Game machine

The gaming machine enhances player engagement by integrating a game board with a ball launching mechanism and dynamic display effects, addressing the lack of attention-grabbing features in existing machines.

JP2025181965APending Publication Date: 2025-12-11SANYO BUSSAN KK
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Patent Information

Application Number
JP2025157523
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-22
Publication Date
2025-12-11

AI Technical Summary

Technical Problem

Existing gaming machines lack sufficient mechanisms to enhance player attention and engagement during gameplay.

Method used

Incorporation of a game board with a game ball launching mechanism, special information acquisition, storage, and display effects, including variable pattern displays and mode changes, to create more engaging and attention-grabbing game states.

Benefits of technology

Enhances player engagement and attention by providing dynamic and varied gameplay experiences through special game states and display effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine which can favorably improve the attention degree on a game.SOLUTION: A pachinko machine includes a game board on which a game area is formed for a game ball to roll down, and a drawing pattern display device 95 configured to be visible through a central opening in the game board. When a game ball shot to the game area enters an operation port for a winning, a lottery for a big winning, etc. is carried out. On a display screen of the drawing pattern display device 95, a scroll display of a drawing pattern is then carried out on the basis of the winning, and a drawing pattern combination corresponding to a lottery result is stopped and displayed in an effective line of the display screen, thereby notifying a player of the lottery result. As a display mode of a character image constituting the drawing pattern, a normal display mode, and a simple display mode in which an exterior appearance is simplified are provided. When the speed of the scroll display of the drawing pattern is reduced, a switch from the simple display mode to the normal display mode is carried out.SELECTED DRAWING: Figure 504
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Description

[Technical Field]

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

[0002] For example, some gaming machines, such as pachinko machines, are equipped with a picture display device that changes the display of a picture when a ball enters a ball entry section provided in the gaming area, and by performing various effects on the display screen of this picture display device, lottery results based on the ball entering the ball entry section are announced. Also, gaming machines have been proposed that aim to increase the level of attention to the game by providing an effect means having a movable body or the like around the display screen and establishing a predetermined correspondence between the effect produced by the changing display of the pictures and the effect produced by the effect means (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-78904 Summary of the Invention [Problem to be solved by the invention]

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

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

[0006] The present invention provides a game board on which a game area is formed; a game ball launching means capable of launching game balls into the game area based on an operation by a player; A gaming machine equipped with: special information acquisition means for acquiring special information when a ball enters a starting ball entry portion provided in the game area; an acquired information storage means capable of storing the special information acquired by the special information acquisition means; a determination means for determining whether the special information stored in the acquired information storage means corresponds to predetermined determination information; a game time control means for controlling a predetermined notification means so that a game time action is performed for each game time in accordance with the special information stored in the acquired information storage means, the game time action being started prior to the determination by the determination means or based on the determination being made by the determination means, and the game time action being ended as a notification result corresponding to the result of the determination, which is counted as one game time; a special game state transition means for transitioning the game state to a special game state that is more advantageous to the player than the predetermined game state, based on the determination result by the determination means becoming a determination result corresponding to the predetermined determination information and the game cycle operation by the game cycle control means being completed; a display effect execution means for executing a display effect in parallel with the game operation when the game operation is being performed; Equipped with The display performance execution means a pattern display means having a display screen and capable of variably displaying a plurality of pattern strings consisting of a plurality of patterns on the display screen; a display control means for stopping the variable display of the plurality of symbol sequences on the display screen so as to stop and display a symbol combination corresponding to the notification result by the predetermined notification means at a predetermined position on the display screen; and As a display mode of each of the pictures constituting the picture row, a first display mode and a second display mode having an appearance different from the first display mode are provided, The display control means a speed change means for changing the speed of the variable display of the variable display of the pattern sequence when the predetermined pattern constituting the pattern sequence is stopped and displayed at the predetermined position; a display mode changing means for changing the display mode of the predetermined pattern displayed in the first display mode from the first display mode to the second display mode in accordance with the change in the variable display speed of the pattern sequence when the variable display speed of the pattern sequence is changed by the speed changing means; and The first display mode is a display mode in which the picture is simpler than that of the second display mode, and the change is performed so that the display mode of the picture changes continuously from the first display mode to the second display mode, The display mode change means is configured to change the display mode of the pattern from the first display mode to the second display mode so that the change from the first display mode to the second display mode is completed in a predetermined section of the path along which the pattern row is displayed in a variable manner on the display screen, and is configured to continue the variable display in the second display mode after changing the display mode of the pattern to the second display mode and then stop the variable display of the pattern row including the pattern. [Effects of the Invention]

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

[0008] [Figure 1] 1 is a front view showing a pachinko machine according to a first embodiment. [Figure 2] This is a perspective view of a pachinko machine seen from the front. [Figure 3] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 4] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 5] FIG. [Figure 6] FIG. 2 is a front view showing the configuration of the game board unit. [Figure 7] FIG. 2 is an oblique view of the game board unit from the rear side. [Figure 8] FIG. [Figure 9] FIG. 2 is a rear view of the pachinko machine. [Figure 10] A front view showing the back pack unit. [Figure 11] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 12] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 13] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 14] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 15] (a) A schematic diagram showing a win / loss table for low probability mode, (b) A schematic diagram showing a win / loss table for high probability mode. [Figure 16] (a) is a schematic diagram showing a distribution table for a big win, and (b) is a schematic diagram showing a distribution table for a special miss. [Figure 17] (a) is a schematic diagram showing the relationship between the type of jackpot and the lottery mode and support mode, and (b) is a schematic diagram showing the relationship between the type of special miss and the lottery mode and support mode. [Figure 18] (a) A schematic diagram showing a support lottery table for low frequency support mode, (b) A schematic diagram showing a support lottery table for high frequency support mode A, and (c) A schematic diagram showing a support lottery table for high frequency support mode B. [Figure 19] FIG. 1 is a schematic diagram showing an overview of a support mode. [Figure 20] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 21] A flowchart showing the winning process for an operating port. [Figure 22] 10 is a flowchart showing an information acquisition process. [Figure 23] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 24] 10 is a flowchart showing a game play control process. [Figure 25] 10 is a flowchart showing a data setting process. [Figure 26] 10 is a flowchart showing a fluctuation start process. [Figure 27] FIG. 10 is a schematic diagram showing a variable display time table corresponding to deviation from normal. [Figure 28] This is a schematic diagram showing a variable display time table corresponding to a jackpot. [Figure 29] This is a schematic diagram showing a variable display time table for special misses. [Figure 30] 10 is a flowchart showing a game state transition process. [Figure 31] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 32] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 33] 10 is a flowchart showing a through gate control process. [Figure 34] 10 is a flowchart showing a fluctuation start process for a through gate. [Figure 35] FIG. 10 is a schematic diagram comparing the display times of images on the through gate display unit. [Figure 36] 10 is a flowchart showing processing for electric utility support. [Figure 37] 10 is a flowchart showing an electric utility switching process. [Figure 38] 10 is a flowchart showing a process for confirmation display. [Figure 39] 10 is a flowchart showing a support mode switching process. [Figure 40] 3 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Figure 41] 10 is a flowchart showing a variable display control process executed by the MPU of the notification / performance control device. [Figure 42] 10 is a flowchart showing the first variable display control process. [Figure 43] 10 is a flowchart showing the first fluctuation start processing. [Figure 44] FIG. 10 is a schematic diagram illustrating an example of the outline of the game presentation. [Figure 45] (a) is a schematic diagram showing a symbol combination corresponding to a big win, and (b) is a schematic diagram showing a symbol combination corresponding to a special miss. [Figure 46] This is a timing chart showing the flow of the game when a special miss triggers a transition to the fourth normal game state. [Figure 47] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 48] 10 is a timing chart illustrating an example of a change in a ball held by a player. [Figure 49] (a) A schematic diagram comparing support modes in the second embodiment, (b) a schematic diagram showing the display content when transitioning to high frequency support mode A1, and (c) a schematic diagram showing the display content when transitioning to high frequency support mode A2. [Figure 50] 10 is a flowchart showing a support mode switching process executed by the MPU of the main control device. [Figure 51] 10 is a flowchart showing a process for setting a variable display time. [Figure 52] 10 is a flowchart showing the setting process for the first and fourth normal gaming states. [Figure 53] FIG. 10 is a schematic diagram showing a variable display time table corresponding to deviation from normal. [Figure 54] FIG. 10 is a schematic diagram showing a variable display time table corresponding to deviation from normal. [Figure 55] 10 is a timing chart showing the flow of a game. [Figure 56] FIG. 11 is a front view of a game board unit according to a third embodiment. [Figure 57] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 58] FIG. 10 is a schematic diagram showing a hit / miss table for the first operating port. [Figure 59] FIG. 10 is a schematic diagram showing a hit / miss table for the second operating port. [Figure 60] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 61] FIG. 10 is a schematic diagram showing a variable display time table for the second operating port. [Figure 62] 10 is a timing chart showing the flow of a game. [Figure 63] FIG. 13 is a schematic view showing a distribution table for operating ports in the fourth embodiment. [Figure 64] 10 is a flowchart showing the first change start processing executed by the MPU of the notification / performance control device. [Figure 65] (a) A schematic diagram showing the flow of the first special effect, and (b) A schematic diagram showing the flow of the second special effect. [Figure 66] 10 is a timing chart showing the flow of a game. [Figure 67] FIG. 13 is a front view of a game board unit according to a fifth embodiment. [Figure 68] A schematic diagram showing the internal structure of the variable winning device. [Figure 69] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 70] FIG. 10(a) is a schematic diagram showing a hit / miss table for a first operating port, and FIG. 10(b) is a schematic diagram showing a hit / miss table for a second operating port. [Figure 71] FIG. 2(a) is a schematic diagram showing a distribution table for a first operating port, and FIG. 2(b) is a schematic diagram showing a distribution table for a second operating port. [Figure 72] (a) A schematic diagram showing the behavior when a special winning result is obtained, and (b) a schematic diagram showing the transition pattern of the game state. [Figure 73] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 74] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 75] 10 is a flowchart showing a support mode switching process. [Figure 76] 10 is a flowchart showing the process of transitioning to a special winning game state. [Figure 77]10 is a flowchart showing the special winning start processing. [Figure 78] 10 is a flowchart showing the process of ending a special winning game. [Figure 79] 10 is a flowchart showing a V allocation setting process. [Figure 80] A flowchart showing V winning processing. [Figure 81] 10 is a flowchart showing the process of transitioning to a jackpot gaming state. [Figure 82] A flowchart showing the transition process at the end of a jackpot. [Figure 83] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 84] 10 is a flowchart showing a preliminary check process executed by the MPU of the main control device. [Figure 85] 10 is a flowchart showing a special variable display time table for the second operating port. [Figure 86] 10 is a timing chart showing the flow of a game. [Figure 87] FIG. 20 is a schematic diagram showing a hit / miss table for an operating port in the sixth embodiment. [Figure 88] FIG. 10 is a schematic diagram showing a transition pattern of a game state. [Figure 89] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 90] FIG. 13 is a front view of a game board unit in the seventh embodiment. [Figure 91] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 92] FIG. 10 is a schematic diagram showing a hit / miss table for the first operating port. [Figure 93] FIG. 10 is a schematic diagram showing a hit / miss table for the second operating port. [Figure 94] FIG. 2(a) is a schematic diagram showing a distribution table for a first operating port, and FIG. 2(b) is a schematic diagram showing a distribution table for a second operating port. [Figure 95] A schematic diagram showing the relationship between the type of win and the lottery mode and support mode. [Figure 96] 10 is a flowchart showing a support mode switching process. [Figure 97] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 98] FIG. 13 is a front view of a game board unit in the eighth embodiment. [Figure 99] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 100] (a) A schematic diagram showing a win / loss table for low probability mode, (b) A schematic diagram showing a win / loss table for high probability mode. [Figure 101] FIG. 10(a) is a schematic diagram showing a distribution table for the first operating port, and FIG. 10(b) is a schematic diagram showing a hit / miss table for the second operating port. [Figure 102] A schematic diagram showing the relationship between the winning type, the lottery mode, and the support mode. [Figure 103] 10 is a flowchart showing a transition process executed by the MPU of the main control device when the opening / closing execution mode ends. [Figure 104] 10 is a flowchart showing a support mode switching process executed by the MPU of the main control device. [Figure 105] FIG. 13 is a schematic diagram showing a win / lose table in the ninth embodiment. [Figure 106] FIG. 10A is a schematic diagram showing a distribution table for big wins, and FIG. 10B is a schematic diagram showing the relationship between the type of win and the lottery mode and support mode. [Figure 107] (a) is a schematic diagram comparing support modes, and (b) is a schematic diagram comparing the display time of images on the through gate display unit. [Figure 108] 10 is a flowchart showing a transition process executed by the MPU of the main control device when the opening / closing execution mode ends. [Figure 109] 10 is a flowchart showing the game round end processing executed by the MPU of the main control device. [Figure 110] 10 is a timing chart illustrating an example of a change in a ball held by a player. [Figure 111](a) A schematic diagram comparing support modes in the 10th embodiment, (b) a schematic diagram showing the display content when transitioning to high-frequency support mode A1, and (c) a schematic diagram showing the display content when transitioning to high-frequency support mode A2. [Figure 112] 10 is a timing chart showing the flow of a game. [Figure 113] FIG. 22 is a schematic diagram showing the relationship between the lottery result and the image displayed on the operating port display unit in the eleventh embodiment. [Figure 114] FIG. 10 is a schematic diagram showing a variable display time table corresponding to deviation from normal. [Figure 115] This is a schematic diagram showing a variable display time table for special misses. [Figure 116] 10 is a schematic diagram showing the variable display mode of the symbols on the display screen. FIG. [Figure 117] 23 is a flowchart showing support mode switching processing in the twelfth embodiment. [Figure 118] 4 is a flowchart showing main processing executed by the MPU of the main control device. [Figure 119] FIG. 10A is a flowchart showing the special notification process executed by the MPU of the notification and performance control device, and FIGS. 10B and 10C are schematic diagrams showing the special notification. [Figure 120] 10 is a flowchart showing a special notification control process executed by the MPU of the main control device. [Figure 121] A front view of the game board unit in the thirteenth embodiment. [Figure 122] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 123] (a) A schematic diagram showing a win / loss table for low probability mode, (b) A schematic diagram showing a win / loss table for high probability mode. [Figure 124] FIG. 10(a) is a schematic diagram showing a distribution table for the first operating port, and FIG. 10(b) is a schematic diagram showing a hit / miss table for the second operating port. [Figure 125] A schematic diagram showing the relationship between the winning type, the lottery mode, and the support mode. [Figure 126] FIG. 10 is a schematic diagram showing the transition of the game state. [Figure 127] 10 is a flowchart showing the first change start processing executed by the MPU of the notification / performance control device. [Figure 128] 10 is a timing chart showing the flow of a game. [Figure 129] FIG. 22 is a schematic diagram showing an allocation table for special losing results in the fourteenth embodiment. [Figure 130] FIG. [Figure 131] FIG. 2 is a schematic diagram showing a configuration related to a pattern display. [Figure 132] 3 is a schematic diagram showing a pattern displayed on a display screen of a pattern display device. FIG. [Figure 133] 3 is a schematic diagram showing an arrangement of patterns displayed on a display screen of a pattern display device. FIG. [Figure 134] (a) A schematic diagram showing the symbol combination corresponding to a big win result, (b) A schematic diagram showing the symbol combination corresponding to a special miss result. [Figure 135] 10A is a flowchart showing the setting process for special misses executed by the MPU of the notification and performance control device, and FIG. 10B is a schematic diagram showing the relationship between the type of special miss result and the number of rotations. [Figure 136] 10 is a flowchart showing the processing for the latter part of a special miss executed by the MPU of the notification / performance control device. [Figure 137] This is a flowchart showing the process of ending the variation in the event of a special miss, which is executed by the MPU of the notification / performance control device. [Figure 138] 10 is a timing chart showing a flow of notification of the termination reference number of times. [Figure 139] A front view of the game board unit in the fifteenth embodiment. [Figure 140] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 141] FIG. 10 is a schematic diagram showing a hit / miss table for the first operating port. [Figure 142] FIG. 10 is a schematic diagram showing a hit / miss table for the second operating port. [Figure 143] 10 is a flowchart showing a preliminary check process executed by the MPU of the main control device. [Figure 144] 10 is a flowchart showing a process for setting a hold command executed by the MPU of the main control device. [Figure 145] 10 is a flowchart showing a jackpot advance notice effect setting process executed by the MPU of the notification / effect control device. [Figure 146] This is a flowchart showing the process for determining the details of the jackpot preview performance. [Figure 147] This is a schematic diagram showing the hold notification effect. [Figure 148] 10 is a flowchart showing the pending display control command response processing executed by the MPU of the display control device. [Figure 149] 10 is a flowchart showing the hold display processing executed by the MPU of the display control device. [Figure 150] (a) A schematic diagram illustrating the flow of a first-type preview performance, and (b) a schematic diagram illustrating the flow of a second-type preview performance. [Figure 151] FIG. [Figure 152] 10A to 10C are schematic diagrams showing various display modes of the special effect device. [Figure 153] 10 is a flowchart showing the special miss advance notice effect setting process executed by the MPU of the notification / effect control device. [Fig. 154] This is a flowchart showing the process for determining the details of the special miss preview performance. [Figure 155] 10 is a flowchart showing the special miss notice performance execution process executed by the MPU of the notification / performance control device. [Figure 156] This is a timing chart showing the flow of the special miss preview performance. [Figure 157] A front view of the game board unit in the 16th embodiment. [Figure 158] FIG. [Figure 159]FIG. 2A is a front view of the special effect device, and FIG. 2B is a schematic diagram showing the positional relationship between the path of the light-emitting body and the light diffusion section and non-light diffusion section. [Figure 160] FIG. 1 is a schematic diagram comparing light emission modes. [Figure 161] 1 is a schematic diagram showing the relationship between the position of a light emitter and the light emission mode. FIG. [Figure 162] 10A to 10C are schematic diagrams illustrating changes in light emission modes. [Figure 163] FIG. 22 is a cross-sectional view of the special effect device in the seventeenth embodiment. [Fig. 164] FIG. [Figure 165] 10A to 10C are schematic diagrams showing various display modes of the special effect device. [Figure 166] A front view of the game board unit in the 18th embodiment. [Figure 167] A schematic diagram showing the internal structure of the special prize-winning device. [Figure 168] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 169] FIG. 10 is a schematic diagram showing a hit / miss table for an operating port. [Figure 170] FIG. 10 is a schematic diagram showing a distribution table for an operating port. [Figure 171] This is a schematic diagram comparing various jackpot results. [Fig. 172] 10 is a flowchart showing a V allocation setting process. [Figure 173] A flowchart showing V winning processing. [Fig. 174] A flowchart showing the transition process at the end of a jackpot. [Figure 175] 10 is a flowchart showing a preliminary check process executed by the MPU of the main control device. [Figure 176] 10 is a flowchart showing a process for setting a hold command executed by the MPU of the main control device. [Figure 177] This is a schematic diagram showing the hold notification effect. [Figure 178]10 is a flowchart showing processing for ceiling-reached confirmation effect executed by the MPU of the notification / effect control device. [Figure 179] This is a timing chart illustrating the flow of a game when a ceiling reaching confirmation effect is executed. [Figure 180] A partially enlarged view of the game board unit showing the operating port unit and its surroundings in the 19th embodiment. [Figure 181] FIG. [Figure 182] FIG. 2 is a schematic diagram showing the movement of a gaming ball. [Figure 183] FIG. [Figure 184] 10 is a flowchart showing the electrical support processing executed by the MPU of the main control device. [Figure 185] 10 is a flowchart showing an electric utility switching process. [Figure 186] (a) is a schematic diagram comparing support modes, and (b) is a schematic diagram comparing the display time of images on the through gate display unit. [Figure 187] FIG. 10 is a schematic diagram showing the relationship between the time required for the game ball to pass through. [Figure 188] FIG. 10 is a schematic diagram showing the flow of game balls being discharged. [Figure 189] FIG. 10 is a schematic diagram showing a modified example of an electric accessory. [Figure 190] FIG. 20 is a schematic diagram showing an actuation port unit in the twentieth embodiment. [Figure 191] 21 is a flowchart showing the electric support processing in the 21st embodiment. [Figure 192] 10 is a schematic diagram comparing open patterns. [Figure 193] 10 is a flowchart showing an electric utility switching process executed by the MPU of the main control device. [Figure 194] FIG. 1 is a schematic diagram comparing support modes. [Figure 195] 10 is a timing chart illustrating the flow of a game when the support mode is switched. [Figure 196]10 is a timing chart illustrating the flow of a game when the support mode is switched. [Figure 197] 10 is a timing chart illustrating the flow of a game when the support mode is switched. [Figure 198] 10 is a timing chart comparing the flow of a game when the support mode is switched. [Figure 199] 10 is a timing chart comparing the flow of a game when the support mode is switched. [Figure 200] 10 is a timing chart comparing the flow of a game when the support mode is switched. [Figure 201] 10 is a timing chart comparing the flow of a game when the support mode is switched. [Figure 202] FIG. 22 is a schematic diagram comparing opening patterns in the twenty-second embodiment. [Figure 203] A schematic diagram showing the configuration of various counters, etc. used in the winning / losing lottery in the 24th embodiment. [Figure 204] (a) A schematic diagram showing a hit / miss table for the low probability mode, (b) a schematic diagram showing a hit / miss table for the high probability mode, and (c) a schematic diagram showing a fall table. [Figure 205] FIG. 10 is a schematic diagram showing a distribution table for a jackpot. [Figure 206] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 207] A flowchart showing the winning process for an operating port. [Figure 208] 10 is a flowchart showing an information acquisition process. [Figure 209] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 210] 10 is a flowchart showing a game play control process. [Figure 211] 10 is a flowchart showing a fluctuation start process. [Figure 212] 10 is a schematic diagram showing a variable display time table for the first normal gaming state. FIG. [Figure 213] 10 is a schematic diagram showing a variable display time table for the second normal gaming state and the third normal gaming state. FIG. [Figure 214] 10 is a flowchart showing a process for confirmation display. [Figure 215] 10 is a flowchart showing a support mode switching process. [Figure 216] 10 is a flowchart showing a game state transition process. [Figure 217] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 218] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 219] FIG. 1 is a schematic diagram showing the flow of a game. [Figure 220] 3 is a block diagram showing the electrical configuration of the notification / performance control device and the display control device. FIG. [Figure 221] FIG. 10A is a flowchart showing the variable display control process executed by the MPU of the notification and performance control device, and FIG. 10B is a schematic diagram showing the display mode on a special stage. [Figure 222] (a) A schematic diagram showing the relationship between the game state and the special stage, (b) A flowchart showing the second / third variable display control process. [Figure 223] 10 is a flowchart showing the second / third fluctuation start processing. [Figure 224] FIG. 10 is a schematic diagram showing the relationship between the game state and the type of effect that occurs. [Figure 225] FIG. 10 is a schematic diagram showing the effects that occur on a special stage. [Figure 226] 10A is a timing chart showing the flow of effects in a special stage, and FIG. 10B is a flowchart showing the effect setting process when a specified number of times is reached. [Figure 227] FIG. 10 is a schematic diagram showing the relationship between the displayed ally characters and the probability of winning. [Figure 228] FIG. 10 is a schematic diagram showing an ally character determination table. [Figure 229] This is a schematic diagram showing the flow of the second type of special effect. [Figure 230] 25 is a flowchart showing the effect setting process when a specified number of times is reached in the 25th embodiment. [Figure 231] FIG. 10 is a schematic diagram showing an ally character determination table. [Figure 232] A schematic diagram showing the display mode of a special stage in the 26th embodiment. [Figure 233] 10 is a flowchart showing the effect setting process when a specified number of times is reached. [Figure 234] FIG. 10 is a schematic diagram showing an enemy character determination table. [Figure 235] FIG. 10 is a schematic diagram showing the relationship between combinations of enemy characters and ally characters and the probability of winning. [Figure 236] This is a schematic diagram showing the flow of the second type of special effect. [Figure 237] A schematic diagram showing the relationship between the game state and the type of effects that occur in the 27th embodiment. [Figure 238] 10 is a schematic diagram showing a variable display time table for the second normal gaming state and the third normal gaming state. FIG. [Figure 239] 10 is a flowchart showing a setting process for special battle effects. [Figure 240] FIG. 10 is a schematic diagram showing a rank-up lottery table for ally characters. [Figure 241] FIG. 10 is a schematic diagram showing a rank-up allocation table for ally characters. [Figure 242] 28 is a flowchart showing the setting process for special battle effects in the 28th embodiment. [Figure 243] FIG. 10 is a schematic diagram showing a rank-up lottery table for enemy characters. [Figure 244] FIG. 10 is a schematic diagram showing a rank-up allocation table for enemy characters. [Figure 245] FIG. 29 is a schematic diagram showing a screen for a special stage in the twenty-ninth embodiment. [Figure 246] FIG. 10 is a schematic diagram showing the flow of the special battle presentation. [Figure 247]FIG. 10 is a schematic diagram showing the flow of the special battle presentation. [Figure 248] FIG. 10 is a schematic diagram showing the flow of the special battle presentation when the enemy character is changed. [Figure 249] A schematic diagram showing the flow of the special battle presentation when an ally character is changed. [Figure 250] A flowchart showing the flow of special battle presentation in the 30th embodiment. [Figure 251] FIG. 10 is a schematic diagram showing the difference in display area. [Figure 252] FIG. 10 is a schematic diagram showing the flow of special effects. [Figure 253] FIG. 31 is a front view showing a pachinko machine in the thirty-first embodiment. [Figure 254] This is a perspective view of a pachinko machine seen from the front. [Figure 255] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 256] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 257] FIG. [Figure 258] FIG. 2(a) is a front view showing the configuration of the game board unit, and FIG. 2(b) is a front view of the main display unit. [Figure 259] FIG. 2 is an oblique view of the game board unit from the rear side. [Figure 260] FIG. [Figure 261] FIG. 2 is a rear view of the pachinko machine. [Figure 262] A front view showing the back pack unit. [Figure 263] FIG. 2 is a schematic diagram of a variable display unit. [Figure 264] FIG. 2(a) is a front view of the pattern display device, and FIG. 2(b) is a perspective view of the pattern display device. [Figure 265] FIG. [Figure 266] (a) Front view of the hold display device, (b) Schematic diagram showing the display mode of the hold image. [Figure 267]FIG. [Figure 268] FIG. 2A is a front view of the movable effect device, and FIG. 2B is a schematic diagram showing the light-emitting mode of the movable effect device. [Figure 269] 10 is a schematic diagram showing the movement of the movable effect device. FIG. [Figure 270] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 271] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Fig. 272] (a) A schematic diagram showing a win / loss table for low probability mode, (b) A schematic diagram showing a win / loss table for high probability mode. [Fig. 273] (a) is a schematic diagram showing a distribution table for jackpots, and (b) is a schematic diagram showing the types of jackpots. [Fig. 274] 1 is a schematic diagram for explaining the display content of a pattern display device. FIG. [Figure 275] 1 is a schematic diagram showing various designs. [Figure 276] FIG. 2 is a schematic diagram showing a symbol row. [Figure 277] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Fig. 278] A flowchart showing the winning process for an operating port. [Figure 279] 10 is a flowchart showing an information acquisition process. [Figure 280] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 281] 10 is a flowchart showing a game play control process. [Figure 282] 10 is a flowchart showing a data setting process. [Figure 283] 10 is a flowchart showing a fluctuation start process. [Fig. 284] 10 is a flowchart showing a game state transition process. [Figure 285] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 286]10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 287] 10 is a flowchart showing processing for electric utility support. [Figure 288] 10 is a flowchart showing an electric utility switching process. [Figure 289] 3 is a block diagram showing the electrical configuration of the notification and performance control device. FIG. [Figure 290] 10 is a flowchart showing a variable display control process executed by the MPU of the notification / performance control device. [Figure 291] 10 is a flowchart showing the process for starting fluctuations. [Figure 292] FIG. 10 is a schematic diagram illustrating an example of an outline of the variable display of the symbols. [Figure 293] (a) A flowchart showing the command response processing for hold display control executed by the MPU of the notification / performance control device, and (b) a schematic diagram showing an overview of the hold display. [Fig. 294] 10 is a flowchart showing a preliminary check process executed by the MPU of the main control device. [Figure 295] 10 is a flowchart showing a process for setting a hold command executed by the MPU of the main control device. [Figure 296] 10 is a flowchart showing the setting process for the hold notice effect executed by the MPU of the notification / effect control device. [Figure 297] This is a flowchart showing the explicit hold notice presentation pattern determination process. [Figure 298] This is a schematic diagram comparing various hold preview effects. [Figure 299] (a) A schematic diagram illustrating the flow of the first hold notice performance A, and (b) a schematic diagram illustrating the flow of the first hold notice performance B. [Figure 300] This is a timing chart showing the flow of the second type hold notice performance A. [Figure 301] This is a schematic diagram showing the flow of the second type hold notice performance A. [Figure 302] This is a schematic diagram showing the flow of the second type hold notice performance A. [Figure 303]This is a timing chart showing the flow of the third type hold notice performance A. [Figure 304] This is a schematic diagram showing the flow of the third type hold notice performance A. [Figure 305] This is a schematic diagram showing the flow of the third type hold notice performance A. [Figure 306] This is a schematic diagram comparing special variable display effects. [Figure 307] This is a schematic diagram showing the flow of the first type special variable display presentation. [Figure 308] This is a schematic diagram showing the flow of the first type special variable display presentation. [Figure 309] This is a timing chart showing the flow of the second type special variable display performance. [Figure 310] This is a schematic diagram showing the flow of the second type special variable display presentation. [Figure 311] This is a schematic diagram showing the flow of the second type special variable display presentation. [Figure 312] This is a timing chart showing the flow of the third type special variable display performance. [Figure 313] This is a schematic diagram showing the flow of the third type special variable display presentation. [Figure 314] This is a schematic diagram showing the flow of the third type special variable display presentation. [Figure 315] This is a timing chart showing the flow of the second type hold notice performance B. [Figure 316] This is a schematic diagram showing the flow of the second type hold notice performance B. [Figure 317] This is a schematic diagram showing the flow of the second type hold notice performance B. [Figure 318] This is a timing chart showing the flow of the third type hold notice performance B. [Figure 319] This is a schematic diagram showing the flow of the third type hold notice performance B. [Figure 320] This is a schematic diagram showing the flow of the third type hold notice performance B. [Figure 321] A timing chart showing the flow of the third type hold notice performance B in the 32nd embodiment. [Figure 322]This is a schematic diagram showing the flow of the third type hold notice performance B. [Figure 323] This is a schematic diagram showing the flow of the third type hold notice performance B. [Figure 324] This is a schematic diagram showing the flow of the third type hold notice performance B. [Figure 325] A schematic diagram showing a movable performance device in the 33rd embodiment. [Figure 326] A schematic diagram showing a table for third type hold notice presentation in the 34th embodiment. [Figure 327] A schematic diagram showing the flow of the special explicit hold notice presentation in the 35th embodiment. [Figure 328] This is a schematic diagram showing the flow of the special explicit hold notice presentation. [Figure 329] A schematic diagram showing a movable effect device in the 36th embodiment. [Figure 330] FIG. 10 is a schematic diagram showing the first chance-up effect. [Figure 331] FIG. 10 is a schematic diagram showing the first chance-up effect. [Figure 332] FIG. 10 is a schematic diagram showing the second chance up effect. [Figure 333] FIG. 10 is a schematic diagram showing the second chance up effect. [Figure 334] FIG. 10 is a schematic diagram showing a modified example of the movable effect device. [Figure 335] This is a schematic diagram comparing various hold notification effects in the 37th embodiment. [Figure 336] This is a flowchart showing the process for rewriting the explicit hold notice presentation pattern executed by the MPU of the notification / presentation control device. [Figure 337] This is a schematic diagram showing the flow of the second chance up presentation. [Figure 338] This is a schematic diagram showing the flow of the second chance up presentation. [Figure 339] This is a schematic diagram showing the flow of the presentation when the second chance up presentation and the fourth type hold notice presentation are combined. [Figure 340] FIG. 10 is a schematic diagram showing a modified example of the variable display unit. [Figure 341] FIG. 10 is a schematic diagram showing a modified example of the variable display unit. [Figure 342] FIG. 16 is a schematic diagram showing a variable display unit according to a thirty-eighth embodiment. [Figure 343] (a) A schematic diagram illustrating an example in which the protrusion of the movable performance device is in a first extended state, and (b) a schematic diagram illustrating an example in which the protrusion of the movable performance device is in a second extended state. [Figure 344] A schematic diagram showing the relationship between the rotational position of the movable decorative body and the linked object. [Figure 345] (a) A schematic diagram illustrating the pattern combinations corresponding to the continuous change performance, (b) A schematic diagram showing the relationship between the number of consecutive times and the probability of winning. [Figure 346] A schematic diagram showing the flow of a continuous changing display effect that is not compatible with a movable effect device. [Figure 347] A schematic diagram showing the flow of a continuous changing display effect that is not compatible with a movable effect device. [Figure 348] FIG. 10 is a schematic diagram illustrating the relationship between the number of consecutive times and the cooperation target. [Figure 349] A schematic diagram showing the flow of a continuous changing display presentation in cooperation with a movable presentation device. [Figure 350] A schematic diagram showing the flow of a continuous changing display presentation in cooperation with a movable presentation device. [Figure 351] A schematic diagram showing the flow of a continuous changing display presentation in cooperation with a movable presentation device. [Figure 352] This is a schematic diagram showing the flow of the fifth type hold notice performance in cooperation with a movable performance device. [Figure 353] This is a schematic diagram showing the flow of the fifth type hold notice performance in cooperation with a movable performance device. [Figure 354] FIG. 23 is a schematic diagram showing the relationship between stopping targets and successive probabilities in the thirty-ninth embodiment. [Figure 355] A schematic diagram showing the flow of a continuous changing display presentation in cooperation with a movable presentation device. [Figure 356] A schematic diagram showing the flow of a continuous changing display presentation in cooperation with a movable presentation device. [Figure 357] A schematic diagram showing the flow of a continuous changing display presentation in cooperation with a movable presentation device. [Figure 358] This is a schematic diagram showing the flow of the fifth type hold notice performance in cooperation with a movable performance device. [Figure 359] This is a schematic diagram showing the flow of the fifth type hold notice performance in cooperation with a movable performance device. [Figure 360] FIG. 16 is a schematic diagram showing a variable display unit according to a fortieth embodiment. [Figure 361] 10 is a schematic diagram showing the relationship between the message displayed in the special message display effect and the suggested content thereof. FIG. [Figure 362] 10 is a schematic diagram showing the relationship between the auxiliary display device and the movable effect device when a special message display effect is executed. FIG. [Figure 363] This is a schematic diagram showing the flow of a special message display effect that corresponds to a continuous change display effect. [Figure 364] This is a schematic diagram showing the flow of special message display effects that support continuous variable display. [Figure 365] This is a schematic diagram showing the flow of special message display effects that support continuous variable display. [Figure 366] This is a schematic diagram showing the second stop-time linked performance in conjunction with the movable performance device. [Figure 367] This is a schematic diagram showing the flow of the second stop-time linked performance A. [Figure 368] This is a schematic diagram showing the flow of the second stop-time linked performance A. [Figure 369] This is a schematic diagram showing the flow of the second stop-time linked performance A. [Figure 370] (a) A schematic diagram showing the relationship between the first stop preview effect and the sixth type hold preview effect in the 41st embodiment, (b) a schematic diagram showing the relationship between the pattern sequence that is the target of the first stop and the expected probability of winning, etc. [Figure 371] This is a schematic diagram showing the flow of the first stop notice performance. [Figure 372] This is a schematic diagram showing the flow of the first stop notice performance. [Figure 373] This is a schematic diagram showing the flow of the 6th type hold notice presentation. [Figure 374] This is a schematic diagram showing the flow of the 6th type hold notice presentation. [Figure 375] A flowchart showing the processing for switching presentation modes in the 42nd embodiment. [Figure 376] FIG. 10 is a schematic diagram showing an overview of the effects executed in the special effect mode. [Figure 377] A schematic diagram showing the flow of suggestion effects in the special effect mode. [Figure 378] A schematic diagram showing the flow of suggestion effects in the special effect mode. [Figure 379] A schematic diagram showing the flow of suggestion effects in the special effect mode. [Figure 380] A schematic diagram showing the flow of suggestion effects in the special effect mode. [Figure 381] A schematic diagram showing the flow of suggestion effects in the special effect mode. [Figure 382] A schematic diagram showing the flow of suggestion presentation in the 43rd embodiment. [Figure 383] FIG. 10 is an oblique view showing a pachinko machine in the 44th embodiment. [Figure 384] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 385] FIG. 2 is a front view showing the configuration of the game board. [Figure 386] FIG. 2A is a schematic diagram of the right first operating port when it is in a closed state, and FIG. 2B is a schematic diagram of the right first operating port when it is in an open state. [Figure 387] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 388] (a) A schematic diagram of the first variable winning device in a closed state, and (b) A schematic diagram of the first variable winning device in an open state. [Figure 389] (a) A longitudinal cross-sectional view of the second variable winning device as seen from the side, and (b) A longitudinal cross-sectional view of the second variable winning device as seen from the back. [Figure 390] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 391] FIG. 10 is a block diagram showing the contents of various counters used in lotteries, etc. [Figure 392] FIG. 10 is a schematic diagram showing a win / loss table. [Figure 393] FIG. 10 is a schematic diagram illustrating a distribution table. [Figure 394] FIG. 10 is a schematic diagram showing a variable display time table. [Figure 395] FIG. 10 is a schematic diagram showing a variable display time table. [Figure 396] FIG. 10 is a schematic diagram showing a variable display time table. [Figure 397] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 398] A flowchart showing the winning process for an operating port. [Figure 399] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 400] 10 is a flowchart showing a first game round control process. [Figure 401] 10 is a flowchart showing a first data setting process. [Figure 402] 10 is a flowchart showing the first fluctuation start processing. [Figure 403] 10 is a flowchart showing the process of setting the first variable display time. [Figure 404] 10 is a flowchart showing a forced termination process. [Figure 405] 10 is a flowchart showing a second game round control process. [Figure 406] 10 is a flowchart showing a second data setting process. [Figure 407] A flowchart showing the second fluctuation start processing. [Figure 408] 10 is a flowchart showing the process of setting the second variable display time. [Figure 409] 10 is a flowchart showing a game state transition process. [Figure 410] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 411] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 412] FIG. 1 is an explanatory diagram of an overview of the game. [Figure 413] FIG. 10 is an explanatory diagram of a payout base. [Figure 414] A schematic diagram showing a win / lose table in the 45th embodiment. [Figure 415] FIG. 1 is an explanatory diagram of an overview of the game. [Figure 416] A schematic diagram for explaining the display content of the pattern display device in the 46th embodiment. [Figure 417] 1 is a schematic diagram showing various designs. [Figure 418] 10 is a schematic diagram showing the relationship between the game status, the jackpot result, and the final symbol combination displayed. FIG. [Fig. 419] FIG. 10 is a schematic diagram showing the symbol combinations that are displayed when a special winning result is achieved. [Figure 420] FIG. 10 is a schematic diagram showing the flow of the pattern conversion presentation. [Figure 421] FIG. 10 is a schematic diagram showing the flow of the pattern conversion presentation. [Figure 422] FIG. 10 is a schematic diagram showing a basic symbol sequence. [Figure 423] FIG. 10 is a schematic diagram showing a special symbol row. [Figure 424] A schematic diagram for explaining the display content of the pattern display device in the 47th embodiment. [Figure 425] 1 is a schematic diagram showing various designs. [Figure 426] (a) A schematic diagram showing the relationship between the game status and jackpot result and the final symbol combination displayed, and (b) a schematic diagram showing the symbol combination displayed when a special symbol combination is displayed. [Figure 427] FIG. 10A is a schematic diagram of the history display area, and FIG. 10B is a schematic diagram showing the pattern displayed in the previous area. [Figure 428] FIG. 10 is a schematic diagram showing the flow of history display change presentation. [Figure 429] FIG. 10 is a schematic diagram showing the flow of history display change presentation. [Fig. 430] FIG. 10 is a schematic diagram showing a modified example of the history display change presentation. [Figure 431] FIG. 10 is a schematic diagram showing a modified example of the history display change presentation. [Figure 432] A schematic diagram for explaining the display content of the pattern display device in the 48th embodiment. [Figure 433] 1 is a schematic diagram showing various designs. [Fig. 434] (a) A schematic diagram showing the symbol combination that is displayed when a special winning result is obtained, (b) A schematic diagram showing the conditions under which the final stopping symbol combination becomes the fourth type symbol combination when a special winning result is obtained in the second probability variation state. [Figure 435] (a) Schematic diagram of the V stock display area, (b) Schematic diagram showing the V stock display. [Figure 436] This is a schematic diagram showing the flow of the V stock acquisition presentation that is executed when a jackpot occurs. [Figure 437] This is a schematic diagram showing the flow of the V stock acquisition presentation that is executed when special hit B occurs. [Fig. 438] This is a schematic diagram showing the flow of the V stock acquisition presentation that is executed when special hit A occurs. [Figure 439] (a) A schematic diagram showing the relationship between the game status and jackpot result in the 49th embodiment and the pattern combination that is finally displayed, (b) A schematic diagram showing the pattern combination that is displayed when a special winning result is achieved. [Figure 440] This is a schematic diagram showing the flow of the V stock acquisition presentation. [Figure 441] (a) A schematic diagram comparing each hold effect in the 50th embodiment, (b) a schematic diagram showing the hold effect. [Figure 442] (a) A schematic diagram showing the relationship between the current stage and the transition trigger in the 51st embodiment, (b) A schematic diagram showing the flow of the stage change performance. [Figure 443] (a) A schematic diagram showing a special notification in the 52nd embodiment, (b) a schematic diagram showing the relationship between the type of release effect and the execution trigger. [Figure 444]FIG. 10 is a schematic diagram showing the flow of the release effect. [Figure 445] FIG. 10 is a schematic diagram showing the flow of the release effect. [Figure 446] FIG. 53 is a schematic diagram showing the hold display in the 53rd embodiment, and FIG. 54 is a schematic diagram showing the relationship between the current stage and the hold icon that is a display candidate. [Figure 447] A front view showing a pachinko machine in the 54th embodiment. [Figure 448] This is a perspective view of a pachinko machine seen from the front. [Figure 449] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 450] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 451] FIG. [Figure 452] FIG. 2 is a front view showing the configuration of the game board unit. [Figure 453] FIG. 2 is an oblique view of the game board unit from the rear side. [Figure 454] FIG. [Figure 455] FIG. 2 is a rear view of the pachinko machine. [Figure 456] A front view showing the back pack unit. [Figure 457] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 458] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Fig. 459] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 460] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 461] (a) A schematic diagram showing a win / loss table for low probability mode, (b) A schematic diagram showing a win / loss table for high probability mode. [Figure 462] (a) is a schematic diagram showing a distribution table for jackpots, and (b) is a schematic diagram showing the types of jackpots. [Figure 463] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Fig. 464] A flowchart showing the winning process for an operating port. [Figure 465] 10 is a flowchart showing an information acquisition process. [Figure 466] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 467] 10 is a flowchart showing a game play control process. [Fig. 468] 10 is a flowchart showing a data setting process. [Figure 469] 10 is a flowchart showing a fluctuation start process. [Figure 470] 10 is a flowchart showing a game state transition process. [Figure 471] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 472] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Fig. 473] 10 is a flowchart showing processing for electric utility support. [Fig. 474] 10 is a flowchart showing an electric utility switching process. [Figure 475] 3 is a block diagram showing the electrical configuration of the notification and performance control device. FIG. [Figure 476] 10 is a flowchart showing a variable display control process executed by the MPU of the notification / performance control device. [Figure 477] 10 is a flowchart showing the process for starting fluctuations. [Figure 478] FIG. 2 is a front view of the movable performance device. [Fig. 479] A schematic diagram showing the movement of movable decorative objects during linked performances. [Figure 480] A schematic diagram showing the movement of movable decorative objects during linked performances. [Figure 481] A schematic diagram showing the movement of movable decorative objects during linked performances. [Figure 482]This is a timing chart showing the movement of movable decorative objects during linked performances. [Figure 483] A schematic diagram comparing two linked effects in the 55th embodiment. [Figure 484] FIG. 10 is a schematic diagram showing the flow of the first linked performance. [Figure 485] FIG. 10 is a schematic diagram showing the flow of the second linked performance. [Figure 486] A schematic diagram showing the relationship between the right-side movable decorative body and the display screen in the 56th embodiment. [Figure 487] (a) Schematic diagram showing the right-side movable decorative body, (b) Schematic diagram illustrating the light-emitting control pattern of the right-side movable decorative body. [Figure 488] This is a schematic diagram showing the flow of the linked performance that is executed when the right-side movable decoration returns. [Figure 489] A schematic diagram showing the relationship between stay stages in the 57th embodiment. [Fig. 490] 10 is a flowchart showing a preliminary check process executed by the MPU of the main control device. [Figure 491] 10 is a flowchart showing a process for setting a hold command executed by the MPU of the main control device. [Figure 492] FIG. 10 is a schematic diagram showing the flow of a normal stage change performance. [Figure 493] FIG. 10 is a schematic diagram showing the flow of special stage change effects. [Figure 494] FIG. 10 is a schematic diagram showing the flow of special stage change effects. [Figure 495] This is an oblique view of a pachinko machine in the 58th embodiment, seen from the front. [Figure 496] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 497] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 498] FIG. [Figure 499] FIG. 2 is a front view showing the configuration of the game board unit. [Figure 500]FIG. 2 is an oblique view of the game board unit from the rear side. [Figure 501] FIG. [Figure 502] FIG. 2 is a rear view of the pachinko machine. [Figure 503] A front view showing the back pack unit. [Figure 504] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 505] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 506] 10 is a schematic diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 507] FIG. 1 is a schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 508] (a) A schematic diagram showing a win / loss table for low probability mode, (b) A schematic diagram showing a win / loss table for high probability mode. [Figure 509] (a) is a schematic diagram showing a distribution table for jackpots, and (b) is a schematic diagram showing the types of jackpots. [Figure 510] 10 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 511] A flowchart showing the winning process for an operating port. [Figure 512] 10 is a flowchart showing an information acquisition process. [Figure 513] 10 is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 514] 10 is a flowchart showing a game play control process. [Figure 515] 10 is a flowchart showing a data setting process. [Figure 516] 10 is a flowchart showing a fluctuation start process. [Figure 517] 10 is a flowchart showing a game state transition process. [Figure 518] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 519]10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 520] 10 is a flowchart showing processing for electric utility support. [Figure 521] 10 is a flowchart showing an electric utility switching process. [Figure 522] 3 is a block diagram showing the electrical configuration of the notification and performance control device. FIG. [Figure 523] 10 is a flowchart showing a variable display control process executed by the MPU of the notification / performance control device. [Figure 524] 10 is a flowchart showing the process for starting fluctuations. [Figure 525] This is a schematic diagram comparing the second type variable display mode. [Figure 526] (a) is a schematic diagram showing the design, and (b) is a schematic diagram breaking down the design into its constituent images. [Figure 527] FIG. 2 is a schematic diagram showing various storage areas of a library ROM. [Figure 528] This is a timing chart illustrating the flow of a game in which the first special variable display occurs. [Figure 529] This is a timing chart illustrating the flow of a game in which the first special variable display occurs. [Fig. 530] This is a timing chart illustrating the flow of a game in which the first special variable display occurs. [Figure 531] This is a schematic diagram illustrating the flow of a game session in which the first special variable display occurs. [Fig. 532] This is a schematic diagram illustrating the flow of a game session in which the first special variable display occurs. [Figure 533] This is a schematic diagram illustrating the flow of a game session in which the first special variable display occurs. [Fig. 534] This is a schematic diagram illustrating the flow of a game session in which the first special variable display occurs. [Fig. 535] This is a schematic diagram illustrating the flow of a game session in which the first special variable display occurs. [Fig. 536] This is a schematic diagram illustrating the flow of a game session in which the first special variable display occurs. [Figure 537]This is a schematic diagram illustrating the flow of a game session in which the first special variable display occurs. [Figure 538] This is a schematic diagram illustrating the flow of a game session in which the second special variable display occurs. [Fig. 539] This is a schematic diagram illustrating the flow of a game session that results in the third special variable display. [Fig. 540] FIG. 10 is a schematic diagram showing a modified example. [Figure 541] FIG. 10 is a schematic diagram showing a modified example. DETAILED DESCRIPTION OF THE INVENTION

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

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

[0011] As shown in Figure 2, the outer frame 11 is formed by connecting four long frame materials on all four sides, and is formed into a rectangular frame shape as a whole. The pachinko machine 10 is installed in the gaming hall by attaching and fixing this outer frame 11 to the island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to the island equipment of the gaming hall.

[0012] The gaming machine main section 12 is supported by the outer frame 11 in an openable and closable state. Specifically, an upper support bracket 17 is fixed to the connecting portion between the upper and left frame sections of the outer frame 11, and a lower support bracket 18 is provided at the connecting portion between the lower and left frame sections of the outer frame 11. The upper support bracket 17 and the lower support bracket 18 form a support mechanism, which allows the gaming machine main section 12 to rotate toward the front of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 relative to the outer frame 11 (see Figures 3 and 4).

[0013] 3 and 4, the gaming machine main section 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main section 12 is supported rotatably relative to the outer frame 11. In detail, when viewed from the front of the gaming machine, the left side is the base end of rotation and the right side is the tip end of rotation, and the inner frame 13 can be rotated forward.

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

[0015] (Front door frame 14) Next, we will explain the front door frame 14. As shown in Figure 1, the front door frame 14 is mainly composed of a frame body 20 made of synthetic resin and having an outer shape substantially identical to that of the outer frame 11, and covers almost the entire front surface of the inner frame 13. A substantially elliptical window portion 21 is formed in the center of the frame body 20 so that almost the entire area of ​​a play area PE, which will be described later, can be viewed from the front, and the window portion 21 is blocked from the back side of the front door frame 14 by a glass unit 22.

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

[0017] It is not necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be attached individually to the frame 20. Furthermore, the number of glass panels is arbitrary, and may be one, three or more. However, in consideration of improving safety and crime prevention, it is preferable to use multiple glass panels and arrange them facing each other at the front and back with a predetermined gap between them. Incidentally, it is also possible to use a transparent synthetic resin panel member instead of the glass panels.

[0018] Various light-emitting devices such as lamps are provided around the glass unit 22 (more specifically, the window portion 21). For example, a circular illumination unit 26 incorporating light-emitting devices such as LEDs is provided along the periphery of the window portion 21. The circular illumination unit 26 lights up or flashes in response to changes in the game status, such as when a jackpot is hit or a predetermined reach is reached. In addition, an error display lamp unit 27 that lights up when a malfunction such as an error occurs is provided at the center of the circular illumination unit 26 and at the top of the pachinko machine 10, and prize ball lamp units 28 that light up while prize balls are being paid out are provided on the left and right sides of the error display lamp unit 27. In addition, speaker units 29 that output sound effects, background music, etc. according to the game status are provided near the left and right prize ball lamp units 28 (see FIG. 3).

[0019] Below the window 21 in the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32, which bulge toward the front, are arranged side by side. An upper tray 33, which opens upward, is provided inside the upper bulge 31, and a lower tray 34, which also opens upward, is provided inside the lower bulge 32 (see FIG. 2). The upper tray 33 has the function of temporarily storing game balls dispensed from a dispensing device (described later) and guiding them to a game ball launching mechanism (described later) while aligning them in a row. The lower tray 34 also has the function of storing surplus game balls in the upper tray 33 and as a receptacle for storing game balls that were discharged by the game ball launching mechanism but did not reach the game area PE (see FIG. 3) and are returned to the player.

[0020] An effect button 35 to be operated by a player is disposed in the upper bulging portion 31 in the portion in front of the upper tray 33. This effect button 35 is connected to the notification / effect control device 140, and the notification / effect control device 140 executes an effect corresponding to the operation based on the operation of the effect button 35.

[0021] A game ball launching handle 41 is provided to the right of the lower bulge 32 so as to protrude forward. When the game ball launching handle 41 is operated, a game ball is launched from a game ball launching mechanism, which will be described later. The launching speed of the game ball increases as the operation amount (rotation amount) of the game ball launching handle 41 increases, and the game ball will reach the play area PE when this operation amount is adjusted by the player to a predetermined amount. Furthermore, by adjusting this operation amount, the player can selectively shoot the game ball into the right route or the left route, which will be described later.

[0022] As shown in Figure 3, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage that leads to the upper tray 33 and a front door side lower tray passage that leads to the lower tray 34. In the passage forming unit 45, a receiving portion that protrudes rearward and opens upward is formed at the upper corner, and by dividing the receiving portion into left and right halves with a partition wall, an entrance portion of the front door side upper tray passage and an entrance portion of the front door side lower tray passage are separated. The upstream sides of the front door side upper tray passage and the front door side lower tray passage lead to the gaming ball distribution section described below, and gaming balls that enter the front door side upper tray passage are guided to the upper tray 33, and gaming balls that enter the front door side lower tray passage are guided to the lower tray 34.

[0023] The front door frame 14 has projections at its upper and lower ends on the pivot base side of its rear surface. These projections form an assembly mechanism for the inner frame 13.

[0024] Next, the inner frame 13 will be described in detail with reference to Fig. 5. Fig. 5 is a front view of the inner frame 13. As in Fig. 3, Fig. 5 also omits the configuration inside the play area PE of the pachinko machine 10 for convenience.

[0025] (inner frame 13) The inner frame 13 is mainly composed of an inner frame base body 50, which has a substantially rectangular outer shape similar to the outer frame 11. The height of the inner frame base body 50 is set slightly smaller than the height of the outer frame 11. The inner frame base body 50 is positioned close to the upper frame portion of the outer frame 11, leaving a slight gap between the lower frame portion of the outer frame 11 and the inner frame base body 50. A panel is attached to the outer frame 11 to close this gap. The panel is positioned below the inner frame base body 50 (specifically, its lower end), and when the inner frame 13 is closed to the outer frame 11, the inner frame base body 50 rests on the panel. A slight clearance may be provided between the panel and the inner frame base body 50 to prevent mutual interference, etc.

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

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

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

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

[0030] (Game board unit 80) The game board unit 80 is composed of a game board 80a formed mainly from wooden board material and a back block 80b provided on the back side of the game board 80a, on which various game components (variable display devices, control devices, movable presentation mechanisms, etc.) described below are mounted on a base body 251.

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

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

[0033] The game board 80a has multiple large and small openings that penetrate its thickness (front-to-back direction). As shown in FIG. 6, each opening is equipped with a general winning opening 81, an actuation opening unit 82, a variable winning device 83, a through gate 84, etc. When game balls enter the general winning opening 81, the actuation opening unit 82, or the variable winning device 83, they are detected by detection sensors provided corresponding to each winning opening. Based on the detection results, the player is awarded a prize, such as a predetermined number of prize balls (payout of game balls). In addition, an outlet 86 is provided at the bottom of the game board 80a (play area PE). Game balls that do not enter the various winning openings are discharged from the play area PE through the outlet 86. In the following description, to clearly distinguish game balls entering the general winning opening 81, the actuation opening unit 82, or the variable winning device 83 from balls entering the outlet 86, the balls entering the general winning opening 81, the actuation opening unit 82, or the variable winning device 83 will also be referred to as "winning."

[0034] In addition, various game components such as numerous game nails 87 and windmills 94 are arranged on the game board 80a in order to appropriately distribute the flow paths of game balls. The flow paths of game balls are differentiated by the various configurations of these game nails 87 and windmills, etc., and winning into the general winning hole 81, etc., described above, occurs with a moderate probability.

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

[0036] An actuation port unit 82, a through gate 84, and the like are arranged around the central opening. The actuation port unit 82 has a first actuation port 91 arranged below the variable display unit 85, and a second actuation port 92 arranged below the first actuation port 91. Of these two actuation ports 91, 92, the second actuation port 92 is provided with an electric device 93 as an opening / closing type ball entry assist device (ball entry assist means) or an opening / closing member (opening / closing means). The electric device 93 has a movable piece and a solenoid-type drive unit that drives the movable piece, and is switchable between an open state (assistance state) that allows the ball to enter the second actuation port 92, and a closed state (non-assistance state) that prevents the ball from entering the second actuation port 92.

[0037] Furthermore, the electric device 93 may be configured so that when it is in the closed state, it is difficult for the ball to enter the second operating port 92, but when it is switched to the open state, it is easier for the ball to enter the second operating port 92 than when it is in the closed state.

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

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

[0040] The variable winning device (special ball winning device or special ball winning means) 83 is provided with a large winning opening and a shutter that can be switched between an allowable state that allows a ball to enter the large winning opening and a blocked state that prevents the ball from entering. In the following explanation, the state of the variable winning device 83 when the shutter is in the allowable state will be referred to as the "open state," and the state of the variable winning device 83 when the shutter is in the blocked state will be referred to as the "closed state."

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

[0042] In the normal game mode, which will be described later, an internal lottery is executed based on winning entries into the actuation ports 91, 92, and if the player wins this internal lottery (for example, a jackpot), the game shifts to a special game mode (open / close execution mode) that is more advantageous to the player than the normal game mode. The variable winning device 83 is maintained in a closed state, and is configured to be switched to an open state when the game shifts to the special game mode. In the special game mode, the game is configured to repeatedly switch to the open state for multiple rounds (for example, six rounds), with one round being defined as the passage of a predetermined time (for example, 30 seconds) or the winning of a predetermined number of prizes (for example, 10 prizes).

[0043] Next, a supplementary explanation will be given regarding the variable display unit 85. The variable display unit 85 has a pattern display device 95 that variably displays (variably displays) patterns in response to winning entries into the actuation openings 91 and 92. The pattern display device 95 is configured as a liquid crystal display device with a liquid crystal display, and its display content is controlled by a display control device (described later). On the display screen 95a of the pattern display device 95, for example, patterns are displayed in a row at the top, middle, and bottom, and these patterns are variably displayed by scrolling horizontally. When a jackpot is won, a predetermined combination of patterns is displayed stationary on a preset pay line, and the game transitions to the opening / closing execution mode (special game state or jackpot). Note that the pattern display device 95 does not necessarily have to be a liquid crystal display device; it may be a dot matrix or 7-segment type display device.

[0044] A center frame 96 is provided on the gaming board 80a so as to surround the central opening. The center frame 96 is fixed to the front side of the gaming board 80a, and in this fixed state, it stands upright from the front of the gaming board 80a, so that the gap dimension between the center frame 96 and the glass unit 22 is smaller than the diameter dimension of the gaming ball. This prevents the gaming ball flowing down the gaming area PE from colliding with the symbol display device 95, and the flow path of the gaming ball flowing down the gaming area PE is roughly divided into the right route that bypasses the variable display unit 85 (more specifically, the center frame 96) from the right side, and the left route that bypasses it from the left side. In this embodiment, the various game components provided in the game area PE are arranged symmetrically (a so-called left-right symmetrical gauge), and there is no difference in advantage or disadvantage between the right route and the left route, so that game balls launched into either the right route or the left route can enter the operating ports 91, 92, the through gate 84, and the variable winning device 83.

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

[0046] The actuation openings 91, 92 are positioned closer to the variable display unit 85. Since a win in the actuation openings 91, 92 can trigger a transition to a special game state, it is thought that the player will pay attention to whether or not a win will occur in the actuation openings 91, 92, and also to the symbol display device 95 to determine whether or not a transition to the special game state will occur. Providing the actuation openings 91, 92 closer to the variable display unit 85 is a device to allow the player to focus their attention on the area around the variable display unit 85.

[0047] A game area partitioning member 98 is disposed at the right end of the game board 80a, which defines the game area PE together with a guide rail 100, which will be described later. A stopper member and a main display unit 99, which game balls flying along the guide rail 100 collide with, are disposed on the game area partitioning member 98. The stopper member is a buffer member disposed near the tip of the guide rail 100, and game balls that collide with the stopper member have their momentum weakened before flowing down the game area PE. In other words, the stopper member has a force-reducing function that weakens the momentum of the colliding game balls.

[0048] Here, we will provide additional explanation about the main display unit 99. The main display unit 99 is embedded in the game area partition member 98, and a part of it is positioned so as to face the glass unit 22. This facing part is provided with a main display section D on which predetermined pictures and the like are displayed. The main display unit 99 is electrically connected to a main control device, which will be described later, and the display content of the main display section D is configured to be controlled by the main control device.

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

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

[0051] Here, based on a win in either of the actuation ports 91, 92, a variable display is started in the corresponding actuation port display section D1, D2, a predetermined stop result is displayed and the variable display is stopped (a fixed display is given), and one game session corresponds to the time until the fixed display time has elapsed while maintaining that state. However, one game session is not limited to the above, and for example, in a configuration where a single display area is provided and a variable display is given in that single display area regardless of whether a win occurs in either of the actuation ports 91, 92, it is also possible to start a variable display in that single display area, and the variable display is stopped (a fixed display is given) while displaying a predetermined stop result, and one game session corresponds to the time until the fixed display time has elapsed while maintaining that state.

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

[0053] In addition to the above-mentioned operating port displays D1 and D2, the main display section D of the main display unit 99 is also provided with a through gate display section DS that displays the result of a lottery based on winning at the through gate 84. In the through gate display section DS, winning at the through gate 84 is used as a trigger to display a varying pattern, and as a result of stopping the varying display, the result of the internal lottery conducted based on winning at the through gate 84 is made clear (a final display is executed). If the result of the support lottery based on winning at the through gate 84 is a support winning result, a predetermined stop result is displayed on the through gate display section DS, the varying display is stopped, and after the final display has ended, the system transitions to an electric role open state. In the electric role open state, the above-mentioned electric role device 93 provided next to the second operating port 92 is opened in a predetermined manner.

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

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

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

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

[0058] The launch rail 112 is fixed to the base plate 114 in an inclined state so as to slope upward toward the game board unit 80. A groove with a substantially V-shaped cross section is formed in the launch rail 112, and the game ball fits into this groove portion, thereby defining the front-to-rear position of the game ball.

[0059] A ball stopper that stops the game balls supplied from the ball sending device 113 at the above-mentioned launch waiting position is disposed at a position near the downstream end (i.e., the lower end) of the launch rail 112. The solenoid 111 is disposed at a position further downstream than the ball stopper.

[0060] The solenoid 111 is electrically connected to a power supply and launch control device, which will be described later. Based on the output of an electrical signal from the power supply and launch control device, the output shaft of the solenoid 111 reciprocates in the extension / contraction direction, causing the game ball placed in the launch standby position to be launched toward the game board unit 80, more specifically, toward the guide rail 100 attached to the game board unit 80.

[0061] The guide rail 100, together with a play area partitioning member 98 fixed to the game board unit 80 (specifically, the front surface of the board), partitions the play area PE so that the outer shape of the play area PE is approximately circular. The guide rail 100 is composed of an inner rail 101 and an outer rail 102 arranged facing each other with a gap larger than the diameter of the game ball between them, and these two rails 101, 102 partition and form a single guide passage 103. The guide passage 103 has an entrance section 104 that opens at the tip side (diagonally downward) of the launch rail 112 and an exit section 105 located at the top of the play area PE. A game ball launched based on the operation of the solenoid 111 is guided to the play area PE by moving in the order of the launch rail 112 → guide rail 100 (entrance section 104 → exit section 105). In addition, in the game board unit 80, a return prevention member 106 is attached to the tip of the exit portion 105, more specifically, near the tip of the inner rail 101, to prevent game balls that have reached the game area PE from returning back into the guide passage 103, thereby preventing game balls that have already reached the game area PE from interfering with the launch of subsequent game balls.

[0062] Each of the rails 101, 102 that make up the guide rail 100 is arc-shaped with its center at approximately the center of the play area PE. For this reason, a game ball passing through the guide passage 103 is likely to move (slide or roll) along the outer rail 102, i.e., while remaining in contact with the outer rail 102, due to the centrifugal force generated within the game ball. In other words, when a game ball is launched so as to reach the play area PE, the area of ​​the guide passage 103 along the outer rail 102 essentially constitutes a passing area (passing path) through which the game ball passes, and the area along the inner rail 101 essentially constitutes an area through which the game ball does not pass.

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

[0064] A foul ball passage is disposed below the gap thus formed. The foul ball passage is integrally molded into the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the play area PE and returns as a foul ball through the guide passage 103, the foul ball will enter the foul ball passage through the gap. The foul ball passage leads to the lower tray passage on the front door side, and game balls that enter the foul ball passage are discharged into the lower tray 34 shown in Figure 1. This reduces interference between the foul ball and the next game ball to be launched.

[0065] A through hole is formed in the inner frame base body 50 to the left of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the inner frame base body 50 in the front-to-rear direction, and a passageway forming member 121 is disposed in this through hole. The passageway forming member 121 is screwed to the inner frame base body 50 and has a main body side upper tray passage 122 and a main body side lower tray passage 123. The upstream sides of the main body side upper tray passage 122 and the main body side lower tray passage 123 are connected to the game ball distribution section, which will be described later. In addition, the receiving portion of the passageway forming unit 45 attached to the front door frame 14 fits below the passageway forming member 121, and the front door side upper tray passage is disposed below the main body side upper tray passage 122, and the front door side upper tray passage is disposed below the main body side lower tray passage 123.

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

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

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

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

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

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

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

[0073] The notification and performance control device 140 is equipped with a notification and performance control board that controls audio output, lamp display, and display control of the display control device in accordance with instructions from the main control device described below, and the notification and performance control board is housed in a board box 141 made of a transparent resin material or the like.

[0074] A main control device unit 160 is provided below the notification / performance control device 140 so as to cover the base body 251 from the rear. The main control device unit 160 has a mounting base 161 made of synthetic resin fixed to the rear of the game board unit 80 (more specifically, the rear block 80b), and a main control device 162 mounted on the mounting base 161. The main control device 162 is equipped with a main control board having a function for mainly controlling the game (main control circuit) and a function for monitoring the power supply (power outage monitoring circuit), and the main control board is housed in a board box 163 made of a transparent resin material or the like.

[0075] The board box 163 comprises a box base (front case body) of a substantially rectangular parallelepiped shape and a box cover (rear case body) that covers the opening of the box base. The box base and box cover are unopenably connected by a box sealing part 164 as sealing means, thereby sealing the board box 163. A plurality of box sealing parts 164 are provided on the short sides of the board box 163, and at least one of them is used for sealing.

[0076] The box sealing unit 164 can be configured in any way as long as it securely connects the box base and box cover. However, the box base and box cover are securely connected by inserting a locking pin into a locking hole that constitutes the box sealing unit 164. The sealing process using the box sealing unit 164 prevents unauthorized opening after sealing and allows early and easy detection of any unauthorized opening. Even after opening, the box can be resealed. That is, the sealing process is performed by inserting a locking pin into at least one locking hole among the multiple box sealing units 164. When the board box 163 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection between the box sealing unit with the inserted locking pin and the main body of the board box 163 is severed. This separates the box base and box cover of the board box 163, allowing the main control board inside to be removed. To reseal the box, a locking pin is inserted into another locking hole. If a record of the board box 163 being opened is left in the board box 163, it is possible to easily detect that the board box 163 has been opened improperly by looking at the board box 163.

[0077] The board box 163 and the mounting base 161 are connected to each other in an unsealable manner by a base seal 165. More specifically, the base seal 165 has a locking hole and a locking pin, just like the box seal 164, and the board box 163 and the mounting base 161 are connected to each other in an unseparable manner by inserting the locking pin into the locking hole. This makes it easy to detect any unauthorized removal of the board box 163.

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

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

[0080] Furthermore, the base body 251 constituting the back block 80b is equipped with detection sensors for the above-mentioned ball entry sections, including a general entry port detection sensor that detects game balls that have entered the general entry port 81 and an actuation port detection sensor that detects game balls that have entered the actuation ports 91 and 92, and these various detection sensors constitute a winning detection mechanism. These various detection sensors are electrically connected to the main control device 162, and detection information (detection signals) are output from each detection sensor to the main control device 162.

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

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

[0083] The back pack 201 is molded from a transparent synthetic resin, and comprises a base part 211 to which the payout mechanism part 202 and the like are attached, and a protective cover part 212 that protrudes to the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape, as shown in Fig. 10. The protective cover part 212 has a shape in which the left and right side surfaces and the top surface are closed and only the bottom surface is open, and is large enough to surround at least the variable display unit 85.

[0084] An external terminal board is provided on the base portion 211. The external terminal board is provided with various output terminals, and various signals are output to a management control device (hall computer) on the gaming hall side through these output terminals. Also, as shown in FIG. 10 , a pair of upper and lower latch pins 214 are provided on the base portion 211 at the right end when viewed from the rear of the pachinko machine 10. The latch pins 214 are inserted into the bearing portions 133 provided on the inner frame 13, thereby supporting the back pack unit 15 rotatably relative to the inner frame 13. The base portion 211 is formed with a plurality of insertion portions through which the fixing levers 134 provided on the inner frame 13 are inserted. The fixing levers 134, inserted into the insertion portions, abut against the base portion 211 from behind, thereby fixing the back pack unit 15 to the inner frame 13.

[0085] A payout mechanism 202 is disposed on the base 211 so as to bypass the protective cover 212. The payout mechanism 202 is provided with a tank 221 that is disposed on the top of the rear pack 201 and opens upward, and gaming balls supplied from the island facilities of the gaming hall are sequentially replenished to the tank 221. A tank rail 222 that gently slopes downstream is connected to the side of the tank 221, and a case rail 223 that extends vertically is connected to the downstream side of the tank rail 222. A payout device 224 is provided at the most downstream part of the case rail 223. Gaming balls paid out from the payout device 224 are supplied to a gaming ball distributor 225 provided on the base 211 of the rear pack 201 through a payout passage (not shown) provided downstream of the payout device 224.

[0086] The game ball distribution section 225 has the function of distributing game balls paid out from the payout device 224 to either the upper tray 33, the lower tray 34, or the discharge passage described below, and is formed so that its inner opening leads to the upper tray 33 via the above-mentioned main body side upper tray passage 122 and front door side upper tray passage, and its outer opening leads to the lower tray 34 via the main body side lower tray passage 123 and front door side lower tray passage.

[0087] A discharge passage panel and control device aggregate unit 204 are attached to the lower end of the base portion 211, sandwiching the lower end from the front and rear. A discharge passage that is open to the rear is formed on the surface of the discharge passage panel facing the control device aggregate unit 204, and the open part of the discharge passage is blocked by the control device aggregate unit 204. The discharge passage is formed so as to discharge game balls to island equipment or the like in the gaming hall, and game balls that have been guided to the discharge passage from the above-mentioned collection passage or the like pass through the discharge passage and are discharged to the outside of the pachinko machine 10.

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

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

[0090] The power supply and launch control device 243 has a power supply and launch control board housed in a board box 246. The power supply and launch control board generates and outputs the predetermined power required by various control devices, etc., and also controls the launch of game balls in response to the player's operation of the game ball launch handle 41. Specifically, it controls the drive of the solenoid 111 that constitutes the game ball launch mechanism 110 and the drive of the ball delivery device 113.

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

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

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

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

[0095] An MPU 402 is mounted on a main control board 401 provided in the main control device 162. The MPU 402 is an element incorporating a ROM 403 that stores various control programs and fixed value data executed by the MPU 402, a RAM 404 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 403 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits such as a random number generator, etc. Note that some of the functions of the MPU 402, such as the functions of the ROM 403 and the RAM 404, may be configured to be provided as separate elements.

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

[0097] As part of the various detection sensors, a ball entry detection sensor 391a that detects a ball (winning) into the general winning opening 81, a ball entry detection sensor 391b that detects a ball (winning) into the variable winning device 83, a ball entry detection sensor 391c that detects a ball (winning) into the first operating opening 91, a ball entry detection sensor 391d that detects a ball (winning) into the second operating opening 92, and a ball entry detection sensor 391e that detects a ball (winning) into the through gate 84 are connected, and the MPU 402 of the main control device 162 determines whether a ball has been won (winning) at each ball entry section. In addition, the MPU 402 executes a jackpot lottery based on winnings into the first operating opening 91 and the second operating opening 92, and also executes a support lottery based on winnings into the through gate 84.

[0098] The output side of the MPU 402 is connected to a power outage monitoring board 405, a payout control device 242, and an alarm / effect control device 140. A prize ball command is output to the payout control device 242 based on the result of a winning entry into a winning ball entry section, such as the above-mentioned actuation ports 91 and 92. In this case, the command information storage area 425 in the ROM 403 is referenced when outputting the prize ball command. When a winning entry into the general winning entry port 81 is identified, a prize ball command corresponding to the payout of 10 game balls is output. When a winning entry into the variable winning device 83 is identified, a prize ball command corresponding to the payout of 15 game balls is output. When a winning entry into the first actuation port 91 is identified, a prize ball command corresponding to the payout of 3 game balls is output. When a winning entry into the second actuation port 92 is identified, a prize ball command corresponding to the payout of 4 game balls is output.

[0099] Various commands such as a variation start command, a type command, a variation end command, an opening command, and an ending command are output from the main control device 162 to the notification / performance control device 140. In this case, when outputting these various commands, the command information storage area 425 of the ROM 403 is referenced. Details of these various commands will be explained later. Note that each of the above commands is configured as information of a predetermined number of bytes, and various information is included as information of the predetermined number of bytes.

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

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

[0102] Furthermore, an external output terminal board 213 is connected to the output side of the MPU 402, and information on balls entering various entry areas and lottery results such as jackpots is output to a management control device (hall computer) on the gaming hall side via this external output terminal board 213. This allows the hall computer to grasp the status of the pachinko machine 10, the game situation, etc.

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

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

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

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

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

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

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

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

[0111] 13(b), the display screen 95a is configured to display three symbols per symbol row, resulting in a total of nine symbols being displayed in a 3x3 pattern. Five active lines, namely, a left line L1, a middle line L2, a right line L3, a downward-right line L4, and an upward-right line L5, are set on the display screen 95a. The variable display stops in the order of the upper symbol row Z1, the lower symbol row Z3, and the middle symbol row Z2. When the variable display of all symbol rows Z1 to Z3 ends with a predetermined symbol combination (for example, a symbol combination with the same number) formed on any of the active lines, a jackpot animation is displayed, indicating the occurrence of a normal jackpot result or a probability jackpot result.

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

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

[0114] The manner of displaying the varying patterns in the pattern display device 95 is not limited to the above and is arbitrary, and the number of pattern rows, the direction of the varying pattern display in the pattern rows, the number of patterns in each pattern row, etc. can be changed as appropriate. For example, multiple pattern rows may be set to be arranged horizontally, and the direction of the varying pattern display in the pattern rows may be set vertically.

[0115] A reserve display area is set below the display screen 95a, specifically below the variable display area ME, which is made up of a variable display area for the upper symbol row, a variable display area for the middle symbol row, and a variable display area for the lower symbol row. The reserve display area is made up of a reserve number display area Da, which is partitioned and displayed so that unit reserve display areas of the same number as the maximum number of reserved balls when game balls enter the operation ports 91, 92 are lined up in the left and right direction, and an execution target display area Dc, which can display a reserve image (reservation icon) corresponding to the game round currently being played in the variable display area ME.

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

[0117] For example, when the number of reserved balls when a gaming ball enters the actuation opening 91, 92 is one, a predetermined reserved image (reservation icon) is displayed only in the first unit reserved display area, and when the number of reserved balls when a gaming ball enters the actuation opening 91, 92 is four, predetermined reserved images (reservation icons) are displayed in each of the first unit reserved display area to the fourth unit reserved display area. Figure 13(b) illustrates an example where the number of reserved balls in the actuation openings 91, 92 is three. In the following explanation, "reserved number" will also be simply referred to as "reserved number".

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

[0119] The MPU 402 uses various counter information during play to perform a jackpot lottery, set the display of the main display unit 99 (main display section D), set the symbol display of the symbol display device 95, etc. Specifically, as shown in Fig. 14, it uses a hit random number counter C1 used for the jackpot lottery, a type counter C2 used to determine the type of hit such as a probability variable jackpot result or a normal jackpot result, a reach random number counter C3 used for a reach lottery when the symbol display device 95 fluctuates due to a miss, a random number initial value counter CINI used to set the initial value of the hit random number counter C1, and a fluctuation type counter CS that determines the variable display time of the symbols on the operating port display sections D1 and D2 of the main display unit 99 and the variable display time of the symbols on the display screen 95a of the symbol display device 95. Furthermore, it uses an electric accessory release counter C4 used for a lottery to determine whether or not to open the electric accessory 93 attached to the second operating port 92.

[0120] Each counter C1 to C4, CINI, and CS is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 431 set in a predetermined area of ​​RAM 404. RAM 404 is provided with a reserved ball storage area 432 consisting of an operating port reserved area RE, an execution area AE, and a total reserved number storage area.

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

[0122] In this case, when multiple consecutive wins occur through the first actuation port 91 or the second actuation port 92, the numerical information is stored in the first to eighth areas in chronological order from the first area → the second area → the third area → the fourth area. Up to four winning histories of game balls entering the first actuation port 91 or the second actuation port 92 are reserved and stored for each area. In addition, the reserved ball storage area 432 is provided with a total reserved number storage area, and information for specifying the number of winning histories entering the first actuation port 91 or the second actuation port 92 that are reserved and stored is stored in this total reserved number storage area.

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

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

[0125] The winning random number counter C1 is configured to increment by one within a range of, for example, 0 to 599, and return to 0 after reaching a maximum value (i.e., 599). In particular, when the winning random number counter C1 goes around once, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 599). The winning random number counter C1 is periodically updated, and is stored in the operation port reserve area RE of the reserved ball storage area 432 of RAM 404 when a gaming ball enters the first operation port 91 or the second operation port 92.

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

[0127] When the low-probability mode hit / miss table (Figure 15(a)) is referenced during the lottery, the random number values ​​that result in a jackpot (i.e., winning information) are six: "7," "107," "207," "307," "407," and "507." In other words, of the values ​​of the hit random number counter C1 (0 to 599), "7," "107," "207," "307," "407," and "507" correspond to jackpot results. On the other hand, when the high-probability mode hit / miss table (Figure 15(b)) is referenced during the lottery, the random number values ​​that result in a jackpot (i.e., winning information) are 30: "7," "37," "57," "77," "97," "107," ... "597." In other words, out of the values ​​of the winning random number counter C1 from "0 to 599", "7", "37", "57", "77", "97", "107", ... "597" correspond to the jackpot result. Incidentally, as long as the probability of winning is higher in the high probability mode than in the low probability mode, the number and value of the random numbers that result in a jackpot are arbitrary.

[0128] In this embodiment, the value of the random number that results in a jackpot corresponds to a miss result. Miss results are broadly divided into normal miss results and special miss results. As will be described in detail later, special miss results are more favored than normal miss results in that they trigger the support mode of the electric device 93 to switch to the high-frequency support mode A described below, and if a special miss occurs under specified conditions, the support mode will switch to the high-frequency support mode after the game round related to the special miss has ended. In the following description, normal miss results will also be simply referred to as "miss results."

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

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

[0131] The support modes by the electric accessory 93 attached to the second operating port 92 are set to a low-frequency support mode (low-frequency support state or low-frequency guide state) and a high-frequency support mode (high-frequency support state or high-frequency guide state) so that the frequency with which the electric accessory 93 of the second operating port 92 opens per unit time is relatively high or low when compared under conditions in which game balls are continuously launched into the game area PE in the same manner. The high-frequency support mode is broadly divided into high-frequency support mode A, which is triggered by the above-mentioned special miss, etc., and high-frequency support mode B, which is triggered by a jackpot. The differences between these support modes will be described later.

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

[0133] The allocation destinations of the game results for the type counter C2 are stored as an allocation table (allocation information group) in an allocation table storage area 422 serving as allocation information group storage means in the ROM 403. The contents of the allocation table will now be described with reference to the schematic diagram of Fig. 16. As the allocation table, an allocation table for a jackpot (first allocation information group) shown in Fig. 16(a) and an allocation table for a special miss (second allocation information group) shown in Fig. 16(b) are set.

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

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

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

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

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

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

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

[0141] The reach random number counter C3 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value (i.e., 238). The reach random number counter C3 is periodically updated, and is stored in the operation port reserve area RE of the reserve ball storage area 432 of RAM 404 at the time when a gaming ball enters the first operation port 91 or the second operation port 92. Then, it is determined whether or not a reach will occur based on the reach table stored in the reach table storage area of ​​ROM 403.

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

[0143] Here, the term "reach display" (reach state) refers to a display state that makes a player believe that the game machine is in a variable display state that is likely to result in the special display result after the variable display of the pattern (picture) has started on the pattern display device 95 (display screen 95a) and before the stop display result is derived and displayed, in a game machine that is equipped with a pattern display device 95 (display screen 95a) that is capable of performing variable display (or variably display) of the pattern (picture), and in which the stop display result after the variable display can be a special display result in a game round in which the game result corresponds to the open / close execution mode.

[0144] In other words, by displaying the patterns of some of the multiple pattern rows displayed on the display screen 95a of the pattern display device 95 in a stopped state, a reach pattern combination that may result in a pattern combination corresponding to the occurrence of the open / close execution mode is displayed, and in this state, the patterns of the remaining pattern rows are displayed in a variable manner.

[0145] More specifically, as a preliminary step to terminating the display of the changing patterns, a reach line is formed by stopping and displaying a reach pattern combination that has the potential to form a pattern combination corresponding to the occurrence of the open / close execution mode on a pre-set effective line in the display screen 95a of the pattern display device 95, and the changing patterns are displayed using the final stopped pattern sequence under the circumstances where the reach line is formed.

[0146] To explain the display contents on the display screen 95a in more detail, first the variable display of the symbols in the upper symbol row is finished, and then in a state where the variable display of the symbols in the lower symbol row is finished, a reach line is formed by the main symbols with numbers that make up a winning symbol combination being displayed still on one of the active lines, and in the situation where this reach line is formed, a reach display is performed by displaying variable symbols in the middle symbol row. Then, when a jackpot occurs, the main symbols that form the reach line and the main symbols with numbers that make up the winning symbol combination are displayed still on the reach line, and the variable display of the symbols in the middle symbol row is finished.

[0147] Further, the reach display includes a method of performing a reach effect by displaying a variable display of symbols in the remaining symbol rows while displaying predetermined characters or the like as animation on the background screen while displaying a reach effect while displaying a reduced-size or non-displayed reach symbol combination and then displaying predetermined characters or the like as animation on substantially the entire display screen 95a. Furthermore, when a reach display is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to perform a notice display using a predetermined image such as a predetermined character.

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

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

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

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

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

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

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

[0155] In high-frequency support mode A, the probability of winning the support is 1 / 2, similar to the low-frequency support mode. However, the number of times the electric device 93 switches to the open state (open count) when a support win occurs is set to "2," the time the electric device remains open (open time) is set to "2 seconds," and the interval time during which it remains closed is set to "0.2 seconds." By extending the open time compared to the low-frequency support mode, winnings in the second operating port 92 are permitted during high-frequency support mode A. By allowing winnings in the second operating port 92 to occur as needed, it is possible to play while minimizing the loss of balls (investment). In other words, compared to the low-frequency support mode, high-frequency support mode A is configured to have a higher ratio of the number of winning balls to the number of game balls fired (the so-called base).

[0156] In high-frequency support mode B, the probability of winning a support win is 1 / 1.1. When a support win occurs, the number of times the electric device 93 switches to the open state (open count) is set to "2." The time the electric device remains open (open time) is set to "2 seconds," and the interval time during which it remains closed is set to "0.2 seconds." By extending the open time compared to the low-frequency support mode, winnings are permitted through the second operating port 92 during high-frequency support mode B. In high-frequency support mode B, winnings through the second operating port 92 occur more frequently than in high-frequency support mode A, allowing players to play while further minimizing the loss of balls (investment). In other words, high-frequency support mode B is configured to have a higher ratio of the number of winning balls to the number of game balls fired (the so-called base) than low-frequency support mode and high-frequency support mode A.

[0157] As already explained, the game states in this embodiment are broadly divided into a normal game state in which the game progresses by repeating game times based on balls entering the actuation ports 91, 92, and a special game state (opening / closing execution mode) to which a transition is made in response to a jackpot and the variable winning device 83 is opened or closed. The normal game states are composed of a first normal game state in which the lottery mode is the low probability mode and the support mode is the low frequency support mode, a second normal game state in which the lottery mode is the high probability mode and the support mode is the high frequency support mode B, a third normal game state in which the lottery mode is the low probability mode and the support mode is the high frequency support mode B, and a fourth normal game state in which the lottery mode is the low probability mode and the support mode is the high frequency support mode A. The player's advantage is differentiated in the order of first normal game state < fourth normal game state, and third normal game state < second normal game state.

[0158] (Regarding various processes executed by the main control device 162) Next, we will explain the timer interrupt processing and normal processing that are executed when the game progresses by the MPU 402 in the main control device 162. In addition to the timer interrupt processing and normal processing, the MPU 402 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power outage signal to the NMI terminal (non-maskable terminal), but we will not explain these various types of processing here.

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

[0160] In step S101, the CPU 162 executes a process of reading the status of each of the winning detection sensors (for example, the above-mentioned detection sensors 391a to 391e). That is, the CPU 162 reads the status of each of the winning detection sensors connected to the main control device 162, determines the status of the winning detection sensor, and stores the detection information (winning detection information).

[0161] Then, in step S102, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of ​​the RAM 404.

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

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

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

[0165] (Winning process for operating port) Here, the winning process for the operating port will be explained with reference to the flowcharts of FIGS.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0180] (Normal processing) Next, the flow of normal processing will be explained with reference to the flowchart in Figure 23. Normal processing is processing that starts after main processing, which is started when the power is turned on, is executed, and in normal processing, the main processing of the game is executed. In summary, the processing of steps S401 to S407 is executed as periodic processing at a cycle of 4 msec, and the counter update processing of steps S409 and S410 is executed in the remaining time.

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

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

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

[0184] Next, in step S402, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of ​​the RAM 404.

[0185] In the next step S403, a game control process is executed to control the game in each game. In this game control process, a jackpot determination is made, the variable display of the symbols by the symbol display device 95 is set, and the display of the main display unit 99 is controlled.

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

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

[0188] Then, in step S407, a game ball launch control process is executed. In the game ball launch control process, the solenoid 111 of the game ball launch mechanism 110 is excited once every predetermined interval (for example, 0.6 seconds) on the condition that a launch permission signal is input from the power supply / launch control device 243. This causes the game ball to be launched toward the play area PE.

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

[0190] Since the execution time of each process of steps S401 to S407 changes depending on the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the winning random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.

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

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

[0193] If the opening / closing execution mode is not in effect, it is determined in steps S502 and S503 whether a game is in progress. Specifically, it is determined whether the operating port display sections D1 and D2 of the main display unit 99 are displaying a variable value. If a variable value is being displayed, a negative determination is made in step S502 and the process proceeds to step S503. In step S503, it is determined whether the confirmation display in the operating port display sections D1 and D2 has ended. If a positive determination is made in step S503, the process proceeds to the game start process of steps S504 to S506. In the game start process, first in step S504, it is determined whether the total number of start reserved balls (common reserved number CRN) is "0". If the common reserved number CRN is "0", this means that no reserved information is stored in the reserved ball storage area 432. Therefore, the game control process is terminated.

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

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

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

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

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

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

[0200] In the next step S702, a win / loss determination process is executed based on the winning of the actuation ports 91, 92. This win / loss determination process is a process for determining whether the reserved information referenced in the current fluctuation start process corresponds to a jackpot win. Specifically, information for jackpot determination among the information stored in the execution area AE, i.e., information obtained from the win random number counter C1, is determined. Then, if the win / loss lottery mode is the low probability mode, the win / loss table for the low probability mode stored in the win / loss table storage area 421 of ROM 403 is referenced to determine whether the determined information is included in the information corresponding to a jackpot. If the win / loss lottery mode is the high probability mode, the win / loss table for the high probability mode stored in the win / loss table storage area 421 of ROM 403 is referenced to determine whether the determined information is included in the information corresponding to a jackpot.

[0201] In the next step S703, it is determined whether the result of the win / loss determination process in step S702 corresponds to a jackpot. If the result corresponds to a jackpot, a process of determining the type of jackpot is executed in step S704.

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

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

[0204] Returning to the explanation of step S703, if a negative determination is made in step S703, i.e., if there is no jackpot, the process proceeds to step S708. If the result of this lottery is the normal miss described above, a negative determination is made in step S708 and the process proceeds to step S713. In step S713, the stop result setting process for a normal miss is executed. If the result of this lottery is the special miss described above, an affirmative determination is made in step S708 and the process proceeds to step S709, where the type of special miss determination process is executed.

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

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

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

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

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

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

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

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

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

[0214] (Setting process for variable display time) Next, an outline of the variable display time setting process (step S714) will be described with reference to Figures 27 to 29. As already explained, in this embodiment, reserved information is acquired based on balls entering the first actuation port 91 and the second actuation port 92, and the variable display and final display of the pictures and symbols for the game round are executed based on the acquired reserved information. Here, the variable display time of the pictures and symbols is set according to the current game state, the result of the current win / loss lottery based on balls entering the actuation ports D1 and D2, the number of reserved information stored in the actuation port reserve area RE, etc. Note that when comparing a jackpot result and a loss result, the variable display time is configured to be longer for the former than for the latter, and in the case of a loss result and no reach display occurring, the variable display time is configured to be shorter as the number of reserved information stored increases.

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

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

[0217] 27(a1) illustrates the variable display time in the case of a complete miss in the first normal gaming state corresponding to the low probability mode and the low frequency support mode. For example, when the number of stored reserved information is "0" or "1," the variable display time is set to one of "12, 13, or 14 seconds." When the number of stored reserved information is "2," the variable display time is set to one of "7, 8, or 9 seconds." When the number of stored reserved information is "3" to "8," the variable display time is set to one of "3, 4, or 5 seconds." In the first normal gaming state, the fixed display time of the symbols on the actuation port display units D1 and D2 and the fixed display time of the symbols on the symbol display device 95 are configured to be "1 second."

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

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

[0220] FIG. 27(a4) illustrates the variable display time in the case of a complete miss in the third normal gaming state corresponding to the low probability mode and the high frequency support mode B. For example, when the number of stored pending information is "0," the variable display time is set to one of "12, 13, or 14 seconds." When the number of stored pending information is "1" to "8," the variable display time is set to one of "1 or 2 seconds." In other words, the setting mode of the variable display time in the third normal gaming state is the same as the setting mode of the variable display time in the second normal gaming state. In addition, in the third normal gaming state, the fixed display time of the symbols on the actuation port display units D1 and D2 and the fixed display time of the symbols on the symbol display device 95 are configured to be "1 second."

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

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

[0223] However, without being limited to this, it is also possible to configure a configuration in which a variable display time that does not correspond to a reach display is set in a game in which the ceiling is reached. For example, a configuration may be adopted in which the setting mode of the variable display time is unified between a game in which the ceiling is reached and a game in which the ceiling is not reached, regardless of whether the ceiling is reached or not.

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

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

[0226] FIG. 28 illustrates the variable display time when a complete miss occurs in the first to fourth normal gaming states. Regardless of whether the number of stored pending information is "0" to "8," the variable display time is set to "20 to 30 seconds." The range of this variable display time is the same as that when a miss reach occurs, as described above, and relatively long times are more likely to be set within this range than relatively short times. In the first, third, and fourth normal gaming states, the display time for the finalized symbols on the actuation opening display units D1 and D2 and the symbol display device 95 is "1 second." In the second normal gaming state, the display time for the finalized symbols on the actuation opening display units D1 and D2 and the symbol display device 95 is "0.5 seconds."

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

[0228] FIG. 29(c1) shows the variable display time when a special miss occurs in the first normal gaming state corresponding to the low probability mode and low frequency support mode. Even if the number of stored pending information is between "0" and "8," the variable display time is set to between "20 and 30 seconds." The range of this variable display time is the same as that when the aforementioned miss reach occurs, and within this range, relatively long times are more likely to be set than relatively short times. In the first normal gaming state, the fixed display time of the symbols on the actuation port display units D1 and D2 and the fixed display time of the symbols on the symbol display device 95 are configured to be "1 second."

[0229] FIG. 29(c2) shows the variable display time when a special miss occurs in the fourth normal gaming state corresponding to the low probability mode and the high frequency support mode A. Even if the number of stored pending information is between "0" and "8," the variable display time is set to between "20 and 30 seconds." The range of this variable display time is the same as that when the above-mentioned miss reach occurs, and within this range, relatively long times are more likely to be set than relatively short times. In the first normal gaming state, the fixed display time of the symbols on the actuation port display units D1 and D2 and the fixed display time of the symbols on the symbol display device 95 are configured to be "1 second."

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

[0231] FIG. 29(c4) shows the variable display time when a special miss occurs in the third normal gaming state corresponding to the low probability mode and high frequency support mode B. Even if the number of stored pending information is between "0" and "8," the variable display time is set to either "1 or 2 seconds." The range of this variable display time is the same as that for the complete miss described above, making it difficult to identify a special miss from the variable display time. In the third normal gaming state, the fixed display time of the symbols on the actuation port display sections D1 and D2 and the fixed display time of the symbols on the symbol display device 95 are configured to be "0.5 seconds."

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

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

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

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

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

[0237] If it is the timing when the game round has ended, an affirmative determination is made in step S802 and the process proceeds to step S803. In step S803, it is determined whether the game result of the current game round (the result of the win / lose lottery) corresponds to the transition to the open / close execution mode (special game state). Specifically, it is determined whether either a 6R certain jackpot flag or a 6R normal jackpot flag is stored in the various flag storage area 435 of RAM 404. If neither of the above flags is stored, the game state transition process is terminated.

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

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

[0240] The opening command set in step S807 is transmitted to the notification / performance control device 140 and the display control device 410 in step S401 of the normal processing (FIG. 23). The notification / performance control device 140 determines the content of the performance corresponding to the opening / closing execution mode based on the received opening command, and controls various devices so that the determined content of the performance is executed. The content of the performance includes the display mode of the pattern display device 95, and the determined display mode is output from the notification / performance control device 140 to the display control device 410 as a display content command. The display control device 410 controls the display of the pattern display device 95 so that a display corresponding to the current opening / closing execution mode, for example, a moving image of a character or the like as display content corresponding to a jackpot, a background image, or the like is switched, based on the opening command received from the main control device 162 and the display content command received from the notification / performance control device 140.

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

[0242] Returning to the explanation of step S801, if it is determined in step S801 that the opening / closing execution mode is in progress, the process proceeds to step S809. In step S809, it is determined whether or not the waiting time for the opening has elapsed. If the waiting time for the opening has not elapsed, the game state transition process is terminated. If the waiting time for the opening has elapsed, the special prize opening opening / closing process is executed in step S810. Here, the special prize opening opening / closing process will be explained with reference to FIG. 31.

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

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

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

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

[0247] After the process of step S906 is executed, an opening command indicating that the variable winning device 83 (large winning opening) has been opened is set in step S907, and the large winning opening opening / closing process is terminated. This set opening command is sent to the notification / performance control device 140 in step S401 of the normal processing (see FIG. 23). The notification / performance control device 140 determines the content of the performance corresponding to the opening based on the received opening command, and controls various devices so that the determined content of the performance is executed.

[0248] Returning to the explanation of step S901, if it is determined in step S901 that the variable winning device 83 (large winning opening) is open, the process proceeds to step S908, where it is determined whether the value of the timer counter TC1 is 0. If the value of the timer counter TC1 is not 0, the process proceeds to step S909, where it is determined whether a gaming ball has entered the large winning opening based on a detection signal from a detection sensor disposed in the variable winning device 83.

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

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

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

[0252] In the next step S914, the round counter RC1 is updated. Specifically, if the value of the round counter RC1 is not "0", the round counter RC1 is decremented by 1, and if the value of the round counter RC1 is "0", the value of the round counter RC1 is maintained at "0".

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

[0254] After executing the process of step S916, a close command is set in step S917, and the main big prize opening opening and closing process is terminated. This set close command is sent to the notification and performance control device 140 in step S401 of the normal process (Fig. 23). The notification and performance control device 140 determines the content of the performance corresponding to the close command based on the received close command, and controls various devices so that the determined content of the performance is executed.

[0255] Returning to the explanation of step S915, if it is determined in step S915 that the value of the round counter RC1 is "0," the process proceeds to step S918. In step S918, an ending start process is executed. In this start process, an ending wait time is set for the ending of the opening and closing execution mode, during which the next game round is not started and the game waits. Specifically, the waiting time information for the ending, which is pre-stored in the ROM 403, is set in a wait time counter provided in the various counter area 434 of the RAM 404.

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

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

[0258] If the waiting time for the ending has elapsed, in step S813, the transition process at the end of the opening and closing execution mode is executed, and then the game state transition process is terminated. The transition process at the end of the opening and closing execution mode will be described below with reference to the flowchart in Figure 32.

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

[0260] Thereafter, a high frequency support mode B flag is set in the various flag storage area 435 of the RAM 404. Based on the high frequency support mode B flag thus set, in the subsequent electric role support processing, the D support lottery table for the high frequency support mode B is referenced in the support lottery, and the variable display time table for the high frequency support mode B is referenced as the variable display time table for determining the variable display time of the pattern in the through gate display unit DS.

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

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

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

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

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

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

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

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

[0269] After the data setting process is executed in step S1104, the process of starting the variation of the image in the through gate display section DS is executed in step S1105, and then the through gate control process is terminated. Here, the variation start process in step S1105 will be described with reference to the flowchart in Figure 34.

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

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

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

[0273] In any support mode, the time for displaying the confirmed image on the through gate display section DS is standardized to "0.5 seconds."

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

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

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

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

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

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

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

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

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

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

[0284] In the next step S1414, the round counter RC2 is updated. Specifically, if the value of the round counter RC2 is not "0", the round counter RC2 is decremented by 1, and if the value of the round counter RC2 is "0", the value of the round counter RC2 is maintained at "0".

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

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

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

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

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

[0290] Returning to the explanation of step S1501, if a positive determination is made in step S1501, the process proceeds to step S1505. In step S1505, it is determined whether the final display time for the images on the actuation port display sections D1 and D2 has elapsed. If a negative determination is made in step S1505, the process for the final confirmation display is terminated. If a positive determination is made in step S1505, the process for switching support modes is executed in step S1506, and the process for the final confirmation display is terminated. Here, the process for switching support modes will be described with reference to FIG. 39.

[0291] (Support mode switching process) In the support mode switching process, first, in step S1601, it is determined whether the current support mode is high-frequency support mode B. If the determination in step S1601 is affirmative, the process proceeds to step S1602. In step S1602, it is determined whether a count limit flag is stored in the various flags storage area 435 of RAM 404. If the determination in step S1602 is negative, the switching process is terminated. If the determination in step S1602 is affirmative, the process proceeds to step S1603. In step S1603, the continuation count counter in the various counter area 434 is updated. Specifically, the value of the continuation count counter is decremented by "1." In the following step S1604, it is determined whether the value of the continuation count counter is "0." If the determination in step S1604 is negative, the switching process is terminated. If the determination in step S1604 is affirmative, the process proceeds to step S1605, where the high-frequency support mode flag (more specifically, the high-frequency support mode B flag) and the number-limit flag stored in the various flag storage area 435 are cleared, and the switching process is terminated. Clearing the high-frequency support mode flag switches the support mode from the high-frequency support mode to the low-frequency support mode.

[0292] Returning to the explanation of step S1601, if a negative determination is made in step S1601, the process proceeds to step S1606. In step S1606, it is determined whether the current support mode is high-frequency support mode A. If a positive determination is made in step S1606, the process proceeds to step S1607. In step S1607, it is determined whether the value of the number of games counter has reached its upper limit. If a negative determination is made in step S1607, the process proceeds to step S1608. In step S1608, the continuation number counter is updated. Specifically, the value of the continuation number counter is decremented by "1." In the following step S1609, it is determined whether the value of the continuation number counter is "0." If a negative determination is made in step S1609, the switching process is terminated. If a positive determination is made in step S1609, the high-frequency support mode flag (high-frequency support mode A flag) and the number-of-plays limit flag are cleared in step S1605, and the switching process is terminated. In other words, when the number of games played during high frequency support mode A reaches the upper limit, the mode switches to low frequency support mode.

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

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

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

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

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

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

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

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

[0301] The MPU 472 of the display control device 410 analyzes various commands received from the main control device 162 via the notification / presentation control device 140 or performs predetermined arithmetic processing based on the received various commands to control the VDP 475 (specifically, generates internal commands for the VDP 475). More specifically, the MPU 472 executes processing to identify the variable display pattern for each game on the pattern display device 95 based on the commands sent from the notification / presentation control device 140, as well as processing related to hold notices, etc., and executes drawing processing for the VDP 475 in accordance with the processing results. As a result, various images are displayed on the display screen 95a of the pattern display device 95.

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

[0303] The VDP475 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 95. Because the VDP475 is an IC chip, it is also called a "drawing chip," and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP475 adjusts the timing of the MPU472, video RAM 477, etc. to mediate data read / write, and also reads image data stored in the video RAM 477 from the character ROM 476 at a predetermined timing and displays it on the pattern display device 95.

[0304] The character ROM 476 serves as an image data library for storing character data such as the designs to be displayed on the design display device 95. The character ROM 476 stores bitmap image data of various display 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.

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

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

[0307] As already explained, in this embodiment, the outline of the variable display mode of the patterns on the display screen 95a is specified by the notification / performance control device 140 with reference to a command from the main control device 162, and the details of the variable display mode are determined by the display control device 410 based on the result of the specification. Specifically, the MPU 442 of the notification / performance control device 140 executes a variable display control process as part of periodic processing that is started at a predetermined cycle (for example, 2 msec), and this variable display control process specifies the outline of the variable display mode of the patterns, etc. Here, the variable display control process will be explained with reference to the flowchart of Figure 41.

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

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

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

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

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

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

[0314] (Processing for starting the first fluctuation) Here, a supplementary explanation will be given of the first fluctuation start processing in step S1803 with reference to the flowchart in Figure 43. The first fluctuation start processing is processing for starting the effects for a game round based on receiving a fluctuation start command from the main control device 162. In the first fluctuation start processing, settings such as reach display are made as effects for a game round.

[0315] In the first fluctuation start process, first, in step S1901, the currently received fluctuation start command is read, and information on whether or not a reach has occurred and information on the fluctuation display time are identified from the command. Also, as already explained, when a fluctuation start command is transmitted from the main control device 162, a type command is also transmitted together. In step S1601, the type command received along with the currently received fluctuation start command is read, and various information related to the game result, such as information on the probability variable jackpot result, information on the normal jackpot result, information on the special miss result, information on the normal miss result, and information on reaching the ceiling, is identified from the identified information. Then, in step S1901, information on whether or not a jackpot has been won, information on the type of jackpot if a jackpot has been won, information on the presence or absence of a special miss, information on the type of special miss if a special miss, information on whether or not a reach has occurred, information on whether or not the ceiling has been reached, information on the fluctuation display time, etc. are grasped from the identified information, and the grasped information is stored in a register of the MPU 442.

[0316] In the next step S1902, it is determined whether the game result of the game to be started this time corresponds to a jackpot result based on the information grasped in step S1901. If the game result this time is a jackpot result (6R variable jackpot result or 6R normal jackpot result), in the next step S1903, a jackpot effect setting process is executed. The jackpot effect setting process is broadly divided into a stop result determination process that determines the jackpot symbol combination to be stopped and the effective line on which that symbol combination will be stopped, and a variable display mode determination process (effect pattern determination process) that determines the variable display mode of the jackpot symbols.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0333] The effect setting process for when a reach does not occur is broadly divided into a stop result determination process that determines the pattern combination to be displayed when a reach does not correspond to a complete miss and the effective line on which the pattern combination will be displayed when it does not correspond to a reach, and a variable display mode determination process (effect pattern determination process) that determines the variable display mode of the pattern when a reach does not correspond to a complete miss.

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

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

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

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

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

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

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

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

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

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

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

[0345] Next, the variable display modes of super reach A, B, and C will be explained based on the variable display modes of normal reach A and B described above. As shown in Figures 44(b) to (c), for super reach A, B, and C, the above-mentioned reach line is formed through the same process as for normal reach A and B. Then, after the reach line is formed, a predetermined character is displayed as a moving image in conjunction with the variable display of the middle symbol column Z2, thereby creating a reach effect. Specifically, for super reach A, after the reach line is formed, a character modeled after a fairy is displayed in the center of the variable display area of ​​the middle symbol column Z2 (the center of the variable display area ME), for super reach B, after the reach line is formed, a character modeled after a boy is displayed in the center of the variable display area of ​​the middle symbol column Z2 (the center of the variable display area ME), and for super reach C, after the reach line is formed, a character modeled after a girl is displayed in the center of the variable display area of ​​the middle symbol column Z2 (the center of the variable display area ME).

[0346] Next, referring to Figure 46, we will explain the flow of the game when a special miss or reaching the ceiling triggers a transition to the fourth normal gaming state, which is a low probability mode and corresponds to the high frequency support mode A. Figure 46 is a timing chart illustrating the flow of the game when a special miss triggers a transition to the fourth normal gaming state.

[0347] At timing ta1 during the first normal game state corresponding to the low probability mode and low frequency support mode, the display of changing patterns on the operation port display unit and the display of changing patterns on the pattern display device 95 are initiated based on a winning entry into the operation port. Since this game corresponds to a special miss for this round, the display mode of changing patterns transitions to a reach display at timing ta2, a predetermined period of time after the start of the display of changing patterns and patterns. Then, at timing ta3, a static display (confirmed display) of a pattern combination corresponding to a special miss precedes the confirmed display of the pattern on the operation port display unit. Immediately thereafter, at timing ta4, the display screen 95a of the pattern display device 95 goes dark, and at timing ta5, a static display of a pattern corresponding to a special miss is displayed on the operation port display unit, and a message indicating a transition to high frequency support mode A (for example, the words "Entering Chance Zone") is displayed on the display screen 95a.

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

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

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

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

[0352] As already explained, the first normal gaming state, in which the lottery mode is the low-probability mode and the support mode is the low-frequency support mode, is the most disadvantageous gaming state for the player. In this first normal gaming state, the player aims to win a prize in the first actuation port 91 and transition to another gaming state, such as a special gaming state. As described above, the gaming board 80a shown in this embodiment is a so-called left-right symmetrical gauge (see FIG. 6 ). A prize in the first actuation port 91 can occur regardless of whether a gaming ball is shot toward the right or left route. Furthermore, a through gate 84 is provided on each of the right and left routes, and some of the gaming balls shot toward the first actuation port 91 can enter the through gate 84. However, if a support lottery based on a win in the through gate 84 is won during the low-frequency support mode, the opening time of the electric device 93 is extremely short, making a prize in the second actuation port 92 virtually impossible. That is, during the first normal gaming state, the player cannot receive any benefit from the electric device 93, and the number of balls he has decreases quickly as the game progresses (see FIG. 48).

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

[0354] In the second normal gaming state, the electric device 93 opens frequently, and its opening time is set to a length that substantially allows a winning ball to be placed in the second operating port 92. Therefore, in addition to a winning ball to the first operating port 91, a winning ball to the second operating port 92 occurs, and a predetermined number of prize balls (four in this embodiment) is awarded to the player based on the winning ball to the second operating port 92. This reduces the loss of balls during the second normal gaming state compared to the first normal gaming state, allowing the player to play while minimizing investment (loss of balls). Furthermore, since the second normal gaming state continues until the next jackpot, successive transitions to the special gaming state allow for a significant increase in balls. If a 6R jackpot occurs in the second normal gaming state, the game returns to the second normal gaming state via the special gaming state. In this way, looping between the second normal gaming state and the special gaming state significantly increases the number of balls held (see Figure 48).

[0355] If a 6R normal jackpot occurs in the first normal game state or the second normal game state, the game will transition to a special game state and then to a third normal game state that is compatible with a low probability mode and high frequency support mode B.

[0356] In the third normal gaming state, the electric device 93 opens frequently, and its opening time is set to a length that substantially allows a winning entry into the second operating port 92. Therefore, in addition to a winning entry into the first operating port 91, a winning entry into the second operating port 92 occurs, and a predetermined number of prize balls (four in this embodiment) are awarded to the player based on the winning entry into the second operating port 92. As a result, during the third normal gaming state, the loss of balls is mitigated, as in the second normal gaming state, allowing the player to play while minimizing investment (loss of balls). However, a termination threshold number (upper limit: 40) is set for the high-frequency support mode B in the third normal gaming state. If the number of games executed during the third normal gaming state reaches this upper limit, the game transitions to the first normal gaming state.

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

[0358] Although the probability of winning a jackpot during the fourth normal gaming state is the same as that during the first normal gaming state, the frequency of opening of the electric device 93 increases, resulting in more frequent winnings at the second operating port 92. As a result, the loss of balls during the fourth normal gaming state is less severe than during the first normal gaming state, making it possible to play while minimizing investment (loss of balls) (see Figure 48). Also, in the fourth normal gaming state, as in the first normal gaming state, the variable display time for each game is significantly shortened as the number of reserved balls increases. Therefore, by transitioning to the fourth normal gaming state, winnings at the second operating port 92 occur more frequently, resulting in faster game progress.

[0359] In addition, if a special miss occurs during the first normal gaming state, the game transitions to the fourth normal gaming state without passing through the special gaming state. This minimizes the time required for the player to enjoy the benefits of high-frequency support mode A after the special miss occurs. Achieving a configuration that allows the player to enjoy the benefits of the high-frequency support mode in this way is preferable for reducing the delay in state transitions and emphasizing the lightness of gameplay. Furthermore, diversifying transition patterns by configuring the game to allow transition to the high-frequency support mode (high-frequency support modes A and B) via two different routes, one via a special gaming state and one without passing through a special gaming state, is also preferable for diversifying gameplay.

[0360] In the first normal gaming state, the probability of winning a jackpot is low and the base is also low. This can lead to excessive investment in gameplay. This not only negatively impacts the gaming machine's overall impression, but can also undermine the integrity of the game. In this embodiment, the first normal gaming state has a ceiling (maximum number of plays). When this ceiling is reached, the game transitions to a fourth normal gaming state, which corresponds to a low-probability mode and high-frequency support mode A. In the fourth normal gaming state, the probability of winning a jackpot is the same as in the first normal gaming state, but the frequent opening of the electric device 93 results in more frequent balls entering the second operating port 92. This allows the player to play the game while minimizing the loss of balls (see Figure 48).

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

[0362] If a lottery based on balls entering the actuation ports 91, 92 results in a jackpot, the support mode changes via the special game state. If a special miss results in a special miss, the support mode changes without going through the special game state. This configuration diversifies the game flow when changing to a higher support mode, contributing to preventing monotony in the game. Furthermore, in the configuration shown in this embodiment, when switching to a higher support mode, the frequency with which the electric device 93 opens varies depending on whether the trigger is a jackpot or a special miss. By providing game assistance via high-frequency support mode A while maintaining the support advantage of high-frequency support mode B, game diversification can be optimally achieved. In particular, for the unfavorable high-frequency support mode B, the support mode is quickly switched without going through the special game state. This configuration is preferable for improving player satisfaction.

[0363] If a special miss occurs during the first normal game state, the game transitions to the fourth normal game state without going through the special game state. At this time, the lottery mode remains the low probability mode, but the support mode changes from the low frequency support mode to the high frequency support mode A. This makes it possible to aim for a jackpot result while reducing investment, and a certain kind of player rescue function is implemented. Because this rescue function is implemented without going through the special game state as described above, the time required for the function to be implemented can be minimized, making it less likely that the player will feel that the game is being unnecessarily delayed.

[0364] As shown in this embodiment, when switching from low-frequency support mode to high-frequency support mode B, the probability of winning the support lottery based on passing through through gate 84 is changed, and when switching from low-frequency support mode to high-frequency support mode A, the winning probability remains unchanged, but the time required from winning to opening electric role device 93 is shortened. In this way, by using different parameters to differentiate between high-frequency support mode A and high-frequency support mode B, the two high-frequency support modes can be made to coexist favorably.

[0365] Compared to high-frequency support mode A, high-frequency support mode B has a higher ratio of the number of game balls paid out by the payout means to the number of game balls fired, i.e., the value obtained by dividing the number of game balls paid out by the number of game balls fired (hereinafter referred to as the base), allowing the player to play while minimizing the loss of balls in their possession. In other words, if a jackpot is achieved and the player transitions to high-frequency support mode B via a special game state, there is a chance to win a large number of balls. In contrast, in high-frequency support mode A, while the base is more favorable than in low-frequency support mode, the degree of this favorability is kept lower than in high-frequency support mode B, thereby preventing excessive rescue functions. With this configuration, the use of multiple support modes can enhance the excitement of the game.

[0366] By setting an upper limit (termination criteria number) on the number of times that the game can be played in high-frequency support mode A, it becomes possible to return from high-frequency support mode A to low-frequency support mode, which can effectively prevent a decrease in the tension of the game after switching to high-frequency support mode A.

[0367] In the third normal gaming state, which is entered upon a normal jackpot result, the termination reference number of times for high-frequency support mode B is 40, and in the fourth normal gaming state, which is entered upon a special miss result, the termination reference number of times for high-frequency support mode A is set to be equal to or less than the termination reference number of high-frequency support mode B (specifically, 20 or 40). This is advantageous for increasing the frequency of transitions to the fourth normal gaming state and increasing the frequency of game state transitions. Furthermore, by setting a portion of the termination reference number set in the fourth normal gaming state, which is entered upon a special miss result, to the same number as the termination reference number of high-frequency support mode B, it is possible to make it appear as if there are multiple transition routes to one gaming state (third normal gaming state, fourth normal gaming state). This is preferable for realizing game diversification while avoiding player confusion.

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

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

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

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

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

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

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

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

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

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

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

[0379] As shown in the schematic diagram of FIG. 49(a), in the high-frequency support mode A, which is triggered by a special miss, the background color of the display screen 95a of the symbol display device 95 is blue, and in the high-frequency support mode A, which is triggered by reaching the ceiling, the background color of the display screen 95a of the symbol display device 95 is green. In other words, the background color of the display screen 95a can clearly indicate the trigger for transition to the high-frequency support mode A. In the following description, the high-frequency support mode A, which is triggered by a special miss, will be appropriately distinguished as "high-frequency support mode A1," and the high-frequency support mode A, which is triggered by reaching the ceiling, will be appropriately distinguished as "high-frequency support mode A2." Incidentally, the support modes of the high-frequency support modes A1 and A2 are the same, and there is no difference between them in terms of the base (the ratio of the number of paid-out game balls to the number of shot game balls), which is the same as in the first embodiment.

[0380] Here, the flow of the start notification of high frequency support mode A will be additionally described with reference to the schematic diagrams of FIGS. 49(b) and 49(c).

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

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

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

[0384] (Support mode switching process) In the support mode switching process, first, in step S2001, it is determined whether the current support mode is high-frequency support mode B. If the determination in step S2001 is affirmative, the process proceeds to step S2002. In step S2002, it is determined whether a count limit flag is stored in the various flags storage area 435 of RAM 404. If the determination in step S2002 is negative, the switching process is terminated. If the determination in step S2002 is affirmative, the process proceeds to step S2003. In step S2003, the continuation count counter in the various counter area 434 is updated. Specifically, the value of the continuation count counter is decremented by "1." In the following step S2004, it is determined whether the value of the continuation count counter is "0." If the determination in step S2004 is negative, the switching process is terminated. If the determination in step S2004 is affirmative, the process proceeds to step S2005, where the high-frequency support mode flag (more specifically, the high-frequency support mode B flag) and the number-limit flag stored in the various flag storage area 435 are cleared, and the switching process is terminated. Clearing the high-frequency support mode flag switches the support mode from the high-frequency support mode to the low-frequency s...

Claims

[Claim 1] a game board on which a game area is formed; a game ball launching means capable of launching game balls into the game area based on an operation by a player; A gaming machine equipped with special information acquisition means for acquiring special information when a ball enters a starting ball entry portion provided in the game area; an acquired information storage means capable of storing the special information acquired by the special information acquisition means; a determination means for determining whether the special information stored in the acquired information storage means corresponds to predetermined determination information; a game time control means for controlling a predetermined notification means so that a game time operation is performed for each game time in accordance with the special information stored in the acquired information storage means, the game time operation being started prior to the determination by the determination means or based on the determination being made by the determination means, and the game time operation being ended as a notification result corresponding to the result of the determination, which is counted as one game time; a special game state transition means for transitioning the game state to a special game state that is more advantageous to the player than the predetermined game state, based on the determination result by the determination means becoming a determination result corresponding to the predetermined determination information and the game cycle operation by the game cycle control means being completed; a display effect execution means for executing a display effect in parallel with the game operation when the game operation is being performed; Equipped with The display performance execution means a pattern display means having a display screen and capable of variably displaying a plurality of pattern strings consisting of a plurality of patterns on the display screen; a display control means for stopping the variable display of the plurality of symbol sequences on the display screen so as to stop and display a symbol combination corresponding to the notification result by the predetermined notification means at a predetermined position on the display screen; and As a display mode of each of the pictures constituting the picture row, a first display mode and a second display mode having an appearance different from the first display mode are provided, The display control means a speed change means for changing the speed of the variable display of the variable display of the pattern sequence when the predetermined pattern constituting the pattern sequence is stopped and displayed at the predetermined position; a display mode changing means for changing the display mode of the predetermined pattern displayed in the first display mode from the first display mode to the second display mode in accordance with the change in the variable display speed of the pattern sequence when the variable display speed of the pattern sequence is changed by the speed changing means; and The first display mode is a display mode in which the picture is simplified more than the second display mode, and the change is performed so that the display mode of the picture changes continuously from the first display mode to the second display mode, The display mode change means is configured to change the display mode of the picture from the first display mode to the second display mode so that the change from the first display mode to the second display mode is completed in a predetermined section of the path along which the picture row is displayed in a variable manner on the display screen, and after changing the display mode of the picture to the second display mode, continues the variable display in the second display mode and then stops the variable display of the picture row including the picture.

Citation Information

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