory opening counter C4 is configured to be incremented by 1 in the range of, for example, 0 to 599, and to return to 0 after reaching the maximum value (i.e., 599). The electric accessory opening counter C4 is periodically updated, and is stored in the electric role reservation area 433 of the RAM 404 at the timing when the game ball enters the through gate 84. Then, at a predetermined timing, a support lottery is performed to determine whether or not the electric accessory 93 of the second operating port 92 is controlled to be in an open state, based on the stored value of the electric accessory opening counter C4. Below, a supplementary explanation of the support mode will be given with reference to the schematic diagrams of FIG. 18 and FIG. 19.

[0150] The random number value that becomes the support win is stored as a support lottery table (win / lose information group) in a win / lose table storage area 421 as a win / lose information group storage means in the ROM 403. As shown in Fig. 18, a support lottery table for the low frequency support mode (win / lose information group for low probability), a support lottery table for the high frequency support mode A (win / lose information group for low probability), and a support lottery table for the high frequency support mode B (win / lose information group for high probability) are set as the support lottery table.

[0151] In a situation where the support lottery table for the low frequency support mode (FIG. 18(a)) is referenced in the above lottery, the random number values ​​that result in a support win (i.e., winning information) are "1", "3", "5", "7", "595", "597", and "599", a total of 300 values. In other words, of the values ​​of the winning random number counter C1 from "0 to 599", "1", "3", "5", "7", "595", "597", and "599" correspond to support win results. The other values ​​correspond to non-support win results.

[0152] In a situation where the support lottery table for high-frequency support mode A (FIG. 18(b)) is referenced in the above lottery, the random number values ​​that result in a support win (i.e., winning information) are "1", "3", "5", "7", "595", "597", and "599", a total of 300 values. In other words, of the values ​​of the winning random number counter C1 from "0 to 599", "1", "3", "5", "7", "595", "597", and "599" correspond to a support win result. The other values ​​correspond to a support non-win result. In other words, the support lottery table for high-frequency support mode A is shared with the support lottery table for low-frequency support mode.

[0153] On the other hand, in a situation where the winning / losing table for high-frequency support mode B (FIG. 18(c)) is referenced in the above lottery, the random number values ​​that result in a support win (i.e., winning information) are all 598 values ​​except for "4" and "304". In other words, all values ​​of the winning random number counter C1 from "0 to 599" except for "4" and "304" correspond to a support win result. In other words, high-frequency support mode B is differentiated from the high-frequency support mode A and low-frequency support mode in that support wins occur in almost all support lotteries.

[0154] As shown in Fig. 19, in the low-frequency support mode, the probability of winning the support is 1 / 2, the number of times the electric role 93 switches to the open state (number of openings) when the support is won is set to "1 time," and the time during which the electric role 93 is maintained in the open state (opening time) is set to "0.1 seconds." In this way, by making the opening time extremely short, winning at the second operating port 92 is essentially avoided during the low-frequency support mode.

[0155] In the high-frequency support mode A, the probability of winning the support is 1 / 2, which is the same as the low-frequency support mode. However, the number of times (number of openings) that the electric role 93 switches to the open state when the support is won is set to "2 times", the time (opening time) that the electric role 93 is kept in the open state is set to "2 seconds", and the interval time that the electric role 93 is kept in the closed state is set to "0.2 seconds". By extending the opening time compared to the low-frequency support mode in this way, winning at the second operating port 92 is allowed during the high-frequency support mode A. In this way, winning at the second operating port 92 occurs appropriately, making it possible to proceed with the game while suppressing the loss of balls (investment). In other words, compared to the low-frequency support mode, the high-frequency support mode A is configured so that the ratio of the number of winning balls to the number of game balls fired (so-called base) is higher.

[0156] In the high-frequency support mode B, the probability of winning the support is 1 / 1.1, and the number of times (number of openings) that the electric role 93 switches to the open state when the support is won is set to "2 times", the time (opening time) that the electric role 93 is kept in the open state is set to "2 seconds", and the interval time that the electric role 93 is kept in the closed state is set to "0.2 seconds". In this way, by extending the opening time compared to the low-frequency support mode, winning is permitted in the second operating port 92 during the high-frequency support mode B. In the high-frequency support mode B, the frequency of winning in the second operating port 92 is higher than in the high-frequency support mode A, so that it is possible to play while further suppressing the loss of balls (investment). In other words, compared to the low-frequency support mode and the high-frequency support mode A, the high-frequency support mode B is configured so that the ratio (so-called base) of the number of winning balls to the number of game balls fired is higher.

[0157] As already explained, the game states in this embodiment are roughly divided into a normal game state in which the game progresses by repeating the game rounds based on the balls entering the actuation ports 91, 92, and a special game state (opening / closing execution mode) in which the game is transitioned to by a big win and the variable winning device 83 is opened and closed. The normal game states are composed of a first normal game state in which the lottery mode is a low probability mode and the support mode is a low frequency support mode, a second normal game state in which the lottery mode is a high probability mode and the support mode is a high frequency support mode B, a third normal game state in which the lottery mode is a low probability mode and the support mode is a high frequency support mode B, and a fourth normal game state in which the lottery mode is a low probability mode and the support mode is a high frequency support mode A. The advantage of the player is set so that the first normal game state < the fourth normal game state, and the third normal game state < the second normal game state in that order.

[0158] (Regarding various processes executed by the main control device 162) Next, we will explain the timer interrupt processing and normal processing executed in the MPU 402 in the main control device 162 to progress the game. In addition to the timer interrupt processing and normal processing, the MPU 402 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 various types of processing.

[0159] (Timer interrupt processing) First, the timer interrupt process will be described with reference to the flowchart of Fig. 20. This process is started by the MPU 402 periodically (for example, at 2 msec intervals).

[0160] In step S101, a reading process of various winning detection sensors (for example, the above-mentioned detection sensors 391a to 391e) is executed. That is, the state of various winning detection sensors connected to the main control device 162 is read, the state of the winning detection sensor is determined, and the detection information (winning detection information) is stored.

[0161] 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 its maximum value, it is cleared to 0. Then, the updated value of the random-number initial-value counter CINI is stored in the corresponding buffer area of ​​the RAM 404.

[0162] In the next step S103, the winning random number counter C1, the type counter C2, the reach random number counter C3, and the electric role opening counter C4 are updated. Specifically, the winning random number counter C1, the type counter C2, the reach random number counter C3, and the electric role opening counter C4 are each incremented by 1, and when the counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of the counters C1 to C4 are stored in the corresponding buffer areas of the RAM 404.

[0163] In the next step S104, a winning process for through is executed in association with a win in the through gate 84. In the winning process for through, it is determined whether or not a winning detection flag for the through gate is stored in the various flag storage area 435 of the RAM 404, and if the flag is stored, the value of the electric role release counter C4 updated in the above step S103 is stored in the electric role reserve area 433 on the condition that the number of reserved information for the through gate 84 stored in the electric role reserve area 433 (hereinafter, also referred to as the number of reserved role memories SN) is less than 4. Then, if a winning detection flag for the through gate is stored in the various flag storage area 435, the winning detection flag is erased and the winning process for the through gate is terminated.

[0164] After executing the winning process for the through gate in step S104, the process proceeds to step S105, where the winning process for the operating port associated with winning at operating ports 91, 92 is executed, and this timer interrupt process is terminated.

[0165] (Winning process for the operating port) Here, the winning process for the operating port will be described with reference to the flowcharts of FIG. 21 and FIG.

[0166] In step S201, it is determined whether or not the game ball has entered (won) the first operating port 91. If it is determined that the game ball has entered the first operating port 91, the process proceeds to step S202, and a winning ball command is set to the payout control device 242 to pay out three game balls.

[0167] In the next step S203, an external signal setting process is performed to output a signal to the hall computer in the gaming hall indicating that a gaming ball has entered the first actuation port 91. This allows the hall computer to understand that a ball has entered the first actuation port 91. In the next step S204, a value corresponding to the first actuation port 91 is read from the reserved number storage area, and this value is set as the reserved memory number RaN for the first actuation port (hereinafter, also referred to as the reserved memory number RaN for the first actuation port). Thereafter, in step S205, an information acquisition process is performed to store each value of the winning random number counter C1, the type counter C2, etc., and this winning process is terminated.

[0168] On the other hand, if it is determined in step S201 that the gaming ball has not entered the first operating port 91, the process proceeds to step S206. In step S206, it is determined whether the gaming ball has entered (won) the second operating port 92. If it is determined that the gaming ball has entered the second operating port 92, the process proceeds to step S207, where a prize ball command is set to the payout control device 242 to pay out four gaming balls. The prize ball command set in steps S202 and S207 is transmitted to the payout control device 242 in the external output process S401 of the normal process described later.

[0169] In the next step S208, an external signal setting process is performed to output a signal to the hall computer in the gaming hall indicating that a gaming ball has entered the second actuation port 92. This allows the hall computer to understand that a ball has entered the second actuation port 92. In the next step S209, a value corresponding to the second actuation port 92 is read from the reserved number storage area, and this value is set as the reserved memory number RbN for the second actuation port (hereinafter also referred to as the reserved memory number RbN for the second actuation port). Thereafter, in step S205, an information acquisition process is performed to store each value of the winning random number counter C1, the type counter C2, etc., and this winning process is terminated.

[0170] It should be noted that if a negative judgment is made in both steps S201 and S206, that is, if no ball has entered either the first operating port 91 or the second operating port 92, this winning process is terminated.

[0171] Now, with reference to FIG. 22, the information acquisition process in step S205 will be described.

[0172] (Information acquisition processing) In the information acquisition process, first, in step S301, it is determined whether the number of activated pending memories N stored in the reserved number storage area of ​​reserved ball storage area 432, more specifically, the number of activated pending memories N (RaN or RbN) related to the ball entry section that triggered the information acquisition process among first actuation port 91 and second actuation port 92, is less than an upper limit value (in this embodiment, "4"). If the number of activated pending memories N is the upper limit value, the information acquisition process is terminated as is, and if it is less than the upper limit value, in step S302, the number of activated pending memories N of the corresponding actuation port is incremented by 1, and in step S303, the total number of reserved memories (hereinafter referred to as the common reserved number CRN) stored in the reserved number storage area is incremented by 1.

[0173] In the following step S304, the values ​​of the winning random number counter C1, type counter C2, reach random number counter C3 and variable type counter CS updated in step S103 above are stored in the first memory area among the free memory areas of the operating port holding area RE, i.e., the memory area corresponding to the common holding number CRN incremented by 1 in step S302 above.

[0174] In other words, when the reserved memory number RaN for the first actuation port is set, the values ​​of the hit random number counter C1, type counter C2, reach random number counter C3 and variable type counter CS updated in step S103 above are stored in the first memory area among the empty memory areas in the reserve area RE for the actuation port, i.e., the area corresponding to the actuation reserved memory number N added by 1 in step S302 above.

[0175] In addition, when the reserved memory number RbN for the second actuation port is set, the values ​​of the hit random number counter C1, type counter C2, and reach random number counter C3 updated in step S103 above are stored in the first memory area among the empty memory areas in the reserve area RE for the actuation port, i.e., the area corresponding to the actuation reserved memory number N added by 1 in step S302 above.

[0176] After storing the reserved information, the process proceeds to step S305. In step S305, a display update process is executed for the reserved number display section of the main display unit 99. In the display update process, if the current ball entry destination (winning destination) is the first actuation port 91, the display in the reserved number display section S1 for the first actuation port is updated, and if the current ball entry destination (winning destination) is the second actuation port 92, the display in the reserved number display section S2 for the second actuation port is updated.

[0177] Each of the reserved number display sections S1, S2 is composed of four LEDs, and the number of LEDs lit on the reserved number display sections S1, S2 matches the reserved number related to the first actuation port 91 and the reserved number related to the second actuation port 92. If the reserved number related to the first actuation port 91 increases as a result of the current win, the number of lit LEDs on the reserved number display section S1 for the first actuation port is increased accordingly, and if the reserved number related to the second actuation port 92 increases, the number of lit LEDs on the reserved number display section S2 for the second actuation port is increased accordingly.

[0178] In the following steps S306 and S307, the notification / performance control device 140 and the display control device 410, which are the sub-side (auxiliary) control devices, are made to recognize that a win has occurred in the actuation ports 91 and 92, and a pre-confirmation process and a hold command setting process are carried out, which are processes for executing a hold notice, etc., which will be described later, and then this information acquisition process is terminated. Note that the hold command includes information as to which of the first actuation port 91 and the second actuation port 92 the win is based on.

[0179] The reserved command set in the reserved command setting process in step S307 is transmitted to the notification / performance control device 140 and the display control device 410 in the external output process (step S401) of the normal process described later.

[0180] (Normal processing) Next, the flow of normal processing will be described with reference to the flowchart in Fig. 23. 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 S401 to S407 is executed as regular processing with a cycle of 4 msec, and the counter update processing of steps S409 and S410 is executed in the remaining time.

[0181] In the normal processing, first, in step S401, an external signal output process is executed. In the external signal output process in step S401, output data such as commands set in the timer interrupt process or the previous normal processing is sent to each control device and the hall computer on the sub side.

[0182] Specifically, it determines whether or not there is a prize ball command, and if a prize ball command is set, it transmits it to the payout control device 242. In addition, if various commands such as performance commands such as a fluctuation start command, a type command, and a fluctuation end command, a hold command, and a shift command described later are set, it transmits them to the notification / performance control device 140.

[0183] In addition, although details will be described later, for example, each time the display of the changing patterns is completed on the operating port display sections D1 and D2 of the main display section D, an external signal indicating that the pattern has been confirmed is output to the hall computer, and when in the opening / closing execution mode, an external signal indicating that the opening / closing execution mode is in is output to the hall computer, and when in the high frequency support mode, an external signal indicating that the high frequency support mode is in is output to the hall computer.

[0184] Next, in step S402, 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 404.

[0185] In the next step S403, a game round control process for controlling the game in each game round is executed. In this game round control process, a jackpot determination, setting of the variable display of the symbols by the symbol display device 95, display control of the main display unit 99, etc. are performed.

[0186] After executing the game number control process in step S403, the process proceeds to step S404, where a game state transition process is executed. Although details will be described later, this game state transition process transitions the game state to a special game state (opening / closing execution mode), a high probability mode, a high frequency support mode B, etc. Details of the game number control process in step S403 and the game state transition process in step S404 will be described later.

[0187] In the following step S405, a through gate control process including a support lottery process based on winning at the through gate 84 is executed, and in step S406, an electric role support process is executed for driving and controlling the electric role 93 provided next to the second operating port 92. The through gate process in step S405 and the electric role support process in step S406 will be described in detail later.

[0188] After that, in step S407, 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 interval period (for example, 0.6 sec) on the condition that a launch permission signal is input from the power supply / launch control device 243. This causes the game ball to be launched toward the play area PE.

[0189] In the next step S408, it is determined whether the next execution timing of the normal process has arrived, that is, whether one period (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, within the remaining time until the next execution timing of the normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.

[0190] Since the execution time of each process in steps S401 to S407 changes depending on the game state, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI 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 the variation type counter CS can also be randomly updated in the same way.

[0191] (Game play control processing) Next, the game play control process in step S403 will be described with reference to the flowcharts in Figs.

[0192] In the game play control process, first, as shown in the flowchart of Fig. 24, in step S501, it is determined whether or not the special game state (opening and closing execution mode) is in progress. If the game play state is in the opening and closing execution mode, the game play control process is terminated without executing any of the processes from step S502 onwards, i.e., the game play start process in steps S503 to S506 and the game play progress process in steps S507 to S509.

[0193] If the opening / closing execution mode is not in progress, it is determined in steps S502 and S503 whether or not a game is being played. Specifically, it is determined whether or not the operating port display sections D1 and D2 of the main display unit 99 are displaying a variable. If the display is displaying a variable, a negative determination is made in step S502 and the process proceeds to step S503. In step S503, it is determined whether or not the fixed display in the operating port display sections D1 and D2 has ended. If a positive determination is made in step S503, the process proceeds to the game start process in steps S504 to S506. In the game start process, first, in step S504, it is determined whether or not the total number of start reserved balls (common reserved number CRN) is "0". If the common reserved number CRN is "0", this means that reserved information is not stored in the reserved ball storage area 432. Therefore, the game control process is terminated as it is.

[0194] On the other hand, if the common reserve number CRN is not "0", in step S505, a data setting process is executed to set the data stored in the reserve area RE for the operating port in the reserved ball storage area 432 for variable display, and in step S506, a variable start process is executed to start the variable display of the operating port display sections D1, D2 in the main display unit 99 and the variable display of the pattern display device 95, and then this game round control process is terminated.

[0195] Here, the data setting process in step S505 and the fluctuation start process in step S506 will be described in detail. First, the data setting process in step S505 will be described with reference to the flowchart in FIG.

[0196] (Data setting process) In the data setting process, first, in step S601, the activation pending memory count N stored in the pending number storage area and the target of the current setting process and the common pending count CRN are decremented by 1. Then, it is determined whether the number of pending information stored in the activation port reserve area RE (see FIG. 14), i.e., the activation pending memory count N, is "0" or not. If the activation pending memory count N is "0", this data setting process is terminated. On the other hand, if the activation pending memory count N is not "0", the data (pending information) stored in the first area of ​​the activation port reserve area RE is moved to the execution area AE. Then, the data (pending information) stored in the second area to the eighth area of ​​the activation port reserve area RE are shifted in order to the lower area side. As a result, for example, as data from the first area is moved to the execution area AE, the data within each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, the fifth area to the fourth area, the sixth area to the fifth area, the seventh area to the sixth area, and the eighth area to the seventh area, and so on.

[0197] In the next step S604, a shift command is set, which is information for making the notification / performance control device 140 recognize that the data in the operating port holding area RE has been shifted. Then, this data setting process ends. The shift command set in step S604 is transmitted to the notification / performance control device 140 in step S401 in the normal process (FIG. 23). This shift command is then also transmitted to the display control device 410 via the notification / performance control device 140.

[0198] (Change start processing) Next, the fluctuation start process in step S506 will be described with reference to the flowchart in FIG.

[0199] In the fluctuation start process, first, in step S701, an update process of the game count counter provided in the various counter area 434 of the RAM 404 is executed. The game count counter is cleared to 0 when the game state is changed to the special game state, and is incremented by "1" each time the update process of step S701 is executed. The MPU 402 can identify the number of games executed after the special game state ends by referring to the value of this game count counter.

[0200] In the next step S702, a win / loss determination process based on winning the operation ports 91, 92 is executed. This win / loss determination process is a process for determining whether or not the reserved information referred to in the current fluctuation start process corresponds to a big win. Specifically, information for big win determination among the information stored in the execution area AE, that is, information obtained from the win random number counter C1, is grasped. Then, when the win / loss lottery mode is the low probability mode, the win / loss table for the low probability mode stored in the win / loss table storage area 421 of the ROM 403 is referred to to determine whether the above-mentioned grasped information is included in the information corresponding to the big win, and when the win / loss lottery mode is the high probability mode, the win / loss table for the high probability mode stored in the win / loss table storage area 421 of the ROM 403 is referred to to determine whether the above-mentioned grasped information is included in the information corresponding to the big win.

[0201] In the next step S703, it is determined whether or not the result of the hit / miss determination process in step S702 corresponds to a big win. If the result corresponds to a big win, a process of determining the type of big win is executed in step S704.

[0202] In this type determination process, the type determination information among the information stored in the execution area AE, that is, the information obtained from the type counter C2, is grasped. Also, by referring to the distribution table for jackpots stored in the distribution table storage area 422 of the ROM 403, it is determined whether the above-mentioned grasped type determination information corresponds to a 6R normal jackpot result or a 6R variable jackpot result.

[0203] If it is a 6R special jackpot, an affirmative decision is made in step S705, and the process proceeds to step S706, where the process executes the stop result setting process for the 6R special jackpot. If it is a 6R regular jackpot, a negative decision is made in step S705, and the process proceeds to step S707, where the process executes the stop result setting process for the 6R regular jackpot.

[0204] Returning to the explanation of step S703, if a negative judgment is made in step S703, i.e., if there is no big win, the process proceeds to step S708. If the current lottery result is the above-mentioned normal miss, a negative judgment is made in step S708 and the process proceeds to step S713. In step S713, a stop result setting process for a normal miss is executed. If the current lottery result is the above-mentioned special miss, an affirmative judgment is made in step S708 and the process proceeds to step S709 and the process of determining the type of special miss is executed.

[0205] In this type determination process, the type determination information stored in the execution area AE, i.e., the information obtained from the type counter C2, is grasped. Also, by referring to the distribution table for special misses stored in the distribution table storage area 422 of the ROM 403, it is determined whether the above-mentioned grasped type determination information corresponds to the special miss result A or the special miss result B.

[0206] If the result is special miss A, an affirmative decision is made in step S710 and the process proceeds to step S711, where the process executes the stop result setting process for special miss A. If the result is special miss B, a negative decision is made in step S710 and the process proceeds to step S712, where the process executes the stop result setting process for special miss B.

[0207] In each stop result setting process of steps S706, S707, and S711 to S713, information on the pattern form to be finally stopped and displayed on the main display unit 99 is identified by referring to the stop result table stored in the stop result table memory area 424 of the ROM 403, and the identified information is stored in the RAM 404.

[0208] In steps S706 and S707, information for specifying in the MPU 402 whether the win / loss judgment result of the current game is a 6R variable probability jackpot result or a 6R normal jackpot result is stored in the various flag storage area 435 of the RAM 404. Specifically, in step S706, a 6R variable probability jackpot flag is stored, and in step S707, a 6R normal jackpot flag is stored.

[0209] In addition, in steps S711 and S712, information for specifying in the MPU 402 that the win / loss determination result of the current game is the special loss result A or the special loss result B is stored in the various flags storage area 435 of the RAM 404. Specifically, in step S711, the special loss A flag is stored, and in step S712, the special loss B flag is stored.

[0210] After executing any one of the processes in steps S706, S707, and S711 to S713, a process for setting the variable display time is executed in step S714. In the process for setting the variable display time, the variable display time table stored in the variable display time table storage area 423 of the ROM 403 is referenced to acquire variable display time information corresponding to the current value of the variable type counter CS, etc. Then, the acquired variable display time information is set in a variable display time counter (variable display time measuring means) provided in the various counter area 434 of the RAM 404.

[0211] After executing the process of setting the variable display time in step S714, the process proceeds to step S715, where a variable start command and a type command are set. The variable start command includes information on whether or not a reach has occurred and information on the variable display time. The type command also includes information on the game result. In other words, the type command includes, as information on the game result, information on the 6R certainty jackpot result, information on the 6R normal jackpot result, information on the special miss result A, information on the special miss result B, and the like. Note that in step S713, the value of the game count counter is referenced to determine whether or not the ceiling has been reached, and this information is also included in the above-mentioned variable start command.

[0212] The fluctuation start command and the type command set in step S715 are transmitted to the notification / performance control device 140 in step S401 in the normal processing (FIG. 23). The notification / performance control device 140 determines the light emission pattern of the lamp unit 26 and the output pattern of the sound (BGM and sound effects) from the speaker unit 29 in the game round based on the received fluctuation start command and type command, and controls the lamp unit 26 and the speaker unit 29 so that the determined content of the performance is executed. In addition, the notification / performance control device 140 determines the details of the game performance such as the variable display pattern of the pattern on the pattern display device 95 in the game round based on the received fluctuation start command and type command, and transmits the determined information to the display control device 410 by adding it to the fluctuation start command and type command. The display control device 410 controls the display of the pattern display device 95 so that the game performance (display performance) is executed in the manner determined by the notification / performance control device 140 based on the received fluctuation start command and type command.

[0213] Thereafter, in step S716, the variable display of the pattern is started on the corresponding one of the first actuation port display section D1 and the second actuation port display section D2 of the main display unit 99, and then this variable start process is terminated. Note that it is also possible to configure the variable display of the pattern, etc. to start before the lottery is executed.

[0214] (Setting process for variable display time) Next, the outline of the variable display time setting process (step S714) will be described with reference to Figs. 27 to 29. As already described, in this embodiment, the reserved information is acquired based on the ball entering the first actuation port 91 and the second actuation port 92, and the variable display to the final display of the picture or pattern in the game round is executed based on the acquired reserved information. Here, the variable display time of the picture or pattern is set according to the current game state, the result of the current winning / losing lottery based on the ball entering the actuation ports D1 and D2, the number of reserved information stored in the actuation port reserved area RE, etc. In addition, when comparing the big win result and the loss result, the variable display time is configured to be longer for the former than the latter, and in the case of a loss result and no reach display is generated, the more the number of reserved information stored, the shorter the variable display time becomes.

[0215] In the process of setting the variable display time, first, it is determined whether or not the lottery in step S702 described above has resulted in a jackpot or a special miss. Specifically, it is determined whether or not any of the 6R variable jackpot flag, 6R normal jackpot flag, special miss A flag, and special miss B flag is stored in the various flag storage area 435 of the RAM 404.

[0216] (Time table showing fluctuations in response to deviations from normal) If the lottery result is a normal miss (complete miss) not corresponding to reaching the ceiling (not reached), it is determined whether or not to generate a reach display on the symbol display device 95 in the current game round. Specifically, it refers to the value of the reach random number counter C3 stored in the execution area AE and the reach judgment table stored in the reach judgment table storage area of ​​the ROM 403 to determine whether or not to generate a reach display. Then, it refers to a variable display time table corresponding to a complete miss from various variable display time tables stored in the variable display time table storage area 423 of the ROM 403, and sets the variable display time according to the current game state, the number of reserved information stored in the operation port reserve area RE, and whether or not a reach has occurred.

[0217] In Fig. 27(a1), the variable display time in the first normal game state corresponding to the low probability mode and the low frequency support mode is illustrated as an example in the case of a complete miss. For example, when the number of reserved information stored is "0" or "1", the variable display time is set to one of "12, 13, 14 sec", when the number of reserved information stored is "2", the variable display time is set to one of "7, 8, 9 sec", when the number of reserved information stored is "3" to "8", the variable display time is set to one of "3, 4, 5 sec". In addition, in the first normal game state, the fixed display time of the pattern on the operation port display section D1, D2 and the fixed display time of the pattern on the pattern display device 95 are configured to be "1 sec".

[0218] FIG. 27(a2) illustrates the variable display time in the case of a complete miss in the fourth normal game state corresponding to the low probability mode and the high frequency support mode A. For example, when the number of reserved information stored is "0" or "1", the variable display time is set to one of "12, 13, 14 sec", when the number of reserved information stored is "2", the variable display time is set to one of "7, 8, 9 sec", when the number of reserved information stored is "3" to "8", the variable display time is set to one of "3, 4, 5 sec". In addition, in the fourth normal game state, the fixed display time of the pattern in the operation port display unit D1, D2 and the fixed display time of the pattern in the pattern display device 95 are configured to be "1 sec". In other words, the setting mode of the variable display time in the fourth normal game state is the same as the setting mode of the variable display time in the first normal game state.

[0219] In Fig. 27(a3), the variable display time in the case of a complete miss in the second normal game state corresponding to the high probability mode and the high frequency support mode B is illustrated. For example, when the number of reserved information stored is "0", the variable display time is set to one of "12, 13, 14 sec", and when the number of reserved information stored is "1" to "8", the variable display time is set to one of "1, 2 sec". In addition, in the second normal game state, the fixed display time of the pattern on the operation port display section D1, D2 and the fixed display time of the pattern on the pattern display device 95 are configured to be "0.5 sec".

[0220] FIG. 27(a4) illustrates the variable display time in the third normal game state corresponding to the low probability mode and the high frequency support mode B when the winning combination is a complete miss. For example, when the number of reserved information stored is "0", the variable display time is set to one of "12, 13, 14 sec", and when the number of reserved information stored is "1" to "8", the variable display time is set to one of "1, 2 sec". In other words, the setting mode of the variable display time in the third normal game state is the same as the setting mode of the variable display time in the second normal game state. In addition, in the third normal game state, the fixed display time of the pattern in the operation port display section D1, D2 and the fixed display time of the pattern in the pattern display device 95 are configured to be "1 sec".

[0221] Incidentally, in any of the first to fourth normal game states, in a game in which a reach display corresponding to a losing result (a reach for a losing result) occurs, the variable display time is set to any of "20 to 30 seconds" regardless of the number of reserved information stored. This variable display time is in the same range as the variable display time set in a game in which a winning result occurs (see FIG. 28), and in the case of a winning result, a relatively long time in that range is likely to be set, and in the case of a losing result, a relatively short time in that range is likely to be set. In other words, a difference is provided so that a reach display with a long variable display time has a higher expectation of a winning result than a reach display with a short variable display time.

[0222] Here, in the pachinko machine 10 shown in this embodiment, when the game progresses without a jackpot and the number of games in the normal game state reaches a preset upper limit (hereinafter also referred to as a ceiling), the support mode may be forcibly switched to the high frequency support mode A upon reaching the ceiling. In the game number in which the ceiling is reached, a variable display time (20 to 30 seconds in detail) corresponding to the reach display is set, similar to the game number in which a jackpot occurs and a special miss occurs.

[0223] However, this is not limited to this, and it is also possible to configure the variable display time not corresponding to the reach display to be set in the game round where the ceiling is reached. For example, regardless of whether the ceiling is reached or not, the setting mode of the variable display time may be unified between the game round where the ceiling is reached and the game round where the ceiling is not reached.

[0224] Incidentally, the term "complete miss" in the following explanation is a general term for a game result that does not fall under any of the following categories: a jackpot, a special miss, or a normal miss that does not correspond to reaching the ceiling.

[0225] (Jackpot-related variable display time table) If the lottery result is a jackpot (6R sure jackpot or 6R normal jackpot), a variable display time table corresponding to the jackpot is referenced from various variable display time tables stored in a variable display time table storage area 423 of a ROM 403, and the variable display time is set regardless of the current game state and the number of reserved information stored in the operating port reserved area RE.

[0226] FIG. 28 illustrates the variable display time in the case of a complete miss in the first to fourth normal gaming states. Regardless of whether the number of reserved information stored is "0" to "8", the variable display time is set to "20 to 30 seconds". The range of this variable display time is the same as that in the case of the above-mentioned miss reach, and it is easier to set a relatively long time compared to a relatively short time in the range. In the first normal gaming state, the third normal gaming state, and the fourth normal gaming state, the fixed display time of the pattern in the operation port display section D1, D2 and the fixed display time of the pattern in the pattern display device 95 are "1 second", and in the second normal gaming state, the fixed display time of the pattern in the operation port display section D1, D2 and the fixed display time of the pattern in the pattern display device 95 are "0.5 seconds".

[0227] (Time table showing fluctuations for special deviations) If the lottery result is a special miss (special miss A or special miss B), the variable display time is set by referring to the variable display time table corresponding to the special miss from the various variable display time tables stored in the variable display time table memory area 423 of the ROM 403.

[0228] FIG. 29(c1) shows the variable display time in the first normal game state corresponding to the low probability mode and the low frequency support mode when a special miss occurs. Even if the number of reserved information stored is any of "0" to "8", the variable display time is set to any of "20 to 30 seconds". The range of this variable display time is the same as that in the case where the above-mentioned miss reach occurs, and within that range, a relatively long time is more likely to be set than a relatively short time. In the first normal game state, the fixed display time of the pattern on the operation port display parts D1 and D2 and the fixed display time of the pattern on the pattern display device 95 are configured to be "1 second".

[0229] FIG. 29(c2) shows the variable display time in the case of a special miss in the fourth normal game state corresponding to the low probability mode and the high frequency support mode A. Even if the number of reserved information stored is any of "0" to "8", the variable display time is set to any of "20 to 30 seconds". The range of this variable display time is the same as that in the case of the above-mentioned miss reach, and it is easier to set a relatively long time than a relatively short time in that range. In the first normal game state, the fixed display time of the pattern on the operation port display parts D1 and D2 and the fixed display time of the pattern on the pattern display device 95 are configured to be "1 second".

[0230] FIG. 29(c3) shows the variable display time in the case of a special miss in the second normal game state corresponding to the high probability mode and the high frequency support mode B. Even if the number of reserved information stored is any of "0" to "8", the variable display time is set to either "1 or 2 sec". The range of this variable display time is the same as that in the case of a complete miss described above, and it is difficult to identify a special miss from the variable display time. In the second normal game state, the fixed display time of the pattern on the operation port display parts D1 and D2 and the fixed display time of the pattern on the pattern display device 95 are configured to be "0.5 sec".

[0231] FIG. 29(c4) shows the variable display time in the third normal game state corresponding to the low probability mode and the high frequency support mode B when there is a special miss. Even if the number of reserved information stored is any of "0" to "8", the variable display time is set to either "1 or 2 sec". The range of this variable display time is the same as that of the complete miss described above, and it is difficult to identify a special miss from the variable display time. In the third normal game state, the fixed display time of the pattern on the operation port display parts D1 and D2 and the fixed display time of the pattern on the pattern display device 95 are configured to be "0.5 sec".

[0232] As already explained, in the pachinko machine 10 shown in the present embodiment, when the game progresses without a jackpot and the number of times of play in the normal game state reaches a preset upper limit (ceiling), the support mode may be forcibly switched to the high-frequency support mode A upon reaching the ceiling. Although reaching the ceiling does not occur during the high-frequency support mode B, it may occur in the first normal game state corresponding to the low probability mode and the low-frequency support mode or the fourth normal game state corresponding to the low probability mode and the high-frequency support mode A. In the game round in which the ceiling is reached in the first normal game state or the fourth normal game state, the same variable display time as the reach display, etc. (specifically, 20 to 30 seconds) is set as the variable display time. In other words, the reach display is executed in the game round in which the ceiling is reached.

[0233] Returning to the explanation of the game play control process (Fig. 24), if the operating port display sections D1 and D2 in the main display unit 99 are displaying a variable value or a confirmed value, the process proceeds to step S507. In step S507, it is determined whether the variable display time has elapsed. Specifically, it is determined whether the value of the variable display time counter in RAM 404 (variable display time information) has become "0". The value is decremented by 1 each time the timer interrupt process (Fig. 20) is started.

[0234] If the variable display time has not elapsed, a variable display process is executed in step S508. In the variable display process, the display mode of the corresponding one of the operation port display sections D1, D2 is changed. After that, this game number control process is terminated. If the variable display time has elapsed, a final display process is executed in step S509, and then this game number control process is terminated. Details of this final display process will be described later.

[0235] (Game state transition processing) Next, the game state transition process in step S404 will be described with reference to the flowchart of FIG.

[0236] In the game state transition process, first, in step S801, it is determined whether or not the game is in the opening / closing execution mode (special game state). If the game is not in the opening / closing execution mode, the process proceeds to step S802, where it is determined whether or not one game round has ended. Specifically, it is determined whether or not a preset fixed display time (stop display time) has elapsed since the variable display ended on either of the operating port display sections D1 and D2 of the main display section D. If the game round has not ended, the game state transition process is terminated.

[0237] If it is the timing when the game round has ended, an affirmative judgment is made in step S802 and the process proceeds to step S803. In step S803, it is judged whether the game result of the current game round (the result of the win / lose lottery) corresponds to the transition to the open / close execution mode (special game state). Specifically, it is judged whether the 6R certainty jackpot flag or the 6R normal jackpot flag is stored in the various flag storage area 435 of the RAM 404. If none of the above flags is stored, the game state transition process is terminated as it is.

[0238] If any of the above flags is stored, the opening / closing execution mode start process is executed in step S804. This start process releases the operation restriction of the variable winning device 83 by the lock device, and the opening and closing operation of the variable winning device 83 is permitted until the opening / closing execution mode ends. In addition, in the start process of step S804, an opening / closing execution mode flag is set in the various flag storage area 435 of the RAM 404, and a waiting time for opening in the opening / closing execution mode is set. In addition, in the above step S801, it is determined whether or not the opening / closing execution mode is in progress depending on the presence or absence of the opening / closing execution mode flag.

[0239] In the next step S805, the round counter RC1 provided in the various counter area 434 of the RAM 404 is set to "6". The round counter RC1 functions as a means for grasping the number of times the variable winning device 83 has been opened. After executing the process of step S805, the process proceeds to step S806, where the high frequency support mode flags A and B stored in the various flag storage area 435 of the RAM 404 are erased. As a result, the support mode during the opening and closing execution mode is forcibly switched to the low frequency support mode. Thereafter, the opening command setting process is executed in step S807, and the external signal setting process is executed in step S808, after which the game state transition process is terminated.

[0240] The opening command set in step S807 is transmitted to the notification / performance control device 140 and the display control device 410 in step S401 in the normal processing (FIG. 23). The notification / performance control device 140 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 95, and the determined display mode is output from the notification / performance control device 140 to the display control device 410 as a display content command. The display control device 410 executes display control of the pattern display device 95 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 140.

[0241] In addition, the external signal set in step S808 is also sent to the hall computer of the gaming hall in step S401 in the normal processing (Figure 23), and the hall computer can determine that it is in the opening / closing execution mode based on this external signal.

[0242] Returning to the explanation of step S801, if it is determined in step S801 that the opening / closing execution mode is in progress, the process proceeds to step S809. In step S809, it is determined whether or not 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 S810. Here, the big prize opening opening / closing process will be explained with reference to FIG. 31.

[0243] (Big prize opening and closing process) In the large prize opening opening / closing process, first, in step S901, it is determined whether or not the variable prize device 83 (large prize opening) is open. Specifically, this determination is made based on the drive state of the variable prize device drive unit of the variable prize device 83. If the large prize opening is not open, in step S902, it is determined whether or not the value of the round counter RC1 is "0". If the determination in step S902 is positive, the large prize opening opening / closing process is terminated.

[0244] If a negative determination is made in step S902, the process proceeds to step S903. In step S903, a determination is made as to whether the value of timer counter TC1 is "0". Timer counter TC1 is a counter that is referenced when determining the opening time or interval time of the large prize opening, and its value is decremented by "1" each time the timer interrupt process (see FIG. 20) is executed. If a negative determination is made in step S903, the large prize opening opening process is terminated.

[0245] If the value of the round counter RC1 is not "0" and the value of the timer counter TC1 is "0", the process proceeds to step S904, and the opening process of the variable winning device 83 (big winning hole) is executed. Specifically, the variable winning device drive unit is driven to open the big winning hole.

[0246] Thereafter, the process of steps S905 and S906 is executed as a process for setting the closing condition (opening setting process) for the variable winning device 83 (big winning port). Specifically, in step S905, the timer counter TC1 is set to "15000" (corresponding to 30 sec), and in the following step S906, the first winning counter PC1 is set to "10".

[0247] After executing the process of step S906, an opening command indicating that the variable winning device 83 (large winning port) has been opened is set in step S907, and the large winning port opening and closing process is terminated. This set opening command is sent to the notification / performance control device 140 in step S401 of the normal process (see FIG. 23). The notification / performance control device 140 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.

[0248] Returning to the explanation of step S901, if it is determined in step S901 that the variable winning device 83 (large winning opening) is open, the process proceeds to step S908, 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 S909, where it is determined whether a gaming ball has won the large winning opening based on a detection signal from a detection sensor disposed in the variable winning device 83.

[0249] If a win has occurred, a win command output process is executed in step S910. The win command is output to the notification / performance control device 140, and the performance during the opening / closing execution mode executed on the display screen 95a of the pattern display device 95, for example, is changed by the win command.

[0250] After executing the command output process in step S910, the process proceeds to step S911. In step S911, the value of the first winning counter PC1 is decremented by 1, and in the following step S912, it is determined whether the value of the first winning counter PC1 is "0" or not, and if it is not "0", the main winning port opening and closing process is terminated.

[0251] If the determination is affirmative in step S912, i.e., if the value of the first winning counter PC1 is "0", or if the determination is affirmative in step S908 (i.e., if the value of the timer counter TC1 is determined to be "0"), it means that the condition for closing the large winning opening is met. In this case, in step S913, the variable winning device drive unit is set to a non-driven state to close the variable winning device 83 (large winning opening).

[0252] In the next step S914, an update process of the round counter RC1 is executed. Specifically, if the value of the round counter RC1 is not "0", the round counter RC1 is decremented by 1, and if the value of the round counter RC1 is "0", the value of the round counter RC1 is maintained as "0".

[0253] Then, in step S915, it is determined whether the updated value of the round counter RC1 is 0. If the determination in step S915 is negative, the process proceeds to step S916, where the timer counter TC1 is set to 1000 (corresponding to 2.0 sec).

[0254] After executing the process of step S916, a close command is set in step S917, and the main prize opening opening and closing process is terminated. This set close command is sent to the notification / performance control device 140 in step S401 of the normal process (FIG. 23). The notification / performance control device 140 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.

[0255] Returning to the explanation of step S915, if it is determined in step S915 that the value of the round counter RC1 is "0", the process proceeds to step S918. In step S918, an ending start process is executed. In the start process, an ending waiting time for waiting without starting the next game round for the ending of the open / close execution mode is set. Specifically, the waiting time counter provided in the various counter area 434 of the RAM 404 is set with the ending waiting time information stored in advance in the ROM 403.

[0256] After that, in step S919, the ending command is set, and the main big prize opening / closing process is terminated. This set ending command is transmitted to the notification / performance control device 140 in step S401 in the normal process (FIG. 23).

[0257] Returning to the explanation of the game state transition process (FIG. 30), after executing the large prize opening / closing process in step S810, the process proceeds to step S811, where it is determined whether or not the value of the round counter RC1 is "0". If the value of the round counter RC1 is not "0", the game state transition process ends. If the value of the round counter RC1 is "0", the process proceeds to step S812. In step S812, 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.

[0258] If the waiting time for the ending has elapsed, in step S813, the transition process at the end of the opening and closing execution mode is executed, and then the game state transition process is terminated. Hereinafter, the transition process at the end of the opening and closing execution mode will be described with reference to the flowchart in FIG.

[0259] (Transition process when closing / opening execution mode ends) In the transition process at the end of the open / close execution mode, first, in step S1001, it is determined whether the current open / close execution mode is triggered by a 6R special jackpot. If the determination is affirmative in step S1001, the process proceeds to step S1002, where a high probability mode flag is set in the various flag storage area 435 of the RAM 404. Based on the high probability mode flag thus set, the win / lose table for the high probability mode is referenced in the win / lose lottery for the subsequent game rounds.

[0260] After that, the high-frequency support mode B flag is set in the various flag storage area 435 of the RAM 404. Based on the high-frequency support mode B flag thus set, in the subsequent electric role support processing, the D support lottery table for the high-frequency support mode B is referred to in the support lottery, and the variable display time table for the high-frequency support mode B is referred to as a variable display time table for determining the variable display time of the picture in the through gate display section DS.

[0261] Returning to the explanation of step S1001, if the jackpot that triggered this open / close execution mode is a 6R normal jackpot, a count limit flag is set in the various flag storage area 435 of the RAM 404 (step S1004), and the continuation count counter provided in the various counter area 434 of the RAM 404 is set to "40". After that, the process proceeds to step S1003, and a high frequency support mode B flag is set in the various flag storage area 435 of the RAM 404.

[0262] The value of the continuation counter is decremented by "1" each time a game is played, and when the value of the continuation counter becomes "0", the high-frequency support mode B ends. In other words, the value of the continuation counter specifies the upper limit (the above-mentioned end reference number) of the number of games that can be played during the high-frequency support mode B.

[0263] After executing the process of step S1003, the process proceeds to step S1006, where the value of the number of games played counter provided in the various counter area 434 of the RAM 404 is cleared (reset) to 0. After that, in step S1007, various flags (such as a big win flag) for the opening and closing execution mode stored in the various flag storage area 435 of the RAM 404 are erased, and the output of an external signal corresponding to the opening and closing execution mode is stopped.

[0264] Next, the through gate control process in step S405 in the normal process will be described with reference to the flowcharts of FIGS.

[0265] (Through gate control processing) In the through gate control process, first, in step S1101, it is determined whether or not support is being performed by the electric role object 93. Specifically, it is determined whether or not a support flag is stored in the various flag storage area 435 of the RAM 404. The support flag is a flag that is stored in the various flag storage area 435 when support by the electric role object 93 starts, and is deleted from the various flag storage area 435 when support ends.

[0266] If the support flag is stored, the through gate control process is terminated. If the support flag is not stored, a negative determination is made in step S1101 and the process proceeds to step S1102. In step S1102, it is determined whether or not a variable display or fixed display of a pattern is being performed in the through gate display section DS in the main display section D. If a negative determination is made in step S1102, the process proceeds to step S1103.

[0267] As already explained, in this embodiment, the number of times the game ball has passed through the through gate 84 is reserved up to four times, that is, the reserved information (electric role reservation) based on winning at the through gate 84 is stored up to four in the electric role reservation area 433. In step S1103, it is determined whether the number of reserved roles SN is "0". If the number of reserved roles SN is "0", a positive judgment is made in step S1103 and the control process for the through gate is terminated. If the number of reserved roles SN is not "0", a negative judgment is made in step S1103 and the process proceeds to step S1104. In step S1104, a data setting process is executed to set the data stored in the electric role reservation area 433 for variable display.

[0268] In this data setting process, the number of reserved memories SN of the role is subtracted by 1. Then, it is determined whether the number of reserved information reserved and stored in the electric role reserve area 433 is "0". If the number of reserved memories SN of the role is "0", this data setting process is terminated as it is. On the other hand, if the number of reserved memories SN of the role is not "0", the data (reserved information) stored in the first area of ​​the electric role reserve area 433 is moved to the execution area. Then, the data (reserved information) stored in the second area to the fourth area of ​​the electric role reserve area 433 is shifted in order to the lower area side. As a result, for example, with the movement of the data of the first area to the execution area, the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on.

[0269] After the data setting process is executed in step S1104, the change start process of the image in the through gate display section DS is executed in step S1105, and then the through gate control process is terminated. Here, the change start process in step S1105 will be described with reference to the flowchart in FIG.

[0270] (Change start processing) In the fluctuation start process, first, in step S1201, it is determined whether the current support mode is high-frequency support mode B. If the current support mode is either low-frequency support mode or high-frequency support mode A, a negative determination is made in step S1201 and the process proceeds to step S1202. In step S1202, a support lottery process (low-probability support lottery process) is executed by referring to a support lottery table (see Figs. 18(a) and (b)) corresponding to the low-frequency support mode and high-frequency support mode A. If the current support mode is high-frequency support mode B, an affirmative determination is made in step S1201 and the process proceeds to step S1203. In step S1203, a support lottery process (high-probability support lottery process) is executed by referring to a support lottery table (see Fig. 18(c)) corresponding to high-frequency support mode B.

[0271] If a support lottery result is obtained in the support lottery process of steps S1202 and S1203, an affirmative decision is made in step S1204, and the process proceeds to step S1205 to execute a stop result setting process for a support win. If a support lottery result is not obtained in the support lottery process of steps S1202 and S1203, a negative decision is made in step S1204, and the process proceeds to step S1206 to execute a stop result setting process for a support non-win.

[0272] After the stop result setting process of steps S1205 and S1206 is executed, the process proceeds to step S1207, where a process for setting the variable display time of the pattern in the through-gate display section DS is executed. The variable display time table storage area 423 of the ROM 403 stores a variable display time table for the low-frequency support mode and a variable display time table for the high-frequency support mode. When the current support mode is the low-frequency support mode, the variable display time of the pattern is set by referring to the variable display time table for the low-frequency support mode. In this embodiment, the variable display time set by referring to the variable display time table for the low-frequency support mode is specified to be "10 to 20 sec" (see FIG. 35). On the other hand, when the current support mode is the high-frequency support mode A or B, the variable display time of the pattern is set by referring to the variable display time table for the high-frequency support mode. In this embodiment, the variable display time set by referring to the variable display time table for the high-frequency support mode is specified to be "0.5 sec" (see FIG. 35). That is, in the high frequency support modes A and B, the time for which the picture is displayed in the through gate display section DS is significantly shortened compared to the low frequency support mode.

[0273] In addition, in any support mode, the time for the image to be displayed on the through gate display section DS is standardized to "0.5 sec."

[0274] After the setting process in step S1207 is executed, the variable display of the pattern in the through gate display section DS is started in step S1208, and the through gate control process is terminated.

[0275] (Electricity support processing) Next, the electric support process in step S406, which is executed as part of the normal process, will be described with reference to the flowcharts of FIGS.

[0276] In the electric role support process, first, in step S1301, it is determined whether or not the electric role 93 is supporting the player. Specifically, it is determined whether or not a support flag is stored in the various flag storage area 435 of the RAM 404. If the player is not supporting the player, a negative determination is made in step S1301 and the process proceeds to step S1302. In step S1302, it is determined whether or not the timing has come when the final display of the pattern has ended in the through gate display section DS. If the timing has not come when the final display of the pattern has ended, a negative determination is made in step S1302 and the electric role support process is terminated. If the timing has come when the final display of the pattern has ended, a positive determination is made in step S1302 and the process proceeds to step S1303.

[0277] In step S1303, it is determined whether or not the support has been won in the support lottery based on winning the through gate 84. If the support has not been won, a negative determination is made in step S1303, and the process for the electric role support is terminated as it is. If the support has been won in the support lottery based on winning the through gate 84, an affirmative determination is made in step S1303, and the process proceeds to step S1304. In step S1304, it is determined whether or not the current support mode is the high frequency support mode A or B. If it is the low frequency support mode, the process proceeds to step S1305, and the round counter RC2 provided in the various counter area 434 of the RAM 404 is set to "1". The round counter RC2 functions as a means for grasping the number of times the electric role 93 has been opened. If it is the high frequency support mode A or B, the process proceeds to step S1306, and the round counter RC2 is set to "2".

[0278] After executing the processes of steps S1305 and S1306, the process proceeds to step S1307, where a support flag is set in the various flag storage area 435 of the RAM 404. After that, the opening start process is executed in step S1308, and the main electric role support process is terminated. In the opening start process, a waiting time for the opening is set. After the waiting time has elapsed, the opening and closing operation of the electric role 93 will start.

[0279] Returning to the explanation of step S1301, if a positive determination is made in step S1301, the process proceeds to step S1309. In step S1309, it is determined whether or not the opening wait time set in step S1308 has elapsed. If the opening wait time has not elapsed, a negative determination is made in step S1309, and the main electric role support processing ends as is. If the opening wait time has elapsed, a positive determination is made in step S1309, and the process proceeds to step S1310. Here, the electric role opening / closing processing in step S1310 will be described with reference to FIG. 37.

[0280] (Electrical switching processing) In the electric role opening / closing process, first, in step S1401, it is determined whether the electric role 93 is open (open state). Whether the electric role 93 is open is determined by whether the electric role drive unit is in a driving state. If the electric role 93 is open, the process proceeds to step S1402, and it is determined whether the value of the round counter RC2 is "0". If the value of the round counter RC2 is "0", the main electric role opening / closing process is terminated. If the value of the round counter RC2 is not "0", the process proceeds to step S1403. In step S1403, it is determined whether the value of the timer counter TC2 provided in the various counter area 434 of the RAM 404 is "0". The timer counter TC2 is a counter that is referred to when grasping the opening time and interval time of the electric role 93, and its value is subtracted by "1" each time the timer interrupt process (see FIG. 20) is executed. If a negative determination is made in step S1403, the main electric role opening / closing process is terminated. If an affirmative decision is made in step S1403, the process proceeds to step S1404.

[0281] In step S1404, an electric role release process is executed. Specifically, the output of a drive signal to the electric role drive unit (solenoid) is started, and the electric role 93 is switched from the closed state to the open state. After that, in step S1405, the second winning counter PC2 is set to "10". In the following step S1406, it is determined whether the current support mode is the high frequency support mode A or B. If it is the high frequency support mode A or B, the timer counter TC2 is set to "1000" (corresponding to 2 sec) (step S1407), and if it is the low frequency support mode, the timer counter TC2 is set to "50" (corresponding to 0.1 sec).

[0282] Returning to the explanation of step S1401, if the determination is affirmative in step S1401, that is, if the electric role 93 is open, the process proceeds to step S1409. In step S1409, it is determined whether the timer counter TC2 has a value of "0". If the timer counter TC2 has a value other than "0", the process proceeds to step S1410. In step S1410, it is determined whether a game ball has entered the second operating port 92 based on a detection signal from a detection sensor for the second operating port 92. If no winning has occurred, the main electric role opening / closing process is terminated. If a winning has occurred, the value of the second winning counter PC2 is decremented by 1 in step S1411, and in the following step S1412, it is determined whether the value of the second winning counter PC2 is "0" or not, and if it is not "0", the main electric role opening / closing process is terminated.

[0283] If a positive determination is made in step S1412, i.e., if the value of the second winning counter PC2 is "0", or if a positive determination is made in step S1409 (i.e., if the value of the timer counter TC2 is determined to be "0"), it means that the condition for ending the opening of the electric role 93 is met. In this case, in step S1413, the output of the drive signal to the electric role drive unit is stopped to close the electric role 93 (second operating port 92).

[0284] In the next step S1414, an update process of the round counter RC2 is executed. Specifically, if the value of the round counter RC2 is not "0", the round counter RC2 is decremented by 1, and if the value of the round counter RC2 is "0", the value of the round counter RC2 is maintained as "0".

[0285] Thereafter, in step S1415, it is determined whether the updated value of the round counter RC2 is "0". If a negative determination is made in step S1415, the process proceeds to step S1416, where the timer counter TC2 is set to "100" (corresponding to 0.2 sec). If a determination is made in step S1415 that the value of the round counter RC2 is "0", the process proceeds to step S1417. In step S1417, an ending start process is executed. In this start process, a waiting time for the electric role support ending is set. Specifically, the waiting time information for the ending, which is pre-stored in the ROM 403, is set in a waiting time counter provided in the various counter area 434 of the RAM 404.

[0286] Returning to the explanation of FIG. 36, after the electric role opening and closing process of step S1310 is executed, the process proceeds to step S1311. In step S1311, it is determined whether the value of the round counter RC2 is "0". If a negative determination is made in step S1311, the process for supporting the main electric role is terminated. If a positive determination is made in step S1311, the process proceeds to step S1312, and it is determined whether the waiting time for the ending set in the above step S1417 has elapsed. If a negative determination is made in step S1312, the process for supporting the main electric role is terminated. If a positive determination is made in step S1312, the process proceeds to step S1313. In step S1313, the support flag stored in the various flag storage area 435 of the RAM 404 is erased, and the process for supporting the main electric role is terminated. This releases the restriction on the support lottery based on winning the through gate 84.

[0287] As described above in detail, the support mode by the electric role 93 is mainly configured to switch from the low frequency support mode to the high frequency support mode via the special game state, but in the case of the above-mentioned special miss or the ceiling being reached, there are cases where the support mode is switched from the low frequency support mode to the high frequency support mode without passing through the special game state. Below, with reference to the flowcharts of Figures 38 and 39, a supplementary explanation will be given on the configuration related to the switching of the support mode, specifically, the confirmation display process (step S509) of the game number control process (Figure 24) executed as part of the normal process.

[0288] (Processing for confirmation display) As shown in FIG. 38, in the process for the final display, first, in step S1501, it is determined whether or not the final display is being performed on the actuation port display units D1 and D2. If a negative determination is made in step S1501, the process proceeds to step S1502. In step S1502, a process for setting the final display time is executed. In this embodiment, the final display time is set to "1 sec" in the first normal game state, the third normal game state, and the fourth normal game state, and the final display time is set to "0.5 sec" in the second normal game state.

[0289] In the next step S1503, a process for starting the final display is executed. In this process, display control is performed on the operation port display units D1 and D2 to stop the patterns determined in the processes of steps S706, S707, and S711 to S713. After that, in step S1504, a variation end command is set, and this final display process is terminated. The variation end command is output to the notification / performance control device 140, etc. in step S401 of the normal process, and the notification / performance control device 140 terminates the variable display of the patterns being executed on the pattern display device 95, etc. based on the reception of the variation end command (transitions to a final display).

[0290] Returning to the explanation of step S1501, if a positive judgment is made in step S1501, the process proceeds to step S1505. In step S1505, it is judged whether or not the final display time of the image in the actuation port display sections D1 and D2 has elapsed. If a negative judgment is made in step S1505, the process for the final confirmation display is terminated. If a positive judgment is made in step S1505, the process for switching the support mode is executed in step S1506, and the process for the final confirmation display is terminated. Now, the process for switching the support mode will be explained with reference to FIG. 39.

[0291] (Support mode switching process) In the support mode switching process, first, in step S1601, it is determined whether or not the current support mode is high frequency support mode B. If a positive determination is made in step S1601, the process proceeds to step S1602. In step S1602, it is determined whether or not a count limit flag is stored in the various flags storage area 435 of RAM 404. If a negative determination is made in step S1602, the switching process ends. If a positive determination is made in step S1602, the process proceeds to step S1603. In step S1603, an update process of the continuation count counter in the various counter area 434 is performed. Specifically, the value of the continuation count counter is decremented by "1". In the following step S1604, it is determined whether or not the value of the continuation count counter is "0". If a negative determination is made in step S1604, the switching process ends. If the determination in step S1604 is affirmative, the process proceeds to step S1605, where the high-frequency support mode flag (more specifically, the high-frequency support mode B flag) and the number-limit flag stored in the various flag storage area 435 are cleared, and the switching process is terminated. Clearing the high-frequency support mode flag switches the support mode from the high-frequency support mode to the low-frequency support mode.

[0292] Returning to the explanation of step S1601, if a negative determination is made in step S1601, the process proceeds to step S1606. In step S1606, it is determined whether or not the current support mode is the high-frequency support mode A. If a positive determination is made in step S1606, the process proceeds to step S1607. In step S1607, it is determined whether or not the value of the number of games counter has reached the upper limit. If a negative determination is made in step S1607, the process proceeds to step S1608. In step S1608, an update process of the continuation number counter is performed. Specifically, the value of the continuation number counter is decremented by "1". In the following step S1609, it is determined whether or not the value of the continuation number counter is "0". If a negative determination is made in step S1609, the switching process is terminated as it is. If a positive determination is made in step S1609, the high-frequency support mode flag (high-frequency support mode A flag) and the number of times limit flag are erased in step S1605, and the switching process is terminated. In other words, when the number of games played during high frequency support mode A reaches the upper limit, the mode will be switched to low frequency support mode.

[0293] Returning to the explanation of step S1606, if a negative judgment is made in step S1606, that is, if the current support mode is the low-frequency support mode, the process proceeds to step S1610. In step S1610, it is judged whether or not the value of the game counter has reached the upper limit. If a negative judgment is made in step S1610, the process proceeds to step S1611. In step S1611, it is judged whether or not the current game corresponds to a special miss. If it does not correspond to a special miss, a negative judgment is made in step S1611, and the present switching process is terminated. If a positive judgment is made in step S1611 (if it corresponds to a special miss) or if a positive judgment is made in step S1610 (if the ceiling has been reached), the process proceeds to step S1612. In step S1612, a high-frequency support mode A flag is set in the various flag storage area 435 of the RAM 404. Then, in the following step S1613, a count limit flag is set in the various flag storage area 435 of the RAM 404. Thereafter, the process proceeds to step S1614, where the continuation number counter is set, and the switching process is terminated.

[0294] In the setting process of the continuation counter, if the value of the play count counter reaches the upper limit (if the ceiling is reached) in the current play, the continuation counter is set to "400". As a result, the high-frequency support mode A will continue until a jackpot is reached during the high-frequency support mode A or the number of play times executed during the high-frequency support mode A reaches 400. If the current play result is a special miss A, the continuation counter is set to "20". As a result, the high-frequency support mode A will continue until a jackpot is reached during the high-frequency support mode A or the number of play times executed during the high-frequency support mode A reaches 20. If the current play result is a special miss B, the continuation counter is set to "40". As a result, the high-frequency support mode A will continue until a jackpot is reached during the high-frequency support mode A or the number of play times executed during the high-frequency support mode A reaches 40.

[0295] Returning to the explanation of step S1607, if the value of the game play counter reaches the upper limit (if the ceiling is reached) during high-frequency support mode A, the continuation count counter is set (overwritten) to "400" in step S1614, and this switching process is terminated. This means that high-frequency support mode A is extended so that it continues until the number of games played during the high-frequency support mode A reaches 400. In other words, if the ceiling is reached during high-frequency support mode A triggered by a special miss, the number of games for which high-frequency support mode A will continue is reset (overwritten), and the upper limit of the fourth normal game state is raised without going through other normal game states, etc.

[0296] (Regarding the electrical configuration of the notification / performance control device 140 and the display control device 410) Next, with reference to the block diagram of FIG. 40, a supplementary explanation will be given of the electrical configuration of the notification / performance control device 140 and the display control device 410.

[0297] An MPU 442 is mounted on the notification / performance control board 441 provided in the notification / performance control device 140. The MPU 442 incorporates a ROM 443 that stores various control programs and fixed value data executed by the MPU 442, a RAM 444 that is a memory for temporarily storing various data when executing the control programs stored in the ROM 443, and various circuits such as an interrupt circuit, a timer circuit, and a data input / output circuit. It is not essential that the ROM 443 and the RAM 444 are integrated into a single chip for the MPU 442, and each may be integrated into a separate chip. This is also true for the MPUs of other control devices.

[0298] The MPU 442 is provided with an input port and an output port. The main control device 162 is connected to the input side of the MPU 442, and the MPU 442 receives game number control commands (game number control information) such as the above-mentioned fluctuation start command, type command, and fluctuation end command from the main control device 162. The MPU 442 also receives hold display control commands (hold display control information) such as a shift command and a hold command, and furthermore, opening and closing execution mode commands (opening and closing execution mode information) such as an opening command and an ending command.

[0299] The output side of the MPU 442 is connected to the lamp units 26 to 28 and speaker unit 29 provided on the front door frame 14, and the display control device 410. Some of the various commands input from the main control device 162 to the notification / performance control device 140 are transmitted (transferred) to the display control device 410 while maintaining the information form.

[0300] The display control device 410 includes an MPU 472, which is an element in which a program ROM 473 and a work RAM 474 are integrated into a chip, and a display control board 471 on which a video display processor (VDP) 475, a character ROM 476, and a video RAM 477 are mounted. Note that it is not essential that the program ROM 473 and the work RAM 474 are integrated into a single chip for the MPU 472, and each may be integrated into a separate chip.

[0301] The MPU 472 of the display control device 410 analyzes various commands received from the main control device 162 via the notification / performance control device 140, or performs a predetermined calculation process based on the various commands received, to control the VDP 475 (specifically, generate internal commands for the VDP 475). More specifically, the MPU 472 executes a process for identifying the variable display pattern for each game in the pattern display device 95 based on the command sent from the notification / performance control device 140, executes a process related to a hold notice, etc., and executes a drawing process for the VDP 475 in response to the process result. As a result, various images are displayed on the display screen 95a of the pattern display device 95.

[0302] The program ROM 473 is a memory for storing various control programs and fixed value data executed by the MPU 472, and also stores and holds JPEG format image data for background images. The work RAM 474 is a memory for temporarily storing work data, flags, etc. used when various programs are executed by the MPU 472. The work data, flags, etc. are stored in various areas of the work RAM 474.

[0303] The VDP475 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display driver built into the pattern display device 95. The VDP475 is also called a "drawing chip" because it is made into an IC chip, and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP475 mediates data reading and writing by adjusting the timing of the MPU472, video RAM477, etc., and reads image data to be stored in the video RAM477 from the character ROM476 at a predetermined timing and displays it on the pattern display device 95.

[0304] The character ROM 476 serves as an image data library for storing character data such as designs to be displayed on the design display device 95. The character ROM 476 holds bitmap format image data of various display designs, a color palette table to be referenced when determining the color to be displayed at each dot of the bitmap image, and the like.

[0305] It is also possible to provide a plurality of character ROMs 476 and store image data and the like in each of the character ROMs 476. It is also possible to configure the character ROM 476 to store the JPEG format image data for the background image stored in the program ROM 473.

[0306] The video RAM 477 is a memory for storing display data to be displayed on the pattern display device 95, and the display contents of the pattern display device 95 are changed by rewriting the contents of the video RAM 477.

[0307] As already explained, in this embodiment, the outline of the variable display mode of the pattern on the display screen 95a is specified by the notification / performance control device 140 with reference to a command from the main control device 162, and the details of the variable display mode are determined by the display control device 410 based on the result of the specification. Specifically, the MPU 442 of the notification / performance control device 140 executes a variable display control process as part of a periodic process that is started at a predetermined cycle (e.g., 2 msec), and this variable display control process specifies the outline of the variable display mode of the pattern, etc. Here, the variable display control process will be explained with reference to the flowchart of FIG.

[0308] (Variable display control processing) In the variable display control process, if the game state is the first normal game state, a positive judgment is made in step S1701, and a first variable display control process for the first normal game state is executed in step S1702. If the game state is the second normal game state, a negative judgment is made in step S1701 and a positive judgment is made in step S1703, and a second variable display control process for the second normal game state is executed in step S1704. If the game state is the third normal game state, a negative judgment is made in steps S1701 and S1703, and a third variable display control process for the third normal game state is executed in step S1705. If the game state is the fourth normal game state, a negative judgment is made in steps S1701 and S1703 and a positive judgment is made in step S1707, and a fourth variable display control process for the fourth normal game state is executed in step S1708.

[0309] (First variable display control process) Here, the first variable display control process executed in the first normal gaming state will be described with reference to the flowchart in FIG.

[0310] In the first variable display control process, first, in step S1801, it is determined whether or not one game is being played, that is, whether or not the variable display or fixed display of the patterns for one game is being performed on the pattern display device 95. If it is determined that a game is not being played, the process proceeds to step S1802, where it is determined whether or not a variable start command transmitted from the main control device 162 has been received.

[0311] If a negative determination is made in step S1802, the variable display control process is terminated. On the other hand, if a positive determination is made in step S1802, the first variable start process described below is executed in step S1803, and then the variable display control process is terminated.

[0312] Returning to the explanation of step S1801, if a positive judgment is made in step S1801, that is, if it is judged that a game round is in progress, the process proceeds to step S1804. In step S1804, it is judged whether or not a fluctuation end command transmitted from the main control device 162 has been received. If a negative judgment is made in step S1804, the fluctuation in progress processing is executed in step S1805, and then this fluctuation display control processing is terminated. The fluctuation in progress processing is processing for executing various effects and changing the determined effects in the game round started by the fluctuation start processing.

[0313] If a positive judgment is made in step S1804, the process proceeds to step S1806, where a process for ending the variation is executed, and then this variable display control process is terminated. In the process for ending the variation, the variable display of the patterns and the currently executed performance are terminated (confirmed and stopped) in accordance with the hold information for the relevant game round. In this process, the speaker unit 29 and the lamp unit 26 are driven and controlled to perform a performance corresponding to the confirmed stop. Then, a confirmation command is output to the display control device 410, and then this variable end process is terminated. The MPU 472 of the display control device 410 controls the pattern display device 95 to confirm and stop the patterns based on the received confirmation command.

[0314] (Processing for starting the first fluctuation) Here, the first fluctuation start process in step S1803 will be explained in more detail with reference to the flowchart in Fig. 43. The first fluctuation start process is a process for starting the presentation for a game round based on receiving a fluctuation start command from the main control device 162. In the first fluctuation start process, settings such as reach display are made as the presentation for a game round.

[0315] In the first fluctuation start process, first, in step S1901, the fluctuation start command received this time is read, and information on whether or not a reach has occurred and information on the fluctuation display time are identified from the command. Also, as already explained, when a fluctuation start command is transmitted from the main control device 162, a type command is also transmitted together. In step S1601, the type command received together with the fluctuation start command received this time is read, and various information related to the game result such as information on the result of a guaranteed jackpot, information on the result of a normal jackpot, information on a special miss, information on a normal miss, and information on reaching the ceiling are identified from the identified information in step S1901. Then, in step S1901, information on whether or not a jackpot has been won, information on the type of jackpot if a jackpot has been won, information on the type of special miss if a special miss, information on the type of special miss if a special miss, information on whether or not a reach has occurred if a jackpot has not been won and there is no special miss, information on whether or not a reach has occurred, information on whether or not the ceiling has been reached, information on the fluctuation display time, and the like are grasped from the above-identified information, and the grasped information is stored in the register of the MPU 442.

[0316] In the next step S1902, it is determined whether or not the game result of the game to be started this time corresponds to a jackpot result based on the information grasped in step S1901. If the game result this time is a jackpot result (6R variable jackpot result or 6R normal jackpot result), a jackpot performance setting process is executed in the next step S1903. The jackpot performance setting process is broadly divided into a stop result determination process that determines the jackpot symbol combination to be stopped and the effective line on which the symbol combination is stopped, and a variable display mode determination process (performance pattern determination process) that determines the variable display mode of the jackpot symbols.

[0317] In the stop result determination process for the big win, the stop result in which the same symbol combination is established on one of the activated lines L1 to L5 is determined as the stop result of this game. Specifically, the final stop line table stored in various table areas of the ROM 443 stores each of the activated lines L1 to L5 and address information, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in the RAM 444. Also, information on the determined stop result is stored in the stop result address storage area.

[0318] In this embodiment, the following symbol combinations are defined as symbol combinations corresponding to a jackpot: a "1" symbol, a "1" symbol combination, a "2" symbol, a "2" symbol combination, a "3" symbol, a "3" symbol combination, a "4" symbol, a "4" symbol combination, a "4" symbol combination, a "5" symbol, a "5" symbol combination, a "5" symbol combination, a "6" symbol, a "6" symbol combination, a "7" symbol, a "7" symbol combination, a "7" symbol combination, a "8" symbol, a "8" symbol combination, a "9" symbol, a "9" symbol combination, and a "9" symbol combination. (See FIG. 45(a), for example.)

[0319] As already explained, when a jackpot result is reached, the result is notified via a reach display. In the process of determining the variable display mode for a jackpot, the variable display pattern table for reach display stored in various table areas of the ROM 443 is obtained, and the presentation pattern of the normal reach display or the super reach display corresponding to the game result in the variable display time and the type command of the currently received variable start command is determined. In addition, the process of storing the address information of the determined variable display mode in the pattern address storage area of ​​the RAM 444 is executed.

[0320] If it is determined in step S1902 that the result is not a jackpot, the process proceeds to step S1904. In step S1904, it is determined whether the ceiling will be reached in the current game round. If the ceiling will be reached, a positive determination is made in step S1904 and the process proceeds to step S1907. In step S1907, a performance setting process for reaching the ceiling is executed. The performance setting process for reaching the ceiling is broadly divided into a stop result determination process that determines the symbol combination to be stopped and the effective line on which the symbol combination is stopped, and a variable display mode determination process (performance pattern determination process) that determines the variable display mode of the symbols for reaching the ceiling.

[0321] In the process of determining the stop result for reaching the ceiling, the stop result in which the combination of symbols for reaching the ceiling is established on one of the activated lines L1 to L5 is determined as the stop result of this game. Specifically, the activated lines L1 to L5 and address information are stored in the final stop line table stored in various table areas of the ROM 443, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in the RAM 444. Also, information on the determined stop result is stored in the stop result address storage area.

[0322] In this embodiment, the combination of the "1" symbol, the "3" symbol, and the "4" symbol is defined as the symbol combination corresponding to reaching the ceiling (see FIG. 45(b)).

[0323] When the ceiling is reached, the result is notified via a reach display. In the process of determining the variable display mode for reaching the ceiling, the variable display pattern table for reach display stored in various table areas of the ROM 443 is obtained, and the presentation pattern of the normal reach display or the super reach display corresponding to the game result in the variable display time and the type command of the currently received variable start command is determined. In addition, the process of storing the address information of the determined variable display mode in the pattern address storage area of ​​the RAM 444 is executed.

[0324] In this embodiment, if a jackpot occurs in the game round where the ceiling is reached, the jackpot is prioritized. In other words, the symbol combination and the variable display mode to be stopped and displayed in the game round are set by the setting process in step S1903.

[0325] If a negative determination is made in step S1904, the process proceeds to step S1906. In step S1906, it is determined whether or not the current game round corresponds to a special miss. If a positive determination is made in step S1906, the process proceeds to step S1907. In step S1907, a special miss presentation setting process is executed. The special miss presentation setting process is broadly divided into a stop result determination process that determines the special miss pattern combination to be stopped and the effective line on which the pattern combination is stopped, and a variable display mode determination process (presentation pattern determination process) that determines the variable display mode of the special miss pattern.

[0326] In the stop result determination process for special misses, a stop result in which a combination of symbols corresponding to a special miss is established on one of the activated lines L1 to L5 is determined as the stop result of this game. Specifically, the activated lines L1 to L5 and address information are stored in the final stop line table stored in various table areas of the ROM 443, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in the RAM 444. Also, information on the determined stop result is stored in the stop result address storage area.

[0327] In this embodiment, the combination of the "1" symbol, the "3" symbol, and the "4" symbol is defined as the symbol combination corresponding to the special miss, as in the case of reaching the ceiling (see FIG. 45(b)).

[0328] In the case of a special miss, the result is notified via a reach display. In the process of determining the variable display mode for a special miss, a variable display pattern table for reach display stored in various table areas of the ROM 443 is obtained, and a normal reach display or super reach display presentation pattern corresponding to the game result in the variable display time and type command of the currently received variable start command is determined. In addition, a process of storing the address information of the determined variable display mode in the pattern address storage area of ​​the RAM 444 is executed.

[0329] If a negative determination is made in step S1906, the process proceeds to step S1908, where a process for setting the effect for a complete miss is executed. In the process for setting the effect for a complete miss, it is determined whether or not a reach will occur in the current game round. If a reach will occur, a process for setting the effect for the reach occurrence is executed, and if a reach will not occur, a process for setting the effect for the reach not occurring is executed.

[0330] The presentation setting process for a reach occurrence is broadly divided into a stop result determination process which determines the pattern combination to be displayed when the reach corresponds to a complete miss and the effective line on which the pattern combination is to be displayed, and a variable display mode determination process (presentation pattern determination process) which determines the variable display mode of the pattern when the reach corresponds to a complete miss.

[0331] In the stop result determination process for reach-compatible complete miss, the stop symbols are determined so as not to result in any of the symbol combinations corresponding to a big win result, the symbol combinations corresponding to a special miss result, and the symbol combinations corresponding to reaching the ceiling. Specifically, the final stop line table stored in various table areas of the ROM 443 stores each of the effective lines L1 to L5 and address information, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in the RAM 444. Also, information on the determined stop result is stored in the stop result address storage area.

[0332] In the variable display mode determination process for reach-compatible complete miss, a variable display pattern table for reach display stored in various table areas of the ROM 443 is obtained, and a normal reach display or super reach display presentation pattern corresponding to the game result in the variable display time and type command of the currently received variable start command is determined. Also, a process is executed to store the address information of the determined variable display mode in the pattern address storage area of ​​the RAM 444.

[0333] The presentation setting process for when a reach does not occur is broadly divided into a stop result determination process which determines the pattern combination to be stopped for a reach-non-compatible complete miss and the effective line on which the pattern combination is stopped and a variable display mode determination process (presentation pattern determination process) which determines the variable display mode of the pattern for a reach-non-compatible complete miss.

[0334] In the stop result determination process for reach-unsupported complete miss, the stop symbols are determined so as not to result in any of the symbol combinations corresponding to a big win result, the symbol combinations corresponding to a special miss result, and the symbol combinations corresponding to reaching the ceiling. Specifically, the final stop line table stored in various table areas of the ROM 443 stores each of the effective lines L1 to L5 and address information, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in the RAM 444. Also, information on the determined stop result is stored in the stop result address storage area.

[0335] In the variable display mode determination process for reach-unsupported complete miss, the variable display pattern table for reach-unsupported miss stored in various table areas of the ROM 443 is obtained, and a presentation pattern corresponding to the game result in the variable display time and type command of the currently received variable start command is determined. Also, a process is executed to store the address information of the determined variable display mode in the pattern address storage area of ​​the RAM 444.

[0336] After executing any one of steps S1903, S1905, S1907, and S1908, the process proceeds to step S1909. In step S1909, a process is executed to output commands including information on the stop result and presentation pattern determined in steps S1903, S1905, S1907, and S1908 as a stop result command and a pattern command, respectively, to the display control device 410. The MPU 472 of the display control device 410 performs display control of the symbol display device 95 to execute presentation in the current game round based on the received stop result command and pattern command.

[0337] After the process of step S1909 is executed, the process for starting the performance for the game round is executed in the following step S1910, and then the process for starting the fluctuation is terminated. Specifically, the drive control of the speaker unit 29 and the lamp unit 26 is started based on the performance pattern determined in the above steps S1903, S1905, S1907, and S1908, and the performance for the game round is started.

[0338] Here, a supplementary explanation will be given on the display mode of the patterns displayed on the display screen 95a of the pattern display device 95 based on the schematic diagram of FIG.

[0339] (Display mode) The variable display modes of the symbols executed in the variable display area ME of the display screen 95a are roughly divided into five types: non-reach miss, normal reach A, normal reach B, super reach A, super reach B, and super reach C. The variable display times of these variable display modes are set to be different, and it is possible to grasp the outline of the variable display mode for each game based on the information related to the variable display time given to the command from the main control device 162.

[0340] Specifically, the variable display time for reach non-compatible misses is "1 sec to 14 sec" (the difference is set according to the game status and the number of reserved balls, etc.), the variable display time for normal reach A is "20 sec," the variable display time for normal reach B is "25 sec," which is longer than the variable display time for normal reach A, and the variable display time for super reach A to C is "30 sec," which is longer than the variable display time for normal reach A and B. For example, when the information on the variable display time given to the command from the main control device 162 is "20 sec," the notification / performance control device 140 will understand that normal reach A should be executed, and when the information on the variable display time given to the command from the main control device 162 is "25 sec," the notification / performance control device 140 will understand that normal reach B should be executed. On the other hand, if the information regarding the variable display time given in the command from the main control device 162 is "30 seconds", the decision as to which of Super Reach A to C to execute will be left to the notification / performance control device 140.

[0341] In this determination, in a game round corresponding to a jackpot, Super Reach C > Super Reach B > Super Reach A are likely to be selected in this order, and in a game round corresponding to a complete miss, Super Reach A > Super Reach B > Super Reach C are likely to be selected in this order. In other words, in a game round corresponding to a jackpot result, Super Reach C > Super Reach B > Super Reach A > Normal Reach B > Normal Reach A are likely to be selected in this order, and in a game round corresponding to a miss, Complete Miss > Normal Reach A > Normal Reach B > Super Reach A > Super Reach B > Super Reach C are likely to be selected in this order. In other words, the longer the variable display time, the higher the probability of winning a jackpot, and the higher the probability of this expectation is set to be in the order of Super Reach A < Super Reach B < Super Reach C.

[0342] In addition, for play times corresponding to special misses, the order of likelihood of selection is Super Reach C > Super Reach B > Super Reach A > Normal Reach B > Normal Reach A, and in play times where the ceiling is reached, the selection rates are equally divided so that Super Reach C = Super Reach B = Super Reach A.

[0343] Here, the variable display mode of normal reach A and B will be described with reference to FIG. 44(a). When normal reach A and B are selected, first, the variable display (scroll display) of all the symbol rows that are stopped and displayed is started, then the variable display of the symbols in the upper symbol row (upper symbol row Z1) is ended (stopped and displayed), and the variable display of the symbols in the lower symbol row (lower symbol row Z3) is ended (stopped and displayed). In this way, in the state where the upper and lower symbol rows Z1 and Z3 are stopped and displayed, the main symbols with the same number are stopped and displayed on any of the activated lines L1 to L5 (see FIG. 13(a)), forming a reach line. Then, in the situation where the reach line is formed, the variable display of the middle symbol row (middle symbol row Z2) is performed, resulting in a reach display (reach variable display). After the reach display is reached, the variable display is ended by stopping and displaying the middle symbol row Z2. Then, when the same symbol as the symbol constituting the reach display stops on the reach line, it is announced that the jackpot has been won, and when other symbols stop on the reach line, it is announced that the jackpot has not been won. In this way, the final combination of symbols that is stopped and displayed is maintained as it is for a predetermined period of time. In other words, the current game round continues until the stop display period has elapsed, and when the stop display period has elapsed, it is permitted to move on to the next game round.

[0344] In this embodiment, the difference in the variable display time between normal reach A and normal reach B is ensured by setting a difference in the variable display time of the middle pattern row Z2 after the reach line is formed, but the method of setting the difference between the two is arbitrary. For example, it is also possible to ensure the difference in the variable display time by setting a difference in the time from when the variable display starts to when the reach line is formed.

[0345] Next, the variable display mode of the super reach A, B, C will be described based on the variable display mode of the normal reach A, B described above. As shown in FIG. 44(b)-(c), for the super reach A, B, C, the above-mentioned reach line is formed through the same process as for the normal reach A, B. Then, after the reach line is formed, a predetermined character is displayed as a video in conjunction with the variable display of the middle pattern column Z2, thereby performing the reach performance. Specifically, in the super reach A, after the reach line is formed, a character imitating a fairy is displayed in the center (center of the variable display area ME) of the variable display area of ​​the middle pattern column Z2, in the super reach B, after the reach line is formed, a character imitating a boy is displayed in the center (center of the variable display area ME) of the variable display area of ​​the middle pattern column Z2, and in the super reach C, after the reach line is formed, a character imitating a girl is displayed in the center (center of the variable display area ME) of the variable display area of ​​the middle pattern column Z2.

[0346] Next, referring to Fig. 46, a flow of a game when a special miss or reaching the ceiling is triggered to transition to the fourth normal game state corresponding to the low probability mode and the high frequency support mode A will be described. Fig. 46 is a timing chart illustrating the flow of a game when a special miss is triggered to transition to the fourth normal game state.

[0347] At the timing of ta1 during the first normal game state corresponding to the low probability mode and the low frequency support mode, the display of the patterns on the operation port display unit and the display of the patterns on the pattern display device 95 are started based on the winning of the operation port. Since this game corresponds to a special miss, the display of the patterns changes to a reach display at the timing of ta2 when a predetermined period has elapsed since the display of the patterns and the patterns started. After that, at the timing of ta3, the pattern combination corresponding to the special miss is displayed (determined display) before the determined display of the patterns on the operation port display unit. Immediately after that, at the timing of ta4, the display screen 95a of the pattern display device 95 goes dark, and at the timing of ta5, the pattern corresponding to the special miss is displayed on the operation port display unit and a message (for example, the text "Entering the Chance Zone") indicating a transition to the high frequency support mode A is displayed on the display screen 95a.

[0348] At the timing of ta6, when the fixed display time has elapsed from the timing of ta5, the support mode is switched to the high frequency support mode A, and accordingly, the background of the display screen 95a is switched to the background corresponding to the high frequency support mode A. In addition, the remaining number of games for continuing the high frequency support mode A is displayed in the corner of the display screen 95a.

[0349] As described above, the pattern combination corresponding to the special miss is displayed prior to the confirmed display of the pattern on the operating port display section, and the notification time indicating the transition to high frequency support mode A is increased, thereby preventing the notification from being overlooked.

[0350] In addition, the flow of the game when the trigger for transition to the high frequency support mode A is reaching the ceiling is basically the same as the flow of the game when the trigger for transition is a special miss. However, unlike the case of a special miss, during the game state corresponding to the high frequency support mode A transitioned to by reaching the ceiling, the display of the remaining number of games on the display screen 95a of the symbol display device 95 is omitted.

[0351] (Game Overview) Next, an overview of the game of the pachinko machine 10 will be described with reference to Figures 47 and 48. Figure 47 is a block diagram showing the relationship between each game state, and Figure 48 is a timing chart showing an example of the change in the number of balls held as the game progresses.

[0352] As already explained, the first normal game state in which the lottery mode is the low probability mode and the support mode is the low frequency support mode is the most disadvantageous game state for the player, and in the first normal game state, the aim is to generate a win in the first actuation port 91 and transition to another game state such as a special game state. As described above, the game board 80a shown in this embodiment is a so-called left-right symmetrical gauge (see FIG. 6), and a win in the first actuation port 91 can occur regardless of whether the game ball is shot toward the right route or the left route. In addition, a through gate 84 is disposed on each of the right route and the left route, and a part of the game ball shot aiming at the first actuation port 91 can win the through gate 84. However, the opening time of the electric role 93 in the case where a support lottery based on a win in the through gate 84 during the low frequency support mode is extremely short, and a win in the second actuation port 92 is practically impossible. In other words, during the first normal gaming state, the player cannot receive any benefit from the electric device 93, and the number of balls he or she has decreases faster as the game progresses (see FIG. 48).

[0353] As shown in FIG. 47, when a 6R special jackpot occurs in the first normal game state, the game state transitions to the second normal game state corresponding to the high probability mode and the high frequency support mode B via the special game state.

[0354] In the second normal game state, the electric accessory 93 is opened frequently and the opening time is set to a length that allows a winning entry into the second operating port 92. Therefore, in addition to winning entry into the first operating port 91, a winning entry into the second operating port 92 occurs, and a predetermined number of prize balls (four in this embodiment) are awarded to the player based on the winning entry into the second operating port 92. As a result, during the second normal game state, the decrease in the number of balls held as the game progresses is mitigated compared to the first normal game state, making it possible to play while suppressing investment (decrease in the number of balls held). In addition, since the second normal game state continues until the next jackpot, the balls held can be greatly increased by continuously transitioning to the special game state. In addition, if a 6R special jackpot occurs in the second normal game state, the game returns to the second normal game state via the special game state. In this way, the number of balls held is greatly increased by looping the second normal game state and the special game state (see FIG. 48).

[0355] When a 6R normal jackpot occurs in the first normal game state or the second normal game state, the game state transitions through a special game state to a third normal game state corresponding to a low probability mode and a high frequency support mode B.

[0356] In the third normal game state, the electric device 93 is opened at a high frequency and the opening time is set to a length that allows a winning entry into the second operating port 92. Therefore, in addition to the winning entry into the first operating port 91, a winning entry into the second operating port 92 occurs, and a predetermined number of prize balls (four in this embodiment) are awarded to the player based on the winning entry into the second operating port 92. As a result, during the third normal game state, the decrease in the number of balls held is mitigated as in the second normal game state, making it possible to play while suppressing investment (decrease in the number of balls held). However, for the high frequency support mode B in the third normal game state, a termination reference number (upper limit: 40 times) is set. If the number of games played during the third normal game state reaches the upper limit, the game will transition to the first normal game state.

[0357] Here, there is a concern that a long stay in the first normal gaming state will lead to monotony in the game and will reduce the player's motivation to play. In this regard, in this embodiment, if a special miss occurs during the first normal gaming state, the game transitions to the fourth normal gaming state, which corresponds to the low probability mode and high frequency support mode A.

[0358] Although the probability of winning during the fourth normal game state is the same as that during the first normal game state, the frequency of opening of the electric device 93 increases, and winning balls in the second operating port 92 occur frequently. As a result, the loss of balls in the fourth normal game state is mitigated compared to the first normal game state, and it becomes possible to play the game while suppressing investment (loss of balls in the state) (see FIG. 48). Also, in the fourth normal game state, as in the first normal game state, the variable display time for each game is greatly shortened as the number of reserved balls increases. Therefore, by transitioning to the fourth normal game state, winning balls in the second operating port 92 occur more frequently, and as a result, the speed of game progress also increases.

[0359] In addition, if a special miss occurs during the first normal game state, the game state transitions to the fourth normal game state without passing through the special game state. This makes it possible to shorten the time required from when a special miss occurs until the player can enjoy the benefits of the high-frequency support mode A as much as possible. In this way, realizing a configuration that allows the player to enjoy the benefits of the high-frequency support mode quickly is preferable in terms of suppressing the delay in state transition and emphasizing the lightness of the game. In addition, diversifying the transition patterns by configuring a transition to the high-frequency support mode (high-frequency support modes A and B) via two different routes, via the special game state and without the special game state, is also preferable in terms of diversifying the game.

[0360] Here, in the first normal game state, the probability of winning a jackpot is low and the base is also low. Therefore, there is a possibility that investment will be excessively increased in proceeding with the game. This not only becomes a factor that deteriorates the impression of the gaming machine, but also a factor that reduces the soundness of the game. In this respect, in the configuration shown in the present embodiment, a ceiling (upper limit of the number of times of play) is set in the first normal game state, and when this ceiling is reached, the game moves to the fourth normal game state corresponding to the low probability mode and the high frequency support mode A. In the fourth normal game state, although the probability of winning a jackpot itself is the same as in the first normal game state, the electric role 93 is frequently opened, so that the second operating port 92 is frequently entered. This allows the game to proceed while suppressing the loss of balls held (see FIG. 48).

[0361] According to the first embodiment described above in detail, the following excellent effects are achieved.

[0362] When a lottery based on balls entering the actuation ports 91, 92 results in a big win, the support mode is changed via the special game state, and when a special miss result is obtained, the support mode is changed without going through the special game state. With this configuration, the flow of the game when the support mode is changed to a higher level can be diversified, which contributes to suppressing monotony of the game. In addition, in the configuration shown in this embodiment, when the support mode is changed to a higher level, the frequency with which the electric role 93 is opened differs depending on whether the trigger is a big win result or a special miss result. By providing game assistance by the high frequency support mode A while ensuring the advantage of support by the high frequency support mode B, the diversification of the game can be suitably realized. In particular, for the high frequency support mode B on the disadvantageous side, the support mode is quickly switched without going through the special game state. Such a configuration is preferable for improving the satisfaction of the player.

[0363] If a special miss occurs during the first normal game state, the game transitions to the fourth normal game state without passing through the special game state. At this time, the lottery mode remains the low probability mode, but the support mode is changed from the low frequency support mode to the high frequency support mode A. This makes it possible to aim for a big win while keeping investments down, and a certain kind of player rescue function is exercised. Since the special game state is not passed through when this rescue function is exercised as described above, the time required for the function to be exercised can be shortened as much as possible, making it difficult for the player to get the impression that the game is being unnecessarily delayed.

[0364] As shown in this embodiment, when the low-frequency support mode changes to the high-frequency support mode B, the winning probability of the support lottery based on passing through the through gate 84 is changed, and when the low-frequency support mode changes to the high-frequency support mode A, the winning probability is not changed and the time required from the winning to the opening of the electric role object 93 is shortened. In this way, by using different parameters to differentiate between the high-frequency support mode A and the high-frequency support mode B, the two high-frequency support modes can be suitably coexisted.

[0365] In the high frequency support mode B, the ratio of the number of game balls paid out by the payout means to the number of game balls shot out is higher than in the high frequency support mode A, i.e., the value obtained by dividing the number of paid out game balls by the number of shot game balls (hereinafter referred to as the base), and it is possible to proceed with the game while suppressing the decrease in the number of balls held. In other words, if a jackpot is obtained and the game transitions to the high frequency support mode B via a special game state, there is a chance to win a large number of balls. In contrast, in the high frequency support mode A, the base is more favorable than in the low frequency support mode, but the degree of the base is kept lower than in the high frequency support mode B, so that the rescue function can be prevented from becoming excessive. With such a configuration, the game can be enhanced by using multiple support modes in combination.

[0366] By setting an upper limit on the number of times play is performed in high-frequency support mode A (a threshold number of times for termination), it becomes possible for high-frequency support mode A to return to low-frequency support mode, thereby effectively preventing a decrease in tension during play after switching to high-frequency support mode A.

[0367] In the third normal game state to which the game is transferred in the event of a normal big win, the reference number of times for the high frequency support mode B is 40 times, and in the fourth normal game state to which the game is transferred in the event of a special miss, the reference number of times for the high frequency support mode A is set to be equal to or less than the reference number of times for the high frequency support mode B (specifically, 20 times or 40 times). This is advantageous in increasing the frequency of transition to the fourth normal game state and increasing the frequency of transitions between game states. In addition, by making a part of the reference number of times for the end set in the fourth normal game state to which the game is transferred in the event of a special miss the same number as the reference number of times for the end of the high frequency support mode B, it is possible to make it appear as if there are multiple transition routes to one game state (third normal game state, fourth normal game state). This is preferable in terms of realizing diversification of games while avoiding it becoming a factor that causes confusion for players.

[0368] In addition, a reference number of times for ending is set for each of the second normal game state and the fourth normal game state. By providing a transition route to a limited advantageous state with an upper limit on the number of times of play via / not via a special game state, it is possible to contribute to diversifying the game. In addition, in this configuration, a practically preferable configuration can be realized by configuring the base in the high frequency support mode A so that the difference between the base in the high frequency support mode B is smaller than the difference between the base in the low frequency support mode.

[0369] According to this embodiment, when a special miss occurs in the first normal game state, or when the number of times the game is executed during the first normal game state reaches the upper limit (ceiling), the game state transitions to the fourth normal game state corresponding to the high frequency support mode A. In this way, by setting the trigger for transition to the fourth normal game state as a judgment result that does not correspond to transition to the special game state or reaching the ceiling, and by rescuing the player through the fourth normal game state, it is possible to contribute to suppressing excessive investment. In particular, by relatively increasing the number of termination reference times set in response to reaching the ceiling and relatively decreasing the number of termination reference times set in response to a special miss result, it is possible to suitably realize diversification of games and strengthening of the rescue function.

[0370] <Variation 1> The support mode of high frequency support mode A triggered by a special miss or reaching the ceiling may be favored over the support mode of high frequency support mode B triggered by a jackpot so as to be more advantageous to the player, i.e., so as to increase the frequency of winning into the second operating port 92.

[0371] <Variation 2> The base (benefit) of high-frequency support mode A is set to be closer to the latter of the base (benefit) of low-frequency support mode and the base (benefit) of high-frequency support mode B, but this may be changed and set to be closer to the former. Also, the base (benefit) of high-frequency support mode A may be set to be intermediate between the base (benefit) of low-frequency support mode and the base (benefit) of high-frequency support mode B.

[0372] <Modification 3> The variable display time set when the ceiling is reached during the first normal game state may be different from the variable display time set when a special miss occurs during the first normal game state. For example, a difference may be provided so that the variable display time set when the ceiling is reached during the first normal game state is longer than the variable display time set when a special miss occurs during the first normal game state, or a difference may be provided so that the variable display time set when the ceiling is reached during the first normal game state is shorter than the variable display time set when a special miss occurs during the first normal game state.

[0373] <Modification 4> A difference may be provided between the support mode of the high-frequency support mode A triggered by a special miss and the support mode of the high-frequency support mode A triggered by reaching the ceiling. For example, the difference may be provided so that the support mode of the high-frequency support mode A triggered by a special miss has a higher winning frequency in the second operation port 92 than the support mode of the high-frequency support mode A triggered by reaching the ceiling, or the difference may be provided so that the support mode of the high-frequency support mode A triggered by a special miss has a lower winning frequency in the second operation port 92 than the support mode of the high-frequency support mode A triggered by reaching the ceiling.

[0374] <Variation 5> The termination reference number set in the event of a special miss may be greater than the termination reference number set in the event of reaching the ceiling, or the termination reference numbers may be the same.

[0375] <Variation 6> The game number counter may be configured to be reset (cleared to 0) when the high frequency support mode A, which has been entered upon reaching the ceiling, ends.

[0376] <Variation 7> It is also possible to configure the continuation counter to be reset (overwritten) if a special miss occurs again during high-frequency support mode A triggered by a special miss. However, it is expected that successive special misses will result in a smaller number of games that can actually be continued than the number of games that could have been continued in high-frequency support mode A, which will reduce the satisfaction of the player. In consideration of such circumstances, it is advisable to fix the value set in the continuation counter to "40" when a special miss occurs during high-frequency support mode A triggered by a special miss. Specifically, it is advisable to unify the type of special miss to one, and configure the continuation counter to be set to "40" when the special miss occurs.

[0377] <Variation 8> In the first embodiment, the value of the game counter is reset (cleared to 0) in the transition process at the end of the special game state, but the specific timing of the reset is arbitrary as long as the value of the game counter is reset in response to a jackpot result. For example, it is also possible to reset the value of the game counter when the game round corresponding to the jackpot result ends, or to reset the value of the game counter at the start of the special game state or during a round of play.

[0378] <Second embodiment> In the first embodiment, when the value of the game counter reaches the upper limit (when the ceiling is reached) during the fourth normal game state corresponding to the low probability mode and the high frequency support mode A, the value of the continuation counter is overwritten with a value triggered by reaching the ceiling (specifically, "400"). When the ceiling is reached, the fourth normal game state triggered by reaching the ceiling is promptly handed over, that is, the benefit of reaching the ceiling is seamlessly realized without going through other normal game states. In other words, the fourth normal game state related to reaching the ceiling is prioritized over the fourth normal game state related to the special miss. In this embodiment, the configuration related to the transition of the game state when the ceiling is reached during the fourth normal game state is different from the first embodiment. Below, the characteristic configuration of this embodiment will be described, focusing on the differences from the first embodiment.

[0379] As shown in the schematic diagram of FIG. 49(a), in the high-frequency support mode A to which the mode is shifted when a special miss occurs, the background color of the display screen 95a of the pattern display device 95 is blue, and in the high-frequency support mode A to which the mode is shifted when the ceiling is reached, the background color of the display screen 95a of the pattern display device 95 is green. In other words, the background color of the display screen 95a can clearly indicate the shifting trigger to the high-frequency support mode A. In the following description, the high-frequency support mode A to which the mode is shifted when a special miss occurs is appropriately distinguished as "high-frequency support mode A1", and the high-frequency support mode A to which the mode is shifted when the ceiling is reached is appropriately distinguished as "high-frequency support mode A2". Incidentally, the support modes of the high-frequency support modes A1 and A2 are common, and the base (the ratio of the number of paid-out game balls to the number of shot game balls) is configured to have no difference between the two, which is the same as the first embodiment.

[0380] Here, the flow of the start notification of high frequency support mode A will be additionally described with reference to the schematic diagrams of FIGS.

[0381] In a game round in which a special miss occurs and the game shifts to the high frequency support mode A1, the symbol combination corresponding to the special miss in that game round is displayed (determined) on the display screen 95a as shown in FIG. 49(b). Specifically, after a reach display, a combination of "1", "3", and "4" symbols is displayed (determined) on one of the active lines. Then, in conjunction with the start of the next game round, the background color of the display screen 95a is changed from white to blue, and the remaining number of games in the high frequency support mode A1 is displayed in the corner of the display screen 95a.

[0382] On the other hand, in a game round that transitions to the high frequency support mode A2 upon reaching the ceiling, as shown in FIG. 49(c), a symbol combination corresponding to the reaching of the ceiling may be displayed (determined) on the display screen 95a in that game round. Specifically, when the ceiling is reached during the first normal game state, a symbol combination including the "CHANCE" symbol is displayed (determined) on any of the active lines via a reach display. On the other hand, when the ceiling is reached during the fourth normal game state corresponding to the high frequency support mode A, a symbol combination corresponding to a complete miss is displayed (determined) without a reach display. At this time, the background color of the display screen 95a is also maintained blue.

[0383] Next, with reference to the flowchart of FIG. 50, the support mode switching process constituting the game play control process executed as part of the normal process by the MPU 402 of the main control device 162 will be described.

[0384] (Support mode switching process) In the support mode switching process, first, in step S2001, it is determined whether or not the current support mode is high frequency support mode B. If the determination in step S2001 is positive, the process proceeds to step S2002. In step S2002, it is determined whether or not a count limit flag is stored in the various flags storage area 435 of RAM 404. If the determination in step S2002 is negative, the switching process ends. If the determination in step S2002 is positive, the process proceeds to step S2003. In step S2003, an update process of the continuation count counter in the various counter area 434 is performed. Specifically, the value of the continuation count counter is decremented by "1". In the following step S2004, it is determined whether or not the value of the continuation count counter is "0". If the determination in step S2004 is negative, the switching process ends. If the determination in step S2004 is affirmative, the process proceeds to step S2005, where the high frequency support mode flag (more specifically, the high frequency support mode B flag) and the number limit flag stored in the various flag storage area 435 are cleared, and the switching process is terminated. Clearing the high frequency support mode flag switches the support mode from the high frequency support mode to the low frequency support mode.

[0385] Returning to the explanation of step S2001, if a negative determination is made in step S2001, the process proceeds to step S2006. In step S2006, it is determined whether or not the current support mode is the high-frequency support mode A. If a positive determination is made in step S2006, the process proceeds to step S2007. In step S2007, an update process of the continuation counter is performed. Specifically, the value of the continuation counter is decremented by "1". In the following step S2008, it is determined whether or not the value of the continuation counter is "0". If a positive determination is made in step S2008, the high-frequency support mode flag (high-frequency support mode A flag) and the number limit flag are erased in the above step S2005, and this switching process is terminated. In other words, if the number of games played during the high-frequency support mode A reaches the upper limit, the mode is switched to the low-frequency support mode.

[0386] If a negative determination is made in step S2008, the process proceeds to step S2009, where it is determined whether the value of the number of games counter has reached the upper limit (whether the ceiling has been reached). If a negative determination is made in step S2009, the switching process is terminated. If a positive determination is made in step S2009, the process proceeds to step S2010, where a preparation flag is set in the various flag storage area 435 of the RAM 404, and the switching process is terminated.

[0387] Returning to the explanation of step S2006, if a negative judgment is made in step S2006, the process proceeds to step S2011. In step S2011, it is judged whether or not the current game round corresponds to a special miss. If it corresponds to a special miss, an affirmative judgment is made in step S2011 and the process proceeds to step S2012. In step S2012, a high frequency support mode A flag is set in the various flag storage area 435 of the RAM 404. In the following step S2013, a count limit flag is set in the various flag storage area 435 of the RAM 404. Then, in step S2014, a setting process for the continuation count counter is executed, and the switching process is terminated.

[0388] In the process of setting the continuation counter, if the current game result is a special miss A, the continuation counter is set to "20". This means that the high frequency support mode A1 will continue until the number of games played during the high frequency support mode A1 reaches 20. On the other hand, if the current game result is a special miss B, the continuation counter is set to "40". This means that the high frequency support mode A1 will continue until the number of games played during the high frequency support mode A1 reaches 40.

[0389] Returning to the explanation of step S2011, if a negative determination is made in step S2011, that is, if the game does not correspond to a special miss, the program proceeds to step S2015. In step S2015, it is determined whether or not the above-mentioned preparation flag is stored in the various flag storage area 435 of the RAM 404. If an affirmative determination is made in step S2015, the preparation flag is erased in step S2016, and the processes of steps S2012 to S2014 are executed. In addition, in the setting process of the continuation counter in this step S2014, the continuation counter is set to "400". As a result, the high frequency support mode A2 is continued until the number of games played during the high frequency support mode A2 reaches 400.

[0390] Incidentally, if a transition is made to a special game state while the above-mentioned preparation flag is stored, the preparation flag is erased when the special game state ends.

[0391] Returning to the explanation of step S2015, if a negative judgment is made in step S2015, that is, if the preparation flag is not stored in the various flag storage area 435 of the RAM 404, the process proceeds to step S2017. In step S2017, it is judged whether or not the value of the game play counter has reached the upper limit (whether or not the ceiling has been reached). If a negative judgment is made in step S2017, the switching process is terminated. If an affirmative judgment is made in step S2017, the processes of steps S2012 to S2014 are executed, and then the switching process is terminated. Note that in the setting process of the continuation counter in this step S2014, the continuation counter is set to "400". As a result, the high frequency support mode A2 is continued until the number of games executed during the high frequency support mode A2 reaches 400.

[0392] According to the above detailed configuration, when the ceiling is reached during the fourth normal gaming state corresponding to the high frequency support mode A1, the game state transitions to the fourth normal gaming state corresponding to the high frequency support mode A2 after one game in the first normal gaming state. In other words, the game state transitions to the fourth normal gaming state after one game in the first normal gaming state. Here, there is a concern that the fact that the one game is prolonged even though the return to the fourth normal gaming state is confirmed may give the player the impression that the transition to an advantageous state is unnecessarily delayed. In this embodiment, one of the features is that, taking such circumstances into consideration, a contrivance is made to realize a quick return to the fourth normal gaming state. Hereinafter, the contrivance will be described with reference to Figs. 51 to 54. First, the process of setting the variable display time (step S714 in Fig. 26) executed by the MPU 402 of the main control device 162 will be described with reference to the flow charts of Figs. 51 to 52.

[0393] (Setting process for variable display time) In the variable display time setting process, first, in step S2101, it is determined whether the current game state is either the first normal game state or the fourth normal game state. If an affirmative determination is made in step S2101, the process proceeds to step S2102, where the setting process for the first and fourth normal game states is executed, and then the variable display time setting process is terminated. If a negative determination is made in step S2101, it is determined in step S2103 whether the current game state is the second normal game state. If an affirmative determination is made in step S2103, the setting process for the second normal game state is executed in step S2104, and then the variable display time setting process is terminated. If a negative determination is made in step S2103, that is, if the current game state is the third normal game state, the setting process for the third normal game state is executed in step S2105, and then the variable display time setting process is terminated. Here, the setting process for the first and fourth normal game states will be described with reference to FIG. 52.

[0394] (Setting process for 1st and 4th normal game states) In the setting process for the first and fourth normal game states, first, in step S2201, it is determined whether or not the current game round corresponds to a jackpot. If the determination in step S2201 is affirmative, the setting process for the jackpot is executed in step S2202, and then the setting process for the first and fourth normal game states is terminated. In the process of step S2202, the variable display time table for the jackpot (see FIG. 28) stored in the variable display time table storage area 423 of the ROM 403 is referenced to determine the variable display time for the current game round.

[0395] If a negative determination is made in step S2201, the process proceeds to step S2203. In step S2203, it is determined whether or not the current game round corresponds to a special miss. If a positive determination is made in step S2203, the process proceeds to step S2204, where the setting process for the special miss is executed, and then the setting process for the first and fourth normal game states is terminated. In the process of step S2204, the variable display time table for special misses (see FIG. 27) stored in the variable display time table storage area 423 of the ROM 403 is referenced to determine the variable display time for the current game round.

[0396] If a negative determination is made in step S2203, the process proceeds to step S2205. In step S2205, it is determined whether or not the current game round is the game round in which the ceiling is reached. If a positive determination is made in step S2205, the process executes a setting process for reaching the ceiling in step S2206, and then ends the setting process for the first and fourth normal game states.

[0397] Returning to the explanation of step S2005, if a negative determination is made in step S2005, the process proceeds to step S2207. In step S2207, it is determined whether or not a preparation flag is stored in the various flag storage area 435 of the RAM 404. If a positive determination is made in step S2207, a setting process for successive transition is executed in step S2208, and then the setting process for the first and fourth normal gaming states is terminated. If a negative determination is made in step S2207, a setting process for complete failure is executed in step S2209, and then the setting process for the first and fourth normal gaming states is terminated.

[0398] Here, for steps S2206 and S2208, the variable display time table corresponding to the normal deviation is referred to, but the variable display time table is provided separately according to the presence or absence of the preparation flag. Below, referring to Figs. 53 and 54, the variable display time table will be explained in more detail.

[0399] When the ceiling is reached under the condition that the preparation flag is not stored during the first normal game state corresponding to the low probability mode and the low frequency support mode, the variable display time "20 to 30 sec" corresponding to the reach display is set as the variable display time of the operation port display unit. In other words, when the ceiling is reached during the first normal game state, the symbol combination (see FIG. 49(c)) indicating the ceiling is reached is displayed as a stopped display (determined display) on the display screen 95a of the symbol display device 95 after the reach display.

[0400] On the other hand, when the ceiling is reached in a situation where the preparation flag is not stored during the fourth normal game state corresponding to the low probability mode and the high frequency support mode A1, the variable display time of the operation port display unit is set to the same variable display time as in the case of a complete miss (see FIG. 27). Then, in this game round, symbols other than the symbol corresponding to the ceiling being reached, specifically, a symbol combination corresponding to a complete miss, are displayed in a stopped state. In other words, the symbols displayed in a stopped state do not include the "CHANCE" symbol. This makes it difficult to tell from the symbol combination or the variable display time of the symbols (variable display mode) that the ceiling has been reached during the fourth normal game state.

[0401] When the game transitions to the first normal game state corresponding to the low probability mode and the low frequency support mode under the situation where the preparation flag is stored, and the game result is neither a big win nor a special miss (normal miss), the variable display time of the operation port display unit is set to "3 seconds". This variable display time is consistent with the shortest variable display time that can be set in a game round resulting in a complete miss in the first normal game state (see FIG. 27). In other words, when the ceiling is reached during the fourth normal game state and the preparation flag is stored, the game returns to the fourth normal game state again via the first normal game state after the fourth normal game state ends, but the stay time in this first normal game state is suppressed so as not to be prolonged.

[0402] In addition, during the fourth normal game state, the game may be repeated with the preparation flag stored. In such a case, the variable display time is the same as the variable display time set in the game when the preparation flag is not stored (see FIG. 27 and FIG. 53).

[0403] (Continuous transition flow) Next, with reference to the timing chart of FIG. 55, the behavior when the ceiling is reached during the fourth normal gaming state corresponding to the low probability mode and the high frequency support mode A1 will be described.

[0404] At the timing tb1 after the transition to the fourth normal game state due to the special miss, the 299th game round after the end of the special game state has started. In the fourth normal game state due to the special miss, the background color of the display screen 95a of the symbol display device 95 is blue.

[0405] At the next timing tb2, the 300th game round after the special game state ends is started, and at the timing tb3, the symbol combination corresponding to the 300th game round is displayed as confirmed. Since the fourth normal game state is currently in, the symbol combination corresponding to a complete miss (normal miss) is displayed as stopped (confirmed) instead of the symbol combination corresponding to reaching the ceiling. In the example shown in FIG. 55, since the game round started at the timing tb2 has not yet reached the end reference number (upper limit) in the fourth normal game state, the fourth normal game state continues and the preparation flag is stored.

[0406] The game play started at the timing of tb4 does not reach the end reference number (upper limit), so the above-mentioned blue background is maintained. However, after the fourth normal game state ends, a message (the word "STANDBY") suggesting a return to the fourth normal game state is displayed at the top of the display screen 95a, and the counter showing the remaining number of times to continue is hidden.

[0407] At the timing of tb5, the final game round in which the reference number of times to end the game is reached in the fourth normal game state is started. In the example shown in FIG. 55, the game round corresponds to a complete miss (normal miss), and at the timing of tb6 when the final display of the picture and the design is completed, the fourth normal game state is shifted to the first normal game state, and a new game round is started. Although this game round corresponds to the first normal game state, the background color of the display screen 95a remains blue, and the word "STANDBY" displayed at the top of the display screen 95a also remains displayed. At the timing of tb7 when a predetermined time has elapsed since the start of the fluctuation, the display screen 95a is blacked out. Then, at the timing of tb8 when the final display is started, the symbol combination corresponding to the ceiling is displayed (reduced display) in the upper corner of the display screen 95a, and the word "Entering the Super Chance Zone" is displayed in the center of the display screen 95a as a message indicating the transition to the fourth normal game state triggered by the ceiling being reached.

[0408] At the timing tb9 when the fixed display time has elapsed, the game state transitions from the first normal game state to the fourth normal game state corresponding to the low probability mode and the high frequency support mode A2. Accordingly, the background color of the display screen 95a is changed from blue to green.

[0409] According to the second embodiment described above in detail, even if the game proceeds without the transition trigger (jackpot result) to the special game state being established, the game may transition to the fourth normal game state corresponding to the high frequency support mode A due to a special miss result or reaching the ceiling. By entering the high frequency support mode A, the frequency of winning into the second operating port 92 increases, and investment is suppressed. Such a configuration is preferable in terms of improving the soundness of the game. However, when the special miss result and the reaching of the ceiling are used together as the transition trigger to the fourth normal game state as described above, the following concerns arise. That is, if the ceiling is reached during the fourth normal game state and the reaching of the ceiling is invalidated, or the fourth normal game state is forcibly terminated due to the special miss result, it is concerned that part of the benefit that the player would have been able to enjoy will be lost, and the satisfaction of the player will be greatly reduced. In this regard, in this embodiment, when the ceiling is reached during the fourth normal gaming state, the transition to the fourth normal gaming state triggered by the reaching of the ceiling is delayed until the number of times the game is played in the fourth normal gaming state reaches the reference number of times to end the game. This can eliminate the above concerns and contribute to improving the satisfaction of the player.

[0410] As described above, when the ceiling is reached during the fourth normal game state and a transition to the fourth normal game state is made as a result of the reaching of the ceiling, the behavior (switching mode) of the electric device 93 can be made uniform to prevent the benefit of reaching the ceiling from being inferior to the previous behavior.

[0411] In the case where the delay function is provided, if the benefit of reaching the ceiling ends immediately after a large delay, it is assumed that this will cause the player to lose his / her motivation to play. Therefore, as shown in this embodiment, by making the termination reference number for the special miss result < the second termination reference number for reaching the ceiling, it is possible to suppress excessive delays and prevent the benefit after reaching the ceiling from being perceived as stale.

[0412] When the ceiling is reached during the fourth normal game state, the fourth normal game state is transitioned to the first normal game state and then returned to the fourth normal game state, thereby adding an accent to the rhythm of the game and contributing to preventing the game from becoming monotonous.

[0413] In a configuration in which the game returns to the fourth normal game state via the first normal game state, the operation period of the game-play operation executed during the first normal game state may vary, which may cause the following inconvenience. That is, if the operation period is relatively short, the time to notify the player of the transition to the fourth normal game state may be insufficient, and if the operation period is relatively long, the player may easily get the impression that the transition to the fourth normal game state is being unduly delayed. Therefore, as shown in this embodiment, for game plays during the first normal game state in which the transition to the fourth normal game state is delayed, a predetermined operation period is set regardless of the number of reserved balls, and the operation period is made constant, thereby eliminating the above concerns.

[0414] As shown in the present embodiment, when a jackpot is won under the circumstances where a transition to the fourth normal gaming state is pending due to reaching the ceiling, the transition to the fourth normal gaming state due to reaching the ceiling is invalidated. This configuration is preferable in order to prevent the rescue function for the player from becoming excessive.

[0415] When the upper limit number of times is reached (the ceiling is reached) during the first game state, a special effect (stop display of a combination of the "3", "1", and "4" symbols) is executed in that game round, and the player is promptly notified that the game state will transition to the fourth normal game state. In contrast, when the upper limit number of times is reached (the ceiling is reached) during the fourth normal game state, the above-mentioned special effect (stop display of a combination of the "3", "1", and "4" symbols) is avoided in that game round. In this way, when the transition to the fourth normal game state triggered by reaching the ceiling is delayed, the special effect is deliberately not executed, so that it is possible to prevent the attention to the fourth normal game state, which has been triggered by a special miss result, from decreasing before the end of the fourth normal game state.

[0416] <Variation 1> In the second embodiment, when the ceiling is reached during the fourth normal game state corresponding to the high frequency support mode A1, the game state transitions to the fourth normal game state corresponding to the high frequency support mode A2 via the first normal game state. In other words, the fourth normal game state is consecutive with one game round corresponding to the first normal game state in between. This is not limited to this, and may be modified as follows. That is, when the ceiling is reached during the fourth normal game state corresponding to the high frequency support mode A1, the game state may transition immediately to the fourth normal game state corresponding to the high frequency support mode A2 without passing through the first normal game state after the end of the fourth normal game state. In other words, the fourth normal game state may be configured to continue without interruption. Even in this case, the high frequency support mode A1 triggered by a special miss is not forcibly terminated midway (the high frequency support mode A1 can be completed), so the satisfaction of the player does not decrease.

[0417] <Variation 2> In the second embodiment, the background color of the display screen 95a is different between the fourth normal gaming state corresponding to the high frequency support mode A1 and the fourth normal gaming state corresponding to the high frequency support mode A2, but the present invention is not limited to this. It is also possible to make the background color the same in both fourth normal gaming states.

[0418] <Modification 3> In the second embodiment, when the ceiling is reached during the fourth normal game state corresponding to the high frequency support mode A1, the display of a message suggesting the continuation of the fourth normal game state in the next game round is started, but instead of this, it is also possible to configure the display of the message to start in the game round in which the ceiling is reached. Also, instead of or in addition to the configuration of displaying a message suggesting the continuation of the fourth normal game state from the game round in which the ceiling is reached or the next game round, it is also possible to configure the display of the message not to suggest the continuation of the fourth normal game state. In other words, it is also possible to not indicate whether or not the transition to the fourth normal game state triggered by the ceiling is triggered until the fourth normal game state triggered by the special miss is ended.

[0419] <Modification 4> When the state transitions from the fourth normal game state to the first normal game state while the electric device 93 is in the open state, the electric device 93 may be configured to switch to the closed state after the initially set opening time of the electric device 93 has elapsed, or the electric device 93 may be configured to quickly switch to the closed state to immediately stop the opening.

[0420] <Variation 5> In the above-mentioned second embodiment, when the fourth normal game state corresponding to the high frequency support mode A1 is shifted to the fourth normal game state corresponding to the high frequency ...

Claims

[Claim 1] A special information acquisition means for acquiring special information based on the establishment of a predetermined acquisition opportunity; an acquired information storage means capable of storing the special information acquired by the special information acquisition means; A determination means for making a specific determination based on the special information stored in the acquired information storage means; a means for transitioning to a special gaming state which is more advantageous to the player than a predetermined gaming state based on the result of the specific judgment being a first result; A means for starting a variable display of a first symbol by a first notification means based on the specific judgment being made, displaying a stop result corresponding to the result of the specific judgment, and ending the variable display of the first symbol, which is counted as one game round, and for performing the variable display of the first symbol for each game round; A means for displaying a second symbol different from the first symbol by a second notification means different from the first notification means in a game, and displaying a stop result corresponding to the result of the specific judgment; Equipped with As a gaming state, a specific gaming state which is more advantageous to a player than the predetermined gaming state and is different from the special gaming state is provided; a means for transitioning to the specific game state without passing through the special game state based on the result of the specific judgment being a second result different from the first result; a destination specifying means for specifying information corresponding to a judgment result when the specific special information stored in the acquired information storage means becomes a target of the specific judgment before the specific special information becomes a target of the specific judgment; A gaming machine comprising:

Citation Information

Patent Citations

  • Game machine

    JP2017196399A

  • Game machine

    JP2025061839A

  • Game machine

    JP2025061842A

  • Game machine

    JP2002078904A

Cited By

  • Game machine

    JP2025061839A

  • Game machine

    JP2025061842A