Game machine

The gaming machine enhances player engagement by using a variable display system to manage story pacing, ensuring players can better anticipate and engage with game outcomes.

JP2025116873AInactive Publication Date: 2025-08-08SANYO BUSSAN KK
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Patent Information

Application Number
JP2025087366
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-05-26
Publication Date
2025-08-08
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional gaming machines with fast-forwarding story elements in anticipation effects make it difficult for players to understand the content, reducing their attention to the game.

Method used

A gaming machine with a variable display system that includes a first and second moving image selection mechanism, allowing a first moving image to be displayed at normal speed after a second moving image is fast-forwarded, creating a higher expectation of transitioning to a specific control state.

Benefits of technology

Increases player attention to the game by providing a clearer understanding of expectation levels through controlled pacing of story progression.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025116873000001_ABST
    Figure 2025116873000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of raising a player's attention degree to a game.SOLUTION: The game machine includes: variable display means for variably displaying a plurality of symbols; and expectation performance execution means for executing, on the variable display means, a ready-to-win display as an expectation performance for making a player expect that a game state may be transferred to a specific control state advantageous to the player. The ready-to-win display includes a plurality of stories continuing time-sequentially. The expectation performance execution means includes: a story selection part for selecting any story out of the plurality of stories as a subsequent-stage story; a preceding-stage story selection part for selecting a preceding-stage story that is a time-sequentially preceding story of the subsequent-stage story; and a fast-forward performance execution part for executing a fast-forward performance that, after progressing the preceding-stage story at fast speed, connecting it to the subsequent story, and progressing it at normal speed. The fast-forward performance execution part executes the fast-forward performance of connecting the preceding-stage story to a start point of the subsequent-stage story and progressing it at the normal speed.SELECTED DRAWING: Figure 57
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Description

[Technical Field]

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

[0002] Conventionally, gaming machines equipped with a variable display means for variably displaying multiple pictures are known (see, for example, Patent Document 1). When a gaming ball enters an operating port, this gaming machine executes an internal lottery such as a jackpot lottery and starts the variable display of pictures. For example, when a jackpot lottery is won, the gaming machine causes a specific combination of pictures to be displayed on the display device and transitions the gaming state to a specific control state that is advantageous to the player. In this specific control state, the gaming machine pays out a large number of gaming balls, for example, by transitioning the variable winning device to a state in which a gaming ball can enter. Incidentally, such gaming machines, after starting to display the varying patterns, execute a reach display as an anticipation effect to make the player expect that the gaming state will transition to a specific control state. This reach display, for example, has multiple stories that are consecutive in chronological order, and executes an effect in which some of these stories are fast-forwarded, increasing the player's sense of anticipation. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-074175 Summary of the Invention [Problem to be solved by the invention]

[0004] However, such a production of fast-forwarding parts of the story has the problem that the story progresses too quickly and the content becomes difficult to understand, making it difficult for players to judge the level of their expectations, which may ultimately reduce the players' attention to the game.

[0005] An object of the present invention is to provide a gaming machine that can increase the player's attention to the game. [Means for solving the problem]

[0006] The gaming machine of the present invention is a gaming machine equipped with a variable display means that displays a plurality of pictures in a variable manner, and an effect execution means that can execute an effect including a reach display as an anticipation effect that makes the player hopeful that the variable display means will transition the gaming state to a specific control state that is advantageous to the player, and in the reach display, a plurality of moving images that are consecutive in time series can be displayed, and the effect execution means is equipped with a first moving image selection means that selects a first moving image from the plurality of moving images to be displayed, a second moving image selection means that selects a second moving image that is chronologically earlier than the first moving image to be displayed, a specific execution means that can execute a specific moving image different from the second moving image rather than the second moving image in a portion where the second moving image can be executed, and a predetermined effect execution means that executes a predetermined effect in which the first moving image is displayed at a normal speed after the game has progressed in a manner in which the second moving image is displayed at a speed faster than normal display, and is characterized in that when a specific moving image is executed by the specific execution means, it can suggest that there is a higher expectation of transitioning to a specific control state than when the second moving image is executed. [Effects of the Invention]

[0007] According to the present invention, it is possible to increase the level of attention that players pay to the game. [Brief explanation of the drawings]

[0008] [Figure 1] Front view of a pachinko machine according to a first embodiment of the present invention [Figure 2] Front view of the game board [Figure 3] Enlarged view of the area around the right-hand variable entry mechanism [Figure 4] FIG. 10 is a diagram showing a display screen of a pattern display device. [Figure 5] Block diagram showing the electrical configuration of a pachinko machine [Figure 6] A diagram showing the contents of each counter used in the internal lottery [Figure 7] A diagram showing a table of winning or losing numbers that stores the values of random numbers that will win a small win. [Figure 8] A diagram showing a winning / losing table that stores the values of random numbers that will be used to win a prize. [Figure 9] FIG. 10 is a diagram showing a distribution table that stores random number values related to distribution destinations for winning types. [Figure 10] Flowchart of timer interrupt processing [Figure 11] FIG. 10 is a flowchart showing a winning process for a through game. [Figure 12] A flowchart showing the winning process for the operating port. [Figure 13] A flowchart showing normal processing [Figure 14] A flowchart showing the main processing [Figure 15] A flowchart showing the game number control process [Figure 16] FIG. 10 is a flowchart showing a data setting process. [Figure 17] FIG. 10 is a flowchart showing a fluctuation start process. [Figure 18] FIG. 10 is a flowchart showing a game state transition process. [Figure 19] FIG. 10 is a flowchart showing the process of opening and closing the big prize opening. [Figure 20] FIG. 10 is a flowchart showing the process of opening a large prize opening; [Figure 21] FIG. 10 is a flowchart showing a transition process when the open / close execution mode is ended. [Figure 22] FIG. 10 is a flowchart showing variable entry execution processing. [Figure 23] FIG. 10 is a flowchart showing the process for supporting electric power [Figure 24] FIG. 10 is a flowchart showing the power fluctuation start process. [Figure 25] FIG. 10 is a flowchart showing the process of opening an electric accessory. [Figure 26] A block diagram showing the electrical configuration of the audio and light emitting control device and the display control device. [Figure 27] FIG. 10 is a flowchart showing a timer interrupt process executed by the audio and light emission control device. [Figure 28] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 29] FIG. 10 is a flowchart showing a process for determining whether or not a blade member is opened; [Figure 30] FIG. 10 is a diagram showing the opening and closing of the blade members and the timing at which the blade member opening notification effect is generated. [Figure 31] A diagram showing the relationship between game results and game states, etc. [Figure 32] A diagram showing the effects of a game when a game ball enters the lower operating port, triggered by a win at the central through gate in low frequency support mode. [Figure 33] Enlarged view of the area around the right-hand variable entry mechanism [Figure 34] A diagram showing the effects for a game when a game ball enters the lower operating port, triggered by an entry into the right-side through gate in low-frequency support mode. [Figure 35] Enlarged view of the area around the right-hand variable entry mechanism [Figure 36] Front view of a game board according to a second embodiment of the present invention [Figure 37] FIG. 10 is a flowchart showing the power fluctuation start process. [Figure 38] FIG. 10 is a flowchart showing an electric support process according to a modified example of the second embodiment of the present invention. [Figure 39] FIG. 10 is a flowchart showing a process for determining an effect pattern according to a third embodiment of the present invention. [Figure 40] Diagram showing super reach when low expectation stories are selected [Figure 41] FIG. 10 shows the display screen of the picture display device when a story with a medium expectation level is selected. [Figure 42] FIG. 10 is a diagram showing the display screen of the picture display device when a story with high expectations is selected. [Figure 43] FIG. 10 is a flowchart showing a performance execution process; [Figure 44] A diagram showing the relationship between the duration of Super Reach [Figure 45] A diagram showing the flow of Super Reach, which can be upgraded from a low-expectation story to a medium-expectation story. [Figure 46] A diagram showing the flow of Super Reach, which can be upgraded from a medium-expectation story to a high-expectation story. [Figure 47] A diagram showing the flow of Super Reach, which can be promoted from a low-expectation story to a high-expectation story. [Figure 48] FIG. 13 is a flowchart showing a process for determining an effect pattern according to a fourth embodiment of the present invention. [Figure 49] FIG. 10 is a diagram showing the display screen of the pattern display device when the story is replaced with the story with the highest expectation. [Figure 50] A diagram showing the relationship between the duration of Super Reach [Figure 51] A diagram showing the flow of Super Reach, which can be promoted from a low-expectation story to a highest-expectation story. [Figure 52] A diagram showing the flow of Super Reach, which can be upgraded from a story with the highest expectation to a story with high expectation. [Figure 53] A diagram showing the flow of Super Reach, which can be promoted from a low-expectation story to a high-expectation story. [Figure 54] FIG. 10 is a diagram showing the relationship between the durations of super reaches according to the fifth embodiment of the present invention. [Figure 55] A diagram showing the flow of Super Reach, which can be upgraded from a low-expectation story to a medium-expectation story. [Figure 56] A diagram showing the flow of Super Reach, which can be upgraded from a medium-expectation story to a high-expectation story. [Figure 57] A diagram showing the flow of Super Reach, which can be promoted from a low-expectation story to a high-expectation story. DETAILED DESCRIPTION OF THE INVENTION

[0009] [First embodiment] A first embodiment of the present invention will be described below with reference to the drawings. FIG. 1 is a front view of a pachinko machine according to a first embodiment of the present invention. The pachinko machine 10 is a type of gaming machine. As shown in Figure 1, the pachinko machine 10 includes an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is rotatably attached to the front (front side) of the outer frame 11.

[0010] The gaming machine main body 12 comprises an inner frame (not shown) supported by the outer frame 11 so as to be rotatable with one of the left and right side portions as the support side, a front door frame 13 arranged in front of the inner frame and supported by the inner frame so as to be rotatable forward with one of the left and right side portions as the support side, and a back pack unit (not shown) arranged behind the inner frame and supported by the inner frame so as to be rotatable backward with one of the left and right side portions as the support side.

[0011] The gaming machine main body 12 is equipped with a locking device (not shown) provided at its rotating tip. This locking device has the function of locking the gaming machine main body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 13 so that it cannot be opened relative to the inner frame. These locked states are released by performing an unlocking operation using an unlocking key on the cylinder lock 14 provided exposed on the front of the pachinko machine 10.

[0012] The front door frame 13 has a substantially elliptical window section 21 provided so as to cover the entire front side of the inner frame, and a window panel 22 fitted into the window section 21. In this embodiment, the window panel 22 is made of glass and is colorless and transparent, but it may also be made of synthetic resin or the like and be colorless and transparent. The front door frame 13 also includes an indicator lamp section 23 provided above the window section 21 as part of the light-emitting means consisting of various lamp sections etc. provided around the window section 21, speaker sections 24 provided on both the left and right sides of the indicator lamp section 23 and which output sound effects etc. according to the game status, and an upper bulge section 25 and a lower bulge section 26 provided below the window section 21.

[0013] The upper bulging portion 25 and the lower bulging portion 26 are arranged side by side one above the other and are both provided to bulge forward. The upper bulge 25 has an upper tray 25a provided inside so as to open upward, and a push button 25b that accepts information input when operated by a player. The upper tray 25a has the function of temporarily storing game balls dispensed by a dispensing device 71 (see FIG. 5) provided in the back pack unit, aligning them in a line, and guiding them to the game ball launching mechanism 81 (see FIG. 5). When operated by a player, the push button 25b functions as an operating means for executing an anticipation effect that makes the player hope that the game state will transition to a specific control state that is advantageous to the player. The lower bulging portion 26 has a lower tray 26a provided inside the lower bulging portion 26 so as to be similarly open upward. The lower tray 26a has the function of storing surplus game balls in the upper tray 25a.

[0014] Furthermore, the front door frame 13 is provided with a launch handle 27 as a launching means provided to the right of the lower tray 26a. This launch handle 27 is operated by a player of the pachinko machine 10 to launch game balls from a game ball launching mechanism 81 provided below the inner frame toward a game area provided above the inner frame. By changing the amount of rotation of the launch handle 27, the launch strength of the game balls launched toward the game area, i.e., the momentum of the launch, can be changed.

[0015] FIG. 2 is a front view of the game board. As shown in Figure 2, the game board 31 has an inner rail portion 32 and an outer rail portion 33 attached to its surface, and is mounted on an inner frame. The above-mentioned game area is formed on the game board 31 so as to be partitioned by the inner rail portion 32 and the outer rail portion 33. Almost the entire game area can be seen from the front through the window portion 21. The inner rail portion 32 and the outer rail portion 33 form a guide rail 34 for game balls to the game area, and this guide rail 34 guides the game balls launched from the game ball launching mechanism 81 when the player rotates the launch handle 27 to the top of the game area.

[0016] The guide rail 34 has an exit portion located on one side of the play area and facing the upper center of the play area. Therefore, the arrival position of the game ball in the upper part of the play area shifts from the side where the exit portion of the guide rail 34 is located to the opposite side as the player rotates the launch handle 27 more. In this embodiment, the exit portion of the guide rail 34 is located on the left side of the play area.

[0017] The game board 31 has multiple large and small openings in the play area, formed by router processing to penetrate the game board in the front-to-back direction. Each opening on the game board 31 has a general winning opening 35, an upper operating opening (first starting ball entry section) 36, a lower operating opening (second starting ball entry section) 37, a variable winning device 38, and an outlet 39. The game board 31 also has a right-side variable winning mechanism 40 above the variable winning device 38, two through gates 41 above the upper operating opening 36 and on the right side of the center, a main display device 42 on the upper right, and a variable display unit 43 in the center. The game board 31 also has various components (gimmicks) in the play area, such as numerous nails 44 planted to appropriately disperse or adjust the direction in which the game balls fall, as well as windmills.

[0018] Each of the various winning openings, including the general winning opening 35, the upper operating opening 36, the lower operating opening 37, and the variable winning device 38, is equipped with detection sensors 50a-50d (see FIG. 5) that detect the entry of game balls, and these detection sensors 50a-50d are disposed on the rear side of the game board 31. Specifically, the general winning opening 35 is equipped with detection sensor 50a, the upper operating opening 36 is equipped with detection sensor 50b, the lower operating opening 37 is equipped with detection sensor 50c, and the variable winning device 38 is equipped with detection sensor 50d. The pachinko machine 10 pays out a predetermined number of prize balls based on the detection results of the detection sensors 50a-50d. Note that the detection sensors 50a-50d may be any type capable of individually detecting the entry of game balls, and for example, electromagnetic induction proximity sensors may be employed.

[0019] Specifically, the pachinko machine 10 will pay out 10 prize balls when a ball lands in the general winning opening 35. The pachinko machine 10 will pay out 3 prize balls when a ball lands in the upper operating opening 36 and when a ball lands in the lower operating opening 37. The pachinko machine 10 will pay out 15 prize balls when a ball lands in the variable winning device 38. The number of prize balls is arbitrary, and for example, the number of prize balls in each operating opening 36, 37 may be different.

[0020] The outlet 39 is provided at the bottom of the game area of the game board 31. Game balls that do not enter any of the various winning holes are discharged from the game area through this outlet 39. The outlet 39 is equipped with a detection sensor 50e (see FIG. 5) that detects the entry of game balls, and this detection sensor 50e is disposed on the back side of the game board 31. Note that when a ball enters the outlet 39, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters any of the various winning holes.

[0021] The through gate 41 comprises a central through gate 411 provided above the upper operating port 36 and a right through gate 412 provided on the right side of the center, and when a game ball enters the gate, an internal lottery is executed. The central through gate 411 is equipped with a detection sensor 50f (see FIG. 5) that detects the entry of a game ball, and this detection sensor 50f is disposed on the rear side of the game board 31. When a ball enters the central through gate 411, the pachinko machine 10 does not pay out any prize balls, unlike when a ball enters any of the various winning slots. The right-side through gate 412 is equipped with a detection sensor 50g (see FIG. 5) that detects the entry of a game ball, and this detection sensor 50g is disposed on the rear side of the game board 31. When a ball enters the right-side through gate 412, the pachinko machine 10 does not pay out any prize balls, unlike when a ball enters any of the various winning holes. Therefore, the through gate 41 functions as a plurality of ball entry means provided in the game area for allowing game balls to enter.

[0022] Here, "entering a ball" refers to a game ball passing through a specified opening, and includes not only a game ball being discharged from the game area after passing through an opening, but also a game ball continuing to flow down the game area without being discharged after passing through an opening. However, in the following explanation, to clearly distinguish it from a game ball entering the outlet 39, a game ball entering a prize-winning opening will also be referred to as "winning." Furthermore, a game ball entering the through gate 41 refers to a game ball continuing to flow down the game area after passing through a gate provided in the game area without being discharged. A game ball entering the through gate 41 will also be referred to as "winning," just like a game ball entering the various prize-winning openings.

[0023] The upper actuation port 36 and the lower actuation port 37 are united as an actuation port device and installed on the game board 31. The actuation ports 36, 37 both open upward to allow game balls flowing down the game area to enter, and are arranged side by side in the vertical direction with the upper actuation port 36 positioned at the top and the lower actuation port 37 positioned at the bottom. The lower actuation port 37 has an electric device 37a serving as a guide piece (support piece) made up of a pair of left and right movable pieces.

[0024] The electric role device 37a is connected to an electric role device drive unit 37b mounted on the back side of the game board 31. This electric role device 37a is set to either a closed state (non-support state or non-guide state) or an open state (support state or guide state) by being driven by the electric role device drive unit 37b. The closed state is a state in which the lower operating port 37 is closed by bringing the upper ends of the electric role device 37a closer to each other in the left-right direction. The open state is a state in which the lower operating port 37 is opened by moving the upper ends of the electric role device 37a apart in the left-right direction.

[0025] Here, when the electric device 37a is set to the closed state, the distance between the top end of the electric device 37a and the bottom surface of the upper operating port 36 is narrower than the width of one game ball. Also, when the electric device 37a is set to the open state, the distance between the top end of the electric device 37a and the bottom surface of the upper operating port 36 is wider than the width of one game ball. Therefore, when the electric device 37a is set to the closed state, the game ball cannot enter the lower operating port 37, but when it is set to the open state, the game ball can enter the lower operating port 37.

[0026] Incidentally, instead of the closed state and open state described above, the electric device 37a may be configured to switch between a state in which it is difficult for game balls to enter the lower operating port 37 (a state in which game balls can enter, unlike the closed state), and a state in which it is easy for game balls to enter the lower operating port 37. Furthermore, the lower operating port 37 may be configured to perform such switching by displacement of the lower operating port 37, rather than by setting the electric device 37a, and in this case, the lower operating port 37 does not need to be equipped with the electric device 37a.

[0027] The variable winning device 38 is equipped with a large winning opening 38a that opens upward to allow game balls flowing down the game area to enter, an opening / closing door 38b for opening and closing the large winning opening 38a, and a variable winning drive unit 38c that drives the opening / closing door 38b. Furthermore, the player can maximize the amount of rotation of the launch handle 27 and shift the arrival position of the game ball at the top of the game area from the side where the exit portion of the guide rail 34 is formed to the opposite side, thereby avoiding the variable display unit 43, etc. and guiding the game ball to the variable winning device 38 and the right-side variable ball entry mechanism 40.

[0028] In addition, the player can guide the game ball to the central through gate 411 by rotating the launch handle 27 to a moderate degree and shifting the arrival position of the game ball at the top of the game area from the side where the exit portion of the guide rail 34 is formed to the center of the game area. Therefore, the central through gate 411 functions as a first ball entry means for executing an internal lottery by allowing the gaming balls shot by the shooting handle 27 toward the center (first path) of the gaming area to enter the central through gate 411.

[0029] Furthermore, the player can guide the game ball into the right-side through gate 412 by maximizing the rotational amount of the launch handle 27 and shifting the arrival position of the game ball at the top of the game area from the side where the exit portion of the guide rail 34 is formed to the opposite side. Therefore, the right through gate 412 functions as a second ball entry means for executing an internal lottery by allowing the gaming balls launched by the launch handle 27 toward the right side of the gaming area (second path) to enter the gaming area.

[0030] Here, the game board 31 is provided with a cover 381 provided so as to cover the front side of the variable winning device 38. This cover 381 is provided with a transparent panel 381a formed to be transparent (or semi-transparent) so that the variable winning device 38 can be seen from the front side, and an opaque panel 381b provided around this transparent panel 381a and formed to be opaque. Therefore, the player can see the variable winning device 38 from the front through the transparent panel 381a and the window portion 21.

[0031] The special prize opening 38a is located in an opening formed in the game area by a router so as to penetrate the opening in the front-to-rear direction. As mentioned above, the special prize opening 38a is equipped with a detection sensor 50d that detects the entry of game balls. The pachinko machine 10 pays out a predetermined number of prize balls based on the detection result.

[0032] The opening / closing door 38b is formed in the shape of a rectangular plate and is provided on the gaming board 31 so as to close the opening of the special prize opening 38a. The opening / closing door 38b has a closed state in which it advances toward the window panel 22 and protrudes from the gaming board 31, thereby closing the opening of the special prize opening 38a, and an open state in which it retreats toward the inside of the gaming board 31 and sinks into the gaming board 31, thereby opening the opening of the special prize opening 38a. The variable winning drive unit 38c drives the opening and closing door 38b to set the opening and closing door 38b to either an open state or a closed state.

[0033] Specifically, the door 38b is normally set to a closed state in which game balls cannot enter. If the internal lottery results in a win to switch to the open / close execution mode and the mode is switched to, the door 38b is set to an open state in which game balls can enter. The opening and closing execution mode (specific control state) refers to a mode in which the opening and closing door 38b is set to an open state, allowing game balls to enter the big prize opening 38a. In the opening and closing execution mode, the period from when the opening and closing door 38b is set to an open state until when it is set to a closed state again is called one round of play.

[0034] FIG. 3 is an enlarged view of the area around the right-side variable ball entry mechanism. As shown in Figure 3, the right-side variable ball entry mechanism 40 comprises a guide section 401 that guides game balls flowing down the game area into the interior of the right-side variable ball entry mechanism 40, a guide passage 402 that guides game balls guided to the entrance of the right-side variable ball entry mechanism 40 by the guide section 401, a switching section 403 that switches the destination of the game balls guided by the guide passage 402, and a right ball entry port 404 and a left ball entry port 405 provided at the destination of the guide passage 402.

[0035] The guidance section 401 includes a blade member 401a provided on the game board 31 so as to close the entrance formed on the right side of the right-side variable ball entry mechanism 40, a pin 401b that supports the blade member 401a so that it can rotate freely around an axis perpendicular to the surface of the game board 31, and a blade member drive section 401c that drives the blade member 401a.

[0036] Blade member 401a has a closed state (dashed line in the figure) in which it rotates counterclockwise around pin 401b to close the entrance of right-side variable ball entry mechanism 40, and an open state (solid line in the figure) in which it rotates clockwise around pin 401b to open the entrance of right-side variable ball entry mechanism 40. In the open state, blade member 401a is inclined downward as it approaches the entrance side of right-side variable ball entry mechanism 40. Blade member driving section 401c drives blade member 401a to set blade member 401a to either a closed state or an open state.

[0037] Therefore, when the blade member 401a is set to the open state by the blade member driving unit 401c, the gaming ball travels along the blade member 401a by utilizing the inclination of the blade member 401a and enters the right-side variable ball entry mechanism 40 (solid line in the figure). In contrast to this, when the blade member driving unit 401c sets the blade members 401a to the open state, the gaming ball does not enter the right-side variable ball entry mechanism 40 (dotted line in the figure).

[0038] The guide passage 402 is formed to have a width such that multiple game balls cannot pass through it at the same time. The guide passage 402 also branches into two along the way, with an upstream guide passage 402a located upstream of the branch and two downstream guide passages 402b and 402c located downstream.

[0039] The upstream guide passage 402a guides the gaming ball, which has been guided to the entrance of the right-side variable ball entry mechanism 40 by the guide section 401, from the entrance of the right-side variable ball entry mechanism 40 to the branching position of the guide passage 402. This upstream guide passage 402a is inclined so that it descends as it moves from the entrance of the right-side variable ball entry mechanism 40 to the branching position of the guide passage 402. Therefore, the gaming ball uses the inclination of the upstream guide passage 402a to travel along the upstream guide passage 402a and reach the branching position of the guide passage 402.

[0040] The downstream guide passage 402b is provided at a position close to the branching position of the guide passage 402. The downstream guide passage 402b is formed along the vertical direction so as to cause gaming balls to fall from the branching position of the guide passage 402. This downstream guide passage 402b guides gaming balls that have traveled along the upstream guide passage 402a and reached the branching position of the guide passage 402 to the right ball entrance 404. The downstream guide passage 402c is provided at a position far from the branching position of the guide passage 402. The downstream guide passage 402c is formed along the vertical direction so as to cause the gaming balls to fall from the branching position of the guide passage 402. The downstream guide passage 402c guides the gaming balls that have traveled along the upstream guide passage 402a and reached the branching position of the guide passage 402 to the left ball entrance 405.

[0041] The switching unit 403 includes a plate 403a provided on the game board 31 so as to close the entrance to the downstream guide passage 402b, a pin 403b that supports the plate 403a so that it can rotate freely around an axis perpendicular to the surface of the game board 31, and a plate driving unit 403c that drives the plate 403a.

[0042] The plate 403a has a closed state (shown by the two-dot chain line in the figure) in which it closes the entrance to the downstream guide passage 402b by rotating clockwise around the pin 403b, and an open state (shown by the solid line in the figure) in which it closes the entrance to the downstream guide passage 402c and opens the entrance to the downstream guide passage 402b by rotating counterclockwise around the pin 403b. In the closed state, the plate 403a is inclined downward toward the downstream guide passage 402c. The plate driving unit 403c drives the plate 403a to set the plate 403a in either a closed state or an open state.

[0043] Therefore, when the plate 403a is set to the open state by the plate drive unit 403c, the game ball that reaches the branching position of the guide passage 402 is guided to the entrance of the downstream guide passage 402b and then enters the right ball entrance 404 (solid line in the figure). On the other hand, when the plate 403a is set to a closed state by the plate drive unit 403c, the game ball that reaches the branching position of the guide passage 402 is guided along the plate 403a by utilizing the inclination of the plate 403a to the entrance of the downstream guide passage 402c, and then enters the left ball entrance 405 (dotted line in the figure).

[0044] The right ball entrance 404 is provided in an opening formed in the game area by router processing so as to penetrate in the front-to-rear direction. This right ball entrance 404 is equipped with a detection sensor 50h that detects the entry of game balls. Note that when a ball enters the right ball entrance 404, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters one of the various prize entrances.

[0045] The left ball inlet 405 is provided in an opening formed in the game area by router processing so as to penetrate in the front-to-rear direction. Game balls that enter the left ball inlet 405 merge with game balls that have passed through the aforementioned outlet 39 and are discharged from the game area. Note that when a ball enters the left ball inlet 405, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters one of the various winning ports.

[0046] When a ball enters the right ball entrance 404, the pachinko machine 10 switches to the open / close execution mode, and therefore the letter "V" is displayed on the downstream guide passage 402b that guides the game ball to the right ball entrance 404, indicating that the mode will switch to the open / close execution mode. In addition, when a ball enters the left ball entrance 405, the pachinko machine 10 does not transition to the open / close execution mode, so the downstream guide passage 402c that guides the game ball to the left ball entrance 405 displays the letter "X", which indicates that the mode will not transition to the open / close execution mode.

[0047] Here, the blade members 401a and the plate 403a are normally set to a closed state where game balls cannot enter. If the internal lottery results in a win to switch to the variable ball entry execution mode and the mode is switched to the variable ball entry execution mode, the blade members 401a and the plate 403a are set to an open state where game balls can enter. The variable ball entry execution mode is a mode in which the blade member 401a is set to an open state, allowing the game ball to enter the right-side variable ball entry mechanism 40, and the plate 403a is set to an open or closed state, allowing the game ball to enter either the right ball entry opening 404 or the left ball entry opening 405. In the variable ball entry execution mode, the time (open period) from when the plate 403a is set to the open state until it is set to the closed state again is shorter than the time (open period) from when the blade member 401a is set to the open state until it is set to the closed state again. Specifically, the open period of the plate 403a is about 1 / 10 of the open period of the blade member 401a.

[0048] As shown in Figure 2, the main display device 42 has a main display section 45 and a display section 46 for special effects, and is configured by arranging multiple display devices such as a segment display in which multiple segment light-emitting sections are arranged in a predetermined manner, and a dot display. The main display device 42 is provided on the game board 31 so as to bulge toward the window panel 22 provided on the front side thereof. In other words, the main display device 42 is visible from the front of the pachinko machine 10 through the window panel 22. The distance between the main display device 42 and the window panel 22 is narrower than the width of one game ball. This prevents the pachinko machine 10 from dropping game balls between the main display device 42 and the window panel 22. In other words, the pachinko machine 10 prevents game balls from dropping in front of the main display device 42.

[0049] The main display unit 45 includes a first result display unit 45a for displaying the result of an internal lottery conducted based on a win at the upper operating port 36, and a second result display unit 45b for displaying the result of an internal lottery conducted based on a win at the lower operating port 37 (see FIG. 5). Note that the main display unit 45 may further include a round display unit for indicating the number of rounds of play in the open / close execution mode when the open / close execution mode is selected (or when the open / close execution mode is selected).

[0050] The first result display unit 45a executes a variable display of the image triggered by a winning entry into the upper operating port 36, and displays the result of the internal lottery conducted based on the winning entry into the upper operating port 36 as a result of stopping the variable display. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the first result display unit 45a displays a predetermined stop result. Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode. The second result display unit 45b executes a variable display of the image triggered by a winning ball entering the lower operating port 37, and displays the result of the internal lottery conducted based on the winning ball entering the lower operating port 37 as a result of stopping the variable display. If the result of this internal lottery corresponds to a transition to the variable ball entry execution mode, the second result display unit 45b displays a predetermined stop result. Thereafter, the pachinko machine 10 transitions to the variable ball entry execution mode. Furthermore, in the variable ball entry execution mode, if a ball enters the right ball entry port 404, the pachinko machine 10 transitions to the open / close execution mode.

[0051] The device display unit 46 executes a variable display of the image triggered by a win at each through gate 41, and displays the result of the internal lottery conducted based on the win at each through gate 41 as a result of stopping the variable display. If the result of the internal lottery corresponds to a transition to an electric role open state, the device display unit 46 displays a predetermined stop result. Thereafter, the pachinko machine 10 transitions to an electric role open state. In this electric role open state, the electric device 37a provided in the lower operating port 37 is opened in a predetermined manner.

[0052] In this embodiment, the main display unit 45 and the accessory display unit 46 are configured with segment displays, but are not limited to this and may be configured with other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc. Furthermore, the images variably displayed on the main display unit 45 and the accessory display unit 46 may be configured to variably display multiple types of letters, multiple types of symbols, multiple types of characters, or multiple types of colors that are switched between.

[0053] The variable display unit 43 is equipped with a pattern display device 51 that variably displays (variably displays or switchably displays) a pattern, which is a type of picture. The variable display unit 43 also has a center frame 52 that is arranged so as to surround the pattern display device 51. The upper part of this center frame 52 is arranged so as to bulge out towards the window panel 22 provided on the front side thereof. This prevents game balls from falling in front of the display screen G of the pattern display device 51, and is configured so as to prevent inconvenience such as a decrease in visibility of the display screen G due to falling game balls.

[0054] The symbol display device 51 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 51 starts a variable display of symbols based on a winning combination in the upper actuation port 36 or the lower actuation port 37. That is, when the symbol display device 51 executes a variable display in the first result display section 45a of the main display section 45 and when the symbol display device 51 executes a variable display in the second result display section 45b of the main display section 45, the symbol display device 51 executes a variable display accordingly. The pattern display device 51 is not limited to a liquid crystal display device, but may be a plasma display device, an organic EL display device, a CRT, or other display device.

[0055] The center frame 52 has a first hold lamp section 53 provided in the lower left area of the pattern display device 51 and a second hold lamp section 54 provided in the lower right area of the pattern display device 51.

[0056] The first reserve lamp unit 53 is a part that displays the number of reserved game balls that have entered the upper operating port 36, and lights up according to the number of reserved game balls. This first reserve lamp unit 53 can reserve up to four game balls, and corresponds to the changing display of the first result display unit 45a and the pattern display device 51. The second reserve lamp unit 54 is a unit that displays the number of reserved game balls that have entered the lower operating port 37, and lights up according to the number of reserved game balls. This second reserve lamp unit 54 can reserve up to four game balls, and corresponds to the variable display of the second result display unit 45b and the pattern display device 51.

[0057] In addition, each of the reservation lamp units 53, 54 may have other configurations, such as being displayed as an image on a part of the pattern display device 51. In addition, in this embodiment, the machine is provided with a first reserve lamp unit 53 that displays the number of reserved game balls that have entered the upper operating port 36, and a second reserve lamp unit 54 that displays the number of reserved game balls that have entered the lower operating port 37, but it may also be provided with a reserve lamp unit that displays the number of reserved game balls that have entered each through gate 41.

[0058] Fig. 4 is a diagram showing the display screen of the pattern display device. Specifically, Fig. 4(A) is a diagram showing the display screen G of the pattern display device 51 when a winning combination in the upper operating port 36 is used as a trigger to execute a variable display of patterns, and Fig. 4(B) is a diagram showing the display screen G of the pattern display device 51 when a winning combination in the lower operating port 37 is used as a trigger to execute a variable display of patterns. The display screen G of the symbol display device 51 is divided into three display areas as shown in Fig. 4, and each display area displays a left symbol column Z1, a middle symbol column Z2, and a right symbol column Z3, from left to right. In Fig. 4, the center line of each display area is indicated by a dashed line.

[0059] When the variable display of the pattern is triggered by a winning entry into the upper operating port 36, each pattern row Z1 to Z3 is configured as shown in Figure 4(A), with eight types of patterns consisting of the numbers "1" to "8" arranged in ascending order from bottom to top, with "1" following "8". When the variable display of the patterns is triggered by winning a prize at the lower operating port 37, each pattern row Z1 to Z3 is configured as shown in Figure 4 (B), with three types of patterns consisting of the letters "A" to "C" arranged in ascending order from bottom to top, with "A" following "C". Therefore, by looking at the display screen G of the pattern display device 51, the player can confirm which of the upper actuation port 36 and the lower actuation port 37 is triggering the display of the changing pattern.

[0060] The symbol display device 51 executes a game-round effect on the display screen G by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment) based on a winning entry into the upper actuation port 36 or the lower actuation port 37, thereby starting a variable symbol display. This game-round effect switches from a variable display to a static display in the order of left symbol column Z1 → right symbol column Z3 → center symbol column Z2, and finally ends with the predetermined symbols statically displayed on the pay line L. That is, a game round refers to the period from when the main display unit 45 and the symbol display device 51 start to display a variable display based on winnings in the operating ports 36, 37 until a predetermined stop result is displayed.

[0061] The manner in which the symbols are displayed in a variable manner in the symbol display device 51 is not limited to this and is arbitrary. For example, the number of symbol rows, the direction of scrolling of each symbol row, the number of symbols in each symbol row, etc. can be changed as appropriate. Furthermore, instead of the symbol row consisting of only numbers or letters, the symbol may be a combination of a picture and a number or a letter, or may be a picture only.

[0062] In addition, the electric role symbol GS is displayed in the display area at the bottom left of the display screen G of the symbol display device 51. This electric role symbol GS is configured by arranging two types of symbols, "○" and "×", side by side in the left-right direction. The symbol display device 51 executes the effect for the electric role game round on the display screen G by starting the variable display of the symbols by alternately changing the brightness of the "○" and "×" symbols based on the winning of each through gate 41. This effect for the electric role game round switches from the variable display to the static display, and finally ends with one of the "○" and "×" symbols being brightened and the other being darkened and statically displayed. That is, the electric role play time refers to the time from when the variable display starts on the role display unit 46 and the symbol display unit 51 based on winning at the through gate 41 until when a predetermined stop result is displayed.

[0063] In this way, in this embodiment, the device display unit 46 and the pattern display device 51 execute a variable display in response to a game ball entering each through gate 41, and as a result of stopping the variable display, function as a display means for displaying the results of an internal lottery conducted based on the game ball entering each through gate 41.

[0064] <Electrical configuration of pachinko machine 10> FIG. 5 is a block diagram showing the electrical configuration of the pachinko machine. 5, the pachinko machine 10 is equipped with a main control device 60, an audio / light emitting control device 90, and a display control device 100, which are mounted on the rear side of the inner frame. The pachinko machine 10 also has a payout control device 70 that executes payout control to make the payout device 71 described above pay out game balls, and a power / launch control device 80 that executes launch control to make the game ball launch mechanism 81 described above launch game balls, and these devices are mounted on a back pack unit.

[0065] The main control device 60 includes a main control board 61 that controls the main game (main control) and a power outage monitoring board 65 that monitors the power supply. The main control device 60 also includes a board box that houses the main control board 61 and other components. This board box may be equipped with a trace means for leaving a trace upon opening, or a trace structure for leaving a trace upon opening. Specifically, the trace means may include a structure in which the board box is formed by joining multiple case bodies and a joint (crimped portion) is provided that requires destruction of a predetermined portion when the case bodies are separated, or a structure in which a seal sticker is attached across the boundaries between multiple case bodies, leaving a trace of its removal by leaving an adhesive layer on the bonded object when peeled. Furthermore, the trace structure may include a structure in which an adhesive is applied to the boundaries between these case bodies.

[0066] The main control board 61 includes an MPU 62 mounted on the main control board 61, and a ROM 63 and a RAM 64 that constitute the MPU 62. The MPU 62 is a chip-like device that combines the ROM 63 and RAM 64 with a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit that serves as a random number generator. In this embodiment, the ROM 63 and RAM 64 are integrated into a single chip for the MPU 62, but they may be integrated into individual chips. This also applies to the MPUs of the other control devices other than the main control device 60.

[0067] The ROM 63 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to retain the stored information. The ROM 63 has various areas such as a win / loss table storage area 63a, a distribution table storage area 63b, an electric win / loss table storage area 63c, and a reach table storage area 63d. These areas will be described in detail later. The RAM 64 is a memory for temporarily storing various data and the like when the control program stored in the ROM 63 is executed, and is a volatile storage means that requires an external power supply to retain the stored information. The RAM 64 has various areas such as a counter area 64a, a reserved ball storage area 64b, and a flag storage area 64c. These areas will be described in detail later.

[0068] The MPU 62 has an input port and an output port. The input port of the MPU 62 is connected to the power failure monitoring board 65 provided in the main control device 60 and to the plurality of detection sensors 50a-50h. The output port of the MPU 62 is connected to the power failure monitoring board 65, the payout control device 70, and the sound and light emission control device 90. The output port of the MPU 62 is also connected to an electric accessory drive unit 37b that opens and closes the electric accessory 37a of the lower operating port 37, a variable winning drive unit 38c that opens and closes the opening and closing door 38b of the variable winning device 38, a blade member drive unit 401c that opens and closes the blade member 401a, a plate drive unit 403c that opens and closes the plate 403a, the main display unit 45, and the accessory display unit 46.

[0069] The main control board 61 includes a driver circuit. The MPU 62 controls the operation of various drive units through this driver circuit. Specifically, in the electric role open state, the MPU 62 controls the operation of the electric role drive unit 37b to open and close the electric role 37a. In the opening and closing execution mode, the MPU 62 controls the operation of the variable prize drive unit 38c to open and close the large prize opening 38a. In the variable ball entry execution mode, the MPU 62 controls the operation of the blade member drive unit 401c to open and close the blade member 401a, and controls the operation of the plate drive unit 403c to open and close the plate 403a. In each game, the MPU 62 controls the display of the main display unit 45 to display the results of an internal lottery based on the winnings at the operating openings 36 and 37. Furthermore, in the electric role game, the MPU 62 executes the display control of the role display unit 46 to display the result of the internal lottery performed based on the winning of each through gate 41.

[0070] The power failure monitoring board 65 acts as a relay between the main control board 61 and the power supply and launch control device 80, which has the function of supplying operating power, and monitors the stable 24 volt DC voltage output from the power supply and launch control device 80. Therefore, the MPU 62 receives power via the power failure monitoring board 65. The detection sensors 50a to 50h are provided in one-to-one correspondence with the various winning ports of the general winning port 35, the upper operating port 36, the lower operating port 37, and the variable winning device 38, as well as the outlet port 39, the right ball entrance port 404, and each through gate 41. Based on the detection results of the detection sensors 50a to 50h, the MPU 62 performs winning determinations (ball entry determinations) for the various winning ports, the outlet port 39, the right ball entrance port 404, and each through gate 41. The MPU 62 also performs an internal lottery based on the winning determination for the upper operating port 36 or the lower operating port 37.

[0071] The payout control device 70 performs payout control to cause the payout device 71 to pay out prize balls and loan balls (game balls loaned to players when playing) based on commands (control instructions) sent from the main control device 60.

[0072] The power supply and launch control device 80 is connected to a commercial power source (external power source) in, for example, an amusement facility. The power supply and launch control device 80 generates the operating power required for the main control board 61, payout control device 70, etc. based on the external power supplied from the commercial power source, and supplies the generated operating power. The power supply and launch control device 80 is equipped with a power supply unit for use in the event of a power outage, such as a backup capacitor. This power supply unit for use in the event of a power outage supplies power for maintaining memory to the RAM 64 of the main control device 60 even in the event of a power outage in which the power supply to the pachinko machine 10 is cut off.

[0073] The power supply and launch control device 80 also executes launch control to cause the game ball launch mechanism 81 to launch game balls. Here, the game ball launch mechanism 81 includes a launch rail extending toward the guide rail 34 of the game board 31, a ball feed device that supplies game balls stored in the upper tray 25a onto the launch rail, and a solenoid, which is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail 34. When predetermined launch conditions are met, the power supply and launch control device 80 supplies a drive signal (launch permission signal) to this solenoid, causing the game balls to be launched.

[0074] <Electrical configuration for executing internal lottery in MPU 62 of main control device 60> FIG. 6 is a diagram showing the contents of each counter used in the internal lottery. As shown in FIG. 6, the MPU 62 executes internal lotteries and the like by using the values (information) of the counters C1 to C3, CINI, CS, and C4. Specifically, the MPU 62 uses the win random number counter C1 to determine whether a win occurs, the win type counter C2 to determine the type of the win when a win occurs, and the reach random number counter C3 to determine whether or not to generate a reach display. The MPU 62 also uses the random number initial value counter CINI to set the initial value of the win random number counter C1, and the variable type counter CS to determine the display duration on the main display unit 45 and the symbol display device 51. The MPU 62 also uses the electric role release counter C4 to determine whether or not to open the electric role 37a of the lower operating port 37. The counters C1 to C3, CINI, CS, and C4 are provided in the various counter area 64a of the RAM 64 (see FIG. 5).

[0075] Each time counters C1 to C3, CINI, CS, and C4 are updated, 1 is added to the previous value, and after reaching the maximum value, they are loop counters that return to 0. Each counter is updated periodically, and the updated value is stored appropriately in a lottery counter buffer set in a predetermined area of RAM 64. Of the values stored in the lottery counter buffer, the values of the winning random number counter C1, winning type counter C2, and reach random number counter C3 are stored in reserved ball storage area 64b (see FIG. 5) provided as acquired information storage means in RAM 64 at the time when a gaming ball enters upper actuation port 36 or lower actuation port 37.

[0076] The reserved ball storage area 64b includes a first result display section reserved area Ra, a second result display section reserved area Rb, and an execution area AE.

[0077] The first result display reserve area Ra provided as the first acquired information storage means includes four storage areas, a first area Ra1 to a fourth area Ra4. Each of the areas Ra1 to Ra4 has a storage capacity large enough to store a set of values of the win random number counter C1, the win type counter C2, and the reach random number counter C3. The MPU 62 stores the set of values of the win random number counter C1, the win type counter C2, and the reach random number counter C3 as reserve information in each of the areas Ra1 to Ra4 in chronological order in accordance with the entry of game balls into the upper actuation port 36. Specifically, when multiple consecutive wins into the upper actuation port 36 occur, the MPU 62 stores the reserve information in chronological order in the first area Ra1, the second area Ra2, the third area Ra3, and the fourth area Ra4.

[0078] In this way, the first result display holding area Ra has four memory areas, so that up to four winning game balls can be held in the upper operating port 36. The first result display holding area Ra also has a memory area for writing the number of reserved balls stored in each of the areas Ra1 to Ra4. The number of retained pieces associated with the upper operating port 36 is not limited to four and can be any number, such as two, three, five or more, or it can be single.

[0079] The second result display reserve area Rb, provided as the second acquired information storage means, has four storage areas, a first area Rb1 to a fourth area Rb4. Each of the areas Rb1 to Rb4 has a storage capacity large enough to store a set of values from the winning random number counter C1, the winning type counter C2, and the reach random number counter C3. Each of the areas Rb1 to Rb4 also has a storage capacity large enough to store information (through gate information) regarding which of the central through gate 411 and the right through gate 412 was used as a winning trigger to open the electric role device 37a of the lower operating port 37 during the consumption of the electric role game. The MPU 62 stores sets of values of the winning random number counter C1, the winning type counter C2, and the reach random number counter C3 as reservation information in each of the areas Rb1 to Rb4 in chronological order in accordance with the entry of game balls into the lower actuation port 37, and also stores through gate information in each of the areas Rb1 to Rb4 in chronological order in accordance with the entry of game balls into the lower actuation port 37. Specifically, when multiple consecutive entries into the lower actuation port 37 occur, the MPU 62 stores the reservation information and through gate information in chronological order in the first area Rb1 → second area Rb2 → third area Rb3 → fourth area Rb4.

[0080] In this way, the second result display section reserve area Rb has four memory areas, so that up to four winning game balls can be reserved in the lower operation port 37. The second result display section reserve area Rb also has a memory area for writing the number of reserved balls stored in each of the areas Rb1 to Rb4. The number of retained items related to the lower operating port 37 is not limited to four and can be any number, such as two, three, five or more, or it can be single.

[0081] The execution area AE is an area for moving the reserved information and through gate information stored in the memory area of the reserved area Ra for the first result display section or the reserved area Rb for the second result display section when starting the changing display of each result display section 45a, 45b.

[0082] <Detailed explanation of each counter> Each counter will be described in detail below. First, the electric accessory opening counter C4 will be described. The electric accessory opening counter C4 is a loop counter that loops within the range of 0 to 250 by adding 1 to the previous value each time it is updated and returning to 0 after reaching the maximum value of 250. The electric accessory opening counter C4 is periodically updated, and the updated value is stored in a lottery counter buffer at the timing when a gaming ball enters each through gate 41. Then, the MPU 62 executes a lottery (electric feature release lottery) to determine whether or not to put the electric feature 37a of the lower operating port 37 into an electric feature release state based on the value of the electric feature release counter C4 stored in the lottery counter buffer.

[0083] Here, the pachinko machine 10 has a plurality of support modes that differ from each other in the frequency with which the electric device 37a is set to the open state to allow the game ball to enter the lower operating port 37. Specifically, the pachinko machine 10 has a low-frequency support mode (low-frequency guide state) in which the electric device 37a is set to the open state relatively rarely, and a high-frequency support mode (high-frequency guide state) in which the electric device 37a is set to the open state relatively frequently.

[0084] FIG. 7 is a diagram showing an electric winning / losing table that stores the value of the random number that will win the small winning. Among the values of the electric role opening counter C4, the random number value that will win the small win is stored as an electric role win / loss table (electric role win / loss information group) in the electric role win / loss table storage area 63c (see Figure 5) of the ROM 63 provided as an electric role win / loss information group storage means, as shown in Figure 7.

[0085] In addition, the electric role win / loss table includes an electric role win / loss table for the low frequency support mode shown in Figure 7(a) (a group of electric role win / loss information for low frequency) and an electric role win / loss table for the high frequency support mode shown in Figure 7(b) (a group of electric role win / loss information for high frequency). The MPU 62 compares these electric role winning / losing tables with the value of the electric role opening counter C4 stored in the lottery counter buffer, thereby executing a lottery for the occurrence of a small win.

[0086] These electric prize winning / losing tables have the results of the lottery for the occurrence of multiple small prizes (electric prize winning / losing results), including "small prize winning" and "losing results." Here, the "small win" is the result of winning or losing the electric role that causes the electric role device 37a of the lower operating port 37 to be in the electric role open state.

[0087] Specifically, in a gaming state where the electric role win / loss table for the low frequency support mode is referenced when drawing the lottery for the small win, there are two random numbers that result in a "small win win" as shown in Figure 7(a). In other words, in the low frequency support mode, the electric role opening lottery has a probability of winning a small win at about 1 / 125. Also, in the low frequency support mode, any random number value other than that which results in a "small win" will not result in a small win and will result in a "miss result."

[0088] In contrast, in a gaming state in which the electric role win / loss table for the high frequency support mode is referenced when drawing the lottery for a small win, there are two random number values that result in a "miss result," as shown in Figure 7(b). In addition, in the high frequency support mode, any value other than the random number that results in a "miss result" will result in a small win and become a "small win result." In other words, in the high frequency support mode, the electric accessory opening lottery has a probability of winning a small win with approximately 124 / 125. The values and numbers of random numbers stored in each electric prize winning / losing table are arbitrary, and it is sufficient that the high frequency support mode has a higher probability of winning a "small prize" compared to the low frequency support mode.

[0089] Therefore, in the high frequency support mode, the gaming ball is more likely to enter the lower actuation port 37 than in the low frequency support mode. In other words, in the low frequency support mode, the gaming ball is more likely to enter the upper actuation port 36 than the lower actuation port 37. Also, in the high frequency support mode, the gaming ball is more likely to enter the lower actuation port 37 than the upper actuation port 36. When a winning ball is detected in the lower operating port 37, a predetermined number of prize balls are paid out, so in the high frequency support mode, the player can play without losing too many game balls.

[0090] The configurations of the low-frequency support mode and the high-frequency support mode are not limited to these. For example, the high-frequency support mode may be configured to set the electric reel 37a to the open state more frequently when a small win occurs, compared to the low-frequency support mode. Furthermore, for example, the high-frequency support mode may be configured to set the electric reel 37a to the open state for a longer period of time when a small win occurs, compared to the low-frequency support mode. Furthermore, for example, the high-frequency support mode may be configured to set the electric reel 37a to the closed state for a shorter period of time between each opening of the electric reel in the open state, compared to the low-frequency support mode. Furthermore, for example, the high-frequency support mode may be configured to shorten the minimum waiting time (the duration of one variable display on the reel display unit 46) between the end of the electric reel opening lottery and the next electric reel opening lottery, compared to the low-frequency support mode. Also, for example, multiple types of securing times may be prepared, and the high-frequency support mode may be configured to make it easier to select a short securing time compared to the low-frequency support mode, and the average of the selected securing times may be configured to be shorter compared to the low-frequency support mode. Furthermore, by combining the conditions of the number of times the electric role device 37a is set to the open state, the open time, and the securing time, the high-frequency support mode may be configured to relatively increase the frequency of setting the electric role device 37a to the open state compared to the low-frequency support mode.

[0091] Next, the winning random number counter C1 will be described. The winning random number counter C1 is a loop counter that loops within the range of 0 to 599 by adding 1 to the previous value each time it is updated, and returning to 0 after reaching a maximum value of 599. Furthermore, each time the winning random number counter C1 makes one loop, it reads the value of the random number initial value counter CINI at that time as its initial value. Note that the random number initial value counter CINI is a loop counter that loops within the range of 0 to 599, just like the winning random number counter C1.

[0092] The winning random number counter C1 is periodically updated, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the winning random number counter C1 is stored in the reserved area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserved area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, the MPU 62 executes a lottery for the occurrence of a win (win / lose lottery) based on the value of the winning random number counter C1 stored in the reserved ball storage area 64b.

[0093] FIG. 8 is a diagram showing a winning / losing table that stores the values of the random numbers that will be used to win. Among the values of the winning random number counter C1, the value of the random number that will result in a winning is stored as a winning / losing table (winning / losing information group) in the winning / losing table storage area 63a (see Figure 5) of ROM 63, which is provided as a winning / losing information group storage means, as shown in Figure 8.

[0094] The pass / fail table includes a first pass / fail table (first pass / fail information group) shown in FIG. 8(a) and a second pass / fail table (second pass / fail information group) shown in FIG. 8(b). The MPU 62 compares these winning / losing tables with the value of the winning random number counter C1 stored in the reserved ball storage area 64b to execute a lottery for the occurrence of a winning (a big winning or a special winning).

[0095] The first win / loss table is a table that is referenced when a lottery is conducted to determine whether a jackpot occurs based on the value of the win random number counter C1 that has been shifted from the reserve area Ra for the first result display unit to the execution area AE, i.e., the value of the win random number counter C1 based on winning into the upper operating port 36. As shown in Figure 8(a), this first win / loss table has two random number values that result in a "jackpot win", "7" and "77". In addition, any random number value other than the "jackpot win" will not result in a jackpot and will result in a "normal miss result."

[0096] The second win / loss table is a table that is referenced when a lottery is conducted to determine whether a special win occurs based on the value of the win random number counter C1 that has been shifted from the reserve area Rb for the second result display unit to the execution area AE, i.e., the value of the win random number counter C1 based on winning at the lower operation port 37. As shown in FIG. 8(b), this second win / loss table has 120 random number values ranging from 0 to 119 that result in a "special win." In other words, the probability of a "special win" being determined as a result of the internal lottery conducted based on winning at the lower operation port 37 is 1 / 5. Here, the random number value for the big win stored in the first win / loss table is included in the random number value for the "special win" stored in the second win / loss table.

[0097] In addition, any random number value other than the "special win" will not result in a special win and will result in a "normal miss result." The values and numbers of random numbers stored in each hit / miss table are arbitrary. Also, the value of the random number that results in a "special hit" stored in the second hit / miss table does not have to include the value of the random number that results in a "jackpot hit" stored in the first hit / miss table, and may include a part of the value of the random number that results in a "jackpot hit" stored in the first hit / miss table.

[0098] Here, "winning the jackpot" is the result of whether or not the mode will be switched to the opening / closing execution mode. The "special win" is a result of whether or not the game will transition to the variable ball entry execution mode. In the variable ball entry execution mode, if a ball enters the right ball entry port 404, the pachinko machine 10 transitions to the open / close execution mode. In the following description, the transition to the open / close execution mode due to a ball entering the right ball entrance 404 is also referred to as the occurrence of a jackpot.

[0099] Here, the probability of winning the "special prize" as a result of the internal lottery conducted based on winning the lower operating port 37 is 1 / 5, and as mentioned above, the opening period of the plate 403a is about 1 / 10 of the opening period of the blade member 401a, so the probability of winning the jackpot triggered by winning the lower operating port 37 is about 1 / 50.

[0100] Next, the winning type counter C2 will be described. The winning type counter C2 is a loop counter that adds 1 to the previous value each time it is updated, and after reaching a maximum value of 29, returns to 0, thereby looping within the range of 0 to 29. The win type counter C2 is updated periodically, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the win type counter C2 is stored in the reserve area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserve area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, when a win occurs, the MPU 62 executes a lottery (allocation lottery) for the type of the win based on the value of the win type counter C2 stored in the reserved ball storage area 64b.

[0101] FIG. 9 is a diagram showing an allocation table that stores random number values related to allocation destinations for each type of winning. The random number values relating to the allocation destinations of the winning types are stored as an allocation table (allocation information group) in an allocation table storage area 63b (see FIG. 5) of the ROM 63 provided as allocation information group storage means, as shown in FIG. 9. The allocation table includes a first allocation table (first allocation information group) shown in FIG. 9(a) and a second allocation table (second allocation information group) shown in FIG. 9(b). The MPU 62 compares these allocation tables with the value of the win type counter C2 stored in the reserved ball storage area 64b to execute a lottery for the type of win.

[0102] The first allocation table is a table that is referenced when drawing a lottery to determine the type of win based on the value of the win type counter C2 that has been shifted from the reserve area Ra for the first result display section to the execution area AE, i.e., the value of the win type counter C2 based on winning at the upper operating port 36. 9(a), the first allocation table allocates multiple allocation results, namely, "low frequency support mode result (allocation result for low frequency support mode)" and "high frequency support mode result (allocation result for high frequency support mode)." Specifically, in the first allocation table, of the value "0 to 29" of the hit type counter C2, "0 to 14" is allocated to the "low frequency support mode result," and "15 to 29" is allocated to the "high frequency support mode result." Therefore, as a result of the internal lottery conducted based on winning the upper operating port 36, there is a 50% probability of the "low frequency support mode result" and a 50% probability of the "high frequency support mode result."

[0103] The second allocation table is a table that is referenced when drawing a lottery to determine the type of win based on the value of the win type counter C2 that has been shifted from the reserve area Rb for the second result display section to the execution area AE, i.e., the value of the win type counter C2 based on winning into the lower operating port 37. As shown in Fig. 9(b), the second allocation table allocates only the allocation results of "high frequency support mode results (allocation results corresponding to high frequency support mode)." Specifically, in the second allocation table, all values of the winning type counter C2, "0 to 29," are allocated to the "high frequency support mode result." Therefore, as a result of the internal lottery conducted based on winning the lower operating port 37, the probability of the "low frequency support mode result" being obtained is 0%, and the probability of the "low frequency support mode result" being obtained is 100%.

[0104] The "low frequency support mode result" is the allocation result in which the support mode is set to the low frequency support mode after the opening and closing execution mode ends, regardless of the support mode before the opening and closing execution mode ends. This low frequency support mode continues until a jackpot occurs. The "high frequency support mode result" is the allocation result in which the support mode is set to the high frequency support mode after the end of the open / close execution mode, regardless of the support mode before the end of the open / close execution mode. This high frequency support mode will switch to the low frequency support mode when the number of times of play reaches the end reference number (specifically, 50 times). Therefore, the MPU 62 functions as a state transition means for transitioning between the low frequency support mode (normal gaming state) and the high frequency support mode (special control state) which is more advantageous to the player than the low frequency support mode.

[0105] Next, the reach random number counter C3 will be described. The reach random number counter C3 is a loop counter that loops within the range of 0 to 238 by adding 1 to the previous value each time it is updated and returning to 0 after reaching a maximum value of 238. The reach random number counter C3 is periodically updated, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the reach random number counter C3 is stored in the reserve area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserve area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, the MPU 62 executes a lottery (reach occurrence lottery) to determine whether or not to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area 64b.

[0106] The reach display is an expected effect that occurs when the lottery results in a "normal miss result" rather than a "jackpot win" or a "special win." Specifically, when the lottery results in a "normal miss" without a "jackpot win" or a "special win," the MPU 62 compares the reach table with the value of the reach random number counter C3 stored in the reserved ball storage area 64b to execute a lottery to determine whether or not to generate a reach display, and generates the reach display if the lottery determines that the reach display should be generated. The reach table is a table that stores random number values related to the generation of the reach display, and is stored in the reach table storage area 63d of the ROM 63 (see FIG. 5).

[0107] Here, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in a "high frequency support mode result," the pattern display device 51 will stop and display, as the stop result, a combination of symbols having the same odd numbers on the valid line L. Also, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in a "low frequency support mode result," the pattern display device 51 will stop and display, as the stop result, a combination of symbols having the same even numbers on the valid line L. Furthermore, if the win / loss lottery results in a "special win," the pattern display device 51 will stop and display, as the stop result, a combination of symbols having the same alphabetical characters on the valid line L.

[0108] The reach display occurs when a combination of symbols having the same numbers or the same alphabetic characters is finally displayed (when the winning / losing lottery results in a "jackpot win" or a "special win") regardless of the value of the reach random number counter C3.

[0109] The reach display mode is such that some of the multiple pattern sequences Z1 to Z3 displayed on the display screen G of the pattern display device 51 (for example, pattern sequence Z1 and pattern sequence Z3) are displayed stopped on the valid line L, thereby displaying the same pattern combination to suggest the stopping result, and in this state, the remaining pattern sequences (for example, pattern sequence Z2) are displayed in a variable manner. Therefore, by generating a reach display, the pachinko machine 10 can make the player hope that he or she will have won a "jackpot" or a "special jackpot" in the lottery after the variable display has started on the pattern display device 51 and before the predetermined stop result is displayed.

[0110] The manner of reach display is not limited to this, and some of the pattern rows may be displayed statically and the remaining pattern rows may be displayed in a variable manner, with predetermined characters or the like displayed as animation in the background, or each pattern row may be displayed in a reduced size or hidden and predetermined characters or the like displayed as animation across almost the entire display screen G.

[0111] Here, the pachinko machine 10 has an expectation effect as a type of variable display of the symbol display device 51. The expectation effect is an effect that makes the player expect that a "jackpot win" or a "special win" will be won in the win / loss lottery after the variable display starts on the symbol display device 51 and before the predetermined stop result is displayed. Specifically, the pachinko machine 10 has two types of expectation effects: the reach display and the advance notice display mentioned above.

[0112] The advance notice display is an expected effect that makes it easier for an effect to occur when the winning / losing lottery results in a "jackpot win" or a "special win" than when the winning / losing lottery results in a "normal loss result" without a "jackpot win" or a "special win". Instead of making the effect more likely to occur, this advance notice display may make it easier to select an effect with a low appearance rate, or these may be combined. The lottery as to whether or not to generate a reach display is executed by the main control device 60, whereas the lottery as to whether or not to generate a notice display is executed by the sound and light emission control device 90.

[0113] The mode of the advance notice display is such that, among the multiple symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 51, all of the symbol sequences Z1 to Z3 are displayed in a variable manner, a portion of the symbol sequences (for example, the symbol sequence Z1) is displayed stationary on the activated line L and then multiple symbol sequences (for example, the symbol sequences Z2 and Z3) are displayed in a variable manner, or a reach display is generated, a predetermined character or the like is displayed as a moving image on the display screen G. This advance notice display occurs both when a reach display is generated and when a reach display is not generated, but is set to occur more easily when a reach display is generated than when a reach display is not generated. The preview display is not limited to this, and for example, the background may be changed and the shape of the symbol strings Z1 to Z3 may be changed and displayed.

[0114] Finally, we will explain the fluctuation type counter CS. The fluctuation type counter CS is a loop counter that loops within the range of 0 to 198, for example, by adding 1 to the previous value each time it is updated, and after reaching a maximum value of 198, it returns to 0. The fluctuation type counter CS is updated at least once each time the normal processing described below is executed, and each time it is updated, it is stored in the lottery counter buffer. Then, the MPU 62 determines the display duration of the pattern on the main display unit 45 and the display duration of the pattern on the pattern display device 51 based on the value of the variation type counter CS stored in the lottery counter buffer. These display durations will be described in detail later. In this embodiment, the display duration of the electric combination symbol GS on the pattern display device 51 is the same regardless of the value of the variation type counter CS.

[0115] <Regarding various processes executed by the main control device 60> The MPU 62 of the main control device 60 executes timer interrupt processing and normal processing for progressing the game, as well as main processing that starts when the power is turned on. The timer interrupt processing, normal processing, and main processing will be described below in order. In addition to timer interrupt processing, normal processing, and main processing, the MPU 62 also executes NMI interrupt processing that is activated by input of a power outage signal to an NMI terminal (non-maskable terminal), but a description of this processing will be omitted.

[0116] <Timer interrupt processing> FIG. 10 is a flowchart illustrating the timer interrupt process. In the timer interrupt process, the MPU 62 executes steps S101 to S105 periodically (for example, every 2 msec) as shown in FIG.

[0117] In step S101, the MPU 62 executes a read process for the plurality of detection sensors 50a-50h. In this read process, the MPU 62 reads the states of the plurality of detection sensors 50a-50h, determines the states, and stores the results in the RAM 64 as winning detection information. When the MPU 62 determines that the detection sensors 50a-50d corresponding to the various winning ports have detected the entry of a game ball, the MPU 62 sets a prize ball command for issuing a payout instruction for the prize balls, and transmits this set command to the payout control device 70. For example, when the MPU 62 determines that the detection sensor 50d corresponding to the variable winning device 38 has detected the entry of a game ball, the MPU 62 transmits a prize ball command for issuing a payout instruction for the specific unit number of 15 prize balls to the payout control device 70. In addition, the payout control device 70 performs payout control to cause the payout device 71 to pay out prize balls based on the prize ball command sent from the MPU 62.

[0118] In step S102, the MPU 62 updates the random number initial value counter CINI. Specifically, as described above, the MPU 62 updates the previous value of the random number initial value counter CINI by adding 1 to it, and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM 64. Note that if the previous value of the random number initial value counter CINI has reached its maximum value when the MPU 62 adds 1 to it, the MPU 62 clears the value of the random number initial value counter CINI by returning it to 0.

[0119] In step S103, the MPU 62 updates the winning random number counter C1, the winning type counter C2, the reach random number counter C3, and the electric accessory release counter C4. Specifically, as described above, the MPU 62 updates the winning random number counter C1, the winning type counter C2, the reach random number counter C3, and the electric accessory release counter C4 by adding 1 to each of their previous values, and stores the updated values in a lottery counter buffer set in a predetermined area of the RAM 64. Note that if the maximum value has been reached when the MPU 62 adds 1 to each of the previous values of the counters C1 to C4, the MPU 62 clears the values of the counters C1 to C4 by resetting them to 0.

[0120] In step S104, the MPU 62 executes a winning process for skipping. The following describes in detail the winning process for skipping.

[0121] <Winning process for skipping> FIG. 11 is a flowchart showing the winning process for skipping. In the winning process for skip, the MPU 62 executes steps S201 to S205 as shown in FIG.

[0122] In step S201, the MPU 62 determines whether or not the detection sensor 50f corresponding to the central through gate 411 has detected the entry of a gaming ball, thereby determining whether or not the gaming ball has entered the central through gate 411 (through entry). When the MPU 62 determines in step S201 that a gaming ball has entered the central through gate 411, it sets the central through gate flag in step S202 by assigning 1 to an area indicating the central through gate flag provided in the various flag storage area 64c of the RAM 64. This central through gate flag is a flag for specifying which through gate 41, the central through gate 411 or the right through gate 412, is used as a trigger to start the variable display of the role display unit 46 when an electric role game is completed. In step S202, the MPU 62 sets the central through gate flag, which indicates that the role display unit 46 will start the variable display based on the gaming ball entering the central through gate 411 when an electric role game is completed.

[0123] In contrast, if the MPU 62 determines in step S201 that the game ball has not entered the central through gate 411, it determines in step S203 whether the detection sensor 50g corresponding to the right-side through gate 412 has detected the entry of the game ball, thereby determining whether the game ball has entered the right-side through gate 412 (through entry). When the MPU 62 determines in step S203 that the gaming ball has entered the right-side through gate 412, it clears the central through gate flag in step S204 by substituting 0 into the area indicating the central through gate flag provided in the various flag storage area 64c of the RAM 64. In this step S204, the MPU 62 clears the central through gate flag, which indicates that when the electric role game is completed, a variable display is to be started on the device display unit 46 based on the gaming ball entering the right-side through gate 412.

[0124] After executing the processing of step S202 or step S204, in step S205, the MPU 62 stores the electric role opening counter C4 updated in step S103 of the timer interrupt processing in the electric role opening counter buffer of the lottery counter buffer.

[0125] After executing the process of step S205, or when it is determined in step S203 that the gaming ball has not entered the right-side through gate 412, the MPU 62 ends the through winning process.

[0126] Returning to the explanation of the timer interrupt process, the process from step S105 onwards will be described with reference to FIG. In step S105, the MPU 62 executes the winning process for the operation port, and then ends the timer interrupt process. The winning process for the operating port will be explained in detail below.

[0127] <Winning process for operating port> FIG. 12 is a flowchart showing the winning process for the operating port. In the winning process for the operating port, the MPU 62 executes steps S301 to S309 as shown in FIG.

[0128] In step S301, the MPU 62 determines whether a gaming ball has entered the upper actuation port 36 (start entry) by determining whether the detection sensor 50b corresponding to the upper actuation port 36 has detected the entry of a gaming ball. If the MPU 62 determines in step S301 that a gaming ball has entered the upper actuation port 36, in step S302, the MPU 62 determines the number of reserved balls stored in the first result display unit reserve area Ra and sets the reserved number as a first start reserve memory number RaN in a predetermined memory area in the first result display unit reserve area Ra. Thereafter, the MPU 62 executes the processes from step S305 onwards.

[0129] In contrast, if the MPU 62 determines in step S301 that a game ball has not entered the upper operating port 36, it determines in step S303 whether a game ball has entered the lower operating port 37 (initial entry) by determining whether the detection sensor 50c corresponding to the lower operating port 37 has detected the entry of a game ball. If the MPU 62 determines in step S303 that a gaming ball has not entered the lower actuation port 37, it terminates the winning process for the actuation port. If the MPU 62 determines in step S303 that a gaming ball has entered the lower actuation port 37, it determines the number of reserved balls stored in the second result display unit reserve area Rb in step S304, and sets the number of reserved balls as the second start reserve memory number RbN in a predetermined memory area in the second result display unit reserve area Rb. After that, the MPU 62 executes the processes from step S305 onward.

[0130] After executing the processing of step S302 or step S304, in step S305, MPU 62 determines whether the start-pending memory count N (RaN or RbN) set in step S302 or step S304 is less than the upper limit value (4 in this embodiment). If the MPU 62 determines in step S305 that the start pending memory number N is not less than the upper limit, it ends the winning process for the operating port. Also, if the MPU 62 determines in step S305 that the start pending memory number N is less than the upper limit, it updates the value of the start pending memory number N by adding 1 to it in step S306.

[0131] In step S307, MPU62 stores the set of values of the hit random number counter C1, hit type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt processing as hold information in the first memory area among the empty memory areas in the hold area for the result display section, i.e., the memory area corresponding to the start hold memory number N updated in step S306.

[0132] For example, when the MPU 62 sets the first start pending memory number RaN in step S302, it stores the set of values of the hit random number counter C1, hit type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt processing as pending information in the first free memory area of the first result display unit reserve area Ra, i.e., the memory area corresponding to the first start pending memory number RaN updated in step S306. For example, when the MPU 62 sets the first start pending memory number RaN to "3" in step S302, it stores the pending information in the fourth area Ra4, which is the memory area corresponding to the first start pending memory number RaN updated in step S306, "4."

[0133] Furthermore, for example, when the MPU 62 sets the second start pending memory number RbN in step S304, it stores the set of values of the win random number counter C1, win type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt processing as pending information in the first free memory area of the second result display unit reserve area Rb, i.e., the memory area corresponding to the second start pending memory number RbN updated in step S306. For example, when the MPU 62 sets the second start pending memory number RbN to "3" in step S304, it stores the pending information in the fourth area Rb4, which is the memory area corresponding to the second start pending memory number RbN updated in step S306, "4."

[0134] In step S307, the MPU 62 sets a command for turning on the first hold lamp unit 53 or the second hold lamp unit 54, and transmits the set command to the audio and light emission control device 90. The sound and light emission control device 90 turns on the first reserve lamp unit 53 or the second reserve lamp unit 54 based on a command sent from the MPU 62. As mentioned above, the maximum number of game balls that can be reserved in the upper actuation port 36 or the lower actuation port 37 is four, and the first reserve lamp unit 53 or the second reserve lamp unit 54 lights up in a number corresponding to this number of reserved balls.

[0135] In step S308, the MPU 62 determines whether or not a game ball has entered the lower operating port 37 (initial entry) by again determining whether or not the detection sensor 50c corresponding to the lower operating port 37 has detected the entry of a game ball. If the MPU 62 determines in step S308 that no gaming ball has entered the lower operating port 37, it ends the winning process for the operating port. On the other hand, if the MPU 62 determines in step S308 that the gaming ball has entered the lower operating port 37, then in step S309, the MPU 62 stores the through gate information in the first free storage area in the result display section storage area, i.e., the storage area corresponding to the start hold memory number N updated in step S306. After that, the MPU 62 ends the winning process for the operating port.

[0136] Specifically, the MPU 62 determines whether or not the central through gate flag is set in the RAM 64. Then, when the MPU 62 determines that the central through gate flag is set in the RAM 64, it stores a value (specifically, 1) indicating that the gaming ball has entered the lower operating port 37, triggered by the entry into the central through gate 411, as through gate information in the first free storage area of the second result display unit holding area Rb, i.e., the storage area corresponding to the second start pending memory number RbN updated in step S306. For example, when the MPU 62 sets the second start pending memory number RbN to "3" in step S304, it stores the through gate information in the fourth area Rb4, which is the storage area corresponding to the second start pending memory number RbN updated in step S306, which is "4".

[0137] On the other hand, if the MPU 62 determines that the central through gate flag is not set in the RAM 64, it stores a value (specifically, 0) indicating that the gaming ball has entered the lower operating port 37, triggered by the entry into the right-side through gate 412, as through gate information in the first free storage area of the second result display unit holding area Rb, i.e., the storage area corresponding to the second start pending memory number RbN updated in step S306. For example, if the MPU 62 sets the second start pending memory number RbN to "3" in step S304, it stores the through gate information in the fourth area Rb4, which is the storage area corresponding to the second start pending memory number RbN of "4" updated in step S306.

[0138] <Normal processing> FIG. 13 is a flowchart of the normal process. The MPU 62 executes a main process (described later) that starts when the power is turned on, and then executes a normal process that is the main process for progressing the game. In this normal process, the MPU 62 executes steps S401 to S415, as shown in Fig. 13. Specifically, the MPU 62 executes steps S401 to S410 periodically at 4 msec intervals, repeatedly executes steps S409 to S412 when remaining time occurs, and executes step S413 and subsequent steps depending on the determination result of step S409.

[0139] In step S401, the MPU 62 executes an external output process for transmitting the command set in the timer interrupt process or the previous normal process to each control device on the sub-side. In this external output process, for example, the MPU 62 determines whether a prize ball command is set, and if it is determined that a prize ball command is set, it transmits the prize ball command to the payout control device 70. Also, for example, the MPU 62 determines whether a command for a presentation such as a command corresponding to a presentation for a game round, a command corresponding to a presentation for an electric role game round, a presentation for a variable ball entry execution mode, or a command corresponding to a presentation for an open / close execution mode is set, and if it is determined that a command for a presentation is set, it transmits the command for the presentation to the sound and light emission control device 90.

[0140] In step S402, the MPU 62 updates the fluctuation type counter CS. Specifically, as described above, the MPU 62 updates the previous value of the fluctuation type counter CS by adding 1, and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM 64. Note that if the previous value of the fluctuation type counter CS has reached its maximum value when the MPU 62 adds 1 to the previous value, the MPU 62 clears the value of the fluctuation type counter CS by returning it to 0.

[0141] In step S403, the MPU 62 executes a game round control process for progressing the game round. In the game round control process, the MPU 62 executes a win / lose lottery and an allocation lottery, and also determines information related to the patterns to be finally stopped and displayed on the pattern display device 51 and the main display unit 45. In step S404, the MPU 62 executes a game state transition process for transitioning the game state. In the game state transition process, the MPU 62 executes a transition process to each game state such as an open / close execution mode, a variable ball entry execution mode, a low frequency support mode, and a high frequency support mode. The game play control process in step S403 and the game state transition process in step S404 will be explained in detail later.

[0142] In step S405, the MPU 62 executes a demo display execution determination process. In this demo display execution determination process, the MPU 62 determines whether or not a predetermined start waiting period (e.g., 3 seconds) for starting a demo has elapsed after the end of a game round without starting a new game round, and if it determines that the start waiting period has elapsed, it transmits a demo command to the sound and light emission control device 90 to start the demo display. The audio and light emission control device 90 starts the demo display execution process based on the demo command sent from the MPU 62.

[0143] Here, the MPU 62 determines whether the start waiting period has elapsed by counting the number of times the process of step S405 has been executed. For example, if the start waiting period is 3 seconds and the interval at which the process of step S405 is repeatedly executed is 4 msec, the MPU 62 counts the number of times the process of step S405 has been executed and determines that the start waiting period has elapsed when the number of times reaches 750. Note that the configuration for measuring the start waiting period is arbitrary, and for example, the start waiting period may be measured using a real-time clock. Furthermore, if a new game round is started while the MPU 62 is counting the number of times the process of step S405 has been executed, the MPU 62 resets the count value.

[0144] In step S406, the MPU 62 executes an electric role support process for executing drive control of the electric role 37a provided in the lower operating port 37. In this electric role support process, the MPU 62 executes an electric role release lottery based on the value of the electric role release counter C4 stored in the lottery counter buffer of the RAM 64. In addition, the MPU 62 executes display control of the role display unit 46 so as to display the result of the electric role release lottery.

[0145] In step S407, the MPU 62 executes an electric accessory opening process for opening the electric accessory 37a. In the electric accessory opening process, the MPU 62 executes an opening / closing process of the electric accessory 37a if the electric accessory opening lottery is won. The electric role support processing in step S406 and the electric role release processing in step S407 will be explained in detail later.

[0146] In step S408, the MPU 62 executes a game ball launch control process. In this game ball launch control process, the MPU 62 causes the power supply and launch control device 80 to execute launch control to launch the game ball based on the player's rotation of the launch handle 27. Specifically, the power supply and launch control device 80 excites the solenoid of the game ball launch mechanism 81 at a predetermined cycle (0.6 seconds in this embodiment), thereby causing the game ball launch mechanism 81 to launch the game ball. The solenoid is excited so as to launch the game ball with a launch intensity corresponding to the amount of rotation of the launch handle 27. Furthermore, when predetermined launch conditions are met, the power supply and launch control device 80 supplies a drive signal to the solenoid of the game ball launch mechanism 81 to launch the game ball.

[0147] In step S409, the MPU 62 determines whether a power outage flag is set in a power outage flag storage area (not shown) of the RAM 64. This power outage flag is set in the RAM 64 when a power outage signal is input from the power outage monitoring board 65 to the NMI terminal of the MPU 62. The power outage monitoring board 65 outputs this power outage signal when it confirms the occurrence of a power outage. Note that this power outage flag is cleared the next time the main process is executed.

[0148] Here, the pachinko machine 10 sets various flags by assigning 1 to predetermined areas such as the RAM 64, and clears various flags by assigning 0. For example, the pachinko machine 10 sets a power outage flag by assigning 1 to a power outage flag storage area of the RAM 64, and clears the power outage flag by assigning 0 to the power outage flag storage area of the RAM 64.

[0149] If the MPU 62 determines in step S409 that the power failure flag is set, it executes the power failure processing from step S413 onwards without executing the processing from step S410 onwards. Specifically, in step S413, the MPU 62 prohibits the occurrence of timer interrupt processing. In step S414, the MPU 62 calculates and stores a RAM determination value (a checksum of the RAM 64). In step S415, the MPU 62 prohibits access to the RAM 64. Thereafter, the MPU 62 continues the infinite loop until the power is completely cut off and processing can no longer be executed.

[0150] On the other hand, if the MPU 62 determines in step S409 that the power outage flag is not set, it determines in step S410 whether the timing has come to execute the next normal processing, i.e., whether a predetermined time (4 msec in this embodiment) has elapsed since the current normal processing started. If the MPU 62 determines in step S410 that it is not yet time to execute the next normal process, that is, if there is remaining time, it updates the random number initial value counter CINI in step S411 and updates the fluctuation type counter CS in step S412. Note that the MPU 62 repeatedly executes steps S409 to S412 until it determines in step S410 that it is time to execute the next normal process.

[0151] On the other hand, if the MPU 62 determines in step S410 that it is time to execute the next normal processing, i.e., if there is no remaining time, it starts the next normal processing by executing step S401 again.

[0152] <Main processing> FIG. 14 is a flowchart of the main processing. In the main processing, the MPU 62 executes steps S501 to S512 as shown in FIG. In step S501, the MPU 62 executes a startup process when power is turned on. In this startup process, the MPU 62 waits for a predetermined time (for example, about 500 msec) after power is turned on to wait for the sub-side control board (such as the control board of the audio and light emission control device 90) to become operable.

[0153] In step S502, the MPU 62 determines whether or not the permission / prohibition period of 1 second has elapsed. If the MPU 62 determines in step S502 that 1 second has not elapsed, it repeats the process of step S502. If the MPU 62 determines in step S502 that 1 second has elapsed, it executes the processes of step S503 and onward.

[0154] Here, the MPU 62 determines whether 1 second has elapsed by counting the number of times the process of step S502 is executed. For example, if the interval at which the process of step S502 is repeatedly executed is 0.1 msec, the MPU 62 counts the number of times the process of step S502 is executed and determines that 1 second has elapsed when the count reaches 10,000. Note that the configuration for measuring the permission / prohibition period is arbitrary, and for example, the permission / prohibition period may be measured using a real-time clock.

[0155] In step S503, the MPU 62 permits access to the RAM 64. In step S504, the MPU 62 determines whether or not a RAM erase switch (not shown) provided in the power supply / launch control device 80 is on. If the MPU 62 determines in step S504 that the RAM erase switch is on, it executes the processes in and after step S509. On the other hand, if the MPU 62 determines in step S504 that the RAM erase switch is not on, it determines in step S505 whether or not a power outage flag is set in the power outage flag storage area of the RAM 64.

[0156] If the MPU 62 determines in step S505 that the power outage flag is not set, it executes the processes in and after step S509. On the other hand, if the MPU 62 determines in step S505 that the power outage flag is set, the MPU 62 calculates a RAM determination value in step S506. In step S507, the MPU 62 determines whether the RAM judgment value calculated in step S506 is normal or not, thereby confirming the validity of the data stored in the RAM 64. Specifically, the MPU 62 compares the RAM judgment value calculated in step S506 with the RAM judgment value saved in step S414 (processing during power outage) of the normal processing, and if they match, determines that the RAM judgment value is normal, and if they do not match, determines that the RAM judgment value is abnormal.

[0157] If the MPU 62 determines in step S507 that the RAM determination value is not normal, it executes the processes in and after step S509. On the other hand, if the MPU 62 determines in step S507 that the RAM determination value is normal, the MPU 62 clears the power outage flag stored in the power outage flag storage area of the RAM 64 in step S508.

[0158] The validity of the data stored in RAM 64 may be determined by a method other than the method of confirming the consistency of the RAM judgment value. For example, the validity of the data stored in RAM 64 may be confirmed by writing a keyword to a specified area of RAM 64 during power outage processing and determining whether or not this keyword has been written correctly during main processing.

[0159] As described above, if the MPU 62 determines in step S504 that the RAM erase switch is on, if it determines in step S505 that the power outage flag is not set, or if it determines in step S507 that the RAM judgment value is not normal, it executes the processing from step S509 onwards. Specifically, the MPU 62 clears the work area of the RAM 64 in step S509, and initializes the RAM 64 in step S510.

[0160] Therefore, for example, the manager of the gaming facility can initialize the data stored in RAM 64 by turning on the power to the pachinko machine 10 while pressing the RAM erase switch when the gaming facility opens for business. Also, the pachinko machine 10 initializes the data stored in RAM 64 if the power outage monitoring board 65 does not confirm the occurrence of a power outage or if the RAM determination value is abnormal.

[0161] After executing the processing of step S508 or step S510, MPU 62 sends an initial command to the sub-side control board (such as the control board of the audio and light emission control device 90) in step S511, and in step S512 allows timer interrupt processing to occur and proceeds to the normal processing described above. By receiving the initial command sent in step S511, the sub-side control board recognizes that communication with the main control board 61 is normal and performs its own initialization.

[0162] <Game play control processing> FIG. 15 is a diagram showing a flowchart of the game play control process. In the game play control process, the MPU 62 executes steps S601 to S609 as shown in FIG. In step S601, the MPU 62 determines whether or not the machine is in the opening / closing execution mode. If the MPU 62 determines in step S601 that the machine is in the opening / closing execution mode, the MPU 62 ends the game round control process without executing the processes in step S602 and thereafter. Therefore, if the MPU 62 determines that the machine is in the opening / closing execution mode, the MPU 62 does not start the progress of the game round regardless of whether or not the entry of a game ball into each of the actuation ports 36, 37 is detected. The MPU 62 determines whether or not the open / close execution mode is in progress by referencing the open / close execution mode flag stored in the RAM 64. This also applies to the following processes. The MPU 62 sets the open / close execution mode flag when transitioning to the open / close execution mode, and clears the open / close execution mode flag when the open / close execution mode ends.

[0163] On the other hand, if the MPU 62 determines in step S601 that the mode is not the open / close execution mode, it determines in step S602 whether the main display unit 45 is performing a variable display, that is, whether a game round is in progress. If it is determined in step S602 that the main display unit 45 is not in the process of changing display, the MPU 62 executes a game round start process in steps S603 to S605. On the other hand, when the MPU 62 determines in step S602 that the main display unit 45 is performing a variable display, it executes a game round progression process in steps S606 to S609.

[0164] First, the game start process of steps S603 to S605 will be described. In step S603, the MPU 62 grasps the number of reserved items stored in the reserve area Ra for the first result display section and the number of reserved items stored in the reserve area Rb for the second result display section, and determines whether the total number CRN of these reserved items is equal to or less than 0. If the MPU 62 determines in step S603 that the total number CRN is equal to or less than 0, it terminates the game play control process.

[0165] On the other hand, if the MPU 62 determines in step S603 that the total number CRN is not equal to or less than "0", it executes a data setting process in step S604 to set the reserved information stored in the reserved area Ra for the first result display unit or the reserved area Rb for the second result display unit for consumption of a game round. After that, in step S605, the MPU 62 executes a variation start process to start variable display on the main display unit 45 and the pattern display device 51 to consume a game round, and ends the game round control process. The data setting process in step S604 and the fluctuation start process in step S605 will be described in detail below.

[0166] FIG. 16 is a flowchart illustrating the data setting process. In the data setting process, the MPU 62 executes steps S701 to S711 as shown in FIG. In step S701, the MPU 62 determines whether the second start pending memory count RbN in the reserve area Rb for the second result display unit, which was set in step S304 of the winning process for the activation port, is equal to or less than "0." If the MPU 62 determines in step S701 that the second start pending memory count RbN is equal to or less than "0," it executes data setting processing for the first result display unit in steps S702 to S706, and if it determines in step S701 that the second start pending memory count RbN is not equal to or less than "0," it executes data setting processing for the second result display unit in steps S707 to S711.

[0167] In this way, the data setting process includes a data setting process for the first result display unit that sets the reserved information stored in the reserved area Ra for the first result display unit for consumption of a game round, and a data setting process for the second result display unit that sets the reserved information stored in the reserved area Rb for the second result display unit for consumption of a game round. Then, if the MPU 62 determines in step S701 that the second start pending memory number RbN is not equal to or less than "0," it executes the data setting process for the second result display unit without executing the data setting process for the first result display unit. In other words, if the MPU 62 determines that there is pending information stored in the second result display unit pending area Rb based on the winning of a gaming ball into the lower actuation port 37, it preferentially sets the pending information stored in the second result display unit pending area Rb for consumption of a game round, regardless of whether there is pending information stored in the first result display unit pending area Ra based on the winning of a gaming ball into the upper actuation port 36.

[0168] First, the data setting process for the first result display section in steps S702 to S706 will be described. In step S702, the MPU 62 subtracts 1 from the value of the first start pending memory number RaN in the first result display section pending area Ra to update it. In step S703, the MPU 62 moves the reserved information stored in the first area Ra1 of the first result display section reserved area Ra to the execution area AE. In step S704, the MPU 62 executes a data shift process to shift the reserved information stored in the storage area of the first result display section reserved area Ra. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Ra1 to Ra4 toward the first area Ra1. Specifically, the MPU 62 shifts the reserved information in the second area Ra2 to the first area Ra1, shifts the reserved information in the third area Ra3 to the second area Ra2, and shifts the reserved information in the fourth area Ra4 to the third area Ra3.

[0169] In step S705, the MPU 62 clears the second result display unit flag stored in the RAM 64. This second result display unit flag is a flag for specifying which of the first result display unit 45a and the second result display unit 45b has started variable display as a game round is played. In step S705, the MPU 62 clears the second result display unit flag, which indicates that the first result display unit 45a will start variable display based on the winning of a game ball into the upper actuation port 36 as a game round is played.

[0170] In step S706, the MPU 62 sets a shift command for recognizing that a shift of reserved information has been executed, transmits this set shift command to the audio and light emitting control device 90, and ends the data setting process. This shift command includes information for recognizing that a shift of reserved information has been executed for the reserved information stored in the first result display unit reserved area Ra based on the entry of a gaming ball into the upper actuation port 36. The sound and light emitting control device 90 changes the lighting state of the first reserved lamp unit 53 based on the shift command transmitted from the MPU 62. Specifically, the sound and light emitting control device 90 reduces the number of lit lamps in the first reserved lamp unit 53 as the number of reserved game balls that have entered the upper operating port 36 decreases.

[0171] Next, the data setting process for the second result display section in steps S707 to S711 will be described. In step S707, the MPU 62 subtracts 1 from the value of the second start pending memory number RbN in the second result display section pending area Rb to update it. In step S708, the MPU 62 moves the reservation information and through gate information stored in the second area Rb1 of the reservation area Rb for the second result display section to the execution area AE. In step S709, the MPU 62 executes a data shift process to shift the reserved information and through gate information stored in the storage area of the second result display section reserved area Rb. This data shift process shifts the reserved information and through gate information stored in each of the areas Rb1 to Rb4 sequentially toward the first area Rb1. Specifically, the MPU 62 shifts the reserved information and through gate information in the second area Rb2 to the first area Rb1, the reserved information and through gate information in the third area Rb3 to the second area Rb2, and the reserved information and through gate information in the fourth area Rb4 to the third area Rb3.

[0172] In step S710, the MPU 62 sets the second result display unit flag in the RAM 64. In this step S710, the MPU 62 sets the second result display unit flag, which indicates that the second result display unit 45b will start to display a variable value based on the winning of a game ball into the lower actuation port 37 when a game round is played.

[0173] In step S711, the MPU 62 sets a shift command for recognizing that the hold information and through gate information have been shifted, transmits this set shift command to the audio and light emitting control device 90, and ends the data setting process. This shift command includes information for recognizing that the hold information and through gate information stored in the second result display unit hold area Rb have been shifted based on the entry of a gaming ball into the lower actuation port 37. The sound and light emitting control device 90 changes the lighting state of the second holding lamp unit 54 based on the shift command transmitted from the MPU 62. Specifically, the sound and light emitting control device 90 reduces the number of lighting lamps in the second holding lamp unit 54 as the number of game balls that have entered the lower operating port 37 and are held decreases.

[0174] FIG. 17 is a diagram showing a flowchart of the fluctuation start process. In the fluctuation start processing, the MPU 62 executes steps S801 to S817 as shown in FIG. In step S801, the MPU 62 determines whether the second result display section flag is set in the RAM 64. If the MPU 62 determines in step S801 that the second result display unit flag is not set in the RAM 64, this indicates that the first result display unit 45a will start displaying a variable value based on the entry of the game ball into the upper operating port 36, and therefore in step S802, the first win / loss table (see Figure 8(a)) is read from the win / loss table memory area 63a of the ROM 63. In contrast, if the MPU 62 determines in step S801 that the second result display unit flag is set in RAM 64, this indicates that the second result display unit 45b will begin to display a variable result based on the entry of the game ball into the lower operating port 37, and therefore in step S803, the second win / loss table (see Figure 8(b)) is read from the win / loss table memory area 63a of ROM 63.

[0175] After executing the processing of step S802 or step S803, the MPU 62 executes a win / lose determination process in step S804. In this win / lose determination process, the MPU 62 determines the result of the win / lose lottery (win / lose result) by comparing the value of the win random number counter C1 stored in the execution area AE with the win / lose table read out in step S802 or step S803. As mentioned above, the win / lose result is either a "jackpot win," a "special win," or a "normal miss result," and this is the same whether the support mode is the low-frequency support mode or the high-frequency support mode.

[0176] In step S805, the MPU 62 determines whether the result determined in step S804 is a win (a "jackpot win" or a "special win"). If the MPU 62 determines in step S805 that the win has occurred, it executes the processes from step S806 onwards, and if the result determined in step S805 that the win has not occurred, it executes the processes from step S814 onwards.

[0177] First, the process (the process from step S806 onwards) when the MPU 62 determines in step S805 that the winning or losing result is a winning result will be described. In step S806, the MPU 62 determines whether the second result display section flag is set in the RAM 64.

[0178] If the MPU 62 determines in step S806 that the second result display unit flag is not set in the RAM 64, this indicates that the first result display unit 45a should start displaying a variable value based on the entry of the game ball into the upper operating port 36, and therefore in step S807, the first allocation table (see Figure 9(a)) is read from the allocation table memory area 63b of the ROM 63. In contrast, if the MPU 62 determines in step S806 that the second result display unit flag is set in RAM 64, this indicates that the second result display unit 45b should start displaying a variable value based on the entry of a game ball into the lower operating port 37, and therefore in step S808, the second allocation table (see Figure 9(b)) is read from the allocation table memory area 63b of ROM 63.

[0179] After executing the process of step S807 or step S808, the MPU 62 executes allocation determination processing in step S809. In this allocation determination processing, the MPU 62 determines the result of the allocation lottery (allocation result) by comparing the value of the winning type counter C2 stored in the execution area AE with the allocation table read out in step S807 or step S808.

[0180] In step S810, the MPU 62 determines whether the result determined in step S804 is a "jackpot win." If the MPU 62 determines in step S810 that the win / loss result is a "jackpot win," it executes a stop result setting process for the jackpot result in step S811. In this stop result setting process for the jackpot result, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the first result display section 45a of the main display unit 45 according to the allocation result determined in step S809, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the first result display section 45a of the main display unit 45 by comparing the allocation result determined in step S809 with a stop result table for the jackpot result stored in advance in the ROM 63. This stop result table for the jackpot result specifies different patterns to be stopped and displayed in the main display unit 45 for each allocation result.

[0181] On the other hand, if the MPU 62 determines in step S810 that the win / loss result is not a "jackpot win" (if the win / loss result is a "special win"), it executes a stop result setting process for a special win result in step S812. In this stop result setting process for a special win result, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the second result display section 45b of the main display unit 45, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the second result display section 45b of the main display unit 45 by referring to a stop result table for a special win result stored in advance in the ROM 63.

[0182] After executing the processing of step S811 or step S812, the MPU 62 sets in step S813 a flag corresponding to the allocation result determined in step S809 in the RAM 64. Specifically, if the MPU 62 determines that the allocation result is a "low-frequency support mode result," it sets a low-frequency support mode result flag, and if it determines that the allocation result is a "high-frequency support mode result," it sets a high-frequency support mode result flag. Thereafter, the MPU 62 executes the processing of step S815 and subsequent steps. In each of the following processes, the MPU 62 determines the allocation result by referring to these flags.

[0183] Next, the process (the process from step S814 onwards) when the MPU 62 determines in step S805 that the winning or losing result is not a winning result will be described. In step S814, the MPU 62 executes a stop result setting process for a normal loss result. In this stop result setting process for a normal loss result, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the first result display section 45a or the second result display section 45b of the main display section 45, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the main display section 45 by referring to a stop result table for a normal loss result stored in advance in the ROM 63. The pattern of the symbols set in this stop result table for a normal loss result is different from the pattern of the symbols set in the stop result table for a jackpot result and the stop result table for a special win result.

[0184] After executing the process of any one of steps S811, S812, and S814, the MPU 62 executes a process of setting the display duration (display duration period) in step S815. In the display duration setting process, the MPU 62 acquires the value of the fluctuation type counter CS stored in the fluctuation type counter buffer in the lottery counter buffer of the RAM 64.

[0185] Furthermore, in the display duration setting process, the MPU 62 determines whether or not a reach display will occur on the symbol display device 51. Specifically, the MPU 62 determines that a reach display will occur if the win / loss result determined in step S804 is a win, or if the win / loss result determined in step S804 is a "normal miss result" and the reach occurrence lottery is won. As described above, the MPU 62 executes the reach occurrence lottery by comparing the reach table stored in advance in the reach table storage area 63d of the ROM 63 with the value of the reach random number counter C3 stored in the reserved ball storage area 64b.

[0186] When the MPU 62 determines that a reach display will occur, it determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer by referring to the display duration table for reach occurrence stored in the reach table memory area 63d of the ROM 63, and sets the determined display duration in the display duration counter provided in the various counter area 64a of the RAM 64.

[0187] When the MPU 62 determines that a reach display will not occur, it determines the display duration corresponding to the value of the fluctuation type counter CS obtained from the fluctuation type counter buffer by referring to the display duration table for non-reach occurrence stored in the reach table memory area 63d of the ROM 63, and sets the determined display duration in the display duration counter provided in the various counter area 64a of the RAM 64.

[0188] Specifically, the display duration table for when a reach does not occur is set so that the display duration shortens as the number of reserved items increases. Therefore, the display duration when the reserved information related to the upper actuation port 36 is consumed is set so that the display duration shortens as the number of reserved items related to the upper actuation port 36 increases. And the display duration when the reserved information related to the lower actuation port 37 is consumed is set so that the display duration shortens as the number of reserved items related to the lower actuation port 37 increases. Also, the display duration table for when a reach does not occur is set so that the display duration shortens when the support mode is the high-frequency support mode compared to when it is the low-frequency support mode. In other words, if the number of reserved items is the same, the display duration in the high-frequency support mode is shorter than that in the low-frequency support mode. Furthermore, the display duration determined by referring to the reach occurrence display duration table is different from the display duration determined by referring to the reach non-occurrence display duration table.

[0189] The display duration table for non-reach occurrence may be set to the opposite relationship to the above, such that the display duration becomes longer as the number of reserved items increases, or may be configured not to change depending on the number of reserved items or support mode. Also, separate display duration tables may be set for the win / fail result and the allocation result.

[0190] In step S816, the MPU 62 sets a variation command and a type command. In step S401 of the normal process, the MPU 62 transmits the variation command and type command set in step S816 to the audio and light emission control device 90. The audio and light emission control device 90 executes predetermined processing based on the variation command and the type command transmitted from the MPU 62. This processing will be described in detail later.

[0191] The variation command includes information related to the display duration and through gate information, but does not include information on whether or not a reach display will occur. Here, as described above, the display duration determined by referring to the display duration table for reach occurrence and the display duration determined by referring to the display duration table for reach non-occurrence are different from each other. Therefore, even if the information on whether or not a reach display will occur is not included in the variation command, it is possible for the audio and light emission control device 90, which is the sub-side control device, to determine whether or not a reach display will occur based on information related to the display duration. In this sense, it can be said that the variation command indirectly includes information on whether or not a reach display will occur. Note that the variation command may directly include information on whether or not a reach display will occur.

[0192] The type command includes information related to the win / loss result. In other words, the type command includes information related to the "jackpot win," "special win," and "normal miss result" as information related to the win / loss result. The type command also includes information related to the allocation result. In other words, the type command includes information related to the "low frequency support mode result" and the "high frequency support mode result" as information related to the allocation result. In the following description, the win / loss result and the allocation result are collectively referred to as the game result. In other words, the type command includes information related to the game result.

[0193] In step S817, the MPU 62 determines whether the second result display unit flag is set in the RAM 64, and based on the determination result, starts a variable display on the main display unit 45. Thereafter, the MPU 62 ends the variable start process. Specifically, when the MPU 62 determines that the second result display unit flag is not set in the RAM 64, this indicates that the first result display unit 45a should start displaying a changing value based on the entry of a game ball into the upper operating port 36 when a game round is played, and so the MPU 62 causes the first result display unit 45a to start displaying a changing value. On the other hand, when the MPU 62 determines that the second result display unit flag is set in the RAM 64, this indicates that the second result display unit 45b should start displaying a changing value based on the entry of a game ball into the lower operating port 37 when a game round is played, and so the MPU 62 causes the second result display unit 45b to start displaying a changing value.

[0194] Returning to the explanation of the game round control process, the game round progress process in steps S606 to S609 will be explained with reference to FIG. In step S602, the MPU 62 determines whether or not the main display unit 45 is performing a variable display, and if it determines that the main display unit 45 is performing a variable display, it executes a game round progression process in steps S606 to S609.

[0195] In step S606, the MPU 62 determines whether the display duration time set in step S815 of the variation start processing has elapsed. Specifically, the MPU 62 determines whether the value set in the display duration time counter of the RAM 64 has become equal to or less than "0." Note that the value of this display duration time counter is updated by subtracting 1 from the previous value each time the timer interrupt processing is executed.

[0196] If the MPU 62 determines in step S606 that the display duration time has not elapsed, it executes a variable display process in step S607. In this variable display process, the MPU 62 updates the display of the main display unit 45 during the variable display. Thereafter, the MPU 62 ends the game number control process.

[0197] On the other hand, if the MPU 62 determines in step S606 that the display duration time has elapsed, it executes a variation end process in step S608. In this variation end process, the MPU 62 identifies information (information related to the pattern to be finally stopped and displayed on the main display unit 45) stored in the RAM 64 in any one of steps S811, S812, and S814 of the variation start process executed when starting a variable display on the main display unit 45. Then, at the end of a game round, the MPU 62 executes display control of the main display unit 45 so that a pattern corresponding to this identified information is displayed on the main display unit 45 during the variable display.

[0198] Here, the image that is finally stopped and displayed on the main display unit 45 differs depending on the type of game result. Therefore, the manager of the gaming facility or the like can check the game result by visually checking the main display unit 45 at the end of a game round. This allows the manager of the gaming facility or the like to easily check whether or not fraudulent activity is being committed, for example, by attempting to make the pachinko machine 10 behave in the same way as if it had won a lottery for a jackpot. Furthermore, the main display unit 45 has a smaller display area than the display screen G of the pattern display device 51, and the pictures displayed in a stopped state on the main display unit 45 are harder for the player to recognize than the pattern strings Z1 to Z3 displayed in a stopped state on the display screen G of the pattern display device 51. Therefore, when a round of play ends, the player will determine whether or not he or she has won the lottery by checking the display screen G of the pattern display device 51 rather than the main display unit 45, which can increase the attention paid to the display screen G.

[0199] In step S609, the MPU 62 sets a fluctuation end command. In step S401 of the normal processing, the MPU 62 transmits the fluctuation end command set in step S609 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the game number control processing. The sound and light emitting control device 90 executes processing to end the presentation of the game round based on the variation end command transmitted from the MPU 62. Here, the sound and light emitting control device 90 may be configured to end the presentation of the game round independently without needing to receive the variation end command.

[0200] <Game status transition processing> FIG. 18 is a diagram showing a flowchart of the game state transition process. In the game state transition process, the MPU 62 executes steps S901 to S920 as shown in FIG. In step S901, the MPU 62 determines whether or not the opening / closing execution mode is in progress. If it is determined in step S901 that the MPU 62 is not in the opening / closing execution mode, it executes the processes in step S902 and thereafter. On the other hand, if the MPU 62 determines in step S901 that the opening / closing execution mode is in progress, it executes the processes from step S911 onwards.

[0201] First, the process (the process from step S902 onwards) when it is determined in step S901 that the MPU 62 is not in the opening / closing execution mode will be described. In step S902, the MPU 62 determines whether or not the variable shot execution mode is in effect. The MPU 62 determines whether or not the variable goal execution mode is in progress by referencing the variable goal execution mode flag stored in the RAM 64. This also applies to the following processes. The MPU 62 sets the variable goal execution mode flag when transitioning to the variable goal execution mode, and clears the variable goal execution mode flag when the variable goal execution mode ends.

[0202] If it is determined in step S902 that the variable ball entry execution mode is not in effect, the MPU 62 executes the processing from step S903 onwards. On the other hand, if the MPU 62 determines in step S902 that the variable ball entry execution mode is in effect, it executes the processes of step S916 and subsequent steps.

[0203] First, the process (the process from step S903 onwards) when it is determined in step S902 that the MPU 62 is not in the variable ball entry execution mode will be described. In step S903, the MPU 62 determines whether or not the variable display has ended on the main display unit 45. If the MPU 62 determines in step S903 that the variable display on the main display unit 45 has not ended, it ends the game state transition process. In contrast, if the MPU 62 determines in step S903 that the variable display of the main display unit 45 has ended, it determines in step S904 whether the result is a win (a "jackpot win" or a "special win") or not.

[0204] If the MPU 62 determines in step S904 that the result is not a win, it terminates the game state transition process. On the other hand, if the MPU 62 determines in step S904 that the win / loss result indicates a win, it determines in step S905 whether or not the second result display unit flag is set in the RAM 64.

[0205] If the MPU 62 determines in step S905 that the second result display unit flag is set in RAM 64 (if it determines that the win / lose result is a "special win"), this indicates that it will start variable display on the second result display unit 45b based on the entry of the game ball into the lower operating port 37, and therefore in step S906 it sets the variable ball entry execution mode flag in RAM 64 and then terminates the game state transition process. On the other hand, if the MPU 62 determines in step S905 that the second result display unit flag is not set in RAM 64 (if the result is determined to be a "jackpot win"), this indicates that the first result display unit 45a will begin to display a variable value based on the entry of the game ball into the upper operating port 36, and therefore in step S907, it sets the open / close execution mode flag in RAM 64, and then executes the processing from step S908 onwards.

[0206] In step S908, the MPU 62 sets "15" to the round counter RC provided in the various counter area 64a of the RAM 64. This round counter RC is a counter for the MPU 62 to specify the number of rounds of play when transitioning to the open / close execution mode.

[0207] The open / close execution mode ends when a predetermined number of rounds of play have been played, where the number of rounds corresponds to the value set in the round counter RC. The pachinko machine 10 opens and closes the big prize opening 38a once per round of play. One round of play continues until one of the following two conditions is met. In other words, after the pachinko machine 10 sets the opening / closing door 38b to the open state, the pachinko machine 10 sets the opening / closing door 38b to the closed state again by meeting one of the following two conditions: (1) The predetermined maximum duration (maximum duration) has elapsed. (2) The total number of game balls entering the major prize slot 38a reaches a predetermined upper limit.

[0208] In step S909, the MPU 62 sets "1000" in the timer counter T provided in the various counter area 64a of the RAM 64 as the waiting time (waiting period) for opening. The value set in this timer counter T is updated by subtracting 1 from the previous value each time a timer interrupt process is executed. Therefore, the waiting time for opening is 2 seconds. Note that the waiting time for opening is not limited to this and can be any value.

[0209] In this way, in step S909, the MPU 62 sets the opening waiting time in the timer counter T regardless of the type of allocation result. In other words, the opening waiting time is the same regardless of the type of allocation result. The waiting time for the opening is not limited to this, and may be configured to be slightly different depending on the type of allocation result, to the extent that the player perceives them as similar. Also, for example, the waiting time for the opening may be configured to be significantly different depending on the type of allocation result, such as being significantly different between the allocation result of the "low frequency support mode result" and the allocation result of the "high frequency support mode result."

[0210] In step S910, the MPU 62 sets an opening command. Thereafter, the MPU 62 ends the game state transition process. This opening command includes information on the allocation result that triggered the transition to the open / close execution mode. In step S401 of the normal process, the MPU 62 transmits the opening command set in step S910 to the sound and light-emitting control device 90. The audio and light emission control device 90 recognizes the transition to the open / close execution mode based on the opening command sent from the MPU 62, and executes a predetermined process, which will be described in detail later.

[0211] Next, the process (the process from step S911 onwards) when it is determined in step S901 that the MPU 62 is in the opening / closing execution mode will be described. In step S911, the MPU 62 executes the big prize opening opening / closing process.

[0212] FIG. 19 is a diagram showing a flowchart of the big prize opening / closing process. In the special prize opening opening / closing process, the MPU 62 executes steps S1001 to S1016 as shown in FIG. In step S1001, the MPU 62 determines whether or not the big prize opening 38a is open. If it is determined in step S1001 that the special prize opening 38a is not open, the MPU 62 executes the processes in step S1002 and thereafter. On the other hand, if the MPU 62 determines in step S1001 that the big prize opening 38a is open, it executes the processes from step S1006 onwards.

[0213] First, the process (the process from step S1002 onwards) when it is determined in step S1001 that the special prize opening 38a is not open by the MPU 62 will be described. In step S1002, the MPU 62 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1002 that the value of the round counter RC is equal to or less than "0", it ends the big prize opening opening process.

[0214] On the other hand, if the MPU 62 determines in step S1002 that the value of the round counter RC is not equal to or less than "0", then in step S1003 it determines whether the value of the timer counter T is equal to or less than "0". If the MPU 62 determines in step S1003 that the value of the timer counter T is not equal to or less than "0", it ends the big prize opening opening process.

[0215] On the other hand, if the MPU 62 determines in step S1003 that the value of the timer counter T is equal to or less than "0", it executes a process of opening the big prize opening in step S1004. The process of opening the big prize slot in step S1004 will be described in detail below.

[0216] FIG. 20 is a diagram showing a flowchart of the process of opening the big prize opening. In the special prize opening process, the MPU 62 executes steps S1101 to S1103 as shown in FIG. In step S1101, "8" is set in the prize counter PC provided in the various counter area 64a of RAM 64, and in step S1102, "15000" is set in the timer counter T. As mentioned above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 30 seconds.

[0217] In step S1103, the MPU 62 executes the opening execution process for the special prize opening 38a. In this opening execution process, the MPU 62 executes the drive control of the variable prize driving unit 38c to set the opening / closing door 38b to the open state. Thereafter, the MPU 62 ends the special prize opening opening process.

[0218] The value set in the winning counter PC in step S1101 defines the upper limit of the total number of game balls that can be won into the big winning opening 38a. The value set in the timer counter T in step S1102 defines the upper limit of the duration from when the opening / closing door 38b is set to the open state until when it is set to the closed state again.

[0219] As described above, the pachinko machine 10 excites the solenoid of the game ball launching mechanism 81 at a cycle of 0.6 seconds, thereby causing the game ball launching mechanism 81 to launch game balls. Also, as described above, the MPU 62 sets the winning counter PC to "8," thereby setting the upper limit of the total number of game balls that can win into the big winning opening 38a to eight. Therefore, since the upper limit duration is sufficiently longer than the product of the upper limit of the total number of game balls that can enter the large prize opening 38a and the game ball launch period, it is easy to get the upper limit of eight game balls to enter the large prize opening 38a.

[0220] Returning to the explanation of the big prize opening / closing process, the process from step S1005 onwards will be explained with reference to FIG. After executing the special prize opening process in step S1004, the MPU 62 sets an opening command in step S1005. Furthermore, in step S401 of the normal process, the MPU 62 transmits the opening command set in step S1005 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the special prize opening opening and closing process. The audio and light emission control device 90 recognizes that the opening and closing door 38b has been set to the open state based on the open command sent from the MPU 62, and executes a predetermined process.

[0221] Next, the process (the process from step S1006 onwards) when it is determined in step S1001 by the MPU 62 that the special prize opening 38a is open will be described. In step S1006, the MPU 62 determines whether the value of the timer counter T is equal to or less than 0. That is, the MPU 62 determines whether the upper limit duration set in the timer counter T in step S1102 of the special prize opening process has elapsed.

[0222] If the MPU 62 determines in step S1006 that the value of the timer counter T is not equal to or less than "0", it executes the processes in and after step S1007. On the other hand, if the MPU 62 determines in step S1006 that the value of the timer counter T is equal to or less than "0", it executes the processes in and after step S1010.

[0223] First, the process (the process from step S1007 onwards) when it is determined in step S1006 that the value of the timer counter T is not equal to or less than "0" in the MPU 62 will be described. In step S1007, the MPU 62 determines whether or not a prize has been won in the special prize opening 38a. The determination of whether or not a prize has been won in the special prize opening 38a is made based on the detection result of the detection sensor 50d corresponding to the special prize opening 38a.

[0224] If the MPU 62 determines in step S1007 that no win has been made in the special prize opening 38a, it ends the special prize opening opening opening process. On the other hand, if it is determined in step S1007 that a win has occurred in the special win port 38a, the MPU 62 updates the value of the win counter PC by subtracting 1 from the value in step S1008.

[0225] In step S1009, the MPU 62 determines whether the value of the prize counter PC is equal to or less than "0". If the MPU 62 determines in step S1009 that the value of the prize counter PC is not equal to or less than "0", it ends the big prize opening opening process. On the other hand, if the MPU 62 determines in step S1009 that the value of the winning counter PC is equal to or less than "0," or if the MPU 62 determines in step S1006 that the value of the timer counter T is equal to or less than "0," it executes a closing execution process in step S1010. In this closing execution process, the MPU 62 sets the opening / closing door 38b to a closed state by executing drive control of the variable winning drive unit 38c.

[0226] In step S1011, the MPU 62 sets a close command. In step S401 of the normal processing, the MPU 62 transmits the close command set in step S1011 to the audio and light emission control device 90. The audio and light emission control device 90 recognizes that the opening and closing door 38b has been set to the closed state based on the close command sent from the MPU 62, and executes a predetermined process.

[0227] In step S1012, the MPU 62 updates the value of the round counter RC by subtracting 1 from the value. In step S1013, the MPU 62 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1013 that the value of the round counter RC is not equal to or less than "0," then in step S1014, the MPU 62 sets the value of the timer counter T to "500." Thereafter, the MPU 62 ends the big prize opening opening process.

[0228] Here, the value set in the timer counter T in step S1014 specifies the waiting time for opening the door 38b after it has been set to the open state, before it is set to the closed state again and then set to the open state again. In this embodiment, the waiting time for opening is 1 second. This waiting time for opening is the same regardless of the progress of the opening / closing execution mode.

[0229] On the other hand, if the MPU 62 determines in step S1013 that the value of the round counter RC is equal to or less than "0", it executes the processes in and after step S1015. In step S1015, the MPU 62 sets "2000" in the timer counter T as the waiting time (waiting period) for the ending. As described above, the value set in this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the waiting time for the ending is 4 seconds. Note that the waiting time for the ending is not limited to this and can be any value.

[0230] The waiting time for the ending, like the waiting time for the opening, is the same regardless of the type of allocation result. The waiting time for the ending is not limited to this, and may be configured to be slightly different depending on the type of allocation result, to the extent that the player perceives them as similar. Also, for example, the waiting time for the ending may be configured to be significantly different depending on the type of allocation result, such as being significantly different between the allocation result of "low frequency support mode result" and the allocation result of "high frequency support mode result."

[0231] In step S1016, the MPU 62 sets an ending command. In step S401 of the normal processing, the MPU 62 transmits the ending command set in step S1016 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the big prize opening opening and closing processing. The audio and light emission control device 90 recognizes the end of the opening and closing execution mode based on the ending command sent from the MPU 62, and executes a predetermined process.

[0232] Returning to the explanation of the game state transition process, the process from step S912 onwards will be explained with reference to FIG. After executing the big prize opening / closing process in step S911, the MPU 62 determines in step S912 whether the value of the round counter RC is equal to or less than "0".

[0233] If the MPU 62 determines in step S912 that the value of the round counter RC is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 62 determines in step S912 that the value of the round counter RC is equal to or less than "0", then in step S913 it determines whether the value of the timer counter T is equal to or less than "0".

[0234] If the MPU 62 determines in step S913 that the value of the timer counter T is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 62 determines in step S913 that the value of the timer counter T is equal to or less than "0", it clears the opening / closing execution mode flag stored in the RAM 64 in step S914. In step S915, the MPU 62 executes a transition process when the opening / closing execution mode ends, and then ends the game state transition process. The transition process when the opening / closing execution mode ends will be described in detail below.

[0235] FIG. 21 is a flowchart showing the transition process when the opening and closing execution mode is ended. In the transition process at the end of the open / close execution mode, the MPU 62 executes steps S1201 to S1204 as shown in FIG. In step S1201, the MPU 62 determines whether the allocation result is a "high frequency support mode result."

[0236] If the MPU 62 determines in step S1201 that the allocation result is a "high frequency support mode result," then in step S1202, it sets a high frequency support flag in the RAM 64. If the high frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high frequency support mode.

[0237] In step S1203, the MPU 62 sets the value of the number of games counter provided in the various counter area 64a of the RAM 64 to "50". Here, if the high frequency support flag is set in the RAM 64, the high frequency support mode continues until 50 games have been played, which is the termination reference number set in the game play counter. When 50 games have been played, the MPU 62 clears the high frequency support flag. This causes the MPU 62 to set the support mode to the low frequency support mode. The MPU 62 executes these processes as electric support processes in step S406 of the normal process, but detailed description thereof will be omitted.

[0238] On the other hand, if the MPU 62 determines in step S1201 that the allocation result is the "low-frequency support mode result," then in step S1204, the MPU 62 clears the high-frequency support flag stored in the RAM 64. As a result, the MPU 62 sets the support mode to the low-frequency support mode.

[0239] In this way, if a win occurs in the win / lose lottery and the allocation result in the allocation lottery is a "high frequency support mode result," the game state will transition to high frequency support mode after the open / close execution mode ends, regardless of the current game state. If no win occurs in the win / lose lottery and 50 game plays have been played, the high frequency support mode will transition to low frequency support mode.

[0240] In addition, if a win occurs in the win / lose lottery and the allocation result in the allocation lottery is the "low frequency support mode result," the game state will transition to the low frequency support mode after the open / close execution mode ends, regardless of the current game state. The low frequency support mode will continue at least until a win occurs in the win / lose lottery.

[0241] Also, if the winning / losing lottery does not result in a winning / losing result, that is, if the winning / losing result in the winning / losing lottery is a "normal losing result," the game state will not change.

[0242] Returning to the explanation of the game state transition process, the process from step S916 onwards will be explained with reference to FIG. In step S902, the MPU 62 determines whether or not the mode is the variable goal execution mode, and if it determines that the mode is the variable goal execution mode, it executes the processes from step S916 onwards.

[0243] In step S916, the MPU 62 executes a variable shot execution process. The variable goal execution process will be described in detail below.

[0244] FIG. 22 is a flowchart illustrating the variable goal execution process. In the variable shot execution process, the MPU 62 executes steps S1301 to S1313 as shown in FIG. In step S1301, the MPU 62 determines whether the blade member 401a is open. If it is determined in step S1301 that the blade member 401a is not open, the MPU 62 executes the processes in step S1302 and thereafter. On the other hand, if the MPU 62 determines in step S1301 that the blade member 401a is open, it executes the processes from step S1305 onwards.

[0245] First, the process (the process from step S1302 onwards) when it is determined in step S1301 that the blade member 401a is not open by the MPU 62 will be described. In step S1302, MPU 62 executes a blade member opening execution process, in which MPU 62 executes drive control of blade member driver 401c to set blade members 401a in the open state.

[0246] In step S1303, MPU 62 sets a blade member opening command. Also, MPU 62 transmits the blade member opening command set in step S1303 to audio and light emission control device 90 in step S401 of the normal processing. Based on the blade member open command transmitted from the MPU 62, the audio and light emission control device 90 recognizes that the blade members 401a have been set to the open state, and executes a predetermined process.

[0247] In step S1304, the MPU 62 sets "1000" in the timer counter T. As described above, the timer counter T is updated by subtracting 1 from the previous value each time a timer interrupt process is executed. Therefore, the time set in the timer counter T is 2 seconds.

[0248] Next, the process (the process from step S1305 onwards) when it is determined in step S1301 by MPU 62 that blade member 401a is open will be described. In step S1305, the MPU 62 determines whether the value of the timer counter T is equal to or less than "0".

[0249] If the MPU 62 determines in step S1305 that the value of the timer counter T is not equal to or less than "0", it executes the processes in and after step S1306. On the other hand, if the MPU 62 determines in step S1305 that the value of the timer counter T is equal to or less than "0", it executes the processes from step S1312 onwards.

[0250] First, the process (the process from step S1306 onwards) when it is determined in step S1305 that the value of the timer counter T is not equal to or less than "0" in the MPU 62 will be described. In step S1306, the MPU 62 determines whether or not the opening and closing of the plate 403a has been completed by referencing the plate opening and closing execution flag stored in the RAM 64. This plate opening and closing execution flag is a flag for specifying whether the opening and closing of the plate 403a has been completed between when the blade members 401a were set to the open state and when the blade members 401a were set to the closed state. The MPU 62 sets the plate opening and closing execution flag when the opening and closing of the plate 403a has been completed, and clears the plate opening and closing execution flag when the blade members 401a were set to the closed state.

[0251] If it is determined in step S1306 that the opening and closing of the plate 403a has been completed (if the plate opening and closing completed flag is set in the RAM 64), the MPU 62 ends the variable goal entry execution process. On the other hand, if it is determined in step S1306 that the plate 403a has not been opened or closed (the plate opening / closing completion flag is not set in the RAM 64), the MPU 62 determines in step S1307 whether the value of the timer counter T is equal to or less than 500. In other words, the MPU 62 determines whether 1 second has elapsed since the blade member 401a was set to the open state.

[0252] If MPU62 determines in step S1307 that the value of timer counter T is not less than "500" (if it determines that 1 second has not elapsed since the blade member 401a was set to the open state), it terminates the variable ball entry execution process. On the other hand, if the MPU 62 determines in step S1307 that the value of the timer counter T is equal to or less than 500 (if it determines that 1 second has elapsed since the blade members 401a were set to the open state), the MPU 62 executes a plate opening process in step S1308. In this plate opening process, the MPU 62 sets the plate 403a to the open state by executing drive control of the plate driving unit 403c.

[0253] In step S1309, it is determined whether the value of the timer counter T is equal to or less than 400. In other words, the MPU 62 determines whether 0.2 seconds have elapsed since the plate 403a was set to the open state. If MPU62 determines in step S1309 that the value of timer counter T is not less than "400" (if it determines that 0.2 seconds have not elapsed since plate 403a was set to the open state), it terminates the variable ball entry execution process. On the other hand, if the MPU 62 determines in step S1309 that the value of the timer counter T is equal to or less than 400 (if it determines that 0.2 seconds have elapsed since the plate 403a was set to the open state), the MPU 62 executes plate closing processing in step S1310. In this plate closing processing, the MPU 62 executes drive control of the plate driving unit 403c to set the plate 403a to the closed state.

[0254] In step S1311, the MPU 62 sets the plate open / closed execution flag by assigning 1 to an area indicating the plate open / closed execution flag provided in the various flag storage area 64c of the RAM 64. Thereafter, the MPU 62 ends the variable goal execution process.

[0255] Next, the process (the process from step S1312 onwards) when it is determined in step S1305 that the value of the timer counter T is equal to or less than "0" in the MPU 62 will be described. In step S1312, MPU 62 executes a blade member closing execution process, in which MPU 62 executes drive control of blade member driver 401c to set blade members 401a to the closed state.

[0256] In step S1313, the MPU 62 clears the plate opening / closing execution flag and the variable goal execution mode flag by substituting 0 into the areas indicating the plate opening / closing execution flag and the variable goal execution mode flag, which are provided in the various flag storage area 64c of the RAM 64. Thereafter, the MPU 62 ends the variable goal execution process.

[0257] Thus, in the variable ball entry execution mode, the MPU 62 sets the blade member 401a to the open state, allowing the game ball to enter the right-side variable ball entry mechanism 40, and sets the plate 403a to the open or closed state, allowing the game ball to enter either the right ball entry opening 404 or the left ball entry opening 405. Furthermore, in the variable ball entry execution mode, the time (open period) from when the plate 403a is set to the open state until it is set to the closed state again is shorter than the time (open period) from when the blade member 401a is set to the open state until it is set to the closed state again. Specifically, the open period of the plate 403a (0.2 seconds in this embodiment) is approximately 1 / 10 of the open period of the blade member 401a (2 seconds in this embodiment). In other words, a game ball that enters the right-side variable ball entry mechanism 40 will enter the right ball entry opening 404 with a probability of approximately 1 / 10. In this embodiment, plate 403a performs one opening and closing operation during the opening period of blade member 401a, but may perform multiple opening and closing operations.

[0258] Returning to the explanation of the game state transition process, the process from step S917 onwards will be explained with reference to FIG. After executing the variable ball entry execution process in step S916, in step S917, the MPU 62 determines whether the game ball has entered the right ball entry port 404 (V entry) by determining whether the detection sensor 50h corresponding to the right ball entry port 404 has detected the entry of the game ball.

[0259] If the MPU 62 determines in step S917 that the gaming ball has entered the right ball entrance 404, it executes V winning success processing in step S918. In this V winning success processing, the MPU 62 executes drive control of the blade member drive unit 401c to set the blade members 401a to a closed state, and then clears the plate opening / closing execution flag and the variable ball entry execution mode flag stored in the RAM 64. Also, in the V winning success processing, the MPU 62 sets a V winning success command. In step S401 of the normal processing, the MPU 62 transmits the V winning success command set in step S918 to the sound and light-emitting control device 90. Thereafter, the MPU 62 executes the processing from step S907 onwards described above. Based on the V winning success command sent from the MPU 62, the sound and light emitting control device 90 recognizes that the gaming ball has won the right ball entrance 404, and executes a predetermined process.

[0260] On the other hand, when it is determined in step S917 that no gaming ball has entered the right ball entrance 404, the MPU 62 determines in step S919 whether or not the blade members 401a are set to the closed state.

[0261] If the MPU 62 determines in step S919 that the blade members 401a are not set to the closed state, it ends the game state transition process. On the other hand, if the MPU 62 determines in step S919 that the blade members 401a have been set to the closed state, it executes V winning failure processing in step S920. In this V winning failure processing, the MPU 62 sets a V winning failure command. In step S401 of the normal processing, the MPU 62 transmits the V winning failure command set in step S920 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the game state transition processing. Based on the V winning failure command sent from the MPU 62, the sound and light emitting control device 90 recognizes that the gaming ball did not win in the right ball entrance 404, and executes a predetermined process.

[0262] In this way, if the pachinko machine 10 wins a "jackpot" in the lottery based on winning the upper operating port 36, it will transition directly to the opening and closing execution mode, whereas if the lottery based on winning the lower operating port 37 wins a "special jackpot", it will transition to the variable ball entry execution mode, and if a ball enters the right ball entry port 404 in this variable ball entry execution mode, it will transition to the opening and closing execution mode. In addition, in the variable ball entry execution mode, the pachinko machine 10 does not transition to the open / close execution mode if only a ball enters the left ball entry port 405 or if no ball enters either the right ball entry port 404 or the left ball entry port 405.

[0263] <Electricity support processing> FIG. 23 is a diagram showing a flowchart of the electric support processing. In the electric utility support process, the MPU 62 executes steps S1401 to S1408 as shown in FIG. In step S1401, the MPU 62 determines whether or not the display unit for the accessory 46 is performing a variable display, that is, whether or not an electric role game is in progress.

[0264] If the MPU 62 determines in step S1401 that the bonus object display unit 46 is not performing a variable display, it executes the processes from step S1402 onwards. On the other hand, if the MPU 62 determines in step S1401 that the bonus object display unit 46 is performing a variable display, it executes the processes in step S1405 and thereafter.

[0265] First, the process (the process from step S1402 onwards) when it is determined in step S1401 that the bonus object display unit 46 is not in a variable display state will be described. In step S1402, the MPU 62 determines whether or not the opening / closing execution mode is in progress.

[0266] If the MPU 62 determines in step S1402 that the opening and closing execution mode is in progress, it terminates the electric role support processing without executing the processing from step S1403 onwards. Therefore, if it determines that the opening and closing execution mode is in progress, the MPU 62 does not start the progress of the electric role game round regardless of whether or not the entry of a game ball into each through gate 41 is detected. The MPU 62 determines whether or not the opening / closing execution mode is in progress by referring to the opening / closing execution mode flag stored in the RAM 64.

[0267] On the other hand, if the MPU 62 determines in step S1402 that the game is not in the opening / closing execution mode, it determines in step S1403 whether or not a gaming ball has entered any of the through gates 41. Specifically, the MPU 62 determines whether or not the value of the electric accessory opening counter C4 is stored in the lottery counter buffer of the RAM 64.

[0268] If the MPU 62 determines in step S1403 that no game ball has entered any of the through gates 41 (if it determines that the value of the electric role opening counter C4 is not stored in the lottery counter buffer), it terminates the electric role support processing without executing the processing from step S1404 onwards. On the other hand, when the MPU 62 determines in step S1403 that the game ball has entered any of the through gates 41 (when the value of the electric accessory opening counter C4 is determined to be stored in the lottery counter buffer), it executes the electric role variation start process in step S1404. After that, the MPU 62 ends the electric role support process. The electric utility fluctuation start process will be explained in detail below.

[0269] FIG. 24 is a diagram showing a flowchart of the electric role fluctuation start processing. In the electric utility fluctuation start process, the MPU 62 executes steps S1501 to S1510 as shown in FIG. In step S1501, the MPU 62 determines whether the support mode is the high frequency support mode. The MPU 62 determines whether the support mode is the high frequency support mode by referring to the high frequency support flag stored in the RAM 64.

[0270] If MPU62 determines in step S1501 that the support mode is not high-frequency support mode (if it determines that the support mode is low-frequency support mode), it reads out the electric role win / loss table for low-frequency support mode (see Figure 7(a)) from the electric role win / loss table memory area 63c of ROM63 in step S1502, and if it determines in step S1501 that the support mode is high-frequency support mode, it reads out the electric role win / loss table for high-frequency support mode (see Figure 7(b)) from the electric role win / loss table memory area 63c of ROM63 in step S1503.

[0271] After executing the processing of step S1502 or step S1503, the MPU 62 executes an electric role win / loss determination process in step S1504. In this electric role win / loss determination process, the MPU 62 determines the result of the electric role win / loss lottery (electric role win / loss result) by comparing the value of the electric role release counter C4 stored in the lottery counter buffer of the RAM 64 with the electric role win / loss table read out in step S1502 or step S1503. As mentioned above, the electric role win / loss result is either a "small win" or a "loss result," and this is the same whether the support mode is the low-frequency support mode or the high-frequency support mode.

[0272] In step S1505, the MPU 62 determines whether the result of the electric winning combination determined in step S1504 is a "small winning combination." When the MPU 62 determines in step S1505 that the electric win result is a "small win", it executes a stop result setting process for the small win result in step S1506. In this stop result setting process for the small win result, the MPU 62 stores information relating to the pattern to be finally stopped and displayed on the bonus device display unit 46 in the RAM 64. Here, the MPU 62 determines information relating to the pattern to be finally stopped and displayed on the bonus device display unit 46 by referring to a stop result table for the small win result stored in advance in the ROM 63.

[0273] On the other hand, if the MPU 62 determines in step S1505 that the electric winning / losing result is not a "small winning" (if it determines that the result is a "losing result"), it executes a stop result setting process for a losing result in step S1507. In this stop result setting process for a losing result, the MPU 62 stores information relating to the patterns to be finally stopped and displayed on the device display unit 46 in the RAM 64. Here, the MPU 62 determines information relating to the patterns to be finally stopped and displayed on the device display unit 46 by referring to a stop result table for a losing result stored in advance in the ROM 63.

[0274] After executing the process of step S1506 or step S1507, the MPU 62 executes the setting process of the electric role display duration (electric role display duration) in step S1508. In the process of setting the electric role display duration, the MPU 62 determines whether the support mode is the high frequency support mode by referring to the high frequency support flag stored in the RAM 64.

[0275] When the MPU 62 determines that the support mode is the high frequency support mode, it determines the electric role display duration by referring to the electric role display duration table for the high frequency support mode stored in the ROM 63, and sets the determined electric role display duration in an electric role display duration counter provided in the various counter area 64a of the RAM 64. On the other hand, when the MPU 62 determines that the support mode is not the high frequency support mode (when the MPU 62 determines that the support mode is the low frequency support mode), it determines the electric role display duration by referring to the electric role display duration table for the low frequency support mode stored in the ROM 63, and sets the determined electric role display duration in the electric role display duration counter provided in the various counter area 64a of the RAM 64.

[0276] Here, the high-frequency support mode electric role display duration table is set to shorten the electric role display duration compared to the low-frequency support mode electric role display duration table. In other words, the electric role display duration in the high-frequency support mode is shorter than that in the low-frequency support mode. In addition, the electric role display duration determined by referring to the electric role display duration table for the high frequency support mode is different from the electric role display duration determined by referring to the electric role display duration table for the low frequency support mode. The electric role display duration may be configured not to change depending on the support mode. Also, the electric role display duration table for the high frequency support mode and the electric role display duration table for the low frequency support mode may be the same.

[0277] In step S1509, the MPU 62 sets a command for the electric role fluctuation. This command for the electric role fluctuation includes information related to the electric role display duration. In step S401 of the normal processing, the MPU 62 transmits the command for the electric role fluctuation set in step S1509 to the sound and light emission control device 90. The sound and light emission control device 90 executes a predetermined process based on the electric utility fluctuation command transmitted from the MPU 62. This process will be described in detail later.

[0278] In step S1510, the MPU 62 starts variable display on the role display unit 46. After that, the MPU 62 ends the electric role variation start processing.

[0279] Returning to the explanation of the electric utility support process, the process from step S1405 onwards will be explained with reference to FIG. In step S1401, the MPU 62 determines whether the reel display unit 46 is performing a variable display or not, and if it determines that the reel display unit 46 is performing a variable display, it executes the processing from step S1405 onwards.

[0280] In step S1405, the MPU 62 determines whether the electric role display duration time set in step S1508 of the electric role variation start processing has elapsed. Specifically, the MPU 62 determines whether the value set in the electric role display duration counter of the RAM 64 has become "0" or less. The value of this electric role display duration counter is updated by subtracting 1 from the previous value each time the timer interrupt processing is executed.

[0281] If the MPU 62 determines in step S1405 that the electric role display duration time has not elapsed, it executes electric role variation display processing in step S1406. In this electric role variation display processing, the MPU 62 updates the display of the role display unit 46 during the variable display. After that, the MPU 62 ends the electric role support processing.

[0282] On the other hand, when the MPU 62 determines in step S1405 that the electric role display duration has elapsed, it executes an electric role variation end process in step S1407. In this electric role variation end process, the MPU 62 identifies information (information related to the pattern to be finally stopped and displayed on the role display unit 46) stored in the RAM 64 in the process of step S1506 or step S1507 of the electric role variation start process executed when starting variable display on the role display unit 46. Then, when the electric role game round ends, the MPU 62 executes display control of the role display unit 46 so that the pattern corresponding to this identified information is displayed on the role display unit 46 during variable display.

[0283] Here, the display area of the device display unit 46 is narrower than that of the electric role symbol GS on the symbol display device 51, and the picture displayed in a stopped state on the device display unit 46 is harder for the player to recognize than the two types of symbols consisting of "○" and "×" displayed in a stopped state on the electric role symbol GS on the symbol display device 51. Therefore, when the electric role game ends, the player will determine whether or not they have won a small win by checking the electric role symbol GS on the symbol display device 51 rather than the device display unit 46, which can increase the attention paid to the display screen G.

[0284] In step S1408, the MPU 62 sets an electric role fluctuation end command. In step S401 of the normal processing, the MPU 62 transmits the electric role fluctuation end command set in step S1408 to the sound light emission control device 90. After that, the MPU 62 ends the electric role support processing. The sound and light emitting control device 90 executes a process for ending the presentation of the electric role game round based on the electric role variation end command transmitted from the MPU 62. Here, the sound and light emitting control device 90 may be configured to end the presentation of the electric role game round independently without needing to receive the electric role variation end command.

[0285] <Electric accessory release process> FIG. 25 is a diagram showing a flowchart of the process of opening the electric accessory. In the process of opening the electric accessory, the MPU 62 executes steps S1601 to S1604 as shown in FIG. In step S1601, the MPU 62 determines whether or not the MPU 62 is in the opening / closing execution mode. If the MPU 62 determines in step S1601 that the MPU 62 is in the opening / closing execution mode, the MPU 62 ends the electric accessory opening process without executing the processes in step S1602 and thereafter. Therefore, if the MPU 62 determines that the MPU 62 is in the opening / closing execution mode, the MPU 62 does not execute the opening / closing process of the electric accessory 37a regardless of whether or not the entry of a game ball into each through gate 41 has been detected. The MPU 62 determines whether or not the opening / closing execution mode is in progress by referring to the opening / closing execution mode flag stored in the RAM 64.

[0286] In step S1602, the MPU 62 determines whether or not the variable display of the role display unit 46 has ended. If the MPU 62 determines in step S1602 that the variable display of the role display unit 46 has not ended, the MPU 62 ends the electric role release process. On the other hand, when the MPU 62 determines in step S1602 that the variable display of the role display section 46 has ended, it determines in step S1603 whether the electric role win / loss result is a "small win result."

[0287] If the MPU 62 determines in step S1603 that the result of the electric role is not a "small win result" (if the result of the electric role is determined to be a "miss result"), it terminates the electric role opening process. On the other hand, when the MPU 62 determines in step S1603 that the electric role win / loss result is a "small win result," it executes an electric role release execution process. In this electric role release execution process, the MPU 62 executes drive control of the electric role drive unit 37b to execute opening and closing processing of the electric role 37a. After that, the MPU 62 ends the electric role release process.

[0288] <Electrical configuration of the audio and light emission control device 90 and the display control device 100> FIG. 26 is a block diagram showing the electrical configuration of the audio and light emission control device and the display control device. 26, the audio and light emission control device 90 includes an audio and light emission control board 91, an MPU 92 mounted on the audio and light emission control board 91, and a ROM 93 and a RAM 94 that constitute the MPU 92. Here, the MPU 92 is an element that combines the ROM 93 and RAM 94, as well as a CPU, an interrupt circuit, a timer circuit, and a data input / output circuit, all on one chip.

[0289] The ROM 93 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to retain the stored information. The ROM 93 has various areas, such as an effect generation table storage area 93a and a reach data storage area 93b. These areas will be described in detail later. The RAM 94 is a memory for temporarily storing various data and the like when the control program stored in the ROM 93 is executed, and is a volatile storage means that requires an external power supply to retain the stored information. The RAM 94 has various areas, such as a various counter area 94a, a various flag storage area 94b, and a command list storage area 94c. These areas will be described in detail later.

[0290] The MPU 92 has an input port and an output port. As described above, the input port of the MPU 92 is connected to the main control device 60. The input port of the MPU 92 is also connected to the push button 25b. The output port of the MPU 92 is connected to the various lamp units 23, 53, 54, the speaker unit 24, and the display control device 100. The MPU 92 controls the driving of the various lamp units 23 , 53 , 54 and the speaker unit 24 based on commands sent from the main control unit 60 . Furthermore, the MPU 92 transmits commands resulting from the analysis of these commands to the display control device 100. The audio and light emission control device 90 is electrically connected to the display control device 100 via a connector unit (connection unit) having connectors on both ends of a signal line.

[0291] The display control device 100 includes a display control board 101, an MPU 102, a program ROM 103 and a work RAM 104 that constitute the MPU 102, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. The MPU 102 is a chip that combines a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and the like in addition to the program ROM 103 and the work RAM 104. The MPU 102, the VDP 105, the character ROM 106, and the video RAM 107 are mounted on the display control board 101.

[0292] The MPU 102 analyzes the command transmitted from the audio and light emission control device 90, and performs predetermined calculations based on the command to control the VDP 105. Specifically, the MPU 102 controls the VDP 105 by generating a command for the VDP 105.

[0293] The program ROM 103 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The work RAM 104 is a memory for temporarily storing various data etc. when executing the control program stored in the program ROM 103, and is a volatile storage means that requires an external power supply to retain the stored information.

[0294] VDP 105 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in pattern display device 51. VDP 105 is also called a "drawing chip" because it is an IC chip, and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. This VDP 105 reads image data from character ROM 106 based on the contents of commands generated by MPU 102 and stores this image data in video RAM 107.

[0295] The character ROM 106 functions as an image data library for storing character data such as designs to be displayed on the design display device 51. The character ROM 106 stores bitmap format image data of various designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like. The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 51, and the display contents of the pattern display device 51 can be changed by rewriting the contents of this video RAM 107.

[0296] <Regarding the timer interrupt process executed by the audio and light emission control device 90> FIG. 27 is a flowchart illustrating a timer interrupt process executed by the audio and light emission control device. The MPU 92 of the sound and light emission control device 90 executes a timer interrupt process to progress the game. In this timer interrupt process, the MPU 92 executes steps S1701 to S1705 periodically (for example, every 2 msec) as shown in Fig. 27.

[0297] In step S1701, the MPU 92 executes a command storage process. In this command storage process, when the MPU 92 receives a command from the MPU 62, the MPU 92 stores the command in the RAM 94. Specifically, the RAM 94 has a ring buffer for storing and reading commands received from the MPU 62, and the MPU 92 stores the commands in the ring buffer in the order in which they were received from the MPU 62. The MPU 92 reads the commands from the ring buffer in the order in which they were stored in the ring buffer.

[0298] In step S1702, the MPU 92 executes a presentation determination process based on the command received from the MPU 62. In the presentation determination process, the MPU 92 determines presentations for game rounds, presentations for electric role game rounds, presentations for the variable ball entry execution mode, presentations for the open / close execution mode, etc. Therefore, in this embodiment, the sound and light emission control device 90 functions as presentation execution means that executes presentations in response to the entry of a game ball into the through gate 41. In step S1703, the MPU 92 executes a performance execution process based on the content of the performance determination process in step S1702. Specifically, in the performance execution process, the MPU 92 executes light emission control of the various lamp units 23, 53, and 54, and executes audio control of the speaker unit 24.

[0299] In step S1704, the MPU 92 executes a demo display execution process based on the demo command received from the MPU 62. In the demo display execution process, the MPU 92 executes a demo display when a predetermined start waiting period (e.g., 3 seconds) for starting a demo has elapsed after a game has ended without a new game being started. Specifically, in the demo display execution process, the MPU 92 executes light emission control of the various lamp units 23, 53, 54 and audio control of the speaker unit 24.

[0300] In step S1705, a command transmission process is executed to transmit the commands set in the performance determination process in step S1702 and the demo display execution process in step S1704 to the display control device 100. In this command transmission process, the MPU 92 determines whether or not it is time to transmit the various commands stored as a command list in the command list storage area 94c of the RAM 94 to the display control device 100, and if it determines that it is time to transmit the various commands to the display control device 100, it transmits the commands to the display control device 100. Thereafter, the MPU 92 ends the timer interrupt process.

[0301] <Regarding the rendering determination process executed by the audio and light emission control device 90> FIG. 28 is a diagram showing a flowchart of the effect determination process. The MPU 92 of the sound and light emission control device 90 executes a performance determination process to execute a performance for a game round, a performance for an electric role game round, a performance for a variable ball entry execution mode, a performance for an open / close execution mode, etc. In this performance determination process, the MPU 92 executes steps S1801 to S1820 as shown in FIG.

[0302] In step S1801, the MPU 92 determines whether or not the variation command and type command transmitted from the MPU 62 have been received. If the MPU 92 determines in step S1801 that it has not received any commands, it executes the processes from step S1810 onwards. On the other hand, if the MPU 92 determines in step S1801 that each command has been received, it determines in step S1802 whether the result is a "jackpot win" or not based on the content of the type command.

[0303] If the MPU 92 determines in step S1802 that the result is a "jackpot win," it executes the processes from step S1803 onward. On the other hand, if the MPU 92 determines in step S1802 that the result is not a "jackpot win," it executes the processes from step S1804 onwards.

[0304] First, the process (the process from step S1803 onwards) when the MPU 92 determines in step S1802 that the result is a "jackpot win" will be described. In step S1803, the MPU 92 executes a process for determining a symbol for a jackpot. In this process for determining a symbol for a jackpot, if the allocation result is determined to be a "high frequency support mode result," the MPU 92 determines information relating to a combination of symbols having the same odd numbers as a stop result to be finally stopped and displayed on the activated line L, and if the allocation result is determined to be a "low frequency support mode result," the MPU 92 determines information relating to a combination of symbols having the same even numbers as a stop result to be finally stopped and displayed on the activated line L. The odd and even numbers are determined randomly by lottery or the like.

[0305] Next, the process (the process from step S1804 onwards) when the MPU 92 determines in step S1802 that the result is not a "jackpot win" will be described. In step S1804, the MPU 92 determines whether the result is a "special win" or not based on the content of the type command.

[0306] If the MPU 92 determines in step S1804 that the result is a "special win," it executes the processing from step S1805 onwards. On the other hand, if the MPU 92 determines in step S1804 that the result is not a "special win" (if the result is a "normal loss"), it executes the processing from step S1807 onwards.

[0307] First, the process (the process from step S1805 onwards) when the MPU 92 determines in step S1804 that the result of the winning or losing is a "special winning" will be described. In step S1805, the MPU 92 executes a special winning symbol determination process. In this special winning symbol determination process, the MPU 92 determines information relating to a combination of symbols having the same alphabetic character as a stop result to be finally displayed on the activated pay line L.

[0308] In step S1806, the MPU 92 executes a process for determining whether or not to perform a blade member opening notification effect. The process of determining whether or not the blade member is opened will be described in detail below.

[0309] FIG. 29 is a diagram showing a flowchart of the process of determining the blade member opening notification effect. In the process of determining the blade member opening notification effect, the MPU 62 executes steps S1901 to S1904 as shown in FIG. In step S1901, the MPU 92 determines whether the support mode is the high frequency support mode. The MPU 92 determines whether the support mode is the high frequency support mode by referring to the high frequency support flag stored in the RAM 64.

[0310] If the MPU 92 determines in step S1901 that the support mode is the high frequency support mode, it ends the process of determining the blade member opening notification effect without executing the processes from step S1902 onwards. On the other hand, if the MPU 92 determines in step S1901 that the support mode is not the high-frequency support mode (if it determines that the support mode is the low-frequency support mode), then in step S1902, it determines based on the content of the variation command whether or not a gaming ball has entered the lower operating port 37, triggered by a winning entry into the central through gate 411. Specifically, the MPU 92 determines whether or not the through gate information is 1. If the MPU 92 determines that the through gate information is 1, it determines that a gaming ball has entered the lower operating port 37, triggered by a winning entry into the central through gate 411. If the MPU 92 determines that the through gate information is not 1, it determines that a gaming ball has not entered the lower operating port 37, triggered by a winning entry into the central through gate 411 (it determines that a gaming ball has entered the lower operating port 37, triggered by a winning entry into the right-side through gate 412).

[0311] If the MPU 92 determines that the game ball has not entered the lower operating port 37, triggered by the entry into the central through gate 411, it terminates the process of determining the blade member opening notification performance without executing the processing from step S1903 onwards. On the other hand, when the MPU 92 determines that the gaming ball has entered the lower operating port 37, triggered by the entry into the central through gate 411, it executes the setting process of the blade member opening notification effect in step S1903. This blade member opening notification effect is an effect that notifies the player that a "special win" has been obtained in the win / loss lottery and that the blade members 401a will be opened after the variable display has started on the symbol display device 51 and before the predetermined stop result is displayed. The blade member opening notification effect will be explained in detail later.

[0312] In step S1904, the MPU 92 sets a blade member opening notification effect command. Then, the MPU 92 stores the blade member opening notification effect command in the command list stored in the command list storage area 94c of the RAM 94. This blade member opening notification effect command is transmitted to the display control device 100 in the command transmission process in step S1705 described above.

[0313] Based on the blade member release notification effect command sent from the MPU 92, the MPU 102 of the display control device 100 reads out from the program ROM 103 a data table for executing the blade member release notification effect on the pattern display device 51. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) is reached. As a result, after starting the variable display, the pattern display device 51 notifies the player that a "special win" has been obtained in the win / loss lottery and that the blade members 401a will be released, before displaying a predetermined stop result.

[0314] FIG. 30 is a diagram showing the opening and closing of the blade members and the timing at which the blade member opening notification effect is generated. As shown in Fig. 30, the blade member opening notification effect occurs after the pattern display device 51 starts displaying the varying patterns and before displaying a predetermined stop result. Specifically, the pattern display device 51 starts displaying the varying patterns and then generates a reach display after the high-speed variation period has elapsed. Then, after generating the reach display, the pattern display device 51 generates the blade member opening notification effect before stopping the varying pattern display.

[0315] Furthermore, as described above, in step S903, the MPU 62 determines whether or not the variable display on the main display unit 45 has ended, and if it determines that the variable display on the main display unit 45 has ended, it determines in step S904 whether or not the win / loss result indicates a win ("jackpot win" or "special win") If it determines in step S904 that the win / loss result indicates a win, the MPU 62 determines in step S905 whether or not the second result display unit flag is set in the RAM 64, and if it determines that the second result display unit flag is set in the RAM 64, this indicates that variable display on the second result display unit 45b based on the winning of a gaming ball into the lower actuation port 37 is to start, and therefore in step S906, the variable ball entry execution mode flag is set in the RAM 64. In other words, if the result of the winning / losing based on the entry of the gaming ball into the lower actuation port 37 is a "special winning," the MPU 62 immediately shifts to the variable ball entry execution mode and opens the blade members 401a after the variable display of the main display unit 45 has ended. Specifically, the waiting period (PD1) from the end of the variable display of the main display unit 45 until the shift to the variable ball entry execution mode and the opening of the blade members 401a is 0.5 seconds. Also, the opening period (PD2) of the blade members 401a is 2 seconds, as mentioned above.

[0316] Here, after confirming that the blade members 401a have been opened, the player rotates the launch handle 27 to the maximum extent, shifting the arrival position of the gaming ball in the upper part of the gaming area from the side where the exit portion of the guide rail 34 is formed to the opposite side, thereby guiding the gaming ball to the right-side variable ball entry mechanism 40 while avoiding the variable display unit 43 etc. (when the player starts to hit with the right), and after the blade members 401a are closed, the gaming ball reaches the right-side variable ball entry mechanism 40. Specifically, when the player starts to hit with the right, it takes about 3 seconds (minimum arrival time) to 5 seconds (maximum arrival time) for the gaming ball to reach the right-side variable ball entry mechanism 40. In other words, after the variable display of the main display unit 45 has ended, the total time of the waiting period (PD1) until the transition to the variable ball entry execution mode and the opening of the blade member 401a, and the opening period (PD2) of the blade member 401a, is shorter than the minimum arrival time (3 seconds in this embodiment) for the game ball launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 to reach the right-side variable ball entry mechanism 40, so the player cannot make the game ball enter the right-side variable ball entry mechanism 40.

[0317] In contrast, after confirming the occurrence of the blade member opening notification effect, the player maximizes the rotation amount of launch handle 27, shifting the arrival position of the game ball in the upper part of the game area from the side where the exit portion of guide rail 34 is formed to the opposite side, thereby guiding the game ball to right-side variable ball entry mechanism 40 while avoiding variable display unit 43, etc. (when the player starts hitting to the right), so that the game ball arrives at right-side variable ball entry mechanism 40 before blade members 401a close. In other words, the period (PD3) from the occurrence of the blade member opening notification effect to the closure of blade members 401a is longer than the maximum arrival time (5 seconds in this embodiment) for the game ball launched from game ball launch mechanism 81 by the player's rotation of launch handle 27 to arrive at right-side variable ball entry mechanism 40, so the player can cause the game ball to enter right-side variable ball entry mechanism 40. Specifically, in this embodiment, the period (PD3) from the occurrence of the blade member opening notification effect to the closing of the blade members 401a is 6 seconds.

[0318] In this embodiment, the blade member opening notification effect occurs after the pattern display device 51 starts displaying the changing pattern and before displaying the specified stop result, but it may also occur after displaying the specified stop result.

[0319] In addition, in this embodiment, the MPU 62 sets the waiting period (PD1) after the variable display of the main display unit 45 has ended until it switches to the variable ball entry execution mode and opens the blade member 401a to 0.5 seconds, and if the result of the win / loss based on the entry of the game ball into the lower operating port 37 is a ``special win,'' it immediately switches to the variable ball entry execution mode and opens the blade member 401a after the variable display of the main display unit 45 has ended, but it is not necessary to immediately switch to the variable ball entry execution mode and open the blade member 401a; for example, it may switch to the variable ball entry execution mode and open the blade member 401a after a predetermined time has passed.

[0320] In addition, this predetermined time may be determined randomly each time the result of the winning or losing based on the entry of the gaming ball into the lower operating port 37 is a "special winning". If the specified time is determined randomly, after the specified stop result is displayed on the pattern display device 51, when the player starts to hit to the right, the game ball needs to continue to be fired until the blade member 401a opens in order for the game ball to enter the right-side variable ball entry mechanism 40.Therefore, if it takes a long time for the blade member 401a to open, the game balls will be significantly reduced. In contrast, if the period (PD3) from the occurrence of the blade member opening notification effect to the closing of blade member 401a is set to 6 seconds, when the player starts hitting to the right after confirming the occurrence of the blade member opening notification effect, blade member 401a will open around the time the game ball reaches the right-side variable ball entry mechanism 40, and since there is no need to continue firing the game ball until blade member 401a opens in order to get the game ball to enter the right-side variable ball entry mechanism 40, the game balls will not decrease significantly even if it takes a long time until blade member 401a is opened.

[0321] As described above, in this embodiment, the processing of step S1902 functions as a first effect determination unit that determines whether or not to execute an effect when a gaming ball enters the central through gate 411 in the low frequency support mode. In addition, the setting process for the blade member opening notification effect functions as an advantageous information provision section that provides advantageous information to the player when it is determined in the processing of step S1902 that the effect will be executed in response to the game ball entering the central through gate 411. Therefore, in this embodiment, when the main control device 60 transitions to low frequency support mode (when predetermined conditions are met), the central through gate 411 provides the player with a higher value than the right through gate 412. In this embodiment, the case where the main control device 60 transitions to the low frequency support mode is considered to be the case where the predetermined condition is satisfied, but other cases may also be considered to be the case where the predetermined condition is satisfied. For example, the case where a predetermined number of games or more have been played in the low frequency support mode may also be considered to be the case where the predetermined condition is satisfied. In short, the first ball entry means may award a higher value to the player than the second ball entry means when the predetermined condition is satisfied.

[0322] Furthermore, in this embodiment, when the pachinko machine 10 determines in the processing of step S1902 that a performance will be executed in response to the entry of a game ball into the central through gate 411, the pachinko machine 10 is provided with an advantageous information providing unit that provides advantageous information to the player, so that when the main control device 60 transitions to the low frequency support mode, the central through gate 411 provides a higher value to the player than the right through gate 412. In contrast to this, for example, when the pachinko machine 10 determines in the processing of step S1902 that an effect will be executed in response to a game ball entering the right-side through gate 412, it may be provided with a movable baffle plate that prevents the game ball from entering the right-side variable ball entry mechanism 40, so that when the main control device 60 transitions to low-frequency support mode, the central through gate 411 may provide a higher value to the player than the right-side through gate 412. In short, the central through gate 411 only needs to be able to provide a higher value to the player than the right through gate 412 when the main control device 60 transitions to the low frequency support mode.

[0323] Returning to the explanation of the effect determination process, the process from step S1807 onwards will be explained with reference to FIG. Next, we will explain the processing (processing from step S1807 onwards) when MPU92 determines in step S1804 that the result is not a "special win" (when it determines that the result is a "normal loss").

[0324] In step S1807, the MPU 92 executes a symbol determination process for a normal loss. In this symbol determination process for a normal loss, the MPU 92 determines, based on the content of the variation command, whether winning into which of the upper operation port 36 and the lower operation port 37 will trigger the execution of the variable display of the symbol (which of the first result display port 45a and the second result display port 45b will execute the variable display), and also determines, based on the content of the variation command, whether a reach display will occur.

[0325] The MPU 92 determines that a winning combination in the upper actuation port 36 is used as a trigger to execute a variable display of the symbols, and if it determines that a reach display will occur, it determines information relating to the combination of symbols in the reach display as the stop result to be finally displayed on the activated line L. The combination of symbols in the reach display is determined randomly by drawing lots or the like. On the other hand, when the MPU 92 determines that a reach display will not occur, it determines information relating to a combination of symbols different from the combination of symbols described above as a stop result to be finally displayed on the activated line L. Specifically, the MPU 92 randomly determines, by lottery or the like, a combination of symbols different from both a combination of symbols having the same number and a combination of symbols in a reach display.

[0326] In addition, the MPU 92 determines that a winning entry into the lower operating port 37 will trigger the variable display of the pattern, and if it determines that a reach display will occur, it determines information regarding the combination of patterns in the reach display as the final stop result to be displayed on the valid line L. On the other hand, when the MPU 92 determines that a reach display will not occur, it determines information relating to a combination of symbols different from the combination of symbols described above as a stop result to be finally displayed on the activated line L. Specifically, the MPU 92 determines a combination of symbols different from both a combination of symbols having the same alphabet and a combination of symbols in a reach display.

[0327] After executing the processing of step S1803, step S1806, or step S1807, the MPU 92 executes processing for determining an effect pattern in step S1808. In this processing for determining an effect pattern, the MPU 92 selects an effect pattern corresponding to the variation command and the type command by referring to an effect table stored in advance in the ROM 93. Specifically, the MPU 92 selects the effect duration (effect duration period) and effect content as the effect pattern. In step S1808, the MPU 92 also executes a lottery to determine whether or not to generate a preview display.

[0328] Furthermore, the MPU 92 controls the light emission of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S1703 described above, based on the selected performance pattern.

[0329] In step S1809, the MPU 92 sets a stop result command including information related to the stop result determined in the processing of step S1803, step S1806, or step S1807, and a pattern command including the effect pattern selected in step S1808. Then, the MPU 92 stores the stop result command and the pattern command in the command list stored in the command list storage area 94c of the RAM 94. These stop result command and pattern command are transmitted to the display control device 100 in the command transmission processing of step S1705 described above.

[0330] The MPU 102 of the display control device 100 reads out from the program ROM 103 a data table for executing the effects for a game round on the symbol display device 51 based on the stop result command and pattern command sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the symbol display device 51 executes the effects for a game round based on the effect pattern selected by the MPU 92 of the sound and light emission control device 90, and finally stops and displays the stop result determined by the MPU 92 on the pay line L.

[0331] After executing the process of step S1809, or if it is determined in step S1801 that the variation command and type command have not been received, the MPU 92 executes the processes of step S1810 and subsequent steps. In step S1810, the MPU 92 determines whether or not a command for the variable ball winning execution mode (a blade member opening command, a V winning success command, or a V winning failure command) transmitted from the MPU 62 has been received.

[0332] If the MPU 92 determines in step S1810 that it has not received a command for the variable ball entry execution mode, it executes the processes from step S1813 onwards. On the other hand, if the MPU 92 determines in step S1810 that it has received a command for the variable ball entry execution mode, it executes a process for determining a presentation for the variable ball entry execution mode in step S1811. In this process for determining a presentation for the variable ball entry execution mode, if the MPU 92 determines in step S1810 that it has received a blade member open command, it selects a presentation pattern corresponding to the opening of the blade members 401a by referring to a presentation table pre-stored in ROM 93. Also, if the MPU 92 determines in step S1810 that it has received a V winning success command, it selects a presentation pattern corresponding to a successful V winning by referring to a presentation table pre-stored in ROM 93, and if it determines in step S1810 that it has received a V winning failure command, it selects a presentation pattern corresponding to a failed V winning by referring to a presentation table pre-stored in ROM 93.

[0333] In step S1812, the MPU 92 sets a command for the variable goal execution mode, including the effects for the variable goal execution mode selected in step S1811. The MPU 92 then stores the command for the variable goal execution mode in the command list stored in the command list storage area 94c of the RAM 94. This command for the variable goal execution mode is transmitted to the display control device 100 in the command transmission process of step S1705 described above.

[0334] Based on the variable ball entry execution mode command sent from MPU 92, MPU 102 of display control device 100 reads from program ROM 103 a data table for executing variable ball entry execution mode effects (effects corresponding to the opening of blade members 401a, successful V entry, or failed V entry) on pattern display device 51. Then, MPU 102 outputs a command to VDP 105 based on this data table each time a predetermined image update timing (for example, every 20 msec) occurs. As a result, pattern display device 51 executes the variable ball entry execution mode effects and notifies the player that blade members 401a have been opened, that a V entry has been successful, or that a V entry has been successful.

[0335] After executing the process of step S1812, or if it is determined in step S1810 that a command for the variable ball entry execution mode has not been received, the MPU 92 executes the processes of step S1813 and subsequent steps. In step S1813, the MPU 92 determines whether or not the electric utility fluctuation command transmitted from the MPU 62 has been received.

[0336] If the MPU 92 determines in step S1813 that it has not received a command for electric utility fluctuation, it executes the processing from step S1816 onwards. On the other hand, when the MPU 92 determines in step S1813 that it has received a command for changing the electric role, it executes a symbol determination process corresponding to the type of the electric role result in step S1814. In this symbol determination process, when the MPU 92 determines that the electric role result is a "small win result", it determines information relating to the symbol "○" as the stop result to be finally stopped and displayed on the electric role symbol GS on the symbol display device 51, and when it determines that the game result is a "loss result", it determines information relating to the symbol "×" as the stop result to be finally stopped and displayed on the electric role symbol GS on the symbol display device 51.

[0337] In step S1815, the MPU 92 sets an electric utility stop result command including information related to the stop result determined in the processing of step S1814. Then, the MPU 92 stores the electric utility stop result command in the command list stored in the command list storage area 94c of the RAM 94. This electric utility stop result command is transmitted to the display control device 100 in the command transmission processing of step S1705 described above.

[0338] The MPU 102 of the display control device 100 reads out from the program ROM 103 a data table for executing the effects for the electric role game round on the symbol display device 51 based on the electric role stop result command sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the symbol display device 51 finally stops and displays the stop result determined by the MPU 92 of the sound and light emission control device 90.

[0339] After executing the process of step S1815, or if it is determined in step S1813 that the electric utility fluctuation command has not been received, the MPU 92 executes the processes of step S1816 and subsequent steps. In step S1816, the MPU 92 determines whether or not an opening command has been received.

[0340] If the MPU 92 determines in step S1816 that it has not received an opening command, it executes the processes from step S1820 onwards. On the other hand, if it is determined in step S1816 that an opening command has been received, the MPU 92 determines the type of allocation result based on the contents of the opening command in step S1817.

[0341] In step S1818, the MPU 92 executes a process for determining an effect for the open / close execution mode corresponding to the type of allocation result determined in step S1817. In the process for determining an effect for the open / close execution mode, if the MPU 92 determines in step S1817 that the game result is a "high frequency support mode result," it selects effect A as the effect for the open / close execution mode. Also, if the MPU 92 determines that the allocation result is a "low frequency support mode result," it selects effect B as the effect for the open / close execution mode. The duration of effects A and B corresponds to the time required to open and close the large prize opening 38a 15 times in the opening and closing execution mode.

[0342] Furthermore, based on the selection result of performance A and performance B, the MPU 92 controls the light emission of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S1703 described above.

[0343] In step S1819, the MPU 92 sets an open / close execution mode command including information related to the performance for the open / close execution mode selected in step S1818. This open / close execution mode command is transmitted to the display control device 100 in the command transmission process in step S1705 described above. The MPU 102 of the display control device 100 reads out from the program ROM 103 a data table for executing the effects for the open / close execution mode on the pattern display device 51 based on the command for the open / close execution mode sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the pattern display device 51 executes the effects for the open / close execution mode selected by the MPU 92 of the sound and light emission control device 90.

[0344] After executing the process of step S1819, or if it is determined in step S1816 that an opening command has not been received, the MPU 92 executes the processes of steps S1820 and onward. In step S1820, the MPU 92 executes other processing. In the other processing, the MPU 92 executes processing for progressing the effects for the opening / closing execution mode based on, for example, the opening command, closing command, and ending command transmitted from the MPU 62. Thereafter, the MPU 92 ends the effect determination processing.

[0345] <Relationship between game results and game status, etc.> The relationship between the game result and the game state based on the execution of various processes will be explained below. Fig. 31 is a diagram showing the relationship between game results and game states, etc. Specifically, Fig. 31 is a diagram showing the relationship between game results excluding "normal miss results" and game states, etc., with game results arranged in columns and game states, etc. arranged in rows. As shown in Figure 31, the pachinko machine 10 has, as game results excluding the "normal miss result," allocation results of "high frequency support mode result" and "low frequency support mode result" based on winning at the upper operating port 36, and allocation results of "high frequency support mode result" based on winning at the lower operating port 37.

[0346] The following describes the relationship between game results excluding "normal miss results" and game states, etc. In this embodiment, the pachinko machine 10 sets the relationship between game results and game states, etc. as follows, but the combination of game results and game states, etc., the content of the game results, and the content of the game states, etc. are arbitrary.

[0347] In a "high frequency support mode result" based on winning at the upper operating port 36, the opening and closing of the large winning port 38a is executed 15 times. Also, in a "high frequency support mode result" based on winning at the upper operating port 36, the stopping result is a combination of symbols having the same odd number, and the effect for the opening and closing execution mode is effect A. Furthermore, in a "high frequency support mode result" based on winning at the upper operating port 36, the support mode transitions to the high frequency support mode.

[0348] In a "low frequency support mode result" based on winning at the upper operating port 36, the opening and closing of the large winning port 38a is executed 15 times. Also, in a "low frequency support mode result" based on winning at the upper operating port 36, the stopping result is a combination of symbols having the same even number, and the effect for the opening and closing execution mode is effect B. Furthermore, in a "low frequency support mode result" based on winning at the upper operating port 36, the support mode transitions to the low frequency support mode.

[0349] In a "high frequency support mode result" based on winning at the lower operating port 37, the opening and closing of the large winning port 38a is executed 15 times. Also, in a "high frequency support mode result" based on winning at the lower operating port 37, the stopping result is a combination of symbols having the same alphabetic character, and the effect for the opening and closing execution mode is effect A. Furthermore, in a "high frequency support mode result" based on winning at the lower operating port 37, the support mode transitions to the high frequency support mode.

[0350] Therefore, by checking the stop result and the effects for the opening and closing execution mode, the player can understand whether the allocation result is a "high frequency support mode result" or a "low frequency support mode result."

[0351] <About the announcement of the blade opening and the flow of the game ball entering the right-side variable ball entry mechanism> Fig. 32 is a diagram showing the effects for a game run when a game ball enters the lower operating port triggered by an entry into the central through gate in the low frequency support mode. In other words, Fig. 32 is a diagram showing the effects for a game run when a blade member opening notification effect occurs. FIG. 32 is a diagram showing the display screen G of the symbol display device 51 when the winning / losing result is "special winning".

[0352] First, the MPU 102 transitions to a high-speed fluctuation period by starting the variable display of multiple pattern columns Z1 to Z3 (see FIG. 4) displayed on the display screen G of the pattern display device 51 based on the pattern command received from the MPU 92. In this high-speed fluctuation period, the MPU 102 starts the variable display of the patterns by periodically scrolling the patterns of each of the pattern columns Z1 to Z3 in a predetermined direction (upward in this embodiment). After the high-speed fluctuation period has elapsed, as shown in Figure 32(A), the MPU 102 displays some of the pattern sequences (pattern sequence Z1 and pattern sequence Z3) as stopped on the valid line L (see Figure 4) to display the same pattern combination (in this embodiment, "A") and suggest the stopping result, and in this state, it displays the remaining pattern sequence (pattern sequence Z2) in a fluctuating manner, thereby generating a reach display and transitioning to the reach period.

[0353] During this reach period, the MPU 102 generates the blade member opening notification effect as shown in Fig. 32(B) based on the blade member opening notification effect command received from the MPU 92. Specifically, the MPU 102 displays a character at the top of the display screen G of the symbol display device 51, and notifies the player with the character's lines to hit right.

[0354] Thereafter, based on the stop result command received from MPU92, MPU102 notifies the result of the lottery by displaying a combination of symbols having the same alphabet ("AAA" in this embodiment) stopped on the valid line L as the stop result, as shown in Figure 32(C).

[0355] After the MPU 102 stops and displays a combination of symbols having the same alphabet on the pay line L, the MPU 62 sets the blade member 401a to an open state by executing drive control of the blade member drive unit 401c, as shown in Figure 32 (D). Furthermore, the MPU 102 generates an effect to notify the player of the opening of the blade members based on the blade member opening command received from the MPU 92. Specifically, the MPU 102 displays a character on the entire surface of the display screen G of the pattern display device 51, and notifies the player with a line from this character to hit right.

[0356] Then, based on the command for the variable ball entry execution mode received from MPU92, MPU102 executes the effect for the variable ball entry execution mode (in this embodiment, the effect corresponding to a successful V entry) as shown in Figure 32 (E). In the variable ball entry execution mode presentation, when the game ball enters the right ball entry port 404 (V entry), the MPU 102 executes a presentation corresponding to a successful V entry, and when the game ball does not enter the right ball entry port 404 (V entry), the MPU 102 executes a presentation corresponding to a failed V entry.

[0357] FIG. 33 is an enlarged view showing the area around the right-side variable ball entry mechanism. After MPU62 causes MPU102 to stop and display a combination of symbols having the same alphabet on the pay line L, MPU62 sets the blade member 401a to an open state by executing drive control of the blade member drive unit 401c as shown in Figure 33(A) (see arrow in the figure). Here, as mentioned above, after confirming the occurrence of the blade member opening notification effect, when the player starts hitting to the right, the game ball will reach the right-side variable ball entry mechanism 40 before the blade member 401a closes.

[0358] After setting the blade member 401a to the open state, when 1 second has elapsed, the MPU 62 sets the plate 403a to the open state (see the arrow in the figure) by executing drive control of the plate drive unit 403c as shown in Figure 33(B), and after a predetermined time (0.2 seconds in this embodiment) has elapsed, sets the plate 403a to the closed state (see the arrow in Figure 33(C)). Then, when a game ball enters the right ball entrance 404 (V entry), or when 2 seconds have passed since the blade member 401a was set to the open state, the MPU 62 sets the blade member 401a to the closed state by executing drive control of the blade member drive unit 401c, as shown in Figure 33(C) (see arrow in the figure).

[0359] 34 is a diagram showing the effects for a game when a game ball enters the lower operating port triggered by entry into the right through gate in the low frequency support mode. In other words, FIG. 34 is a diagram showing the effects for a game when the blade member opening notification effect does not occur. FIG. 34 is a diagram showing the display screen G of the symbol display device 51 when the winning / losing result is "special winning".

[0360] First, the MPU 102 transitions to a high-speed fluctuation period by starting the variable display of multiple pattern columns Z1 to Z3 (see FIG. 4) displayed on the display screen G of the pattern display device 51 based on the pattern command received from the MPU 92. In this high-speed fluctuation period, the MPU 102 starts the variable display of the patterns by periodically scrolling the patterns of each of the pattern columns Z1 to Z3 in a predetermined direction (upward in this embodiment). After the high-speed fluctuation period has elapsed, as shown in Figure 34(A), MPU102 displays some of the pattern sequences (pattern sequence Z1 and pattern sequence Z3) as stopped on the valid line L (see Figure 4) to display the same pattern combination (in this embodiment, "A") and suggest the stopping result, and in this state, it displays the remaining pattern sequence (pattern sequence Z2) in a fluctuating manner, thereby generating a reach display and transitioning to the reach period.

[0361] During this reach period, the MPU 102 does not generate the blade member opening notification effect as shown in Fig. 34(B) because it has not received the blade member opening notification effect command from the MPU 92. Specifically, the MPU 102 does not display a character above the display screen G of the symbol display device 51, and does not notify the player by the character's lines to hit right.

[0362] Thereafter, based on the stop result command received from MPU92, MPU102 notifies the result of the lottery by displaying a combination of symbols having the same alphabet ("AAA" in this embodiment) stopped on the valid line L as the stop result, as shown in Figure 34(C).

[0363] After MPU 102 stops and displays a combination of symbols having the same alphabet on the pay line L, MPU 62 sets the blade member 401a to an open state by executing drive control of the blade member drive unit 401c, as shown in Figure 34 (D). Furthermore, the MPU 102 generates an effect to notify the player of the opening of the blade members based on the blade member opening command received from the MPU 92. Specifically, the MPU 102 displays a character on the entire surface of the display screen G of the pattern display device 51, and notifies the player with a line from this character to hit right.

[0364] Then, based on the command for the variable ball entry execution mode received from MPU92, MPU102 executes the effect for the variable ball entry execution mode (in this embodiment, the effect corresponding to a failed V entry) as shown in Figure 34 (E). In the variable ball entry execution mode presentation, when the game ball enters the right ball entry port 404 (V entry), the MPU 102 executes a presentation corresponding to a successful V entry, and when the game ball does not enter the right ball entry port 404 (V entry), the MPU 102 executes a presentation corresponding to a failed V entry.

[0365] FIG. 35 is an enlarged view showing the area around the right-side variable ball entry mechanism. After MPU62 causes MPU102 to stop and display a combination of symbols having the same alphabet on the pay line L, it sets the blade member 401a to an open state by executing drive control of the blade member drive unit 401c as shown in Figure 35(A) (see arrow in the figure). Here, as mentioned above, after confirming that the blade member 401a is open, when the player starts hitting the ball to the right, the blade member 401a closes and the game ball reaches the right-side variable ball entry mechanism 40.

[0366] After setting the blade member 401a to the open state, when 1 second has elapsed, the MPU 62 sets the plate 403a to the open state (see the arrow in the figure) by executing drive control of the plate drive unit 403c as shown in Figure 35(B), and after a predetermined time (0.2 seconds in this embodiment) has elapsed, sets the plate 403a to the closed state (see the arrow in Figure 35(C)). Then, after 2 seconds have elapsed since setting the blade member 401a to the open state, the MPU 62 sets the blade member 401a to the closed state by executing drive control of the blade member drive unit 401c, as shown in Figure 35(C) (see arrow in the figure).

[0367] Thus, in this embodiment, the right-side variable ball entry mechanism 40 functions as a variable ball entry mechanism that temporarily allows a game ball launched toward the right side of the game area (second path) to enter the game area as a result of an internal lottery executed in response to the game ball entering the through gate 41. Furthermore, in this embodiment, when it is determined in the processing of step S1810 that an effect will be executed in response to the entry of a gaming ball into the right-side through gate 412, the audio and light emitting control device 90 functions as a normal information providing unit that provides information (see FIG. 34(D)) to the player at a timing when the gaming ball cannot enter the right-side variable ball entry mechanism 40. In this case, the processing of step S1810 functions as a second effect determining unit that determines whether or not an effect will be executed in response to the entry of a gaming ball into the right-side through gate 412 in the low frequency support mode.

[0368] In contrast, in this embodiment, when the processing of step S1902 determines that the effect will be executed in response to the game ball entering the central through gate 411, the setting process for the blade member opening notification effect provides the player with information (blade member opening notification effect) at the time when the game ball can enter the right-side variable ball entry mechanism 40.

[0369] In this embodiment, when it is determined in the processing of step S1902 that the blade member opening notification effect will be executed when the game ball enters the central through gate 411, the setting processing provides the player with information advantageous to the player at the timing when the game ball can enter the right-side variable ball entry mechanism 40, but other information advantageous to the player may also be provided. In short, the advantageous information granting unit is required to be able to grant advantageous information to the player when the first effect determination unit determines that an effect will be executed in response to the game ball entering the first ball entry means.

[0370] In this embodiment, the MPU 102 generates a reach display after the high-speed fluctuation period has elapsed, transitions to the reach period, and generates the blade member opening notification effect. However, the blade member opening notification effect may be generated before the reach display is generated. If the game ball reaches the right-side variable ball entry mechanism 40 after the blade members 401a close after the player starts a right shot after confirming the occurrence of the reach display, the player will not be able to start a right shot in response to the occurrence of the reach display, and will be forced to start a right shot in response to the occurrence of the blade member opening notification effect. In other words, the blade member opening notification effect provides even more advantageous information to the player.

[0371] Furthermore, in this embodiment, after the high-speed fluctuation period has elapsed, MPU 102 generates a reach display to transition to the reach period, and then executes drive control of blade member drive unit 401c to set blade members 401a to the open state. However, after the high-speed fluctuation period has elapsed, MPU 102 may execute drive control of blade member drive unit 401c to set blade members 401a to the open state without generating a reach display. In this way, the player will no longer be able to start right-hand hitting in response to the occurrence of the reach display, and will be forced to start right-hand hitting in response to the occurrence of the blade member open notification effect. In other words, the blade member open notification effect provides even more advantageous information to the player.

[0372] As mentioned above, in the high frequency support mode, the player can play without losing too many game balls by firing game balls toward the right side of the play area with the firing handle 27. Therefore, by setting the right-side through gate 412 so that it is easier for game balls to enter, the player's satisfaction level will increase, and conversely, by setting the right-side through gate 412 so that it is more difficult for game balls to enter, the player's satisfaction level will decrease. However, simply setting the right through gate 412 so that it is easier for game balls to enter it results in the value given to the player at the right through gate 412 being higher than the value given to the player at the central through gate 411, which creates the problem that in the low frequency support mode, the player may end up using the launch handle 27 to launch the game ball towards the right side of the game area, which may ultimately reduce the playability of the gaming machine.

[0373] In contrast, according to the pachinko machine 10 of this embodiment, when the main control device 60 switches to low frequency support mode, the central through gate 411 provides the player with a higher value than the right-side through gate 412, so that in low frequency support mode the player will launch the game ball using the launch handle 27 toward the left side of the game area. Therefore, the right-side through gate 412 is set to allow game balls to enter more easily, which improves player satisfaction in the high-frequency support mode, and in the low-frequency support mode, the player launches game balls toward the left side of the game area using the launch handle 27.

[0374] According to this embodiment, the following actions and effects can be achieved. (1) When the main control device 60 transitions to the low-frequency support mode, the central through gate 411 provides a higher value to the player than the right-side through gate 412, and therefore, in the low-frequency support mode, the player will launch game balls toward the left side of the play area using the launch handle 27. Therefore, for example, if the pachinko machine 10 is configured to notify the player of information urging the player to launch game balls toward the left side of the play area using the launch handle 27 in the low-frequency support mode and to launch game balls toward the right side of the play area using the launch handle 27 in the high-frequency support mode, the player will launch game balls using the launch handle 27 without going against the information notified by the pachinko machine 10, and the playability of the pachinko machine 10 can be improved.

[0375] (2) The setting process for the blade member opening notification effect provides advantageous information to the player when it is determined in the processing of step S1902 that the effect will be executed in response to the game ball entering the central through gate 411, so that the central through gate 411 can provide a higher value to the player than the right through gate 412. (3) The audio and light control device 90 provides information to the player at the timing when the game ball cannot enter the right-side variable ball entry mechanism 40, and the setting process for the blade member opening notification performance provides information to the player at the timing when the game ball can enter the right-side variable ball entry mechanism 40, so the central through gate 411 can provide the player with more value than the right-side through gate 412.

[0376] Second Embodiment A second embodiment of the present invention will now be described with reference to the drawings. In the following description, parts that have already been described will be given the same reference numerals and their description will be omitted.

[0377] FIG. 36 is a front view of a game board according to the second embodiment of the present invention. In the first embodiment, the game board 31 has an upper operating port 36 and two through gates 41, and the through gates 41 have a central through gate 411 located above the upper operating port 36 and a right through gate 412 located on the right side of the center. 36, the game board 31 has an upper operating port 36A and two through gates 41, and the through gates 41 have a central through gate 411A provided below the upper operating port 36A and a right through gate 412 provided on the right side of the center. In other words, in this embodiment, the positions and shapes of the upper operating port 36A and the central through gate 411A are reversed from those in the first embodiment.

[0378] The upper operating port 36A is provided in the same position as the central through gate 411 in the first embodiment, and is formed in the same gate shape as this central through gate 411. Here, a ball entering the upper operating port 36A refers to a ball that passes through a gate provided in the play area and continues to flow down the play area without being discharged from the play area. A ball entering this upper operating port 36A is also referred to as a win, just like a ball entering various winning ports. Therefore, the game ball that has entered the upper operating port 36A continues to flow down the game area without being discharged from the game area, and enters the central through gate 411A as is. The upper operating port 36A has the same function as the upper operating port 36 in the first embodiment, except for its shape and its positional relationship with the central through gate 411A.

[0379] In this way, in this embodiment, the upper operating port 36A functions as a reference ball entry means that allows the game ball launched by the launch handle 27 toward the center of the game area (first path) to enter the game area and then continue to flow down the game area without being discharged from the game area. The main display unit 45 and the pattern display device 51 execute a variable display in response to the entry of a game ball into the upper operating port 36A, and as a result of stopping the variable display, function as a display means for displaying the results of an internal lottery conducted based on the entry of the game ball into the upper operating port 36A.

[0380] The central through gate 411A is provided in the same position as the upper operating port 36 in the first embodiment, and is formed in the same opening shape as the upper operating port 36. Here, a ball entering the central through gate 411A refers to a game ball passing through a predetermined opening. A ball entering this central through gate 411A is also referred to as winning, just like a ball entering various winning ports. The central through gate 411A has the same function as the central through gate 411 in the first embodiment, except for its shape and its positional relationship with the upper operating port 36A.

[0381] In this embodiment, the central through gate 411A is provided below the upper operating port 36A, and functions as a first ball entry means for allowing a gaming ball that has continued to flow down the playing area at the upper operating port 36A to enter. The right-side through gate 412 also functions as a second ball entry means for preventing a gaming ball that has continued to flow down the playing area at the upper operating port 36A from entering.

[0382] In addition, in this embodiment, the main control device 60 executes a process different from that of the first embodiment. Specifically, in this embodiment, the electric role fluctuation start process is different from that of the first embodiment. Below, the contents of the electric role fluctuation start process in this embodiment will be described.

[0383] FIG. 37 is a diagram showing a flowchart of the electric role fluctuation start processing. In the electric utility fluctuation start process, the MPU 62 executes steps S1501 to S1510 in substantially the same manner as in the first embodiment. In this embodiment, as shown in Fig. 37, after executing the process of step S1506 or step S1507, the MPU 62 executes steps S1511A to S1513A, executes step S1509A instead of step S1509, and executes the other steps in the same manner as in the first embodiment.

[0384] After executing the process of step S1506 or step S1507, the MPU 62 determines in step S1511A whether the support mode is the high frequency support mode. The MPU 62 determines whether the support mode is the high frequency support mode by referring to the high frequency support flag stored in the RAM 64.

[0385] If the MPU 62 determines in step S1511A that the support mode is the high frequency support mode, it executes the processes from step S1508 onwards, as in the first embodiment. In contrast, if MPU 62 determines in step S1511A that the support mode is not high-frequency support mode (if it determines that the support mode is low-frequency support mode), it determines in step S1512A whether the first result display section 45a of the main display section 45 is displaying a variable value, i.e., whether a game round is in progress.

[0386] If the MPU 62 determines in step S1512A that the first result display section 45a of the main display section 45 is undergoing a variable display, it executes the processes from step S1508 onwards, as in the first embodiment. Here, in this embodiment, as mentioned above, the game ball that enters the upper operating port 36A continues to flow down the game area without being ejected from the game area, and then enters the central through gate 411A. Therefore, in an electric game based on a winning entry into the central through gate 411A, the first result display section 45a of the main display section 45 will always be displaying a variable result based on a winning entry into the upper operating port 36A.

[0387] Therefore, when the MPU 62 determines in step S1512A that the first result display section 45a of the main display section 45 is in a variable display state, it determines that the electric role game is based on a winning entry into the central through gate 411A, and in step S1508, it executes a process for setting the electric role display duration (electric role display duration period). In the process of setting the electric role display duration, the MPU 62 determines whether the support mode is the high frequency support mode by referring to the high frequency support flag stored in the RAM 64.

[0388] When the MPU 62 determines that the support mode is the high frequency support mode, it determines the electric role display duration by referring to the electric role display duration table for the high frequency support mode stored in the ROM 63, and sets the determined electric role display duration in an electric role display duration counter provided in the various counter area 64a of the RAM 64. On the other hand, when the MPU 62 determines that the support mode is not the high frequency support mode (when the MPU 62 determines that the support mode is the low frequency support mode), it determines the electric role display duration by referring to the electric role display duration table for the low frequency support mode stored in the ROM 63, and sets the determined electric role display duration in the electric role display duration counter provided in the various counter area 64a of the RAM 64.

[0389] Here, the high-frequency support mode electric role display duration table is set to shorten the electric role display duration compared to the low-frequency support mode electric role display duration table. In other words, the electric role display duration in the high-frequency support mode is shorter than that in the low-frequency support mode. In addition, the electric role display duration determined by referring to the electric role display duration table for the high frequency support mode is different from the electric role display duration determined by referring to the electric role display duration table for the low frequency support mode. The electric role display duration may be configured not to change depending on the support mode. Also, the electric role display duration table for the high frequency support mode and the electric role display duration table for the low frequency support mode may be the same.

[0390] In contrast, if the MPU 62 determines in step S1512A that the first result display section 45a of the main display section 45 is not displaying a variable value, it determines that the electric role play is based on a winning entry into the right-side through gate 412, and in step S1513A, it executes a process for setting the long-term electric role display duration (long-term electric role display duration period). Therefore, in this embodiment, the electric role support processing functions as ball entry determination means that determines that a game ball has entered the central through gate 411A when a variable display based on a game ball entering the upper operating port 36A is being executed, and determines that a game ball has entered the right-side through gate 412 when a variable display based on a game ball entering the upper operating port 36A is not being executed. In other words, the electric role support processing functions as ball entry determination means that determines whether a game ball has entered the central through gate 411A or the right-side through gate 412 when a game ball has entered each through gate 41.

[0391] In the process of setting the long-term electric role display duration, the MPU 62 determines the long-term electric role display duration by referring to the long-term electric role display duration table stored in the ROM 63, and sets the determined long-term electric role display duration in the electric role display duration counter provided in the various counter area 64a of the RAM 64. In this embodiment, the long-term electric role display duration is determined by referring to the long-term electric role display duration table stored in ROM 63, but it may also be determined randomly by lottery or the like from among multiple durations, or it may be fixed to a predetermined duration.

[0392] Here, the long-term electric role display duration table is set so that the electric role display duration is sufficiently long (for example, 60 seconds) compared with the electric role display duration table for the low-frequency support mode and the electric role display duration table for the high-frequency support mode. In other words, the long-term electric role display duration is sufficiently longer than the electric role display duration in the low-frequency support mode and the electric role display duration in the high-frequency support mode.

[0393] In this way, in this embodiment, when the main control unit 60 transitions to the low frequency support mode, the setting process for the long-term electric role display duration functions as a variable state setting means that sets the state of the variable display based on the game ball entering the right through gate 412 to be less favorable than the state of the variable display based on the game ball entering the central through gate 411A by setting the duration of the variable display based on the game ball entering the right through gate 412 to be longer than the duration of the variable display based on the game ball entering the central through gate 411A.

[0394] In addition, in this embodiment, the process for setting the long-term electric role display duration sets the duration of the variable display to the electric role display duration (normal duration) when the electric role support process determines that a game ball has entered the central through gate 411A, and sets the duration of the variable display to the long-term electric role display duration (long-term duration) which is longer than the electric role display duration when the electric role support process determines that a game ball has entered the right-side through gate 412.

[0395] After executing the process of step S1508 or the process of step S1513A, the MPU 62 sets a command for the electric role fluctuation in step S1509A. This command for the electric role fluctuation includes information related to the electric role display duration or the long-term electric role display duration. In step S401 of the normal process, the MPU 62 transmits the electric role fluctuation command set in step S1509A to the audio light-emitting control device 90. The sound and light emission control device 90 executes a predetermined process based on the electric utility fluctuation command transmitted from the MPU 62. This process will be described in detail later.

[0396] In step S1510, the MPU 62 starts variable display on the role display unit 46. After that, the MPU 62 ends the electric role variation start processing.

[0397] According to this embodiment, in addition to being able to achieve the same functions and effects as those of the first embodiment, the following functions and effects can also be achieved. (1) When the main control device 60 shifts to the low frequency support mode, the setting process for the long-term electric role display duration sets the state of the variable display based on the game ball entering the right through gate 412 to be less favorable than the state of the variable display based on the game ball entering the central through gate 411A, so that the central through gate 411A can impart even higher value to the player than the right through gate 412. Therefore, in the low frequency support mode, the player will launch the game ball using the launch handle 27 toward the center of the game area (first path).

[0398] (2) The setting process for the long-term electric role display duration sets the duration of the variable display based on the game ball entering the right-side through gate 412 to be longer than the duration of the variable display based on the game ball entering the central through gate 411A, so the state of the variable display based on the game ball entering the right-side through gate 412 is less time-efficient than the state of the variable display based on the game ball entering the central through gate 411A. Therefore, the setting process for the long-term electric role display duration can be set so that the state of the variable display based on the game ball entering the right-side through gate 412 is less favorable than the state of the variable display based on the game ball entering the central through gate 411A.

[0399] (3) The pachinko machine 10 is equipped with an electric role support process, so even if it is equipped with multiple through gates 41 with similar functions, it can determine whether the gaming ball has entered the central through gate 411A or the right through gate 412. Furthermore, the long-term electric role display duration setting process sets the duration of the variable display to the electric role display duration when the electric role support process determines that the gaming ball has entered the central through gate 411A, and sets the duration of the variable display to the long-term electric role display duration, which is longer than the electric role display duration, when the electric role support process determines that the gaming ball has entered the right through gate 412. Therefore, the central through gate 411A can provide a higher value to the player than the right through gate 412. Therefore, in the low-frequency support mode, the player uses the launch handle 27 to launch the gaming ball toward the center of the gaming area (first path).

[0400] (4) A gaming ball that enters the upper operating port 36A continues to flow down the gaming area without being discharged from the gaming area and enters the central through gate 411A. Therefore, when a gaming ball enters the central through gate 411A, a variable display based on the gaming ball entering the upper operating port 36A is always executed. When a variable display based on the gaming ball entering the upper operating port 36A is executed, the electric role support processing determines that the gaming ball has entered the central through gate 411A, and when a variable display based on the gaming ball entering the upper operating port 36A is not executed, it determines that the gaming ball has entered the right through gate 412. In other words, when a game ball enters each through gate 41, the electric support processing can determine whether the game ball has entered the central through gate 411A or the right through gate 412 by referring to whether a variable display based on the ball entering the upper operating port 36A is being executed, thereby making it possible to diversify the configuration of the ball entry determination means.

[0401] The present invention is not limited to the present embodiment, and modifications and improvements within the scope of achieving the object of the present invention are included in the present invention. For example, in this embodiment, the positions and shapes of the upper operating port 36A and the central through gate 411A are reversed from those of the first embodiment, so that in an electric game based on winning at the central through gate 411A, the first result display section 45a of the main display section 45 is always displaying a variable result based on winning at the upper operating port 36A.

[0402] In contrast to this, for example, by making the position and shape of the upper operating port 36 and the central through gate 411 the same as in the first embodiment and delaying the start of the electric role game round in response to a winning entry into the central through gate 411, in an electric role game round based on a winning entry into the central through gate 411, the first result display section 45a of the main display section 45 may always be displaying a variable result based on a winning entry into the upper operating port 36.

[0403] Specifically, in this modified example, the main control device 60 executes processing different from that of the present embodiment. Specifically, in this embodiment, the electric role support processing is different from that of the first embodiment. The content of the electric role support processing in this embodiment will be described below.

[0404] FIG. 38 is a diagram showing a flowchart of the electric role support process according to the modified example of the second embodiment of the present invention. In the electric power support process, the MPU 62 executes steps S1401 to S1408 in substantially the same manner as in the first embodiment. In this embodiment, as shown in Fig. 38, after executing the process of step S1403, the MPU 62 executes step S1409A before executing step S1404, and executes the other steps in the same manner as in this embodiment.

[0405] If the MPU 62 determines in step S1403 that a game ball has entered one of the through gates 41 (if it determines that the value of the electric feature opening counter C4 is stored in the lottery counter buffer), it determines in step S1409A whether a delay time (delay period) of 1 second has elapsed. Here, the MPU 62 counts the number of times when it is determined in step S1403 that a gaming ball has entered any of the through gates 41 for the first time as 0, and determines that 1 second (delay time) has elapsed when it counts the number of times the process of step S1409A has been executed and reaches 500 times. Note that the configuration for measuring the delay time is arbitrary, and for example, the delay time may be measured using a real-time clock. Furthermore, when the MPU 62 executes the electric role variation start process, it resets the count value.

[0406] If it is determined in step S1409A that one second has not elapsed, the MPU 62 ends the electric service support process without executing the processes in and after step S1404. On the other hand, when it is determined in step S1409A that 1 second has elapsed, the MPU 62 executes the electric role variation start process in step S1404. After that, the MPU 62 ends the electric role support process. Therefore, the process of step S1409A functions as a lottery delay unit that delays the execution of the variable display based on the entry of the gaming ball into the central through gate 411.

[0407] In this modification, the positions and shapes of the upper operating port 36 and the central through gate 411 are the same as those in the first embodiment. Therefore, the central through gate 411 functions as a first ball entry means that allows the game ball launched by the launch handle 27 toward the center of the game area (first path) to enter the game area and then continue to flow down the game area without being discharged from the game area. In addition, by being provided below the central through gate 411, the upper operating port 36 functions as a reference ball entry means for allowing a game ball that has continued to flow down the game area at the central through gate 411 to enter the game ball.

[0408] In addition, in this modified example, when a variable display based on a game ball entering the upper operating port 36 is being executed, the electric support processing determines that a game ball has entered the central through gate 411, and when a variable display based on a game ball entering the upper operating port 36 is not being executed, it determines that a game ball has entered the right through gate 412.

[0409] According to this modified example, a gaming ball that has entered the central through gate 411 continues to flow down the gaming area without being discharged from the gaming area, and then enters the upper operating port 36. The electric role support process also includes a step S1409A process that delays the execution of a variable display based on the gaming ball entering the central through gate 411. Therefore, when a gaming ball enters the central through gate 411, a variable display based on the gaming ball entering the upper operating port 36 is always executed. The electric role support process determines that a gaming ball has entered the central through gate 411 when a variable display based on the gaming ball entering the upper operating port 36 is being executed, and determines that a gaming ball has entered the right-side through gate 412 when a variable display based on the gaming ball entering the upper operating port 36 is not being executed. In other words, when a game ball enters each through gate 41, the electric support processing can determine whether the game ball has entered the central through gate 411 or the right through gate 412 by referring to whether a variable display based on the ball entering the upper operating port 36 is being executed, thereby making it possible to diversify the configuration of the ball entry determination means.

[0410] In addition, in this embodiment and this modified example, when a game ball enters each through gate 41, the ball entry determination means determines whether the game ball entered the central through gate 411, 411A or the right through gate 412 by referring to whether a variable display based on the ball entering the upper operating port 36, 36A is being executed. In contrast to this, the ball entry determination means may be configured to determine that the game ball has entered the central through gates 411, 411A when the detection sensor 50f detects that the game ball has entered (when the central through gate flag is set in RAM64), and to determine that the game ball has entered the right through gate 412 when the detection sensor 50g detects that the game ball has entered (when the central through gate flag is not set in RAM64). In this case, the detection sensor 50f functions as a first detection unit that detects that a game ball has entered the central through gate 411, 411A, and the detection sensor 50g functions as a second detection unit that detects that a game ball has entered the right-side through gate 412.

[0411] According to this, the ball entry determination means is equipped with detection sensor 50f and detection sensor 50g, so when a game ball enters each through gate 41, it can be reliably determined whether the game ball entered through the central through gate 411, 411A or the right through gate 412, thereby simplifying the configuration of the ball entry determination means.

[0412] In addition, in this embodiment and this modified example, when the main control device 60 transitions to the low frequency support mode, the variable state setting means sets the state of the variable display based on the game ball entering the right through gate 412 to be less favorable than the state of the variable display based on the game ball entering the central through gate 411A. In contrast to this, the variable state setting means may set the state of the variable display based on the game ball entering the second ball entry means to be less favorable than the state of the variable display based on the game ball entering the first ball entry means not only when the state transition means has transitioned to the normal game state but also in other cases. In short, the variable state setting means may set the state of the variable display based on the game ball entering the second ball entry means to be less favorable than the state of the variable display based on the game ball entering the first ball entry means.

[0413] Furthermore, in this embodiment and this modified example, the variable state setting means sets the duration of the variable display based on a game ball entering the right-side through gate 412 to be longer than the duration of the variable display based on a game ball entering the central through gate 411A, thereby setting the state of the variable display based on a game ball entering the right-side through gate 412 to be less favorable than the state of the variable display based on a game ball entering the central through gate 411A. In response to this, the variable state setting means may set the winning probability of the variable display based on the game ball entering the right through gate 412 to be lower than the winning probability of the variable display based on the game ball entering the central through gate 411A, for example, thereby setting the state of the variable display based on the game ball entering the right through gate 412 to be less favorable than the state of the variable display based on the game ball entering the central through gate 411A. In short, the variable state setting means may set the state of the variable display based on the game ball entering the second ball entering means to be less favorable than the state of the variable display based on the game ball entering the first ball entering means.

[0414] In addition, in this embodiment and this modified example, the pachinko machine 10 is equipped with the central through gates 411, 411A, the right through gate 412, and the upper actuation ports 36, 36A as ball entry means. The central through gates 411, 411A and the right through gate 412 function as normal ball entry means that executes an internal lottery by allowing a gaming ball fired by the firing handle 27 to enter the gate. The upper actuation ports 36, 36A function as reference ball entry means that executes an internal lottery by allowing a gaming ball fired by the firing handle 27 to enter the gate. In addition, the main display unit 45, the display unit for game devices 46, and the pattern display device 51 execute a variable display in response to the entry of a game ball into the ball entry means, and as a result of stopping the variable display, function as a display means for displaying the results of an internal lottery conducted based on the entry of a game ball into the ball entry means. The process for setting the long-term electric display duration functions as a variable state setting means for setting the state of the variable display based on balls entering each through gate 41 differently when a variable display based on game balls entering the upper operating ports 36, 36A is being executed and when a variable display based on game balls entering the upper operating ports 36, 36A is not being executed.

[0415] Furthermore, in this embodiment and this modified example, if we note that the setting process for the long-term electric display duration sets the state of the variable display based on balls entering each through gate 41 to be different when a variable display based on a game ball entering the upper operating port 36, 36A is being executed and when a variable display based on a game ball entering the upper operating port 36, 36A is not being executed, this can also be considered a new invention that can diversify the state of the variable display based on balls entering each through gate 41 and can achieve the exceptional effect of improving the playability of the gaming machine. In view of this point, the upper operating port 36A and the central through gate 411A do not need to be arranged close to each other as in this embodiment and this modified example, and may be arranged apart. Also, the upper operating port 36A and the central through gate 411 do not need to be arranged close to each other as in this embodiment and this modified example, and may be arranged apart.

[0416] Third Embodiment A third embodiment of the present invention will now be described with reference to the drawings. In the following description, parts that have already been described will be given the same reference numerals and their description will be omitted.

[0417] <Decision process for effect pattern> In the first embodiment, after executing the process of step S1803, step S1806, or step S1807, the MPU 92 executes a process of determining a presentation pattern in step S1808. In the process of determining this presentation pattern, for example, a presentation pattern corresponding to a reach display is selected. The reach display occurs at a predetermined timing from the start to the end of a game round, and includes a normal reach that occurs after a high-speed fluctuation period has elapsed after the symbol display device 51 starts displaying the varying symbols, and a super reach that occurs after the normal reach period has elapsed after the occurrence of this normal reach. This super reach ends after the super reach period has elapsed, and the symbol display device 51 stops displaying the varying symbols.

[0418] In this way, in this embodiment, the symbol display device 51 functions as a variable display means for variably displaying a plurality of symbols. Also, the sound and light emission control device 90 and the display control device 100 function as an expectation effect execution means for executing a reach display as an expectation effect that makes the player hope that the symbol display device 51 will transition the game state to a specific control state that is advantageous to the player.

[0419] In this embodiment, among the presentation patterns corresponding to the reach display selected in the presentation pattern determination process, the presentation pattern corresponding to the super reach will be described in detail. In this embodiment, explanations of the presentation patterns selected in the presentation pattern determination process other than those corresponding to the super reach will be omitted.

[0420] FIG. 39 is a diagram showing a flowchart of the effect pattern determination process according to the third embodiment of the present invention. As described above, the MPU 92 of the audio and light emission control device 90 executes the process of determining the effect pattern in step S1808 of the effect determination process. In this process of determining the effect pattern, the MPU 92 executes steps S2001 to S2008 as shown in FIG.

[0421] In step S2001, the MPU 92 determines whether or not a super reach should occur. Specifically, the MPU 92 determines the display duration based on the contents of the variation command and the type command transmitted from the MPU 62, and determines whether or not this display duration corresponds to the occurrence of a super reach, thereby determining whether or not a super reach should occur.

[0422] If it is determined that a super reach will not occur, the MPU 92 executes the process of determining the effect pattern without executing the processes in and after step S2002. On the other hand, if the MPU 92 determines that a super reach will occur, it executes a story selection process in step S2002. Specifically, the MPU 92 selects one of three stories with low expectation, medium expectation, and high expectation. Here, these three stories are configured as if they are consecutive in chronological order in the order of low expectation, medium expectation, and high expectation.

[0423] In this manner, in this embodiment, the reach display (super reach) includes three stories that are chronologically continuous. In this embodiment, the story selection process functions as a story selection section that selects one of a plurality of stories as the subsequent story. In this embodiment, the reach display includes three chronologically consecutive stories, but it may include two stories, or four or more stories. In short, it is sufficient for the reach display to include multiple chronologically consecutive stories.

[0424] Here, a low expectation story is a story that is unlikely to be selected when the result of the lottery is a "jackpot win" and is likely to be selected when the result is a "normal miss." In addition, a story with a high expectation is one that is likely to be selected when the result of the lottery is a "jackpot win" and is unlikely to be selected when the result is a "normal miss." Furthermore, if the result of the lottery is a "jackpot win," a medium-expectation story is more likely to be selected than a low-expectation story and less likely to be selected than a high-expectation story; if the result of the lottery is a "normal loss," a medium-expectation story is less likely to be selected than a low-expectation story and more likely to be selected than a high-expectation story.

[0425] Figure 40 is a diagram showing the super reach when a story with low expectation is selected. Specifically, Figure 40(A) is a diagram showing the display screen G of the pattern display device 51 when a story with low expectation is progressing, Figure 40(B) is a diagram showing the display screen G of the pattern display device 51 after the super reach period has elapsed when the winning / losing result is a "jackpot win", and Figure 40(C) is a diagram showing the display screen G of the pattern display device 51 after the super reach period has elapsed when the winning / losing result is a "normal loss result".

[0426] In a story with low expectation, after the normal reach period has elapsed, the MPU 102 shifts to the super reach period by displaying each of the symbol columns Z1 to Z3 in a reduced size and then displaying predetermined characters and the like as moving images on almost the entire display screen G, as shown in Fig. 40(A). In this super reach period, the MPU 102 displays each of the symbol columns Z1 to Z3 in a reduced size and places them in the lower left position of the display screen G of the symbol display device 51, and makes an angel present on the right side of the display screen G of the symbol display device 51 fight a devil present on the left side.

[0427] Also, during this super reach period, the MPU 102 places an indicator IND1 indicating the expected degree of super reach in the lower right position of the display screen G of the pattern display device 51, and places an indicator IND2 indicating the progress of the story in the upper right position of the display screen G of the pattern display device 51.

[0428] The indicator IND1 has a linear portion displayed along the left-right direction and circular portions formed at the left end, center, and right end. These circular portions indicate the expectation level of the super reach. Specifically, the circular portion at the left end indicates that a story with low expectation is progressing, the circular portion at the center indicates that a story with medium expectation is progressing, and the circular portion at the right end indicates that a super reach with high expectation is progressing. In FIG. 40(A), the MPU 102 assigns a mark M1 (black circle) to the circular portion at the left end of the indicator IND1, which indicates that a story with low expectation is progressing.

[0429] The indicator IND2 has a linear portion displayed along the left-right direction. This linear portion indicates the progress of the story. Specifically, the left end of this linear portion indicates the start point of the story with low expectation, and the right end indicates the end point of the story with low expectation. In FIG. 40(A), the MPU 102 assigns a mark M2 (black circle) to the left end of the indicator IND2, which indicates the start point of the story with low expectation. Also, in FIGS. 40(B) and (C), the MPU 102 assigns a mark M2 (black circle) to the right end of the indicator IND2, which indicates the end point of the story with low expectation.

[0430] After the Super Reach period has elapsed, the MPU 102 notifies the player of the result of the lottery based on whether the angel won the battle. Specifically, if the result of the lottery is a "jackpot win," the MPU 102 notifies the player of the "jackpot win" by making the angel win when stopping the variable display of the symbol string Z1 to Z3, as shown in Figure 40(B). On the other hand, if the result of the lottery is a "normal loss result," the MPU 102 notifies the player of the "normal loss result" by making the devil win when stopping the variable display of the symbol string Z1 to Z3, as shown in Figure 40(C).

[0431] Fig. 41 is a diagram showing the display screen of the symbol display device when a story with a medium expectation is selected. Specifically, Fig. 41(A) is a diagram showing the display screen G of the symbol display device 51 when a story with a medium expectation is progressing, Fig. 41(B) is a diagram showing the display screen G of the symbol display device 51 after the super reach period has elapsed when the winning or losing result is a "jackpot win", and Fig. 41(C) is a diagram showing the display screen G of the symbol display device 51 after the super reach period has elapsed when the winning or losing result is a "normal loss result".

[0432] In a story with a medium expectation, after the normal reach period has elapsed, the MPU 102 shifts to the super reach period by displaying each of the symbol columns Z1 to Z3 in a reduced size and then displaying predetermined characters or the like as moving images on substantially the entire display screen G, as shown in Fig. 41(A). In this super reach period, the MPU 102 displays each of the symbol columns Z1 to Z3 in a reduced size and places them in the lower left position of the display screen G of the symbol display device 51, and moves the angel present on the left side of the display screen G of the symbol display device 51 to the right side.

[0433] Furthermore, during this Super Reach period, the MPU 102 places an indicator IND1 indicating the expectation level of the Super Reach in the lower right position of the display screen G of the pattern display device 51, and places an indicator IND2 indicating the progress of the story in the upper right position of the display screen G of the pattern display device 51. In FIG. 41(A), the MPU 102 attaches a mark M1 (black circle) to the central round portion of the indicator IND1, which indicates that a story with a medium expectation level is progressing. In FIG. 41(A), the MPU 102 attaches a mark M2 (black circle) to the left end of the indicator IND2, which indicates that the story with a medium expectation level has started. In addition, in FIGS. 41(B) and (C), the MPU 102 attaches a mark M2 (black circle) to the right end of the indicator IND2, which indicates that the story with a medium expectation level has ended.

[0434] After the Super Reach period has elapsed, the MPU 102 notifies the player of the result of the lottery based on whether or not the angel has found the treasure chest. Specifically, if the result of the lottery is a "jackpot win," the MPU 102 notifies the player of the "jackpot win" by having the angel find the treasure chest when stopping the varying display of the symbol string Z1 to Z3, as shown in FIG. 41(B). On the other hand, if the result of the lottery is a "normal miss result," the MPU 102 notifies the player of the "normal miss result" by not having the angel find the treasure chest (having the angel find trash instead of the treasure chest) when stopping the varying display of the symbol string Z1 to Z3, as shown in FIG. 41(C).

[0435] Fig. 42 is a diagram showing the display screen of the symbol display device when a story with high expectations is selected. Specifically, Fig. 42(A) is a diagram showing the display screen G of the symbol display device 51 when a story with high expectations is progressing, Fig. 42(B) is a diagram showing the display screen G of the symbol display device 51 after the super reach period has elapsed when the winning / losing result is a "jackpot win", and Fig. 42(C) is a diagram showing the display screen G of the symbol display device 51 after the super reach period has elapsed when the winning / losing result is a "normal loss result".

[0436] In a high expectation story, after the normal reach period has elapsed, the MPU 102 shifts to the super reach period by displaying each of the symbol columns Z1 to Z3 in a reduced size and then displaying predetermined characters or the like as moving images on substantially the entire display screen G, as shown in Fig. 42(A). In this super reach period, the MPU 102 displays each of the symbol columns Z1 to Z3 in a reduced size and places them in the lower left position of the display screen G of the symbol display device 51, and causes an angel present in the center of the display screen G of the symbol display device 51 to open a treasure chest.

[0437] Furthermore, during this Super Reach period, the MPU 102 places an indicator IND1 indicating the expectation level of the Super Reach in the lower right position of the display screen G of the pattern display device 51, and places an indicator IND2 indicating the progress of the story in the upper right position of the display screen G of the pattern display device 51. In FIG. 42(A), the MPU 102 attaches a mark M1 (black circle) to the round part at the right end of the indicator IND1, which indicates that a story with high expectation is progressing. In FIG. 42(A), the MPU 102 attaches a mark M2 (black circle) to the left end of the indicator IND2, which indicates that the story with high expectation has started. In addition, in FIGS. 42(B) and (C), the MPU 102 attaches a mark M2 (black circle) to the right end of the indicator IND2, which indicates that the story with high expectation has ended.

[0438] In this way, in this embodiment, the indicator IND1 functions as a story type informing section that informs the player which of a plurality of stories is currently progressing. In this embodiment, the story type notification unit uses the indicator IND1, but it may also use sound, etc. In short, it is sufficient for the story type notification unit to be able to notify the player which of multiple stories is currently progressing.

[0439] After the Super Reach period has elapsed, the MPU 102 notifies the player of the result of the lottery based on whether or not there is treasure in the treasure chest. Specifically, if the result is a "jackpot win," the MPU 102 notifies the player of the "jackpot win" by having the angel discover a treasure chest containing treasure when the varying display of the symbol strings Z1 to Z3 is stopped, as shown in Figure 42(B). On the other hand, if the result is a "normal miss result," the MPU 102 notifies the player of the "normal miss result" by having the angel discover a treasure chest containing no treasure (empty treasure chest) when the varying display of the symbol strings Z1 to Z3 is stopped, as shown in Figure 42(C).

[0440] Returning to the explanation of the effect pattern determination process, the process from step S2003 onwards will be described with reference to FIG. After selecting one of the three stories with low expectation, medium expectation, and high expectation in the story selection process of step S2002, the MPU 92 determines in step S2003 whether or not a story with low expectation was selected in the story selection process of step S2002.

[0441] If it is determined in step S2003 that a story with a low expectancy has been selected, the MPU 92 ends the process of determining the presentation pattern without executing the processes in and after step S2004. On the other hand, if the MPU 92 determines in step S2003 that a story with low expectation has not been selected (if it determines that a story with medium or high expectation has been selected), it executes a lottery process for a fast-forward effect in step S2004. In this lottery process for a fast-forward effect, the MPU 92 executes a lottery to determine whether or not to generate a fast-forward effect. Specifically, the MPU 92 executes a lottery to determine whether or not to generate a fast-forward effect by using the value of an effect generation counter. The effect generation counter is provided in the various counter area 94a of the RAM 94.

[0442] The effect occurrence counter is a loop counter in which 1 is added to the previous value each time it is updated, and after it reaches its maximum value, it returns to 0. The effect occurrence counter is updated periodically, and the updated value is stored appropriately in an effect occurrence counter buffer set in a predetermined area of RAM 94. Then, the MPU 92 executes a lottery (fast-forward effect generation lottery) to determine whether or not to generate a fast-forward effect based on the value of the effect generation counter stored in the effect generation counter buffer. Specifically, the MPU 92 acquires the value of the effect generation counter stored in the effect generation counter buffer, and executes a lottery to determine whether or not to generate a fast-forward effect by comparing this value with an effect generation table. The effect generation table is a table that stores random number values related to the generation of a fast-forward effect, and is stored in the effect generation table storage area 93a of the ROM 93.

[0443] Therefore, if the MPU 92 determines in step S2003 that a story with a low expectation level has been selected, it terminates the process of determining the effect pattern without executing the lottery process for the fast-forward effect in step S2004, and therefore the fast-forward effect does not occur.

[0444] In step S2005, the MPU 92 determines whether or not the fast-forward effect generation lottery in step S2004 has been won (whether or not to generate a fast-forward effect). If it is determined in step S2005 that the fast-forward effect will not be generated, the MPU 92 ends the effect pattern determination process without executing the processes in and after step S2005.

[0445] On the other hand, if the MPU 92 determines in step S2005 that a fast-forward effect should be generated, then in step S2006, it sets a fast-forward effect generation flag. The MPU 92 sets the fast-forward effect generation flag by assigning 1 to an area that indicates the fast-forward effect generation flag and that is provided in the various flag storage area 94b of the RAM 94, and clears the fast-forward effect generation flag by assigning 0 to the area that indicates the fast-forward effect generation flag and that is provided in the various flag storage area 94b of the RAM 94.

[0446] Here, this fast-forward effect occurrence flag is a flag for specifying that a fast-forward effect is to be generated during the super reach period. In other words, the MPU 92 determines whether or not to generate a fast-forward effect by referring to an area indicating the fast-forward effect occurrence flag provided in the various flag storage area 94b of the RAM 94.

[0447] In step S2007, the MPU 92 executes start-time story selection processing. In this start-time story selection processing, the MPU 92 selects a story that will proceed before the story selected in the story selection processing of step S2002 when starting a super reach. Specifically, the MPU 92 selects a story with a lower expectation level than the story selected in the story selection processing of step S2002. Therefore, if the MPU 92 selected a story with a high expectation level in the story selection processing of step S2002, it randomly selects a story with a medium expectation level or a low expectation level, and if the MPU 92 selected a story with a medium expectation level in the story selection processing of step S2002, it selects a story with a low expectation level.

[0448] In this manner, in this embodiment, the start story selection process functions as a preceding story selection section that selects a preceding story that chronologically precedes the subsequent story selected in the story selection process in step S2002. In addition, in this embodiment, the reach display (super reach) is set so that the expectation of the later story...

Claims

[Claim 1] A gaming machine comprising a variable display means for displaying a plurality of pictures in a variable manner, and a performance execution means for executing a performance including a reach display as an expectation performance that makes a player expect that the variable display means will shift the gaming state to a specific control state that is advantageous to the player, In the reach display, It is possible to display multiple moving images that are consecutive in time series, The performance execution means a first moving image selection means for selecting a first moving image to be displayed from among the plurality of moving images; a second video selection means for selecting a second video that is a video that precedes the first video in time series so as to be displayed; a specific execution means for executing a specific moving image different from the second moving image, instead of the second moving image, in a portion where the second moving image can be executed; a predetermined effect execution means for executing a predetermined effect in which the first moving image is displayed at a normal speed after the second moving image is displayed at a speed faster than normal; A gaming machine characterized in that when the specific moving image is executed by the specific execution means, it is configured to be able to suggest that there is a higher expectation of transitioning to the specific control state than when the second moving image is executed.

Citation Information

Patent Citations

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