Gaming Machines

By setting up the starting ball area and related equipment in the game area of ​​the game console, dynamic adjustment of game status and real-time processing of player information are achieved, which solves the problem of insufficient attention of existing game consoles and improves the gaming experience.

JP7666667B2Active Publication Date: 2025-04-22SANYO BUSSAN KK
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Patent Information

Application Number
JP2024004490
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-16
Publication Date
2025-04-22
Estimated Expiration
2039-10-31

AI Technical Summary

Technical Problem

Existing game consoles have shortcomings in increasing game attention and require a new technical means to enhance the gaming experience.

Method used

By setting up a starting ball area, a special information acquisition device, an information storage device, a determination unit and a game time control device in the game area, dynamic adjustment of game status and real-time processing of player information are realized.

Benefits of technology

It effectively increases the attention of the game and enhances the player's sense of participation and game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of suitably increasing a degree of attention to a game.SOLUTION: A main control device 81 of a Pachinko machine executes a winning / losing lottery on the basis of entry into an operation hole provided in a game area. As support modes by an electric accessory attached to a second operation hole, a high-frequency support mode and a low-frequency support mode are provided. When a jackpot occurs in a normal game state corresponding to the low-frequency support mode, control is shifted to a first particular game state corresponding to the high-frequency support mode through a jackpot game state. The first particular game state is a game state limited to one game, and reservation pertaining to a second operation hole is collected by shooting game balls toward a right route after shifting to the first particular game state. When a game round in the first particular game state corresponds to a winning result, the number of continuous winning times is estimated from the remaining reservation by an MPU in a notification / performance control device, and the estimation result is reported after a game result in the game round is expressed clearly.SELECTED DRAWING: Figure 8
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Description

[Technical field]

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

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

[0003] [Patent Document 1] JP 2005-074175 A Summary of the Invention [Problem to be solved by the invention]

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

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

[0006] The present invention relates to A gaming machine comprising a gaming board in which a gaming area in which gaming balls flow down is formed, and a gaming ball launching means capable of launching gaming balls into the gaming area, A starting ball entry section is provided in the game area and into which a game ball flowing down the game area can enter; A special information acquisition means for acquiring special information based on a shot into the starting shot section; a special information storage means capable of storing a plurality of pieces of special information acquired by the special information acquisition means; a special information determination means for determining whether the special information stored in the special information storage means corresponds to special determination information; a game round control means for controlling the notification means so that a game round operation is performed for each game round according to the special information stored in the special information storage means, the game round being counted as one game round when an action for a game round is started prior to a judgment by the special information judgment means or based on the judgment being made by the special information judgment means, and the game round operation is ended as a notification result corresponding to the result of the judgment; a special game state transition means for transitioning a game state from a predetermined game state to a special game state which is more advantageous to a player than the predetermined game state, based on the judgment result by the special information judgment means becoming a winning result corresponding to the special judgment information and the game number control means ending the game number operation as a notification result corresponding to the winning result; Equipped with As the predetermined gaming state, a first gaming state and a second gaming state which is more advantageous to a player than the first gaming state are provided, a first gaming state transition means for transitioning to the first gaming state when the number of times a game is executed in the second gaming state reaches a predetermined number without resulting in a winning result; an estimation means for estimating, when the result of the determination by the special information determination means is the winning result at a predetermined number of times in the second gaming state when the predetermined number of times is reached, the number of times that the winning result will be obtained in a plurality of game times including the game times related to each of the stored special information and the game times related to the special information that has not yet been stored, based on each of the special information stored in the special information storage means; an estimation result notifying means for notifying the estimation result by the estimation means before the next game round is started; Equipped with The maximum number of times the winning result is estimated by the estimation means is configured to be greater than an upper limit of the special information that can be stored by the special information storage means. Effect of the Invention

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

[0008] [Figure 1] FIG. 1 is a front view showing a pachinko machine according to a first embodiment. [Diagram 2] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Diagram 3] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Figure 4] FIG. 1(a) is a front view showing the configuration of the game board, and FIG. 1(b) is an explanatory diagram for explaining game rounds. [Diagram 5] FIG. 2(a) is a schematic diagram of the second operating port in a closed state, and FIG. 2(b) is a schematic diagram of the second operating port in an open state. [Figure 6] 1A is a cross-sectional view of the first variable winning device in a closed state, and FIG. 1B is a cross-sectional view of the first variable winning device in an open state. [Figure 7] 1A is a longitudinal cross-sectional view of the second variable winning device as seen from the side, and FIG. 1B is a longitudinal cross-sectional view of the second variable winning device as seen from the rear side. [Figure 8] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] 1 is a schematic diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 10] 1 is a schematic diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 11] 1 is a schematic diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 12] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 13] 1A is an explanatory diagram of a hit / miss table for the first operating port, and FIG. 1B is an explanatory diagram of a hit / miss table for the second operating port. [Figure 14]FIG. 13A is an explanatory diagram of a jackpot type table for a first operating port, and FIG. 13B is an explanatory diagram of a jackpot type table for a second operating port. [Figure 15] A schematic diagram showing the relationship between the type of jackpot and the number of times the time is reduced. [Figure 16] 1A is an explanatory diagram of a special hit type table for a first operating port, and FIG. 1B is an explanatory diagram of a special hit type table for a second operating port. [Figure 17] 1A is a schematic diagram showing the types of V jackpots, and FIG. 1B is a schematic diagram showing the relationship between the types of V jackpots and the number of time-saving times. [Figure 18] 1A is a schematic diagram showing a low frequency winning mode, and FIG. 1B is a schematic diagram showing a high frequency winning mode. [Figure 19] 4 is a flowchart showing a timer interrupt process executed by the MPU of the main control device. [Figure 20] A flowchart showing the winning process for an operating port. [Figure 21] 13 is a flowchart showing a normal process. [Figure 22] 13 is a flowchart showing a game play control process. [Figure 23] 13 is a flowchart showing a data setting process. [Figure 24] 13 is a flowchart showing a fluctuation start process. [Diagram 25] 13 is a flowchart showing a process for confirmation display. [Figure 26] 13 is a flowchart showing the transition process to a special winning game state. [Figure 27] 13 is a flowchart showing the special winning opening and closing process. [Figure 28] 13 is a flowchart showing the process of ending a special winning game. [Figure 29] 13 is a flowchart showing a V distribution setting process. [Diagram 30] A flowchart showing the processing for V winning. [Diagram 31] 13 is a flowchart showing the transition process to a jackpot gaming state. [Diagram 32]13 is a flowchart showing the transition process at the end of a big win gaming state. [Diagram 33] 13 is a flowchart showing a process for ending the high frequency support mode. [Diagram 34] 13 is a flowchart showing a process for electric utility support. [Diagram 35] 11 is a flowchart showing an electric utility switching process. [Diagram 36] FIG. 2 is a block diagram showing the relationship between each game state. [Figure 37] 1A is a schematic diagram showing the relationship between the game state and the support mode and the variable display mode, and FIG. 1B is a schematic diagram comparing the first variable display mode and the second variable display mode. [Figure 38] FIG. 1 is a schematic diagram illustrating the flow of a game. [Figure 39] FIG. 1 is a schematic diagram illustrating the flow of a game. [Diagram 40] 13 is a schematic diagram showing changes in stay modes as the game progresses. FIG. [Diagram 41] 13 is a schematic diagram showing changes in stay modes as the game progresses. FIG. [Diagram 42] 13 is a flowchart showing the processing for a special ending executed by the MPU of the notification and performance control device. [Diagram 43] 13 is a schematic diagram showing an overview of a right-hit notification. FIG. [Diagram 44] 13 is a flowchart showing processing for a first special performance mode executed by an MPU of the notification / performance control device. [Diagram 45] 13 is a flowchart showing a challenge performance progression process. [Figure 46] 13 is a flowchart showing a process for the first half part. [Figure 47] 13 is a flowchart showing a process of transitioning to a second half part. [Figure 48] 13 is a flowchart showing a pre-check process for a first operating port executed by the MPU of the main control device. [Figure 49] 13 is a flowchart showing a pre-check process for a second operating port executed by the MPU of the main control device. [Figure 50] 13 is a flowchart showing a continuous win count calculation process. [Figure 51] A schematic diagram showing the relationship between pending information and the number of consecutive wins. [Figure 52] A schematic diagram showing the relationship between pending information and the number of consecutive wins. [Figure 53] A schematic diagram showing the relationship between pending information and the number of consecutive wins. [Figure 54] 13 is a flowchart showing a process for the latter part. [Figure 55] 13 is a flowchart showing processing for a miss result. [Figure 56] FIG. 13 is a schematic diagram showing the flow of presentation in the case of a losing result. [Figure 57] 13 is a flowchart showing a winning result process. [Figure 58] FIG. 13 is a schematic diagram showing the flow of presentation in the case of a winning result. [Figure 59] FIG. 13 is a schematic diagram showing the flow of presentation in the case of a winning result. [Figure 60] 1 is a timing chart showing the flow of a game. [Figure 61] 1 is a timing chart showing the flow of a game. [Figure 62] 1 is a timing chart showing the flow of a game. [Figure 63] 13 is a flowchart showing a winning result process executed by the MPU of the notification / performance control device in the second embodiment. [Figure 64] 13 is a schematic diagram showing the difference in right-hit notification. FIG. [Figure 65] 1 is a timing chart showing the flow of a game. [Figure 66] 13 is a flowchart showing a challenge performance progress process executed by an MPU of the notification / performance control device in the third embodiment. [Figure 67] 13 is a flowchart showing a challenge effect ending process. [Figure 68]13 is a flowchart showing the processing for the jackpot game state executed by the MPU of the notification / presentation control device. [Figure 69] 1 is a timing chart showing the flow of a game. [Figure 70] A flowchart showing the right-hit notification processing corresponding to the second special effect mode executed by the MPU of the notification / effect control device in the fourth embodiment. [Figure 71] 13 is a schematic diagram showing the difference in right-hit notification. FIG. [Figure 72] 1 is a timing chart showing the flow of a game. [Figure 73] A schematic diagram showing the difference between the variable display mode of the pattern in the first variable display mode and the variable display mode of the pattern in the second special variable display mode in the fifth embodiment. [Figure 74] 13 is a flowchart showing pre-notification processing corresponding to a second special performance mode executed by the MPU of the notification / performance control device. [Figure 75] FIG. 13 is a schematic diagram showing a flow of advance notification. [Figure 76] 1 is a timing chart showing the flow of a game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

[0010] The pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is attached to the outer frame 11 so as to be rotatable forward. The gaming machine main body 12 has an inner frame 13, a front door frame 14 that is disposed in front of the inner frame 13, and a back pack unit 15 that is disposed behind the inner frame 13.

[0011] As shown in Fig. 2, the inner frame 13 of the gaming machine main body 12 is rotatably supported by the outer frame 11 with one of the left and right sides as the support side. A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with one of the left and right sides as the support side. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated backward with one of the left and right sides as the support side.

[0012] The gaming machine body 12 is provided with a locking device 16 at its rotating tip. This locking device 16 has the function of locking the gaming machine body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 14 so that it cannot be opened relative to the inner frame 13. Each locked state is released by performing an unlocking operation using an unlocking key on a cylinder lock 17 that is exposed on the front surface of the pachinko machine 10.

[0013] The front door frame 14, which is provided so as to cover the entire front side of the inner frame 13, is formed with a window section 61 that allows almost the entire area of ​​a game area, which will be described later, to be viewed from the front. The window section 61 is substantially elliptical in shape, and a window panel 62 is fitted into the window section 61. The window panel 62 is formed of glass so as to be colorless and transparent, but is not limited thereto and may be formed of synthetic resin so as to be colorless and transparent.

[0014] Light-emitting means such as various lamps are provided around the window 61. As part of the various lamps, a display light-emitting unit 63 is provided above the window 61. In addition, on both the left and right sides of the display light-emitting unit 63, speaker units 64 are provided that output sound effects according to the game status.

[0015] Below the window 61 in the front door frame 14, an upper bulge 65 and a lower bulge 66, each of which bulges forward, are arranged side by side. An upper tray 71 that opens upward is provided inside the upper bulge 65, and a lower tray 72 that also opens upward is provided inside the lower bulge 66. The upper tray 71 has the function of temporarily storing game balls dispensed from the dispensing device 96 provided in the back pack unit 15, and guiding them to the game ball launching mechanism 53 while aligning them in a row. The lower tray 72 also has the function of storing surplus game balls in the upper tray 71.

[0016] A launching handle 60 is provided to the right of the lower tray 72 in the front door frame 14. By operating the launching handle 60, game balls are launched toward the game area PE from a game ball launching mechanism 53 provided below the game area PE in the inner frame 13. In this case, by changing the rotation operation amount of the launching handle 60, the launch strength of the game balls launched toward the game area PE, that is, the launching momentum, is changed. In this pachinko machine 10, when the launching handle 60 is operated by the player, the game ball launching mechanism 53 is driven and controlled so that one game ball is launched toward the game area PE every 0.6 seconds.

[0017] The play area PE is formed on a game board 24 mounted on the inner frame 13. The structure of the game board 24 will be described below with reference to Fig. 4. Fig. 4 is a front view of the game board 24.

[0018] An inner rail portion and an outer rail portion are attached to the game board 24 so as to define a part of the outer edge of the game area PE, and the game area PE is formed so as to be defined by these inner rail portion and outer rail portion. In addition, these inner rail portion and outer rail portion form a guide rail 54 for game balls to the game area PE, and the game balls launched from the game ball launching mechanism 53 by the player rotating the launch handle 60 are guided to the upper part of the game area PE by the guide rail 54.

[0019] The guide rail 54 is formed so that its exit portion faces the upper center of the play area PE on one side of the play area PE. Therefore, as the amount of rotation of the launch handle 60 by the player increases, the arrival position of the game ball in the upper part of the play area PE shifts from the side where the exit portion of the guide rail 54 is formed to the opposite side. The exit portion of the guide rail 54 is provided on the left side of the play area PE.

[0020] In the area defined as the play area PE in the game board 24, multiple openings of various sizes are formed by router processing, which penetrates in the front-rear direction. Each opening is provided with a general winning opening 31, a first variable winning device 32A, a second variable winning device 32B, a first operating opening (or a first starting ball entry section) 33, a second operating opening (or a second starting ball entry section) 34, a through gate 35, a variable display unit 36, an operating opening display section 43 as a main display section, and a through gate display section 44 as a role display section. Note that multiple general winning openings 31 are provided.

[0021] Even if a ball enters the through gate 35, the payout of game balls is not executed. On the other hand, when balls enter the general winning opening 31, the first variable winning device 32A, the second variable winning device 32B, the first operating opening 33, and the second operating opening 34, a predetermined number of game balls (prize balls) are paid out. Specifically, when a ball enters the first operating opening 33, four balls are paid out, when a ball enters the second operating opening 34, one ball is paid out, and when a ball enters the general winning opening 31, ten prize balls are paid out. Also, when a ball enters the first variable winning device 32A, fifteen prize balls are paid out, and when a ball enters the second variable winning device 32B, three prize balls are paid out.

[0022] However, the number of prize balls is arbitrary, and for example, the number of prize balls related to the first operating port 33 and the number of prize balls related to the second operating port 34 may be the same, or the number of prize balls related to the second operating port 34 may be greater than the number of prize balls related to the first operating port 33. Also, the number of prize balls related to the first variable winning device 32A may be the same or less than the number of prize balls related to other operating ports. Furthermore, the number of prize balls related to the first variable winning device 32A and the second variable winning device 32B may be the same, or the number of prize balls in the latter may be greater than the former.

[0023] In addition, an outlet 37 is provided at the bottom of the game board 24, and game balls that do not enter the various winning holes are discharged from the game area PE through the outlet 37. Even if a game ball enters the outlet 37, no prize balls are paid out. In addition, a large number of nails 38 are planted on the game board 24 to appropriately distribute and adjust the falling direction of the game balls, and various components (gimmicks) such as windmills are also arranged.

[0024] Here, the term "entering" means that the game ball passes through a predetermined opening, and includes not only the mode in which the game ball passes through the opening and is discharged from the game area PE, but also the mode in which the game ball does not pass through the opening and is not discharged from the game area PE. However, in the following description, in order to clearly distinguish from the game ball entering the outlet 37, the game ball entering the general winning opening 31, the first variable winning device 32A, the second variable winning device 32B, the first operating opening 33, the second operating opening 34, and the through gate 35 will also be referred to as "winning".

[0025] The variable display unit 36 ​​is provided so as to include the center of the game area PE. The peripheral portion (center frame 36a) of the variable display unit 36 ​​protrudes forward of the pachinko machine 10 from the surface of the game board 24, and thus an area in which the game balls shot into the game area PE can flow down is defined. Specifically, the game area PE is defined as an upper area PE1, which is an area above a predetermined height position of the variable display unit 36, a left area PE2, which is an area continuing below the upper area PE1 and to the left of the variable display unit 36, a right area PE3, which is an area continuing below the upper area PE1 and to the right of the variable display unit 36, and a lower area PE4, which is an area continuing below the left area PE2 and the right area PE3 and below the variable display unit 36.

[0026] Which of these areas PE1 to PE4 the game ball will flow through is determined by the amount of rotation of the launch handle 60, i.e., the launching force of the game ball. Specifically, when the player performs a first launch operation by rotating the launch handle 60 with a rotation amount within a first range that is equal to or greater than a predetermined rotation amount and less than a reference rotation amount, the launched game ball is more likely to be shot leftward in the upper area PE1 than the center position in the horizontal direction. In this case, the game ball will flow down the game area PE in the order of upper area PE1 → left area PE2 → lower area PE4.

[0027] On the other hand, when the player rotates the launch handle 60 as the second launch operation with a rotation operation amount in the second range that is equal to or greater than the reference rotation amount, the launched game ball is more likely to be shot to the right of the horizontal center position in the upper area PE1. In this case, the game ball flows down in the order of the upper area PE1 → right area PE3 → lower area PE4. In other words, by adjusting the rotation operation amount of the launch handle 60, the player can select whether the game ball will be played on the left route flowing down the left area PE2 or the right route flowing down the right area PE3.

[0028] The reference rotation amount is a rotation operation amount at which the rate at which the game ball flows down the left area PE2 and the rate at which the game ball flows down the right area PE3 are the same or approximately the same, and the predetermined rotation amount is a rotation operation amount at which the launched game ball can pass through the guide rail 54 and enter the game area PE. With a rotation operation amount in the first range, the rate at which the game ball flows down the left area PE2 becomes high, and with a rotation operation amount in the second range, the rate at which the game ball flows down the right area PE3 becomes high.

[0029] The first actuation port 33 is installed in the lower area PE4. The first actuation port 33 is open upward, and no opening / closing member is provided. In a situation where game balls are shot in the same manner, the probability of winning into the first actuation port 33 is constant regardless of the game state. In addition, the first actuation port 33 is disposed directly below the stage 36b formed in the variable display unit 36, and game balls that flow onto the stage 36b through a guide passage formed in the variable display unit 36 ​​and are discharged from the center of the stage 36b to the outside of the variable display unit 36 ​​are likely to win into the first actuation port 33. A first actuation port winning sensor 33a is provided in the first actuation port 33, and the first actuation port winning sensor 33a detects game balls that have won into the first actuation port 33.

[0030] Here, the first operating port 33 is configured so that a game ball flowing down the left route can win (can reach) the game, and a game ball flowing down the right route cannot win (cannot reach). That is, the arrangement of the game parts and nails 38 in the left area PE2, the right area PE3, and the lower area PE4 is configured so as to allow a game ball flowing down the left area PE2 to reach the first operating port 33, while not allowing a game ball flowing down the right area PE3 to reach the first operating port 33. Therefore, when a player aims to win at the first operating port 33, the player plays by launching the game ball so that the game ball flows down the left route.

[0031] The second actuation port 34 is provided in the right-side area PE3. The configuration of the second actuation port 34 will be described with reference to Fig. 5. Figs. 5(a) and (b) are schematic diagrams showing the configuration of the second actuation port 34.

[0032] The second operating port 34 is provided with an electric device 34a (variable receiving means) as a guide piece (support piece) consisting of a pair of movable pieces on the left and right. The electric device 34a is connected to a drive unit 34b mounted on the back side of the game board 24, and is driven by the drive unit 34b to be placed in either a closed state (non-support state or non-guide state) shown in FIG. 5(a) or an open state (support state or guide state) shown in FIG. 5(b). When the electric device 34a is in the closed state, the game ball cannot enter the second operating port 34, and when the electric device 34a is in the open state, the game ball can enter the second operating port 34. Incidentally, when in the open state, the electric device 34a protrudes toward the play area PE side and guides the game ball to enter the second operating port 34. A second operating port winning sensor 34c is provided in the second operating port, and the second operating port winning sensor 34c detects the game ball that has entered the second operating port 34.

[0033] The electric device 34a may be configured to switch between a state where the game ball is likely to enter the second operating port 34 and a state where it is not impossible to win but where it is less likely to win than the state where it is more likely to win. The electric device 34a may be configured to move or rotate in the front-rear direction to switch between the state where it is easy to win and the state where it is less likely to win.

[0034] In the present pachinko machine 10, a plurality of types of support modes in which the manner of support by the electric role 34a is different are set. In detail, the support modes are set to a low-frequency support mode (or a low-frequency guide state) and a high-frequency support mode (or a high-frequency guide state) so that the frequency at which the electric role 34a is in an open state per unit time is relatively high and low, and / or the period during which the electric role 34a is in an open state is relatively long and short, when compared in a situation in which the launch of game balls continues in the same manner to the game area PE.

[0035] In the high frequency support mode, the probability of winning at the second actuation port 34 is higher than in the low frequency support mode. When a winning occurs at the second actuation port 34, a predetermined number of game balls are paid out. Therefore, in the high frequency support mode, the player can play while suppressing the consumption (investment) of his / her balls.

[0036] As shown in Fig. 4, a through gate 35 is provided above (upstream of) the second operating port 34 in the right area PE3. The through gate 35 has a through hole (not shown) that penetrates vertically, and a game ball that enters the through gate 35 flows down the game area PE after entering. This allows the game ball that enters the through gate 35 to enter the second operating port 34. A detection sensor 35a is provided in the through gate 35, and the detection sensor 35a detects the game ball that enters the through gate 35.

[0037] Based on winning the through gate 35, the electric device 34a of the second operating port 34 is switched from a closed state to an open state. Specifically, an internal lottery is performed with winning the through gate 35 as a trigger, and when the result of the internal lottery is an opening result (support win) and the through gate display unit 44 described later stops and displays a picture corresponding to the result, and the variable display of the picture is terminated (more specifically, after the confirmed display), a device opening / closing game (support execution mode) is executed. In the device opening / closing game, the electric device 34a is opened in a predetermined manner.

[0038] For the second operating port 34 and through gate 35, if the launch handle 60 is operated so that the game ball flows down the left area PE2, a win is not possible, and if the launch handle 60 is operated so that the game ball flows down the right area PE3, a win is possible. Therefore, when a player aims to win at the second operating port 34 and through gate 35, the player plays by launching the game ball so that it flows down the right route.

[0039] In the lower area PE4, a first variable winning device 32A is disposed below the first operating port 33. The configuration of the first variable winning device 32A will be described with reference to FIG.

[0040] The first variable winning device 32A includes a first large winning opening 321 that opens in front of the pachinko machine 10, and an opening / closing door 322 that opens and closes the first large winning opening 321. The first large winning opening 321 is a horizontally long rectangular opening when viewed from the front, and is large enough to allow multiple game balls to win at the same time. The first large winning opening 321 communicates with a guide passage 324 provided on the back side of the game board 24, and is configured so that all game balls that win in the first large winning opening 321 are guided to the guide passage 324. The guide passage 324 is provided with a first large winning opening detection sensor 325 that detects the passage of game balls, and the first large winning opening detection sensor 325 detects the winning of game balls in the first large winning opening 321.

[0041] The first variable winning device 32A is provided with a drive unit 323 that drives the opening and closing door 322. The opening and closing door 322 is driven by the drive unit 323 through a link mechanism (not shown) to switch between an open state (FIG. 6(b)) in which a game ball can win a prize in the first large winning opening 321 and a closed state (FIG. 6(a)) in which a game ball cannot win a prize in the first large winning opening 321.

[0042] It is not necessary that when the first variable winning device 32A (opening and closing door 322) is in the closed state, it is impossible to win in the first large winning opening 321, and it may be configured so that it is possible to win in a range where it is more difficult to win compared to the open state. In short, it is sufficient that the ease of winning in the first large winning opening 321 differs between the open state and the closed state.

[0043] Here, the arrangement of the nails 38 and game parts around the first variable winning device 32A is set so that the game ball can win only when the launch handle 60 is operated so that the game ball flows down the right area PE3. Therefore, when a player aims to win the first variable winning device 32A, the player plays by launching the game ball so that the game ball flows down the right route.

[0044] As shown in Fig. 4, the second variable winning device 32B is disposed diagonally below the right side (downstream side of the second operating port 34) of the variable display unit 36 ​​in the right area PE3. The configuration of the second variable winning device 32B will be described with reference to Fig. 7.

[0045] As shown in Fig. 7(a), the second variable winning device 32B includes a second large winning opening 351 that opens to the front of the pachinko machine 10, and an opening / closing door 352 that opens and closes the second large winning opening 351. The second variable winning device 32B is provided with a drive unit 353 that drives the opening / closing door 352. The opening / closing door 352 is driven by the drive unit 353 through a link mechanism (not shown) to switch between an open state in which a game ball can win the second large winning opening 351 and a closed state in which a game ball cannot win the second large winning opening 351.

[0046] It is not necessary that it is impossible to win the second large prize opening 351 when the second variable prize-winning device 32B (opening and closing door 352) is in the closed state, and it may be configured so that it is possible to win a prize to a degree that is more difficult to win than in the open state. In short, it is sufficient that the ease of winning the second large prize opening 351 differs between the open state and the closed state.

[0047] The second large prize opening 351 has a horizontally long rectangular shape when viewed from the front, and is large enough to allow multiple game balls to enter at the same time. The second large prize opening 351 communicates with a guide passage 354 provided on the back side of the game board 24, and is configured so that all game balls that enter the second large prize opening 351 are guided to the guide passage 354.

[0048] As shown in FIG. 7(b), the guide passage 354 branches into two at a midway position, and includes an upstream area 355 constituting the upstream side of the branch position, a V winning area (or a usable area) 356 constituting one side of the downstream side of the branch position, and a discharge area (or a non-usable area) 357 constituting the other side of the downstream side of the branch position. In addition, a distribution member 358 is provided at the branch position as a distribution means for distributing game balls that have reached the branch position from the upstream area 355 to either the V winning area 356 or the discharge area 357. When the distribution member 358 is not driven by a distribution drive unit 359, the game balls that have reached the branch position flow into the discharge area 357, and when the distribution member 358 is driven by the drive unit 359, the game balls that have reached the branch position flow into the V winning area 356.

[0049] In the upstream area 355 of the guide passage 354, a counting detection sensor 361 is provided so that a detection area exists at a position where a game ball flowing into the upstream area 355 always passes through. Based on the game ball being detected by the counting detection sensor 361, a prize ball corresponding to the winning of the second variable winning device 32B is paid out. In addition, in the V winning area 356, a V winning detection sensor 362 is provided so that a detection area exists at a position where a game ball flowing into the V winning area 356 always passes through. Based on the game ball being detected by the V winning detection sensor 362, a V big win occurs. The details of the V big win will be described later.

[0050] Further, in the discharge area 357, a discharge detection sensor 363 is provided so that a detection area exists at a position where the game balls flowing into the discharge area 357 always pass through. Based on the detection result by the discharge detection sensor 363 and the detection result by the V winning detection sensor 362, it is determined whether or not game balls remain in the second variable winning device 32B, whether or not the number of winning balls in the second variable winning device 32B matches the number of balls discharged from the second variable winning device 32B, and the like.

[0051] The driving unit 359 is periodically driven and controlled from a predetermined timing. Specifically, the driving unit 359 for the distribution member is periodically driven and controlled from the start timing of the opening and closing execution mode in which the second variable winning device 32B is opened. As a result, the timing at which the game balls that have won the second variable winning device 32B are distributed to the V winning area 356 side and the timing at which they are distributed to the discharge area 357 side are periodically switched.

[0052] In the opening / closing execution mode in which the second variable winning device 32B is opened, a plurality of opening / closing execution modes are set in which the period during which the opening / closing door 352 is open is different. Although details will be described later, in this pachinko machine 10, the period during which the opening / closing door 352 is open is varied so that the probability that a winning game ball is allocated to the V winning area 356 is relatively high or low. Hereinafter, the opening mode on the side with a high probability of being allocated to the V winning area 356 is referred to as a high frequency winning mode (high expectation mode), and the opening mode on the side with a low probability is referred to as a low frequency winning mode (low expectation mode).

[0053] In the opening and closing execution mode of the low frequency winning mode in which the game ball can win the second variable winning device 32B and the opening and closing execution mode of the high frequency winning mode, the total probability of the game ball passing through the V winning area 356 is set to be equal to or less than a predetermined probability (1 / 10). In other words, although the probability of passing through the V winning area 356 in the opening and closing execution mode of the high frequency winning mode is increased, the winning rate in the second variable winning device 32B and the passing rate of the V winning area 356 in the opening and closing execution mode of the high frequency winning mode and the low frequency winning mode, and the allocation ratio of the high frequency winning mode and the low frequency winning mode when the opening and closing execution mode is implemented in the second variable winning device 32B are set to be equal to or less than a predetermined probability when combined with the probability of passing through the V winning area 356 in the opening and closing execution mode of the low frequency winning mode.

[0054] It is preferable that the second variable winning device 32B is formed so that it is possible to see from the front of the pachinko machine 10 whether the winning game ball will be allocated to the V winning area 356 or the discharge area 357, and specifically, it is preferable that the front side of the second variable winning device 32B is formed to be colored and transparent or colorless and transparent.

[0055] In this embodiment, the first variable winning device 32A is a variable winning device that opens and closes when an opening / closing execution mode (jackpot game state) corresponding to a jackpot is executed. The jackpot game state is a mode to which the game is shifted when a jackpot is won, and in the jackpot game state, the first variable winning device 32A is repeatedly opened up to a maximum of multiple rounds, with one round being defined as the opening time of the first variable winning device 32A reaching a predetermined time (e.g., 30 seconds) or a predetermined number (e.g., 10) of game balls entering the first variable winning device 32A (first big winning opening 321).

[0056] On the other hand, the second variable winning device 32B is a variable winning device that opens and closes when an opening and closing execution mode (special winning game state) corresponding to a special win is executed. The special winning game state is a mode to which the game is shifted when a special win is won, and in the special winning game state, one round is defined as the opening time of the second variable winning device 32B reaching a predetermined time (e.g., 1.8 seconds) or a predetermined number (e.g., 10 balls) of game balls entering the second variable winning device 32B (second large winning opening 351), and the round game is executed only once.

[0057] In addition, the round play in the jackpot game state and the special win game state is configured to end when the first variable winning device 32A or the second variable winning device 32B has been opened a predetermined number of times and for a predetermined period, even if the ending conditions of the upper limit opening time or the upper limit number of winnings are not met.

[0058] When a prize is won in the first operating port 33 or the second operating port 34, an internal lottery (a lottery to see if a big prize is won, or a lottery to see if a special prize is won) is held. If a prize is won in the lottery, the game moves to an opening / closing execution mode in which a prize can be won in the first variable winning device 32A or the second variable winning device 32B.

[0059] As shown in Fig. 4, the operating port display section 43 and the through gate display section 44 are provided on a decorative member 39 arranged along the outer edge of the lower side of the play area PE. The decorative member 39 extends from the surface of the play board 24 to the front of the pachinko machine 10. Specifically, the front surface of the decorative member 39 faces a window panel 62 provided in the front door frame 14 to make the play area PE visible from the front of the pachinko machine 10, and the distance between the window panel 62 and the front surface is narrower than the width of one game ball. This prevents game balls from falling in front of the front surface of the decorative member 39.

[0060] The operation port display unit 43 is provided with a round display unit RS for indicating the number of rounds in the opening / closing execution mode when the opening / closing execution mode is entered (or when the opening / closing execution mode is entered) as a result of winning a jackpot in an internal lottery. The round display unit RS starts displaying the number of rounds when the opening / closing execution mode starts, and stops displaying the number of rounds when the opening / closing execution mode ends.

[0061] In addition, the actuation port display section 43 is provided with a first actuation port display section AS for displaying the results of an internal lottery conducted based on winning at the first actuation port 33, and a second actuation port display section BS for displaying the results of an internal lottery conducted based on winning at the second actuation port 34.

[0062] In the first operating port display section AS, a winning entry into the first operating port 33 is used as a trigger to display a varying pattern, and as a result of stopping the varying display, a pattern corresponding to the result of an internal lottery held based on the winning entry into the first operating port 33 is displayed as a static display (confirmed display). If the result of the internal lottery based on the winning entry into the first operating port 33 is a winning result corresponding to a transition to the opening / closing execution mode, a pattern corresponding to the winning result (a predetermined winning pattern) is displayed as a static display (confirmed display) in the first operating port display section AS, and then the mode transitions to the opening / closing execution mode.

[0063] In the second operating port display section BS, a winning entry into the second operating port 34 is used as a trigger to display a varying pattern, and as a result of stopping the varying display, a pattern corresponding to the result of an internal lottery held based on the winning entry into the second operating port 34 is displayed as a static display (confirmed display). If the result of the internal lottery based on the winning entry into the second operating port 34 is a winning result corresponding to a transition to the opening / closing execution mode, a pattern corresponding to the winning result (a predetermined winning pattern) is displayed as a static display (confirmed display) in the second operating port display section BS, and then the mode transitions to the opening / closing execution mode.

[0064] In the following, in order to distinguish between the pattern that is variably displayed upon winning the first operating port 33 and the pattern that is variably displayed upon winning the second operating port 34, the former will be referred to as the first special pattern or first special chart, and the latter will be referred to as the second special pattern or second special chart.

[0065] Here, based on a winning entry to either of the actuation ports 33, 34, the corresponding first actuation port display section AS and second actuation port display section BS start to display a varying pattern, and the pattern corresponding to the lottery result based on the winning entry is displayed stationary (determined display), and the period until the stationary display ends corresponds to one game round. A supplementary explanation of a game round will be given with reference to FIG. 4(b).

[0066] A game round in the operating port display unit 43 is defined as one round in which the variable display of the patterns is started based on the winning / losing lottery being held, and then the variable displayed patterns are definitively displayed in a manner corresponding to the winning / losing lottery result. In other words, a game round is made up of the variable display of the patterns and the definitive display of the variable displayed patterns. The word "definitive" is used because the stop display is performed as a definitive stop result with the display content (pattern) unchanged.

[0067] Here, the final display of the pattern is not completed by the end of the variable display, but by the continuous display of a pattern corresponding to the result of the winning / losing lottery for a predetermined fixed display time. This is to ensure that the player has time to recognize the game result while clearly defining the boundary with the subsequent game round. For this reason, the next game round (variable display) starts after the variable display time has elapsed and after the fixed display time has further elapsed after the variable display time has elapsed. In the following, the total period of the variable display time and the fixed display time, that is, the period from the start of the variable display of the pattern in the current game round to the start of the variable display of the pattern in the next game round, may be referred to as the execution period of a game round.

[0068] The through gate display unit 44 is a display unit for displaying the result of the internal lottery performed based on the winning of the through gate 35. In this case, the through gate display unit 44 displays a variable pattern using the winning of the through gate 35 as a trigger, and displays a static pattern (determined display) corresponding to the lottery result based on the winning, thereby displaying the result of the internal lottery performed based on the winning of the through gate 35.

[0069] In addition, in a game involving the through gate display unit 44, as in a game involving the operating port display unit 43 shown in Figure 4 (b), the display of the changing patterns is started based on the winning / losing lottery being held, and then the changing displayed patterns are displayed in a definitive manner corresponding to the result of the winning / losing lottery. This is counted as one game.

[0070] When the result of the internal lottery based on the winning of the through gate 35 is a winning result corresponding to the transition to the support state for opening the electric role 34a, the through gate display unit 44 displays a picture (a predetermined winning picture) corresponding to the winning result in a stopped display (confirmed display), and then the game proceeds to the role opening and closing game. In the role opening and closing game, the electric role 34a is opened from the closed state to the open state, and then the opening and closing control (switching control) is executed at least once to close the electric role 34a. The role opening and closing game is configured to end when the total opening time reaches a predetermined time (e.g., 6 sec) after the transition to the game, or when a predetermined number of game balls (e.g., 4 balls) enter the second operating port 34. The role opening and closing game is configured to end when the electric role 34a is opened a predetermined number of times and for a predetermined period, even if the ending conditions of the upper limit opening time or the upper limit number of winning balls are not met.

[0071] The operating port display unit 43 and the through gate display unit 44 are configured by a segment display device having a plurality of segments, but are not limited to this and other display devices such as a liquid crystal display device may also be used.

[0072] Next, a description will be given of the variable display unit 36. The variable display unit 36 ​​is provided with a pattern display device 41 that variably displays (or variably displays or switchably displays) a pattern, which is a type of picture.

[0073] The pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 41 is not limited to being a liquid crystal display device, and may be other display devices such as a plasma display device, an organic EL display device, or a CRT.

[0074] The pattern display device 41 displays patterns arranged, for example, at the top, middle, and bottom, and these patterns are scrolled left and right to display them in a variable manner. In this case, the variable display on the pattern display device 41 is started based on the winning of the first actuation port 33 or the second actuation port 34. That is, when a variable display is performed on the actuation port display unit 43, a variable display is also performed on the pattern display device 41 accordingly. And, for example, when the game shifts to a big win game state in which the first big win port 321 of the first variable win device 32A is opened, a predetermined combination of patterns is displayed stationary on a preset pay line on the pattern display device 41.

[0075] In addition, the symbol display device 41 displays a reservation corresponding to the first actuation port display section AS and the second actuation port display section BS. The number of game balls that have entered the first actuation port 33 is reserved up to a maximum of four, and the number of game balls that have entered the second actuation port 34 is reserved up to a maximum of four. In the reservation display, a predetermined reservation image is displayed, and the number of reserved balls in each actuation port 33, 34 is indicated by the number of images displayed. The number of reserved balls is not limited to that indicated by the reservation image, and may be indicated by a numerical display. In addition, the number of reserved balls may be indicated by, for example, a display section or a light-emitting section (reservation lamp section) provided on the game board 24, without being limited to the symbol display device 41.

[0076] Next, the configuration of the rear side of the gaming machine main body 12 will be described.

[0077] As shown in FIG. 3, a main control device 81 and a notification / performance control device 82 are mounted on the back surface of the inner frame 13 (specifically, the game board 24).

[0078] The main control device 81 is equipped with a main control board having a function of controlling the main game (main control circuit) and a function of monitoring the power supply (power failure monitoring circuit), and the main control board is housed in a board box 83 made of a transparent resin material or the like. The board box 83 is equipped with a box base (front case body) having a substantially rectangular parallelepiped shape and a box cover (back case body) covering the opening of the box base. The box base and the box cover are inseparably connected by a box joint 85 as a separation prevention means (or a connecting means), thereby sealing the board box 83. Since the box base and the box cover are inseparably connected by the box joint 85, the board box 83 is configured to require destruction or partial removal of the board box 83 when opening the internal space of the board box 83. A plurality of box joints 85 are provided on the long side of the board box 83, and at least one of them is used to perform the connecting process.

[0079] The box coupling part 85 may have any configuration as long as it couples the box base and the box cover together in an unopenable manner, but the box base and the box cover are coupled together in an unopenable manner by inserting a locking claw into the long hole that constitutes the box coupling part 85. The coupling process using the box coupling part 85 prevents unauthorized opening after the coupling, and allows early and easy detection of unauthorized opening in the unlikely event of such an occurrence. Even after the box has been once opened, the opening process can be performed again. That is, the coupling process is performed by inserting a locking claw into at least one long hole among the multiple box coupling parts 85. When the board box 83 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection part between the box coupling part 85 into which the locking claw is inserted and the other box coupling parts 85 and the connection part between the box body are cut. This separates the box base and the box cover of the board box 83, and the main control board inside can be taken out. When the coupling process is then performed again, a locking claw is inserted into the long hole of the other box coupling part 85. If a history of the opening of the board box 83 is left in the board box 83, it is possible to easily discover that an unauthorized opening has been performed by looking at the board box 83.

[0080] A plurality of connecting pieces 86 are provided on one short side of the board box 83 so as to protrude laterally. These connecting pieces 86 correspond one-to-one to a plurality of connectable pieces 87 formed on the mounting base of the main control device 81, and the connecting pieces 86 and the connectable pieces 87 connect the board box 83 to the mounting base.

[0081] In addition, a seal may be attached across the boundary between the box base and the box cover as a trace means for detecting unauthorized opening of the board box 83. In this case, when the seal is peeled off from the attachment point, the adhesive layer of the seal remains on the board box 83, leaving a trace. Furthermore, an IC tag that transmits a response wave including identification information in response to a calling wave of a predetermined frequency may be provided on the seal, and when the seal is peeled off, the antenna of the IC tag may be cut off, making it impossible to transmit the response wave.

[0082] The notification / performance control device 82 is equipped with an notification / performance control board which controls audio and lamp displays, as well as a display control device not shown, in accordance with instructions from the main control device 81, and the notification / performance control board is housed in a board box 84 made of a transparent resin material or the like.

[0083] 3, the back pack unit 15 includes a back pack 91, to which a dispensing mechanism 92, a discharge passage panel 88, and a control device assembly unit 93 are attached. The back pack 91 is made of a transparent synthetic resin, and has a protective cover part 94 that protrudes rearward and has a roughly rectangular parallelepiped shape so as to cover the main control device 81, the notification / performance control device 82, etc. from the rear.

[0084] The payout mechanism 92 is disposed so as to bypass the protective cover 94, and includes a tank 95 to which game balls are successively replenished from the island equipment of the game arcade, and a payout device 96 for paying out the game balls stored in the tank 95. The game balls paid out from the payout device 96 are discharged to the upper tray 71 or the lower tray 72 through a payout passage (not shown) provided downstream of the payout device 96. The payout mechanism 92 is also equipped with a back pack board to which a main power source of, for example, 24 volts AC is supplied and which is provided with a power switch for turning the power source on and off.

[0085] In addition, the back pack 91 is provided with an external output terminal 99 on the upper edge side of the rotation axis side of the back pack unit 15. The external output terminal 99 includes an output terminal for outputting a signal when the tank 95 or the like runs out of game balls, an output terminal for outputting a signal every time a predetermined number of prize balls are paid out, an output terminal for outputting a signal every time a predetermined number of game balls are dispensed, an output terminal for outputting a signal when the gaming machine main body 12 is opened, an output terminal for outputting a signal when the front door frame 14 is opened, and an output terminal for outputting a signal during a state transition such as an open / close execution mode (or while the state is transitioning). Then, a signal regarding the state of the frame side is output to the management control device on the gaming hall side through these output terminals. Note that an output terminal for outputting a signal every time a predetermined number of game balls are dispensed is not necessary in a so-called cash machine.

[0086] In the discharge passage panel 88, a discharge passage that is open to the rear is formed on the surface facing the control device assembly unit 93, and the open part of the discharge passage is blocked by the control device assembly unit 93. Game balls that win the various winning holes 31, 33, 34, 321, 351 and game balls that enter the outlet 37 are led out to the above-mentioned discharge passage on the back side of the game panel 24. The discharge passage is formed so as to discharge game balls to island equipment or the like of the game hall, and the game balls led out to the discharge passage are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.

[0087] The control device aggregate unit 93 has a horizontally long mounting base, on which a payout control device 97 and a power supply / launch control device 98 are mounted. The payout control device 97 and the power supply / launch control device 98 are stacked one on top of the other, with the payout control device 97 located at the rear of the pachinko machine 10.

[0088] The dispensing control device 97 is configured by housing a dispensing control board that controls the dispensing device 96 in a board box. In this case, the board box of the dispensing control device 97 may be provided with the same fraud prevention means as the board box 83 of the main control device 81.

[0089] The power supply / launch control device 98 is configured with a power supply / launch control board housed in a board box, which generates and outputs the required power for various control devices, etc., and also controls the launch of game balls in response to the player's operation of the launch handle 60. In addition, this pachinko machine 10 has a memory retention function for various data, so that in the event of a power outage, the state at the time of the power outage is retained, and when the power is restored, the state at the time of the power outage can be restored.

[0090] <Electrical configuration of the pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.

[0091] The main control board 111 is equipped with an MPU 112. The MPU 112 incorporates a ROM 113 that stores various control programs and fixed value data executed by the MPU 112, a RAM 114 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 113, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, and the like. It is not essential that the ROM 113 and the RAM 114 are integrated into a single chip for the MPU 112, and each may be integrated into a separate chip. The same applies to the MPUs of control devices other than the main control device 81.

[0092] The MPU 112 is provided with an input port and an output port. The input side of the MPU 112 is connected to a power failure monitoring board 115 and a dispensing control device 97 provided in the main control device 81. In this case, the power failure monitoring board 115 is connected to a power supply / launch control device 98 having a function of supplying operating power, and power is supplied to the MPU 112 via the power failure monitoring board 115.

[0093] In addition, various sensors are connected to the input side of the MPU 112. The various sensors include a general winning port winning sensor 31a, a first operating port winning sensor 33a, a second operating port winning sensor 34c, a through gate 35, a first variable winning device 32A, and a second variable winning device 32B, which detect winnings, a first large winning port detection sensor 325, a detection sensor 361, and detection sensors 362 and 363 which detect the inflow of game balls into a V winning area 356 and a discharge area 357. The MPU 112 performs a winning judgment (ball entry judgment) for each ball entry section based on the detection results of these various sensors 31a, 33a, 34c, 325, 361 to 363. In addition, the MPU 112 executes various lotteries based on the winnings at the first operating port 33, the second operating port 34, and the through gate 35.

[0094] The output side of the MPU 112 is connected to a power failure monitoring board 115, a payout control device 97, and an alarm / performance control device 82. For example, a prize ball command is output to the payout control device 97 based on the winning judgment result to the prize ball winning section corresponding to the payout of the prize ball.

[0095] Various commands for performance are output to the notification / performance control device 82. Details of these various commands will be explained later. Incidentally, the notification / performance control device 82 is electrically connected to the main control device 81 via a connector unit (connection unit) having connectors on both ends of a signal line.

[0096] In addition, the output side of the MPU 112 is connected with the electric accessory driver 34b and the drivers 323, 353, and 359 for the variable winning device as various drivers. The main control board 111 is provided with various driver circuits, and the MPU 112 executes the drive control of the various drivers through the driver circuits. Specifically, when a transition to the open / close execution mode (big win game state or special win game state) occurs, the MPU 112 executes the drive control of the drivers 323, 353, and 359 so that the opening / closing door 322 of the first variable winning device 32A, the opening / closing door 352 of the second variable winning device 32B, and the distribution member 358 are driven. In addition, when the electric accessory 34a is opened, the MPU 112 executes the drive control of the electric accessory driver 34b so that the electric accessory 34a is opened and closed. In addition, during a game involving each of the actuation ports 33 and 34, the MPU 112 executes display control of the first actuation port display section AS or the second actuation port display section BS in the actuation port display section 43, and during a big win game, the MPU 112 executes display control of the round display section RS in the actuation port display section 43. When indicating the result of the lottery as to whether or not the electric role 34a is opened, the MPU 112 executes display control of the through gate display section 44.

[0097] Furthermore, an external output terminal 99 is connected to the output side of the MPU 112, and information on ball entry into various entry areas and lottery results such as big wins are output to a management control device (hall computer) on the gaming hall side through this external output terminal 99. This makes it possible for the hall computer to grasp the status of the pachinko machine 10.

[0098] The power failure monitoring board 115 relays between the main control board 111 and the power supply / launch control device 98, and also monitors the stable 24V DC voltage output from the power supply / launch control device 98. The payout control device 97 controls the payout of prize balls and loan balls by the payout device 96 based on the prize ball command input from the main control device 81.

[0099] The power supply / launch control device 98 is connected to a commercial power supply (external power supply) in, for example, an amusement facility. Based on the external power supplied from the commercial power supply, the power supply / launch control device 98 generates the operating power required for the main control board 111, the payout control device 97, etc., and supplies the generated operating power. Incidentally, the power supply / launch control device 98 is provided with a power supply unit for use during power interruption, such as a backup capacitor, and even when the power supply for the pachinko machine 10 is turned off, power for memory retention is supplied from the power supply unit for use during power interruption to the RAM 114 of the main control device 81.

[0100] The power supply / launch control device 98 is responsible for controlling the launch of the game ball launching mechanism 53, and the game ball launching mechanism 53 is driven when certain launch conditions are met. In this case, the game ball launching mechanism 53 includes a launch rail extending toward the guide rail 54 of the game board 24, a ball feed device that supplies the game balls stored in the upper tray 71 onto the launch rail, and a solenoid that is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail 54, and the game balls are launched when a drive signal is supplied from the power supply / launch control device 98 to the solenoid.

[0101] The notification / performance control device 82 drives and controls the display light-emitting unit 63 and speaker unit 64 provided on the front door frame 14 based on various commands input from the main control device 81, and also controls the display control device 212.

[0102] An MPU 242 is mounted on the notification / performance control board 241 provided in the notification / performance control device 82. The MPU 242 includes a ROM 243 that stores various control programs and fixed value data executed by the MPU 242, a RAM 244 that is a memory for temporarily storing various data when the control programs stored in the ROM 243 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, and the like.

[0103] The MPU 242 is provided with an input port and an output port. The main control device 81 is connected to the input side of the MPU 242. From the main control device 81, it receives hold display control commands (hold display control information) such as a shift command and a hold command. It also receives game number control commands (game number control information) such as a fluctuation start command, a type command, and a fluctuation end command. It also receives opening and closing execution mode commands (opening and closing execution mode information) such as an opening command, a closing command, an opening command, and an ending command.

[0104] The MPU 242 performs processing for executing various kinds of performances based on various commands received from the main control device 81. The received commands are stored in a command storage area provided in the RAM 244 of the MPU 242. Then, processing such as analyzing the stored commands is performed to execute various kinds of performances. Various table storage areas are provided in the ROM 243 of the MPU 242, and various flag storage areas and various counter areas are provided in the RAM 244 of the MPU 242, and when various kinds of performances are executed, processing using these areas can be performed.

[0105] The output side of the MPU 242 is connected to the display light emitting unit 63 and the speaker unit 64 provided on the front door frame 14, as well as to the display control device 212.

[0106] The display control device 212 includes a display control board 271 on which an MPU 272 in which a program ROM 273 and a work RAM 274 are integrated into a chip, a video display processor (VDP) 255, a character ROM 276, and a video RAM 277 are mounted.

[0107] The MPU 272 receives hold display control commands (hold display control information) for controlling hold display, game number control commands (game number control information) for displaying the varying patterns, and opening / closing execution mode commands (opening / closing execution mode information) for displaying moving images during the opening / closing execution mode from the notification / performance control device 82. Then, the MPU 272 analyzes the received commands or performs a predetermined calculation process based on the received commands to control the VDP 275 (specifically, generates internal commands for the VDP 275).

[0108] The program ROM 273 is a memory for storing various control programs executed by the MPU 272 and fixed value data, and also stores and holds JPEG format image data for the background image.

[0109] The work RAM 274 is a memory for temporarily storing work data, flags, etc. used when various programs are executed by the MPU 272. The work data, flags, etc. are stored in various areas of the work RAM 274.

[0110] The VDP275 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display driver built into the pattern display device 41. The VDP275 is also called a "drawing chip" because it is made into an IC chip, and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP275 mediates data reading and writing by adjusting the timing of the MPU272, video RAM277, etc., and reads image data to be stored in the video RAM277 from the character ROM276 at a predetermined timing and displays it on the pattern display device 41.

[0111] The character ROM 276 serves as an image data library for storing character data such as designs to be displayed on the design display device 41. This character ROM 276 holds bitmap format image data of various display designs, a color palette table to be referenced when determining the color to be displayed at each dot of the bitmap image, and the like.

[0112] It is also possible to provide a plurality of character ROMs 276 and store image data and the like in each of the character ROMs 276. It is also possible to configure the character ROM 276 to store the JPEG format image data for the background image stored in the program ROM 273.

[0113] The video RAM 277 is a memory for storing display data to be displayed on the pattern display device 41, and the display contents of the pattern display device 41 are changed by rewriting the contents of the video RAM 277.

[0114] Here, the display contents of the pattern display device 41 will be described with reference to Fig. 9 and Fig. 10. Fig. 9 is a diagram showing individual patterns variably displayed on the pattern display device 41, and Fig. 10 is a diagram showing the display screen G of the pattern display device 41.

[0115] As shown in Figures 9(a) to (j), the design, which is a type of picture, is composed of nine main designs each numbered "1" to "9" and a sub-design consisting of a shell-shaped picture. More specifically, the main designs are composed of nine character designs, such as an octopus, each numbered "1" to "9."

[0116] As shown in FIG. 10(a), the display screen G of the symbol display device 41 has three symbol rows Z1, Z2, and Z3, which are upper, middle, and lower rows. Each symbol row Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. In detail, in the upper symbol row Z1, nine types of main symbols from "1" to "9" are arranged in descending numerical order, and one sub-symbol is arranged between each main symbol. In the lower symbol row Z3, nine types of main symbols from "1" to "9" are arranged in ascending numerical order, and one sub-symbol is arranged between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 are configured by 18 symbols. In contrast, in the middle symbol column Z2, nine main symbols from "1" to "9" are arranged in ascending numerical order, and a main symbol "4" is additionally arranged between the main symbol "9" and the main symbol "1", and one sub-symbol is arranged between each of these main symbols. In other words, only in the middle symbol column Z2, ten main symbols are arranged, making up a total of twenty symbols. Then, in the display screen G, the symbols of each of these symbol columns Z1 to Z3 are displayed variably so as to scroll in a predetermined direction with periodicity. Also, as shown in FIG. 10(b), the display screen G is configured so that three symbols are stopped and displayed for each symbol column, resulting in a total of nine symbols of 3×3 being stopped and displayed.

[0117] Five active lines, namely, a left line L1, a middle line L2, a right line L3, a right downward line L4, and a right upward line L5, are set on the display screen G. Then, the variable display stops in the order of the upper pattern column Z1, the lower pattern column Z3, and the middle pattern column Z2, and when the variable display of all the pattern columns Z1 to Z3 ends in a state where a combination of symbols with the same numbers is formed on any of the active lines, a big win animation is displayed to indicate the occurrence of a big win result.

[0118] Here, the variable display of each symbol row will be explained with reference to FIG. 11. When a game round is started, first, high-speed variable display is started for all symbol rows Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol row is being displayed. Then, as shown in FIG. 11(a), the variable display mode of the upper symbol row Z1 is switched from high-speed variable display to low-speed variable display in which the player can recognize the variable displayed symbol. Then, as shown in FIG. 11(b), the variable display mode of the lower symbol row Z3 is switched from high-speed variable display to low-speed variable display as the variable display of the upper symbol row Z1 ends. Then, as shown in FIG. 11(c), the variable display of the lower symbol row Z3 ends. After the variable display of all symbol rows Z1 to Z3 ends, a stop display period is provided in which the stop display is maintained and the player waits for a predetermined period.

[0119] Incidentally, in a gaming machine, when the symbols are stopped and displayed on the symbol display device 41, the symbols in the final stop row (the middle symbol row Z2 in this embodiment) are generally not suddenly stopped, but are stopped gradually while slowing down the variable display speed. In this case, if the symbols in the middle symbol row Z2 (the final stop row) are configured to start stopping in accordance with the start of the final display on the operation port display unit 43, the time required for the symbols to decelerate until they stop is shortened, resulting in a reduction in the effective stop display time.

[0120] Therefore, the symbol strings Z1 to Z3, including the final stop string, are stopped (temporarily stopped) before the start of the final display on the display unit 43 for the operation port, and then the temporarily stopped symbols are stopped (final display) in accordance with the start timing of the final display on the display unit 43 for the operation port. The display mode of the symbol strings Z1 to Z3 in the temporary stop is different from that in the final display. For example, at least one of the symbol strings Z1 to Z3 moves back and forth gently, or at least a part of the characters such as an octopus (see FIG. 9) constituting the main and sub-patterns moves. In other words, the temporary stop is performed so that the symbols appear to be stopped at first glance, but remain in an incompletely stopped state (stationary display). In contrast, the final display is performed so that the above-mentioned slight movement back and forth and the character movement are not performed, and the symbols are completely stopped.

[0121] In addition, the provisional stop display of the pattern strings Z1 to Z3 may start with a stop result corresponding to the result of the win / lose lottery or the type of jackpot, and then transition directly to a final display. In addition, the provisional stop display may be temporarily stopped with a stop result that does not correspond to the result of the win / lose lottery or the type of jackpot, and then the pattern strings Z1 to Z3 may undergo a re-changing display, changing to a stop result that corresponds to the result of the win / lose lottery, etc., and then transitioning to a final display.

[0122] Incidentally, in a game run executed by the operating port display unit 43, the image is not temporarily stopped, but the variably displayed image is suddenly stopped according to the lapse of the variably displayed time, and this state (the state in which the image is stopped) is maintained until the fixed display time has elapsed. In other words, the stopped display of the image in the operating port display unit 43 remains as a fixed display. This is the same in a game run executed by the through gate display unit 44.

[0123] In addition, the manner in which the patterns are displayed in a variable manner in the pattern display device 41 is not limited to the above and is arbitrary, and the number of pattern rows, the direction in which the patterns are displayed in a variable manner in the pattern rows, the number of patterns in each pattern row, and the combinations of patterns corresponding to jackpots and misses can be changed as appropriate.

[0124] A first hold display area Ga is set on the left side of the lower part of the display screen G, and a second hold display area Gb is set on the right side of the lower part of the display screen G.

[0125] The first reserve display area (non-priority reserve display area) Ga is partitioned and displayed so that unit reserve display areas Ga1 to Ga4, the same number as the maximum number of reserved balls when game balls enter the first operating port 33, are arranged side by side in the left-right direction. Specifically, the maximum number of reserved balls when game balls enter the first operating port 33 is four, and corresponding to this, the first reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4 are set in the first reserve display area Ga.

[0126] For example, when the number of reserved balls when a game ball enters the first operating port 33 is one, a predetermined reserved image is displayed only in the first unit reserved display area Ga1, and when the number of reserved balls when a game ball enters the first operating port 33 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Ga1 to the fourth unit reserved display area Ga4.

[0127] Also, the second reserve display area (priority side reserve display area) Gb is partitioned and displayed so that the same number of unit reserve display areas Gb1 to Gb4 as the maximum number of reserved balls when the game balls enter the second operating port 34 are arranged side by side in the left-right direction. Specifically, the maximum number of reserved balls when the game balls enter the second operating port 34 is four, and corresponding to this, the first unit reserve display area Gb1, the second unit reserve display area Gb2, the third unit reserve display area Gb3, and the fourth unit reserve display area Gb4 are set in the second reserve display area Gb.

[0128] For example, if the number of reserved balls when a game ball enters the second operating port 34 is one, the reserved image is displayed only in the first unit reserved display area Gb1, and if the number of reserved balls when a game ball enters the second operating port 34 is four, the reserved image is displayed in all of the first unit reserved display area Gb1 to the fourth unit reserved display area Gb4.

[0129] <Electrical configuration for performing various lotteries using the MPU 112 of the main control device 81> Next, the electrical configuration for performing various lotteries in the MPU 112 of the main control device 81 will be described with reference to FIG.

[0130] The MPU 112 uses various counter information during play to perform a lottery for the occurrence of a jackpot, setting the display of the operating port display unit 43, setting the performance content of the pattern display unit 41, setting the display of the through gate display unit 44, etc. Specifically, as shown in Fig. 12, the MPU 112 uses a winning random number counter C1 used to draw the lottery for the occurrence of a jackpot or a special win, a jackpot type counter C2 used to determine the type of jackpot, a special win type counter C3 used to determine the type of special win, a random number initial value counter CINI used to set the initial value of the winning random number counter C1, and a variable type counter CS that determines the variable display time in the operating port display unit 43 and the pattern display unit 41. In addition, the MPU 112 uses an opening random number counter C4 used to draw the lottery for whether or not the electric role 34a of the second operating port 34 is opened.

[0131] Each of the counters C1, C2, C3, CINI, CS, and C4 is a loop counter in which 1 is added to the previous value each time it is updated, and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 114a set in a predetermined area of ​​the RAM 114. In the lottery counter buffer 114a, information corresponding to the winning random number counter C1, the big win type counter C2, the special win type counter C3, and the variable type counter CS is stored in a reserved ball storage area 114b, which serves as information storage means, when a winning occurs in the first actuation port 33 or the second actuation port 34.

[0132] The reserved ball storage area 114b includes a reserved area RE consisting of a reserved area Ra for the first actuation port and a reserved area Rb for the second actuation port, and an execution area AE. The reserved areas Ra and Rb each include a first area, a second area, a third area, and a fourth area, and the numerical information of the winning random number counter C1, the big win type counter C2, the special winning type counter C3, and the variable type counter CS stored in the lottery counter buffer 114a is stored in one of the areas as reserved information according to the winning history of the first actuation port 33 or the second actuation port 34. The reserved information corresponds to special information (information for judgment).

[0133] In this case, when winning occurs multiple times consecutively in the first actuation port 33 or the second actuation port 34, the numerical information is stored in the first to fourth areas in the order of the first area → the second area → the third area → the fourth area in chronological order. By providing four areas in this way, up to four winning histories of game balls in the first actuation port 33 or the second actuation port 34 are reserved and stored. In addition, the reserved ball storage area 114b is provided with a reserved number storage area, and information for specifying the number of winning histories in the first actuation port 33 or the second actuation port 34 that are reserved and stored is stored in the reserved number storage area.

[0134] The execution area AE is an area for moving each value stored in the first area of ​​the reserve area RE when the variable display of the operating port display unit 43 begins, 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.

[0135] Regarding each counter in detail, the winning random number counter C1 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 599, and to return to 0 after reaching a maximum value (i.e., 599). When the winning random number counter C1 goes around once, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 599). The winning random number counter C1 is periodically updated, and is stored in the reserved ball storage area 114b of the RAM 114 at the timing when the game ball enters the first actuation port 33 or the second actuation port 34. More specifically, the winning random number counter C1 is stored in the first actuation port reserved area Ra of the RAM 114 at the timing when the game ball enters the first actuation port 33, and is stored in the second actuation port reserved area Rb of the RAM 114 at the timing when the game ball enters the second actuation port 34.

[0136] The random number value that becomes the big win is stored as a win / lose table (win / lose information group) in a win / lose table storage area 113a serving as a win / lose information group storage means in the ROM 113. Here, the contents of the win / lose table will be explained using the schematic diagram of FIG. 13. As the win / lose table, a win / lose table for the first actuation port (FIG. 13(a)) and a win / lose table for the second actuation port (FIG. 13(b)) are provided. In a lottery based on a ball entering the first actuation port 33, the win / lose table for the first actuation port is referenced, and in a lottery based on a ball entering the second actuation port 34, the win / lose table for the second actuation port is referenced.

[0137] In the hit / miss table for the first operating port, as shown in FIG. 13(a), there are three random number values ​​corresponding to the jackpot result: "7", "307", and "507". That is, among the hit random number counter C1 values ​​from "0" to "599", "7", "307", and "507" correspond to the jackpot result, and the probability of the jackpot result is 1 / 200. In addition, in the hit / miss table for the first operating port, one "207" corresponds to the special hit result, and the probability of the special hit result is 1 / 600. Note that the lottery result is configured to be a miss result for random number values ​​other than the jackpot result and the special hit result.

[0138] In the hit / miss table for the second operating port, as shown in FIG. 13(b), there are three random number values ​​corresponding to the jackpot result: "7", "307", and "507". That is, of the hit random number counter C1 values ​​"0 to 599", "7" corresponds to the jackpot result, and the probability of the jackpot result is 1 / 200. In the hit / miss table for the second operating port, 200 values ​​"0" to "199" and "400" to "499" correspond to the special win result, and the probability of the special win result is 1 / 3. Note that the random number values ​​other than the jackpot result and the special win result are configured to result in a miss in the lottery.

[0139] The jackpot type counter C2 is for allocating the type of jackpot when a jackpot occurs, and is configured to be incremented by one within the range of 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). The jackpot type counter C2 is periodically updated, and is stored in the reserved ball storage area 114b of the RAM 114 when the gaming ball enters the first actuation port 33 or the second actuation port 34. More specifically, it is stored in the first actuation port reserved area Ra of the RAM 114 when the gaming ball enters the first actuation port 33, and is stored in the second actuation port reserved area Rb of the RAM 114 when the gaming ball enters the second actuation port 34.

[0140] The allocation destination of the game result for the big win type counter C2 is stored as a big win type table (first allocation information group) in an allocation table storage area serving as an allocation information group storage means in the ROM 113. Here, the contents of the big win type table will be described with reference to the schematic diagram of FIG.

[0141] As the jackpot type table, a jackpot type table for the first operating port (FIG. 14(a)) and a jackpot type table for the second operating port (FIG. 14(b)) are provided. When a jackpot is determined based on a ball entering the first operating port 33, the jackpot type table for the first operating port is referenced, and when a jackpot is determined based on a ball entering the second operating port 34, the jackpot type table for the second operating port is referenced.

[0142] As shown in FIG. 14(a), in the jackpot type table for the first operating port, "0" to "39" correspond to the 3R jackpot result A, and "40" to "99" correspond to the 3R jackpot result B. That is, in this embodiment, the probability of being assigned to the 3R jackpot result A is set to 40%, and the probability of being assigned to the 3R jackpot result B is set to 60%. When the 3R jackpot result A or the 3R jackpot result B is obtained, the game moves to a jackpot game state in which three rounds of round play are executed, and the first variable winning device 32A is opened three times.

[0143] As shown in FIG. 14(b), in the jackpot type table for the second operating port, "0" to "69" correspond to the 3R jackpot result B, and "70 to 99" correspond to the 9R jackpot result. That is, in this embodiment, the probability of being allocated to the 3R jackpot result B is set to 70%, and the probability of being allocated to the 9R jackpot result is set to 30%. When the 3R jackpot result is B, the state transitions to a jackpot game state in which a round game for three rounds is performed, and the first variable winning device 32A is opened three times. When the 9R jackpot result is a result, the state transitions to a jackpot game state in which a round game for nine rounds is performed, and the first variable winning device 32A is opened nine times.

[0144] In this embodiment, the support mode after the end of the jackpot game state differs depending on the game state at the time of the jackpot result for each jackpot result. Here, referring to Figure 15, a supplementary explanation will be given on the relationship between each jackpot and the support mode after the end of the jackpot game state.

[0145] First, the 3R jackpot result A will be described. When the 3R jackpot result A occurs under a situation where the support mode is the low frequency support mode, the support mode after the jackpot game state ends becomes the low frequency support mode. On the other hand, when the 3R jackpot result A occurs under a situation where the support mode is the high frequency support mode, the support mode set when the limiter described later is activated and when it is not activated is different. When the limiter is activated, the support mode after the jackpot game state ends becomes the low frequency support mode, whereas when the limiter is activated, the support mode after the jackpot game state ends becomes the high frequency support mode. For this high frequency support mode, the end reference number of game times (time-shortening number of times) related to the first operating port 33 is set to 100 times, the end reference number of game times (time-shortening number of times) related to the second operating port 34 is set to 100 times, and the total number of game times related to the first operating port 33 and the second operating port 34 is set to 100 times. In other words, when the number of plays related to the first operating port 33 executed during the high-frequency support mode entered as a result of a 3R jackpot result A reaches 100, when the number of plays related to the second operating port 34 executed during the high-frequency support mode reaches 100, or when the total number of plays related to the first operating port 33 and the second operating port 34 executed during the high-frequency support mode reaches 100, the high-frequency support mode will switch to the low-frequency support mode.

[0146] Next, the 3R big win result B will be explained. When the 3R big win result B occurs under the situation where the support mode is the low frequency support mode, the support mode after the end of the big win game state becomes the high frequency support mode. For this high frequency support mode, the end reference number of times (time-shortened number of times) of the game related to the first operation port 33 is set to 7 times, the end reference number of times (time-shortened number of times) of the game related to the second operation port 34 is set to 1 time, and the total number of times of the game related to the first operation port 33 and the second operation port 34 is set to 7 times. In other words, when the number of times of the game related to the first operation port 33 executed during the high frequency support mode to which the transition is made due to the 3R big win result B becomes 7 times, when the number of times of the game related to the second operation port 34 executed during the high frequency support mode becomes 1 time, or when the total number of times of the game related to the first operation port 33 and the second operation port 34 executed during the high frequency support mode becomes 7 times, the support mode will be switched from the high frequency support mode to the low frequency support mode. On the other hand, when the 3R jackpot result B occurs under the condition that the support mode is the high frequency support mode, the support mode set when the limiter is activated is different from that set when the limiter is not activated. When the limiter is activated, the support mode after the jackpot game state ends becomes the low frequency support mode, whereas when the limiter is activated, the support mode after the jackpot game state ends becomes the high frequency support mode. For this high frequency support mode, the end reference number of game times (time-shortening number of times) related to the first actuation port 33 is set to 100 times, the end reference number of game times (time-shortening number of times) related to the second actuation port 34 is set to 100 times, and the total number of game times related to the first actuation port 33 and the second actuation port 34 is set to 100 times. In other words, when the number of plays related to the first operating port 33 executed during the high-frequency support mode entered as a result of a 3R jackpot result B reaches 100, when the number of plays related to the second operating port 34 executed during the high-frequency support mode reaches 100, or when the total number of plays related to the first operating port 33 and the second operating port 34 executed during the high-frequency support mode reaches 100, the high-frequency support mode will switch to the low-frequency support mode.

[0147] Next, the 9R jackpot result will be described. When the 9R jackpot result occurs under the situation where the support mode is the low frequency support mode, the support mode after the jackpot game state ends becomes the high frequency support mode. For this high frequency support mode, the end reference number of times (time-shortened number of times) of the game related to the first operation port 33 is set to 7 times, the end reference number of times (time-shortened number of times) of the game related to the second operation port 34 is set to 1 time, and the total number of times of the game related to the first operation port 33 and the second operation port 34 is set to 7 times. In other words, when the number of times of the game related to the first operation port 33 executed during the high frequency support mode to which the transition is made due to the 9R jackpot result becomes 7 times, when the number of times of the game related to the second operation port 34 executed during the high frequency support mode becomes 1 time, or when the total number of times of the game related to the first operation port 33 and the second operation port 34 executed during the high frequency support mode becomes 7 times, the support mode will be switched from the high frequency support mode to the low frequency support mode. On the other hand, when a 9R jackpot result occurs under the high-frequency support mode, the support mode set when the limiter is activated differs from that set when the limiter is deactivated. When the limiter is activated, the support mode after the jackpot game state ends becomes the low-frequency support mode, whereas when the limiter is activated, the support mode after the jackpot game state ends becomes the high-frequency support mode. For this high-frequency support mode, the end reference number of game times (time-shortening number of times) related to the first actuation port 33 is set to 100 times, the end reference number of game times (time-shortening number of times) related to the second actuation port 34 is set to 100 times, and the total number of game times related to the first actuation port 33 and the second actuation port 34 is set to 100 times. In other words, when the number of plays related to the first operating port 33 executed during the high-frequency support mode entered as a result of a 9R jackpot reaches 100, when the number of plays related to the second operating port 34 executed during the high-frequency support mode reaches 100, or when the total number of plays related to the first operating port 33 and the second operating port 34 executed during the high-frequency support mode reaches 100, the high-frequency support mode will switch to the low-frequency support mode.

[0148] The special win type counter C3 is for allocating the type of special win when a special win occurs, and is configured to be incremented by 1 in the range of 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). The special win type counter C3 is periodically updated, and is stored in the reserved ball storage area 114b of the RAM 114 when the game ball enters the first actuation port 33 or the second actuation port 34. More specifically, the special win type counter C3 is stored in the first actuation port reserved area Ra of the RAM 114 when the game ball enters the first actuation port 33, and is stored in the second actuation port reserved area Rb of the RAM 114 when the game ball enters the second actuation port 34.

[0149] The allocation destination of the game result for the special win type counter C3 is stored as a special win type table (second allocation information group) in the allocation table storage area of ​​the ROM 113. Here, the contents of the special win type table will be described with reference to the schematic diagram of FIG.

[0150] As the special win type table, a special win type table for the first actuation port (FIG. 16(a)) and a special win type table for the second actuation port (FIG. 16(b)) are provided. When a special win occurs based on a ball entering the first actuation port 33, the special win type table for the first actuation port is referenced, and when a special win occurs based on a ball entering the second actuation port 34, the big win type table for the second actuation port is referenced.

[0151] As shown in FIG. 16(a), in the special winning type table for the first operating port, "0" to "99" correspond to the special winning result A. That is, when a special winning is won based on a ball entering the first operating port 33, it is set to be allocated to the special winning result A with a 100% probability. When the special winning result is A, a special winning game (one round opening and closing execution mode) is executed by the second variable winning device 32B. In detail, the second variable winning device 32B is controlled to open and close in a low frequency winning mode in which a game ball that enters the second variable winning device 32B is unlikely to be allocated to the V winning area 356 (see FIG. 17(a)).

[0152] As shown in FIG. 16(b), in the special winning type table for the second operating port, "0" to "39" correspond to the special winning result B, and "40" to "99" correspond to the special winning result C. That is, when a special winning is won based on a ball entering the second operating port 34, the special winning result B is allocated with a 40% probability, and the special winning result C is allocated with a 60% probability. When the special winning result B or the special winning result C is obtained, a special winning game (one round opening and closing execution mode) is executed by the second variable winning device 32B. In detail, the second variable winning device 32B is controlled to open and close in a high frequency winning mode in which the game ball entering the second variable winning device 32B is likely to be allocated to the V winning area 356 (see FIG. 17(a)).

[0153] Here, the low frequency winning mode and the high frequency winning mode will be explained with reference to Fig. 18. Incidentally, the operation of the distribution member 358 (see Fig. 7) is the same in both the low frequency winning mode and the high frequency winning mode, so the operation of the distribution member 358 will be explained first.

[0154] As shown in FIG. 18(a), at timing t1, which is the start timing of the game related to the special win, the distribution member 358 is located at a position where it distributes the game balls that have won in the second variable winning device 32B to the discharge area 357 (loss side). Then, at timing t4, which is a waiting time of 1 sec after timing t1, the distribution member 358 moves to a position where it distributes the game balls that have won in the second variable winning device 32B to the V winning area 356. After that, it maintains that state until a distribution time of 2 sec has passed from timing t4, and returns to the above-mentioned position on the loss side at timing t5, which is the distribution time that has passed.

[0155] In this case, in the special winning game of the low frequency winning mode executed based on the special winning result A, 0.5 sec is set as the opening period of the special winning game (timing t2), and after the opening period has elapsed, the second variable winning device 32B is in the open state for 0.1 sec (timing t3). That is, in the special winning game of the low frequency winning mode, the opening time (0.1 sec) of the second variable winning device 32B is shorter than the shooting cycle of the game ball (0.6 sec), and is set to be extremely short, so that even if the second variable winning device 32B is in the open state, the game ball is unlikely to win (it is almost impossible to win). Even if the game ball wins, the opening and closing of the second variable winning device 32B is completed during the timing t1 to t4 when the distribution member 358 is located on the discharge area 357 side, so the winning game ball is distributed to the discharge area 357. In other words, the period during which the distribution member 358 is located on the V winning area 356 side and the period during which the second variable winning device 32B is in the open state do not overlap, so the game ball cannot pass through the V winning area 356.

[0156] On the other hand, in the special winning game of the high frequency winning mode executed based on the special winning result B or the special winning result C, as shown in FIG. 16(b), the opening period of the opening and closing execution mode is set to 0.5 sec (timing t12), and after the opening period has elapsed, the second variable winning device 32B is in the open state for 1.8 sec (timing t13). Therefore, in the special winning game of the high frequency winning mode, the distributing member 358 is displaced from the discharge area 357 side to the V winning area 356 side at timing t13 when the second variable winning device 32B is open. As a result, the period when the distributing member 358 is located on the V winning area 356 side and the period when the second variable winning device 32B is in the open state overlap, and the period is 1.3 sec. Since the launch cycle of the game balls is 0.6 seconds, approximately two game balls can be made to win in the second variable winning device 32B during that period, so it is almost certain that one or more game balls will pass through the V winning area 356.

[0157] In addition, in the special winning game of the high frequency winning mode, the period (0.5 sec) from when the second variable winning device 32B is opened to when the distribution member 358 starts to move toward the V winning area 356 is shorter than the product of the game ball launch cycle and the upper limit number of winning balls (10 balls) in the open / close execution mode. Therefore, it is avoided that the number of winning balls in the second variable winning device 32B reaches the upper limit number of winning balls and the special winning game ends before the distribution member 358 moves toward the V winning area 356 after the second variable winning device 32B is opened (the special winning game ends without being distributed to the V winning area 356).

[0158] Here, regardless of the special winning result A to C, the manner of opening and closing control of the second variable winning device 32B during the winning game is the same, but the allocation result of the special winning type affects the allocation result of the jackpot type when a V jackpot occurs. That is, when a game ball that has won the second variable winning device 32B in a special winning game flows into the V winning area 356 and a V winning occurs, the type of the V jackpot is allocated according to the type of the special winning game being executed at that time. This allocation is performed using a jackpot type table (third allocation information group) for the V jackpot stored in the allocation table storage area of ​​the ROM 113.

[0159] As shown in FIG. 17(b), in the jackpot type table for the V jackpot, the 3RV jackpot result, the 5RV jackpot result, and the 10RV jackpot result are set as the types of jackpot results. In the jackpot type table for the V jackpot, the type of the V winning flag described later and the type of the V jackpot result are associated with each other. In other words, the type of the V jackpot result is determined by the type of the special win result that triggered the V jackpot. Specifically, if the special win game being executed when the V win occurs is triggered by the special win result A, it is assigned to the 3RV jackpot result, if the special win game being executed when the V win occurs is triggered by the special win result B, it is assigned to the 5RV jackpot result, and if the special win game being executed when the V win occurs is triggered by the special win result C, it is assigned to the 10RV jackpot result. In the case of a 3RV jackpot result, a 3RV flag is stored in the various flag storage area 114e of the RAM 114, in the case of a 5RV jackpot result, a 5RV flag is stored in the various flag storage area 114e of the RAM 114, and in the case of a 10RV jackpot result, a 10RV flag is stored in the various flag storage area 114e of the RAM 114.

[0160] In this embodiment, the support mode after the V jackpot gaming state ends differs depending on the gaming state when the special winning result is obtained. Here, the relationship between each V jackpot result and the support mode after the jackpot gaming state ends will be supplemented.

[0161] First, the 3RV jackpot result will be described. When the special win result A is the trigger under the condition that the support mode is the low frequency support mode, the support mode after the end of the V jackpot gaming state (hereinafter also referred to as the jackpot gaming state) becomes the low frequency support mode. On the other hand, when the special win result A is the trigger under the condition that the support mode is the high frequency support mode, the support mode set when the limiter described later is activated and when it is not activated is different. When the limiter is activated, the support mode after the end of the V jackpot gaming state becomes the low frequency support mode, whereas when the limiter is activated, the support mode after the end of the V jackpot gaming state becomes the high frequency support mode. For this high frequency support mode, the end reference number of times (time-shortening number of times) of the game times related to the first operating port 33 is set to 100 times, the end reference number of times (time-shortening number of times) of the game times related to the second operating port 34 is set to 100 times, and the total number of times of the game times related to the first operating port 33 and the second operating port 34 is set to 100 times. In other words, if the number of plays related to the first operating port 33 executed during the high-frequency support mode entered as a result of a 3RV jackpot reaches 100, if the number of plays related to the second operating port 34 executed during the high-frequency support mode reaches 100, or if the total number of plays related to the first operating port 33 and the second operating port 34 executed during the high-frequency support mode reaches 100, the high-frequency support mode will switch to the low-frequency support mode.

[0162] Next, the 5RV big win result will be explained. In the case where the special win result B is the trigger under the situation where the support mode is the low frequency support mode, the support mode after the end of the V big win game state becomes the high frequency support mode. For this high frequency support mode, the end reference number of times (time shortening number of times) of the game times related to the first operation port 33 is set to 7 times, the end reference number of times (time shortening number of times) of the game times related to the second operation port 34 is set to 1 time, and the total number of times of the game times related to the first operation port 33 and the second operation port 34 is set to 7 times. In other words, when the number of times of the game times related to the first operation port 33 executed during the high frequency support mode to which the transition is made due to the 5RV big win result becomes 7 times, when the number of times of the game times related to the second operation port 34 executed during the high frequency support mode becomes 1 time, or when the total number of times of the game times related to the first operation port 33 and the second operation port 34 executed during the high frequency support mode becomes 7 times, the support mode will be switched from the high frequency support mode to the low frequency support mode. On the other hand, when the special winning result B occurs under the condition that the support mode is the high frequency support mode, the support mode set when the limiter is activated is different from that when the limiter is not activated. When the limiter is activated, the support mode after the V jackpot game state ends becomes the low frequency support mode, whereas when the limiter is activated, the support mode after the V jackpot game state ends becomes the high frequency support mode. For this high frequency support mode, the end reference number of game times (time-shortening number of times) related to the first actuation port 33 is set to 100 times, the end reference number of game times (time-shortening number of times) related to the second actuation port 34 is set to 100 times, and the total number of game times related to the first actuation port 33 and the second actuation port 34 is set to 100 times. In other words, if the number of plays related to the first operating port 33 executed during the high-frequency support mode entered as a result of special hit result B reaches 100, if the number of plays related to the second operating port 34 executed during the high-frequency support mode reaches 100, or if the total number of plays related to the first operating port 33 and the second operating port 34 executed during the high-frequency support mode reaches 100, the high-frequency support mode will switch to the low-frequency support mode.

[0163] Next, the 10RV big win result will be explained. When the special win result C occurs under the circumstances where the support mode is the low frequency support mode, the support mode after the end of the V big win game state becomes the high frequency support mode. For this high frequency support mode, the end reference number of times (time-shortened number of times) of the game related to the first operation port 33 is set to 7 times, the end reference number of times (time-shortened number of times) of the game related to the second operation port 34 is set to 1 time, and the total number of times of the game related to the first operation port 33 and the second operation port 34 is set to 7 times. In other words, when the number of times of the game related to the first operation port 33 executed during the high frequency support mode triggered by the 10RV big win result becomes 7 times, when the number of times of the game related to the second operation port 34 executed during the high frequency support mode becomes 1 time, or when the total number of times of the game related to the first operation port 33 and the second operation port 34 executed during the high frequency support mode becomes 7 times, the support mode will be switched from the high frequency support mode to the low frequency support mode. On the other hand, when the special winning result C occurs under the condition that the support mode is the high frequency support mode, the support mode set when the limiter is activated is different from that when the limiter is not activated. When the limiter is activated, the support mode after the V jackpot game state ends becomes the low frequency support mode, whereas when the limiter is activated, the support mode after the V jackpot game state ends becomes the high frequency support mode. For this high frequency support mode, the end reference number of game times (time-shortening number of times) related to the first actuation port 33 is set to 100 times, the end reference number of game times (time-shortening number of times) related to the second actuation port 34 is set to 100 times, and the total number of game times related to the first actuation port 33 and the second actuation port 34 is set to 100 times. In other words, if the number of plays related to the first operating port 33 executed during the high-frequency support mode entered as a result of special winning result C reaches 100, if the number of plays related to the second operating port 34 executed during the high-frequency support mode reaches 100, or if the total number of plays related to the first operating port 33 and the second operating port 34 executed during the high-frequency support mode reaches 100, the high-frequency support mode will switch to the low-frequency support mode.

[0164] In MPU 112, the stop results in the first actuation port display section AS and the second actuation port display section BS are determined using the value of the winning random number counter C1, the jackpot type counter C2 and the special win type counter C3 stored in the execution area AE, and the stop result table memory area of ​​ROM 113 is used in this determination.

[0165] The variation type counter CS is configured to be incremented by 1 in the range of, for example, 0 to 198, and to return to 0 after reaching the maximum value (i.e., 198). The variation type counter CS is used in determining the variation display time and the fixed display time in the first actuation port display section AS and the second actuation port display section BS of the actuation port display section 43, and the variation display time of the pattern in the pattern display device 41, in the MPU 112. The variation type counter CS is updated once each time the normal processing described below is executed once, and is also repeatedly updated during the remaining time in the normal processing. The variation type counter CS is stored in the reserved ball storage area 114b of the RAM 114 at the timing when a game ball enters the first actuation port 33 or the second actuation port 34. More specifically, when a game ball enters the first actuation port 33, it is stored in the holding area Ra for the first actuation port of RAM 114, and when a game ball enters the second actuation port 34, it is stored in the holding area Rb for the second actuation port of RAM 114.

[0166] In the MPU 112, the variable display time in the first operating port display section AS and the second operating port display section BS is determined using the value of the variable type counter CS stored in the execution area AE, and the variable display time table memory area 113c of the ROM 113 is used in this determination.

[0167] The opening random number counter C4 is configured to be incremented by 1 in the range of, for example, 0 to 199, and to return to 0 after reaching the maximum value (i.e., 199). The opening random number counter C4 is periodically updated, and is stored in the electric role reserve area 114c of the RAM 114 at the timing when the game ball enters the through gate 35. The value of the random number that becomes a win (opening result) in this lottery is stored as a through gate win / loss table in the win / loss table storage area 113a of the ROM 113. As the through gate win / loss table, a table for the low frequency support mode and a table for the high frequency support mode are provided. When the support mode is the low frequency support mode, the through gate win / loss table for the low frequency support mode is referenced, and when the support mode is the high frequency support mode, the through gate win / loss table for the high frequency support mode is referenced.

[0168] In the through-gate winning / losing table for the low-frequency support mode, the value of the random number corresponding to the opening result is one, "7," and the lottery result is a losing result (result in the electric device 34a not opening) for any value of the random number other than the opening result. In other words, the probability of an opening result is 1 / 200, and in the low-frequency support mode, it is set so that the majority of these results are losing results. Then, when the result of the normal winning / losing lottery in the low-frequency support mode is an opening result, the device opening / closing game of the electric device 34a is executed in the opening / closing mode for the low-frequency support mode.

[0169] In the low-frequency support mode role-opening / closing game, the electric role 34a is controlled to open and close once from the start to the end of the role-opening / closing game. In this case, the opening time is set to 0.2 sec. This opening time is shorter than the game ball launch cycle (0.6 sec), and is set to be extremely short, so that even if the electric role 34a is in the open state, it is difficult to win (it is almost impossible to win). Therefore, in the low-frequency support mode, even if the lottery results in an open result, there is almost no winning at the second operating port 34, and the player is not actually able to participate in the winning / losing lottery based on the winning at the second operating port 34.

[0170] In addition, the manner of opening and closing the reels for the low frequency support mode is not limited to the above, and if there is almost no chance of winning at the second operating port 34, the opening and closing control of the electric reels 34a may be performed multiple times, and the opening time may be set to a time other than 0.2 sec.

[0171] In the through-gate win / loss table for the high-frequency support mode, the random number values ​​corresponding to the opening results are 190, ranging from "0" to "189," and the random number values ​​other than the opening results are configured to result in a losing lottery result (result in the electric device 34a not opening). That is, the probability of an opening result is 190 / 200, and in the high-frequency support mode, the majority of these are set to result in an opening result. Then, when the lottery result in the high-frequency support mode results in an opening result, the electric device 34a is opened and closed in the opening and closing mode for the high-frequency support mode.

[0172] The opening time of the device opening / closing game for the high frequency support mode is longer than the shooting cycle of the game balls (0.6 sec) compared to the device opening / closing game for the low frequency support mode. In detail, the opening time is differentiated so as to be sufficiently longer than the shooting cycle of the game balls (0.6 sec) in order to make it easier to accumulate reserved balls related to the second operating port 34 and to make it easier to receive prize balls based on balls entering the second operating port 34.

[0173] <Regarding various processes executed by the main control device 81> Next, a description will be given of timer interrupt processing and normal processing executed by the MPU 112 in the main control device 81 to progress the game. In addition to timer interrupt processing and normal processing, the MPU 112 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power failure signal to the NMI terminal (non-maskable terminal), but a description of these processes will be omitted.

[0174] <Timer interrupt processing> First, the timer interrupt process will be described with reference to the flowchart of Fig. 19. This process is started by the MPU 112 periodically (for example, every 2 msec).

[0175] In step S101, a reading process of various detection sensors is executed. In the reading process, the state of the various detection sensors 31a, 33a, 34c, 35a, 325, 361-363 is read, and the state of the various detection sensors 31a, 33a, 34c, 35a, 325, 361-363 is judged and the detection information is stored. In addition, when the winning of a game ball is detected by the various detection sensors 31a, 33a, 34c, 325, 361 corresponding to the generation of a prize ball, a prize ball command for issuing a prize ball payout instruction to the payout control device 97 is set. For example, when the winning of the first variable winning device 32A is detected by the first large winning port detection sensor 325, a prize ball command for instructing the corresponding number of prize balls, 15, is set. In the following step S102, the random number initial value counter CINI is updated.

[0176] In the next step S103, the winning random number counter C1, the big win type counter C2, the special winning type counter C3, and the open random number counter C4 are updated. Specifically, the winning random number counter C1, the big win type counter C2, the special winning type counter C3, and the open random number counter C4 are each incremented by 1, and when their counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of each counter C1, C2, C3, and C4 are stored in the corresponding buffer area of ​​the RAM 114.

[0177] In the following step S104, a winning process for through is executed in association with a winning at the through gate 35. In the winning process for through, if a winning at the through gate 35 has occurred, the value of the open random number counter C4 updated in the step S103 is stored in the electric role holding area 114c on the condition that the number of reserved roles stored in the electric role holding area 114c is less than the upper limit number (for example, "4"). In addition, a process is executed for the notification / performance control device 82 to light up the third reserved light emitting unit 47 corresponding to the number of reserved roles.

[0178] In the next step S105, a prize-winning process for the operating port is executed. Here, the prize-winning process for the operating port will be described with reference to the flowchart of FIG.

[0179] In the winning process for the actuation port, first, in step S201, it is determined whether or not a game ball has won (start winning) in the first actuation port 33 based on the detection state of the winning sensor 33a for the first actuation port. If it is determined that a game ball has won in the first actuation port 33, in step S202, a prize ball command for paying out four game balls is set in the payout control device 97. In the following step S203, it is determined whether or not the first start reserved memory number RaN stored in the reserved ball storage area 114b is less than the maximum number that can be stored (1) (whether or not it is 0). When reserved information is stored in the first actuation port reserved area Ra based on the winning in the first actuation port 33, 1 is added to the first start reserved memory number RaN, and when a game round of the first special chart is started, 1 is subtracted.

[0180] If it is less than the maximum number, i.e., 0, in step S204, a process is executed to add 1 to the first start hold memory number RaN. After that, in step S205, an information acquisition process is executed to store the values ​​of the winning random number counter C1, the big win type counter C2, the special winning type counter C3, and the variable type counter CS in the first actuation port holding area Ra. In the following step S206, a pre-confirmation process for the first actuation port is executed. Details will be described later, but in this pre-confirmation process, a pre-confirmation of the big win, etc. is performed for the hold acquired this time.

[0181] After that, in step S207, the setting process of the first reserved command is executed. In this process, information that a winning has occurred in the first actuation port 33 is output to the notification / performance control device 82, and information on the game round (information on the game result, information on the variable display time, etc.) regarding the reserved information acquired based on the winning of this time in the first actuation port 33 is output to the notification / performance control device 82.

[0182] In this embodiment, when the upper limit number (four) of reserved information is stored in the first actuation port reserved area Ra, no reserved information is acquired even if a winning occurs in the first actuation port 33, and therefore the first reserved command is not output even if a winning occurs in the first actuation port 33 in this situation. The same applies to the second reserved command described later.

[0183] When either step S201 or step S203 is negative, or after the process of step S207 is executed, the process proceeds to step S208. In step S208, whether or not the game ball has entered the second operating port 34 (start entry) is determined based on the detection state of the second operating port entry sensor 34c. When it is determined that the game ball has entered the second operating port 34, a prize ball command for paying out one game ball is set in the payout control device 97 in step S209. In the following step S210, it is determined whether or not the second start reserved memory number RbN stored in the reserved ball storage area 114b is less than the maximum number (1) that can be stored (whether or not it is 0). When reserved information is stored in the second operating port reserved area Rb based on the entry into the second operating port 34, 1 is added to the second start reserved memory number RbN, and when the game of the second special chart is started, 1 is subtracted.

[0184] If it is less than the maximum number, i.e., 0, in step S211, a process is executed to add 1 to the second start hold memory number RbN. After that, in step S212, an information acquisition process is executed to store the values ​​of the winning random number counter C1, the big win type counter C2, the special winning type counter C3, and the variable type counter CS in the second operation port holding area Rb. In the following step S213, a pre-confirmation process for the second operation port is executed. Details will be described later, but in this pre-confirmation process, a pre-confirmation of a big win, etc. is performed for the hold acquired this time.

[0185] In the next step S214, a process for setting a second reserved command is executed. In this process, information that a winning has occurred in the second actuation port 34 is output to the notification / performance control device 82, and information on the number of games (information on the game result, information on the variable display time, etc.) for the reserved information acquired based on the current winning in the second actuation port 34 is output to the notification / performance control device 82. If a negative judgment is made in either step S208 or step S210, or after the process of step S214 is executed, the winning process for this actuation port is terminated.

[0186] The winning ball commands set in steps S202 and S209 are sent to the payout control device 97 in the external output process of the normal process described below. The reserved commands set in steps S207 and S214 are also sent to the notification / performance control device 82 in the external output process of the normal process. These reserved commands include information on which of the first and second operating ports 33 and 34 the winning is based on, and by receiving the reserved command, the notification / performance control device 82 causes the display control device 212 to perform variable display of each of the pattern columns Z1 to Z3 on the pattern display device 41 side and display settings for the reduced pattern display area provided in the corner of the display screen G.

[0187] Returning to the explanation of the timer interruption process in Fig. 19, after executing the winning process for the operation port in step S105, in step S106, the V winning process for detecting the occurrence of the V winning is executed, and then this timer interruption process is terminated. The V winning process will be described in detail later.

[0188] <Normal processing> Next, the flow of normal processing will be described with reference to the flowchart in Fig. 21. Normal processing is processing that starts after main processing that is started when the power is turned on is executed, and in normal processing, main processing of the game is executed. In summary, the processing of steps S301 to S308 is executed as regular processing with a cycle of 4 msec, and the counter update processing of steps S311 and S312 is executed in the remaining time.

[0189] In normal processing, first, an external signal output process is executed in step S301. In the external signal output process in step S301, output data such as commands set in the timer interrupt process or the previous normal process is sent to each control device on the sub side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 97. In addition, if a performance command is set, it is sent to the notification / performance control device 82.

[0190] Next, in step S302, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of ​​the RAM 114.

[0191] In the next step S303, a game round control process is executed to progress the game rounds related to each operating port 33, 34. In this game round control process, a win / loss determination such as a jackpot, a distribution determination of the jackpot type, and a distribution determination of the special win type are performed, and the setting of the variable display of the pattern by the pattern display device 41, the setting of the variable display in the operating port display unit 43, etc. are performed.

[0192] After executing the game number control process in step S303, the process proceeds to step S304, where a process for shifting the game state to a special win game state (special win game state shift process) is executed. In the following step S305, a process for shifting the game state to a big win game state (big win game state shift process) is executed.

[0193] Next, in step S306, an electric role support process is executed to drive and control the electric role 34a provided in the second operating port 34. In the following step S307, a V distribution setting process is executed to drive and control the distribution member 358 provided in the second variable winning device 32B.

[0194] The game play control process in step S303, the transition process to the special win game state in step S304, the transition process to the big win game state in step S305, the electric role support process in step S306, and the V distribution setting process in step S307 will be described in detail later.

[0195] After executing the V distribution setting process in step S307, the game ball launch control process is executed in step S308. In the game ball launch control process, the solenoid of the game ball launch mechanism 53 is excited once every predetermined period (for example, 0.6 sec) on the condition that a launch permission signal is input from the power supply / launch control device 98. This causes the game ball to be launched toward the play area PE.

[0196] In the next step S309, it is determined whether or not a power outage flag is set in the RAM 114. The power outage flag is set when the occurrence of a power outage is confirmed in the power outage monitoring board 115 and a power outage signal is input from the power outage monitoring board 115 to the NMI terminal of the MPU 112, and is cleared in the next main processing.

[0197] If the power failure flag is not set, the last of the multiple processes that are repeatedly executed is completed, so in step S310, it is determined whether the execution timing of the next normal process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, within the remaining time until the execution timing of the next normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.

[0198] That is, in step S311, 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. The updated value of the random number initial value counter CINI is then stored in a corresponding area of ​​RAM 114. Also, in step S312, 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, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in a corresponding area of ​​RAM 114.

[0199] Here, since the execution time of each process of steps S301 to S308 changes according to the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly executing the update of the random number initial value counter CINI using the remaining time, the random number initial value counter CINI (i.e., the initial value of the winning random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.

[0200] On the other hand, if it is determined in step S309 that the power failure flag is set, this means that a power interruption has occurred, and so power failure processing from step S313 onwards is executed. That is, in step S313, the occurrence of timer interrupt processing is prohibited, and then in step S314, a RAM judgment value is calculated and stored, and after prohibiting access to RAM 114 in step S315, an infinite loop is continued until the power is completely cut off and processing can no longer be executed.

[0201] <Game Play Control Processing> Next, the game play control process in step S303 will be described with reference to the flowchart of FIG.

[0202] In the game play control process, first, in step S401, it is determined whether or not a jackpot game or a special jackpot game is being played. Specifically, it is determined whether or not various jackpot flags and various special jackpot flags are stored (stored) in the various flag storage area 114e of the RAM 114. The jackpot flag is a flag indicating that a jackpot game is being played, and is stored when the game state is transitioned to a jackpot game state in a transition process to a jackpot game state described later, and is erased when the jackpot game state is terminated in the transition process. The special jackpot flag is a flag indicating that a special jackpot game is being played, and is stored when the game state is transitioned to a special jackpot game state in a transition process to a special jackpot game state described later, and is erased when the special jackpot game state is terminated in the transition process.

[0203] When a big win game or a special win game is being played, the special game play control process is terminated without performing any of the processes after step S402, that is, the game play start process in step S404 to step S406, the game play progress process in step S408, and the game play end process in step S409. In other words, when a big win game or a special win game is being played, the game play related to the operation port 33, 34 will not be started regardless of whether or not a prize has been won in the operation port 33, 34.

[0204] If a big win game or a special win game is not being executed, in step S402, it is determined whether or not the actuation port display unit 43 is displaying a change. Specifically, it is determined whether or not either the first actuation port display unit AS or the second actuation port display unit BS is displaying a change. This determination is made by determining whether or not a change display flag is stored in the various flags storage area 114e of the RAM 114. The change display flag is stored when a change display is started for either the first actuation port display unit AS or the second actuation port display unit BS, and is erased when the change display ends.

[0205] If the actuation port display unit 43 is not displaying a variable, the process proceeds to step S403. In step S403, it is determined whether or not the final display in the actuation port display unit 43 has ended. In other words, after the variable display ends, the result display is executed for a predetermined period of time, and in this step, it is determined whether or not this final display has ended.

[0206] If the confirmation display has ended, the process proceeds to the game round start process of steps S404 to S406. In the game round start process, first in step S404, it is determined whether the common hold number CRN, which is the sum of the start hold memory numbers of the first actuation port display unit AS and the second actuation port display unit BS, is "0". When the common hold number CRN is "0", this means that the start hold memory numbers RaN, RbN are "0" for both the first actuation port 33 and the second actuation port 34. Therefore, this game round control process is terminated as it is.

[0207] If the common reserve number CRN is not "0", in step S405, a data setting process is executed to set the data stored in the reserve area Ra for the first actuation port or the reserve area Rb for the second actuation port for variable display, and in step S406, a variable start process is executed to start the variable display in the actuation port display unit 43 and the variable display in the pattern display device 41, and then this game round control process is terminated.

[0208] The data setting process in step S405 and the fluctuation start process in step S406 will now be described in detail. First, the data setting process will be described with reference to the flowchart in FIG.

[0209] <Data setting process> In the data setting process, first in step S501, it is determined whether the second start pending memory count RbN reserved and stored in the second actuation port reservation area Rb is 0. If the second start pending memory count RbN is 0, data setting processes for the first actuation port display unit AS in steps S502 to S506 are executed, and if the second start pending memory count RbN is not 0, data setting processes for the second actuation port display unit BS in steps S507 to S512 are executed.

[0210] Here, as already explained, the data setting process is executed when the common hold number CRN is 1 or more. In this case, the data setting process judges whether the second start hold memory number RbN is "0" or not, and if it is not "0", that is, if hold information for variable display is stored for the second actuation port display unit BS, the data stored in the second actuation port hold area Rb is set as for variable display, regardless of whether the first start hold memory number RaN is 1 or more. As a result, when hold information is stored in both the first actuation port hold area Ra and the second actuation port hold area Rb, the hold information stored in the second actuation port hold area Rb corresponding to the second actuation port 34 is given priority.

[0211] In the data setting process for the first actuation port display section AS, first in step S502, the first start pending memory number RaN in the first actuation port reserve area Ra is decremented by 1. In the following step S503, the common reserve number CRN is decremented by 1. After that, in step S504, the data stored in the first area Ra1 of the first actuation port reserve area Ra is moved to the execution area AE.

[0212] Then, in step S505, a process is executed to shift the data stored in the memory area of ​​the first operating port reserve area Ra. This data shift process shifts the data stored in the first area Ra1 to the fourth area Ra4 to the lower area in order, clearing the data in the first area Ra1 and shifting the data in each area from the second area Ra2 to the first area Ra1, the third area Ra3 to the second area Ra2, the fourth area Ra4 to the third area Ra3, and so on.

[0213] In the next step S506, a shift command (shift occurrence information) for the first actuation port is set, which is information for making the notification / performance control device 82, which is the sub-side control device, recognize that a data shift of the hold area RE has been performed. In this case, a shift command for the first actuation port including information that the hold area RE that is the target of the current data shift corresponds to the hold area Ra for the first actuation port, i.e., information that it corresponds to the first actuation port 33, is selected from the command information storage area of ​​the ROM 113, and the selected shift command for the first actuation port is set as a command to be transmitted to the notification / performance control device 82. Thereafter, this data setting process is terminated.

[0214] The first operation port shift command set in step S506 is sent to the notification / performance control device 82 by external output processing in normal processing (FIG. 21). The notification / performance control device 82 executes processing to change the display in the first reserved display area Ga of the pattern display device 41 in response to the reduction in the number of reserved items, based on the received first operation port shift command.

[0215] In the data setting process for the second actuation port display section BS, first in step S507, the second start pending memory number RbN in the second actuation port reserve area Rb is decremented by 1. In the following step S508, the common reserve number CRN is decremented by 1. After that, in step S509, the data stored in the first area Rb1 of the second actuation port reserve area Rb is moved to the execution area AE.

[0216] Then, in step S510, a process is executed to shift the data stored in the memory area of ​​the second operating port reserve area Rb. This data shift process shifts the data stored in the first area Rb1 to the fourth area Rb4 in order to the lower area side, and the data in the first area Rb1 is cleared, and the data in each area is shifted from the second area Rb2 to the first area Rb1, from the third area Rb3 to the second area Rb2, and from the fourth area Rb4 to the third area Rb3, and so on.

[0217] In the next step S511, a flag for the second operating port is set (stored) in a flag storage area for the second operating port display (information storage means for the second operating port display) provided in the various flag storage area 114e of the RAM 114. The flag for the second operating port is information for identifying that the start of the current variable display is a variable display on the second operating port display unit BS side, in other words, a flag indicating that the game round of the second special chart is being executed. The stored flag for the second operating port is erased when the game round of the second special chart ends.

[0218] In the next step S512, a shift command for the second actuation port (shift occurrence information) is set, which is information for making the notification / performance control device 82, which is the sub-side control device, recognize that a shift of data in the hold area RE has been performed. In this case, a shift command for the second actuation port is selected from the command information storage area of ​​the ROM 113, which includes information that the hold area RE that is the target of the current data shift corresponds to the hold area Rb for the second actuation port, i.e., information that it corresponds to the second actuation port 34, and the selected shift command for the second actuation port is set as a command to be transmitted to the notification / performance control device 82. Thereafter, this data setting process is terminated.

[0219] The second operation port shift command set in step S512 is sent to the notification / performance control device 82 by the external output process in the normal process (FIG. 21). The notification / performance control device 82 executes a process for changing the display in the second reserved light emitting portion 46 of the variable display unit 36 ​​and the display in the second reserved display area Gb of the pattern display device 41 in response to the reduction in the number of reserved items, based on the received second operation port shift command.

[0220] Next, the fluctuation start process will be described with reference to the flowchart in FIG.

[0221] <Change start processing> In the fluctuation start process, first, in step S601, it is determined whether or not a flag for the second operating port is stored in the various flags storage area 114e of the RAM 114.

[0222] If the flag for the second operating port is not stored, a hit / miss determination is made in step S602 by referring to the hit / miss table for the first operating port (see FIG. 13(a)), and if the flag for the second operating port is stored, a hit / miss determination is made in step S603 by referring to the hit / miss table for the second operating port (see FIG. 13(b)). After execution of step S602 or step S603, a determination is made in step S604 as to whether the result of each of the hit / miss determinations above is a jackpot result.

[0223] If a jackpot has been won, in step S605, it is determined whether or not a flag for the second operating port is stored in the various flags storage area 114e of the RAM 114. If the flag for the second operating port is not stored, in step S606, the jackpot type allocation determination is made by referring to the jackpot type table for the first operating port (see FIG. 14(a)). On the other hand, if the flag for the second operating port is stored, in step S607, the jackpot type allocation determination is made by referring to the jackpot type table for the second operating port (see FIG. 14(b)).

[0224] After step S606 or step S607 is executed, in step S608, a process for setting a stop result for a jackpot according to the allocation result is executed. This process sets a stop result for a jackpot for the pattern in the operation port display unit 43. If the jackpot type is allocated to the 3R jackpot result A as a result of the allocation determination in step S606, a stop result for the 3R jackpot result A is set, if the jackpot type is allocated to the 3R jackpot result B, a stop result for the 3R jackpot result B (a stop result different from the stop result for the 3R jackpot result A) is set, and if the jackpot type is allocated to the 9R jackpot result, a stop result for the 9R jackpot result (a stop result different from the stop results for the 3R jackpot results A and B) is set. In this way, the stop result of the pattern in the operation port display unit 43 is set based on the allocation result of the jackpot type, and substantially corresponds to the value of the jackpot type counter C2. In this sense, the big win type counter C2 can be said to be a big win pattern counter for drawing the stopping result of the patterns in the operation port display portion 43 by lottery.

[0225] The stop result of the pattern in the actuation port display section 43 may be selected based on the value of the jackpot type counter C2. In this case, the stop result of the pattern corresponds to the allocation result of the jackpot type. The stop result of the pattern may be configured so that one type of stop result corresponds to one jackpot type, or multiple types of stop results correspond to one jackpot type. The stop pattern in the first actuation port display section AS and the stop picture in the second actuation port display section BS may be shared.

[0226] After step S608 is executed, in step S609, various jackpot flags are set in the various flag storage area 114e of the RAM 114 as information for identifying the current jackpot type. Specifically, one of the 3R flag A, 3R flag B, and 9R flag is set to correspond to the 3R jackpot result A, 3R jackpot result B, and 9R jackpot result, respectively.

[0227] On the other hand, if a negative judgment is made in step S604 (judged that a big win has not occurred), in step S610, it is judged whether or not the result of the win / loss judgment in step S602 or step S603 is a special win result. If it is a special win result, in step S611, it is judged whether or not a flag for the second actuation port is stored in the various flag storage area 114e of the RAM 114. If the flag for the second actuation port is not stored, in step S612, the allocation judgment of the special win type is made by referring to the special win type table for the first actuation port (see FIG. 16(a)). On the other hand, if the flag for the second actuation port is stored, in step S613, the allocation judgment of the special win type is made by referring to the special win type table for the second actuation port (see FIG. 16(b)).

[0228] After execution of step S612 or step S613, in step S614, a process for setting a stop result for a special win according to the allocation result is executed. This step is for setting a stop result for a special win for the pattern in the operating port display unit 43, and if the special win type is allocated to special win result A as a result of the allocation determination in step S612, the stop result for special win result A is set. Also, if the special win type is allocated to special win result B in step S613, the stop result for special win result B is set, and if the special win type is allocated to special win result C, the stop result for special win result C is set.

[0229] In addition, the number of types of stop results for one special winning type and the fact that the stop patterns in the display unit AS for the first operating port and the stop patterns in the display unit BS for the second operating port may be shared are the same as in the case of the stop results for a big win.

[0230] After execution of step S614, in step S615, various special win flags are set as information for identifying the current special win type in the various flag storage area 114e of the RAM 114. Specifically, any one of the special win A flag, special win B flag, and special win C flag is set as a flag corresponding to the special win result A, the special win result B, and the special win result C, respectively.

[0231] If a negative determination is made in step S610 (determined that a special win has not occurred), a stop result corresponding to a miss result is set as the stop result in the operation port display unit 43 in step S616.

[0232] After step S609, step S615 or step S616 is executed, the process proceeds to step S617, where a variable display time setting process is executed. In the variable display time setting process, the variable display time of the patterns on the operation port display parts AS and BS and the pattern on the pattern display device 41 is set by referring to one of the variable display time tables provided according to the result of the winning / losing lottery, the number of reserved balls, and various conditions of the game state.

[0233] After executing the variable display time setting process in step S617, in step S618, the variable start command and the type command are set as commands to be sent to the notification / performance control device 82. The variable start command includes information on the variable display time (including the presence or absence of reach display). In addition, the type command includes information on the big win type and the special win type (and / or the big win pattern and the special win pattern on the operation port display unit 43).

[0234] Here, the term "reach display" (reach state) refers to a display state for making a player believe that the game machine is in a variable display state that is likely to result in the special display result after the variable display has started (or is variable displayed) on the pattern display device 41 and before the stop display result is derived and displayed, in a game machine that is equipped with a pattern display device 41 capable of performing a variable display (or a variable display) of patterns (pictures), and in which the stop display result after the variable display is a special display result (jackpot stop result or special win stop result) in a game round in which the game machine is in an open / close execution mode (jackpot game state or special win game state).

[0235] In other words, it is a display state in which the patterns of some of the multiple pattern rows displayed on the display screen G of the pattern display device 41 are stopped to display a combination of reach patterns that may result in a winning pattern combination corresponding to the occurrence of a jackpot game state or a special win game state, and in that state, the patterns of the remaining pattern rows are displayed in a variable manner.

[0236] More specifically, as a preliminary step to terminating the display of changing patterns, a reach line is formed by displaying a combination of reach patterns which may result in a winning combination corresponding to the occurrence of an open / close execution mode on a preset effective line within the display screen of the pattern display device 41, and while the reach line is formed, the changing display of the patterns is performed using a final stopped pattern sequence.

[0237] More specifically, a reach line is formed by stopping and displaying the main symbols with the same numbers on any of the pay lines L1 to L5 (see FIG. 10). Then, when the variable display of the middle symbol column Z2 switches from a high-speed variable display to a low-speed variable display and a big win game state occurs, the variable display of the symbols in the middle symbol column Z2 is terminated by stopping and displaying the main symbols with the same numbers as the main symbols forming the reach line on the reach line. Also, when a special win game state occurs in a specific state, the variable display of the symbols in the middle symbol column Z2 is terminated by stopping and displaying the main symbols with the same numbers as the main symbols forming the reach line on the reach line.

[0238] The reach display includes a reach effect by displaying a variable display of the remaining symbol rows while displaying a predetermined character or the like as a moving image on the background screen while displaying the reach effect in the above-mentioned state of displaying a reach symbol combination, and a reach effect by displaying a predetermined character or the like as a moving image on substantially the entire display screen G after reducing or hiding the reach symbol combination. In addition, when the reach display is being performed or before the reach display, a random number counter for the effect may be used to determine whether or not to perform a notice display using a predetermined image such as a predetermined character.

[0239] Then, in step S621, the display section corresponding to the current special game round among the first operation port display section AS and the second operation port display section BS starts displaying the variation of the pattern. In this case, if the flag for the second operation port is not stored in the RAM 114, the result display section corresponding to the current special game round is identified as the first operation port display section AS, and if the flag for the second operation port is stored, the result display section corresponding to the current special game round is identified as the second operation port display section BS. Then, this variation start process ends.

[0240] Returning to the explanation of the special game number control process in Fig. 22, if a negative judgment is made in step S402 (judging that the variable display is in progress) or if a negative judgment is made in step S403 (judging that the final display has not ended), the process proceeds to step S407, and the game number progress process of steps S407 and S408 is executed. In the game number progress process, first, in step S407, it is judged whether or not the variable display time of the current special game number has elapsed.

[0241] If the variable display time has not elapsed, a variable display process is executed in step S408. In the variable display process, the display control of the result display section (light emission control of each display segment) is performed so that each display segment in the result display section related to the current special game round is turned on and off in a predetermined order, and the game round control process is terminated.

[0242] If the variable display time has elapsed, a process for final display (process for ending a game round) is executed in step S409. The process for final display is for final displaying the image on the operating port display unit 43 with the stop result set in the process of step S608, step S614, or step S616. Here, the process for final display will be described with reference to the flowchart of FIG.

[0243] In the confirmation display process, first, in step S701, it is determined whether or not the operation port display unit 43 is displaying a confirmed pattern (stop result). If it is determined that the confirmed pattern is not being displayed, in step S702, a process for setting the confirmed display time is executed. In this step, the confirmed display time specified for each game state is set in the confirmed display time counter area provided in the various counter areas 114d of the RAM 114. The value of the confirmed display time information set here is decremented by 1 each time the timer interrupt process (FIG. 19) is started.

[0244] In the next step S703, a process for starting the confirmation display is executed, that is, a process for stopping the image displayed variably on the actuation port display unit 43. In this case, the actuation port display unit 43 is displayed and controlled so that the state of the stopped display of the image becomes the set stop result based on the stop result setting process of step S608, step S614 or step S616 in FIG.

[0245] In the next step S704, a variation end command is set, and then this final display processing is terminated. The variation end command includes information on the final display time. The set variation end command is sent to the notification / performance control device 82 by the external output processing in the normal processing (FIG. 21). By receiving the variation end command, the notification / performance control device 82 knows that the final display has started on the operation port display unit 43 and the final display time.

[0246] The process of setting (transmitting) the variation end command may be omitted. In this case, the variation start command (step S618 in FIG. 24) is set so that the command includes information on the final display time.

[0247] On the other hand, if a positive judgment is made in step S701 (judged that the confirmation display is in progress), the process proceeds to step S705, where it is judged whether or not the confirmation display time has elapsed. If the confirmation display time has not elapsed, the process for this confirmation display is terminated. On the other hand, if the confirmation display time has elapsed, in step S706, a process for terminating the high frequency support mode is executed to terminate the high frequency support mode. Thereafter, in step S707, the flag for the second operating port stored in the various flags storage area 114e of RAM 114 is erased, and the process for this confirmation display is terminated.

[0248] In addition, the image (stop result) displayed on each operating port display unit AS, BS will continue to be displayed as a stopped image even after the fixed display time has elapsed if the next game round (variable display) does not start on the display unit where the image is displayed as a stopped image. Therefore, if there is no reserved memory for the next special game round, a new reserved memory is generated and the stop result corresponding to the result of the lottery for the previous game round will continue to be displayed until the next game round starts. Also, even if the game state transitions to a jackpot game state or a special win game state, the stop result of the game round that triggered the transition to that game state will continue to be displayed until the game state ends and a new game round starts.

[0249] <Transition process to special winning game state> Next, the transition process to the special winning game state in step S304 in the normal process (FIG. 21) will be described with reference to the flowchart in FIG.

[0250] First, in step S801, it is determined whether or not a jackpot game is being played. Specifically, it is determined whether or not a jackpot game flag is stored in the various flag storage area 114e of the RAM 114. The jackpot game flag is a flag indicating that a jackpot game is being played, and is stored when the jackpot game starts and is erased when the jackpot game ends.

[0251] If it is determined that the big win game is not being executed (the big win game flag is not stored), the process proceeds to step S802, and it is determined whether or not the special win game is being executed. Specifically, it is determined whether or not the special win game flag is stored in the various flag storage area 114e. The special win game flag is a flag indicating that the special win game is being executed.

[0252] If it is determined that the special winning game is not being executed (the special winning game flag is not stored), the process proceeds to step S803, and it is determined whether or not the various special winning flags (step S615 in FIG. 24) are stored in the various flag storage area 114e. In other words, it is determined whether or not the special winning state is being achieved.

[0253] If it is determined that the various special win flags are stored, it is determined in step S804 whether or not it is time to end the game round. If it is not time to end the game round, the transition process to the special win game state is terminated. Also, if a positive determination is made in the above step S801 (determined that a big win game is being played) or a negative determination is made in step S803 (determined that various special win flags are not stored), the transition process to the special win game state is terminated.

[0254] On the other hand, when it is determined that the game round is over, in step S805, a process for starting the special winning game is executed. In the process for starting, a special winning game flag is stored in the various flag storage area 114e, and it is checked whether the second variable winning device 32B is in a closed state before the start of the special winning game. In the process for starting, a process for setting an opening period is executed to wait without starting to open the second variable winning device 32B when the special winning game starts. In the process for setting the opening period, a value corresponding to the opening period is set in the first timer counter area TC1 provided in the various counter areas 114d of the RAM 114. The value (counter value) set in the first timer counter area TC1 is decremented by 1 each time the timer interrupt process is started, that is, in a 2 msec cycle.

[0255] In the next step S806, a process of setting "1" in a round counter area RC1 provided in the various counter areas 114d of the RAM 114 is executed to set the number of rounds played in the special winning game.

[0256] In the next step S807, an opening command is set. This set opening command is sent to the notification / performance control device 82 in the external output process in the normal process (FIG. 21). The notification / performance control device 82 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.

[0257] In the next step S808, the external signal setting process is executed, and then the process of transitioning to the special winning game state is terminated. In the external signal setting process, the signal output state of the output terminal for the special winning signal provided in the external output terminal 99 is set to the special winning signal output state. As a result, if the output terminal for the special winning signal is connected to a management control device on the gaming hall side, a special winning signal is output to the management control device, and the management control device can grasp that a special winning has occurred in the pachinko machine 10.

[0258] On the other hand, if the above step S802 is judged to be positive (judging that the special winning game is being executed), the process proceeds to step S809, where it is judged whether the waiting time for the opening has elapsed. If the waiting time for the opening has not elapsed, the transition process to the special winning game state is terminated.

[0259] If the waiting time for the opening has elapsed, the process proceeds to step S810, and a special winning opening / closing process for opening and closing the second large winning port 351 of the second variable winning device 32B is executed. Here, the special winning opening / closing process will be described with reference to the flowchart of FIG.

[0260] <Special opening and closing process> In the special winning opening / closing process, first in step S901, it is determined whether or not the second large winning opening 351 of the second variable winning device 32B is open. Specifically, this determination is made based on the driving state of the driving unit 353 of the second variable winning device 32B. If the second large winning opening 351 is not open, it is determined in step S902 whether or not the value of the round counter area RC1 is "0", and in step S903 it is determined whether or not the value of the first timer counter area TC1 of the RAM 114 is "0".

[0261] If the value of the round counter area RC1 is "0" or if the value of the first timer counter area TC1 is not "0", this opening / closing process ends. On the other hand, if the value of the round counter area RC1 is not "0" and the value of the first timer counter area TC1 is "0", the process proceeds to step S904, where it is determined whether or not the special win flag B or the special win flag C is stored in the various flag storage area 114e of the RAM 114.

[0262] If any of the special winning flags is stored, the process proceeds to step S905, and the opening time of the second variable winning device 32B is set to "900" (corresponding to 1.8 sec) in the first timer counter area TC1. On the other hand, if neither of the special winning flags B nor C is stored, the process proceeds to step S906, and the opening time of the second variable winning device 32B is set to "50" (corresponding to 0.1 sec) in the first timer counter area TC1.

[0263] After step S905 or step S906 is executed, in step S907, a process of setting the upper limit number of winnings to the second variable winning device 32B in the special winning game is performed. Specifically, a value of "10" corresponding to the upper limit number of winnings is set in the first winning counter area PC1 provided in the various counter area 114d of the RAM 114.

[0264] In the next step S908, the drive unit 353 for the opening and closing door 352 is driven to open the second variable winning device 32B. Then, in step S909, an opening command is set, and the opening and closing process for the special win is terminated. This set opening command is sent to the notification and performance control device 82 in the external output process in the normal process (FIG. 21).

[0265] If it is determined in step S901 that the second large winning port 351 is open, the process proceeds to step S910, where it is determined whether the value of the first timer counter area TC1 is "0." If the value of the first timer counter area TC1 is not "0," it is determined in step S911 whether or not a winning has occurred in the second variable winning device 32B. If no winning has occurred, the special winning opening / closing process is terminated.

[0266] On the other hand, if a win has occurred, in step S912, the value of the first winning counter area PC1 is decremented by 1. In the following step S913, it is determined whether the value of the first winning counter area PC1 is "0", and if it is not "0", the special winning opening and closing process is terminated.

[0267] If the determination in step S913 or step S910 is affirmative, this means that the condition for closing the second large prize opening 351 is met. In this case, the drive unit 353 is put into a non-driven state in order to close the second large prize opening 351 in step S914.

[0268] In the next step S915, the value of the round counter area RC1 is decremented by 1, and in step S916, the ending start process is executed. In the start process, an ending wait time is set for waiting without starting the next game round for the ending of the special winning game. Specifically, the waiting time information for the ending stored in advance in the ROM 113 is set in a waiting time counter area provided in the various counter areas 114d of the RAM 114. The value of the waiting time information set here is decremented by 1 every time the timer interrupt process is executed.

[0269] After that, in step S917, the ending command is set, and the main prize opening / closing process is terminated. This set ending command is sent to the notification / performance control device 82 in the external output process in the normal process (FIG. 21).

[0270] Returning to the explanation of the transition process to the special winning game state in FIG. 26, after executing the special winning opening and closing process in step S810, it is determined in step S811 whether the value of the round counter area RC1 is "0". In addition, in step S812, it is determined whether the waiting time for the ending has elapsed. If the value of the round counter area RC1 is not "0" or if the waiting time for the ending has not elapsed, the transition process to the special winning game state is terminated.

[0271] On the other hand, if the value of the round counter area RC1 is "0" and the waiting time for the ending has elapsed, the special winning game end process is executed in step S813, and then the transition process to the special winning game state is terminated. Here, the special winning game end process in step S813 will be described with reference to the flowchart of FIG.

[0272] <End processing of special winning game> In the end processing of the special winning game, first, at step S1001, it is determined whether a V winning flag is stored in the various flag storage areas 114e of the RAM 114. This V winning flag is stored in the V winning process at step S106 in the timer interrupt process of FIG. 19.

[0273] Here, the V winning process at step S106 will be described. Also, as a process related to V winning, the V allocation setting process at step S307 in the normal process will be described. First, the V allocation setting process at step S307 will be described with reference to the flowchart of FIG. 29.

[0274] <V allocation setting process> In the V allocation setting process, first, at step S1101, it is determined whether it is the start timing of the special winning game. If it is the start timing, then at step S1102, "500" corresponding to 1 second is set in the second timer counter area TC2 provided in the various counter areas 114d of the RAM 114. The value (counter value) set in the second timer counter area TC2 is decremented by 1 each time the timer interrupt process is activated, that is, at a 2 msec cycle.

[0275] In the subsequent step S1103, "1" is set in the allocation count counter area HC provided in the above-mentioned various counter areas 114d. The data value (counter value) stored in the allocation count counter area HC is for the MPU 112 to identify the number of operations of the allocation member 358.

[0276] If a negative decision is made in step S1101, or after the process of step S1103 has been executed, the process proceeds to step S1104. In step S1104, the drive state of the drive unit 359 for the distribution member is grasped to determine whether or not the distribution member 358 is located on the distribution side for the V winning area 356. If the distribution member 358 is located on the distribution side for the discharge area 357, then in step S1305, it is determined whether or not the value of the second timer counter area TC2 is "0". If it is determined that the value of the second timer counter area TC2 is not "0", then this distribution setting process is terminated, whereas if it is determined that the value is "0", then in step S1106, it is determined whether or not the value of the distribution number counter area HC is "0".

[0277] If the determination in step S1106 is negative, i.e., if the value in the distribution count counter area HC is "1", then in step S1107, the distribution member 358 is displaced to a position on the distribution side to the V winning area 356. In the following step S1108, the timer counter TC is set to "1000" (corresponding to 2 sec). After execution of step S1108 or if the determination in step S1106 is positive, this distribution setting process ends.

[0278] On the other hand, if the determination in step S1104 is affirmative, i.e., if the sorting member 358 is located on the sorting side to the V prize area 356, then in step S1109 it is determined whether the value of the second timer counter area TC2 is "0" and whether the period for positioning the sorting member 358 on the sorting side to the V prize area 356 has elapsed. If the determination in step S1109 is affirmative, then in step S1110 the sorting member 358 is displaced to a position on the sorting side to the discharge area 357, and then in step S1111 a process is executed to subtract 1 from the value of the sorting count counter area HC. After execution of step S1111 or if the determination in step S1109 is negative, this sorting setting process is terminated.

[0279] Next, the V winning process will be described with reference to the flowchart of FIG.

[0280] <V Winning Process> In the V winning process, first, at step S1201, it is determined whether a V winning flag is stored in the above-mentioned various flag storage areas 114e. If the V winning flag is not stored, the process proceeds to step S1202, and based on the detection state of the V winning detection sensor 362 provided in the second variable winning device 32B, it is determined whether a V winning has occurred (whether a game ball has passed through the detection area of the detection sensor 362).

[0281] If it is determined that a V winning has occurred, then at step S1203, it is determined whether it is within the valid period of the V winning. The valid period is a predetermined period, for example, the period during which a special winning game is being executed or the V-side payout period of the payout member 358 is set as the above-mentioned valid period. If it is determined that it is not within the valid period, the process proceeds to step S1204, an error command is set as the transmission target to the notification and effect control device 82, and then this V winning process ends. The set error command is transmitted to the notification and effect control device 82 in the external output process of the normal process (Figure 21), and in the notification and effect control device 82, the display control device 212, the display light-emitting unit 63, and the speaker unit 64 are controlled so that a predetermined error notification is executed.

[0282] On the other hand, if it is determined that it is within the valid period, the process proceeds to step S1205, and a V winning flag is stored in the various flag storage areas 114e of the RAM 114. In the subsequent step S1206, a V winning command is set as the transmission target to the notification and effect control device 82. The V winning command is a command for notifying the notification and effect control device 82 that a V winning has occurred, and the set V winning command is transmitted to the notification and effect control device 82 in the external output process of the normal process (Figure 21). When the notification and effect control device 82 receives the V winning command, the display control device 212, etc. are controlled so that the occurrence of the V winning is notified or an effect such as blessing the V winning is executed by the symbol display device 41, the display light-emitting unit 63, and the speaker unit 64.

[0283] After execution of step S1206, if an affirmative judgment is made in step S1201 or a negative judgment is made in step S1202, this V winning processing is terminated.

[0284] Returning to the explanation of the special winning game termination process in FIG. 28, when it is determined in step S1001 that the V winning flag is stored, the process proceeds to step S1002, and a process of setting a V winning flag corresponding to the special winning type is executed. This process is performed by referring to the various special winning flags stored in the various flag storage area 114e of the RAM 114, and storing the V winning flag corresponding to the special winning flag in the various flag storage area 114e. For example, the special winning game to be terminated is triggered by winning the special winning result A, and when the special winning flag A is stored in the various flag storage area 114e, the V winning flag A is stored as the V winning flag, when the special winning flag B is stored, the V winning flag B is stored as the V winning flag, and when the special winning flag C is stored, the V winning flag C is stored as the V winning flag. The V winning flag is a flag for the MPU 112 to grasp that the V big winning game should be started and the type of the V big winning game.

[0285] In the next step S1003, a process is executed to erase the V winning flag, various special winning flags, and special winning game flags stored in the various flag storage area 114e. In the next step S1004, a V winning command is set as a transmission target to the notification / performance control device 82, and then the end process of this special winning game is terminated. The V winning command is a command for notifying the notification / performance control device 82 that a V jackpot game will start and the type of the V jackpot game, and the set V winning command is transmitted to the notification / performance control device 82 in the external output process of the normal process (FIG. 21). When the notification / performance control device 82 receives the V winning command, it controls the display control device 212, etc. so that a performance notifying the start of a V jackpot game and the type of the V jackpot game is executed on the pattern display device 41, etc.

[0286] On the other hand, if a negative judgment is made in the above step S1001 (it is judged that the V winning flag is not stored), then in step S1005, a process is executed to erase the various special winning flags and special winning game flags stored in the various flag storage area 114e of RAM 114, and then the end process of this special winning game is terminated.

[0287] Next, the process of transitioning to the big win gaming state in step S305 in the normal process (FIG. 21) will be described with reference to the flow chart in FIG. 31. Among the various processes included in this transition process, the description of the processes similar to those included in the transition process to the special win gaming state described above will be appropriately simplified.

[0288] <Transition process to jackpot game state> In the process of transitioning to the big win game state, first, in step S1301, it is determined whether or not a special win game is being played. If it is determined that a special win game is being played, the process of transitioning to the big win game state is terminated, whereas if it is determined that a special win game is not being played, the process proceeds to step S1302, where it is determined whether or not a big win game is being played.

[0289] If it is determined that the jackpot game is not being executed, in step S1303, it is determined whether or not various V winning flags are stored in the various flag storage area 114e of the RAM 114. That is, it is determined whether or not the V jackpot game should be started. If it is determined that various V winning flags are not stored, it proceeds to step S1304, and it is determined whether or not various jackpot flags (step S609 in FIG. 24) are stored in the various flag storage area 114e. That is, it is determined whether or not a normal jackpot game other than a V jackpot game should be started.

[0290] If it is determined that the various jackpot flags are not stored, the process of transition to the real jackpot game state is terminated, whereas if it is determined that the various jackpot flags are stored, the process proceeds to step S1305 to determine whether or not it is time to end the game round. If it is determined that it is not time to end the game round, the process of transition to the real jackpot game state is terminated.

[0291] If it is determined in step S1305 that the game is about to end, or if it is determined in step S1303 that the various V winning flags are stored, the process proceeds to step S1306, where a big win game start process is executed. In the start process, a big win game flag is stored in the various flag storage area 114e of the RAM 114, and an opening period setting process is executed.

[0292] In the next step S1307, a round setting process is executed. Specifically, it is determined whether the 3R flag A, 3R flag B, 9R flag, 3RV flag, 5RV flag, or 10RV flag is stored in the various flag storage area 114e. If it is determined that one of these flags is stored, the process proceeds to step S1308, and the round counter area RC1 provided in the various counter area 114d of the RAM 114 is set. Specifically, if the 3R flags A and B are stored, the round counter area RC1 is set to "3", if the 9R flag is stored, the round counter area RC1 is set to "9", if the 3RV flag is stored, the round counter area RC1 is set to "2", if the 5RV flag is stored, the round counter area RC1 is set to "4", and if the 10RV flag is stored, the round counter area RC1 is set to "9".

[0293] After execution of step S1307, an opening command is set in step S1308, and further, an external signal setting process is executed in step S1309, and then the process of transitioning to the main big win gaming state is terminated.

[0294] If it is determined in step S1302 that the jackpot game is being played, the process proceeds to step S1310 to determine whether the opening period has elapsed. If the opening period has not elapsed, the process of transitioning to the jackpot game state is terminated.

[0295] On the other hand, if it is determined that the opening period has elapsed, the process proceeds to step S1311, and a jackpot opening / closing process is executed to control the opening / closing of the first large prize opening 321 of the first variable prize winning device 32A. In the jackpot opening / closing process, if the first large prize opening 321 of the first variable prize winning device 32A is closed, the drive unit 323 for the opening / closing door 322 is driven to open the first large prize opening 321 on condition that the round number counter RC is "1" or more. Also, if the first large prize opening 321 is open, the drive unit 323 is stopped to close the first large prize opening 321 on condition that a predetermined time (30 sec) has elapsed since the opening of the first large prize opening 321 or a predetermined number (10) of game balls have won.

[0296] After executing the big win opening / closing process in step S1311, in step S1312, it is determined whether the value of the round counter area RC1 is "0". In addition, in step S1313, it is determined whether the waiting time for the ending has elapsed. If the value of the round counter area RC1 is not "0" or if the waiting time for the ending has not elapsed, the process of transitioning to the big win game state is terminated.

[0297] On the other hand, if the value of the round counter area RC1 is "0" and the waiting time for the ending has elapsed, in step S1314, the transition process at the end of the big win game is executed, and then the transition process to the main big win game state is terminated. Here, the transition process at the end of the big win game in step S1314 will be described with reference to the flowchart in FIG.

[0298] <Transition process at the end of a big win game> In the transition process at the end of the big win game, first, in step S1401, the consecutive number counter CC stored in the various counter area 114d of the RAM 114 is updated. Specifically, the consecutive number counter CC is incremented by "1." The consecutive number counter CC is a counter for specifying the number of consecutive big wins (so-called consecutive number) during the high frequency support mode.

[0299] In the next step S1402, it is determined whether or not the 3R flag B, the 9R flag, or the various V winning flags are stored in the various flag storage area 114e of the RAM 114. In other words, it is determined whether or not a flag corresponding to a big win in which the support mode is shifted to the high frequency support after the end of the big win game is stored.

[0300] If it is determined that any of the above flags is stored, the process proceeds to step S1403. In step S1403, it is determined whether the current opening and closing execution mode is triggered by a big win or a special win during the high frequency support mode. If the determination is affirmative in step S1403, the process proceeds to step S1404.

[0301] In step S1404, it is determined whether the value of the continuous number counter CC described above has reached the upper limit (limiter). If the determination is negative in step S1404, the process proceeds to step S1405, and the setting process of the play number counter GC provided in the various counter area 114d of the RAM 114 is performed. The play number counter GC is roughly divided into a play number counter GC1 for the first actuation port for counting the number of times a game is performed for the first actuation port in the high frequency support mode, a play number counter GC2 for the second actuation port for counting the number of times a game is performed for the second actuation port 34 in the high frequency support mode, and a play number counter GC3 for counting the number of times a game is performed for the first actuation port 33 and the second actuation port 34 in the high frequency support mode. For example, if the current jackpot result is a 3R jackpot B, the play number counters GC1 to GC3 are each set to "100" (see FIG. 15 and FIG. 17).

[0302] In the next step S1406, a high-frequency support mode flag is stored in the various flag storage area 114e, and then a high-frequency support mode command (high-frequency support setting information) for notifying the notification / performance control device 82 that the support mode will transition to the high-frequency support mode is set as a command to be sent to the notification / performance control device 82. After execution of step S1406, the process proceeds to step S1407. In step S1407, the various jackpot flags, V win flag, and jackpot game flag stored in the various flag storage area 114e are erased, and the transition process at the end of this jackpot game is completed.

[0303] Returning to the explanation of step S1404, if the determination is affirmative in step S1404, that is, if the value of the consecutive number counter CC has reached the upper limit, the process proceeds to step S1408. In step S1408, the consecutive number counter CC is reset (cleared to zero). After that, the flag is erased in step S1407, and the transition process at the end of the main big win game is terminated.

[0304] Returning to the explanation of step S1403, if a negative judgment is made in step S1403, that is, if the current opening / closing execution mode is triggered by a big win or a special win in the low frequency support mode, the process proceeds to step S1409, where a setting process of the game count counter GC provided in the various counter area 114d of the RAM 114 is performed. For example, if the current big win result is a 3R big win B, the game count counter GC1 is set to "7", the game count counter GC2 is set to "1", and the game count counter GC3 is set to "7" (see Figs. 15 and 17). After that, the processes of steps S1406 and S1407 are executed, and the transition process at the end of the big win is terminated.

[0305] Returning to the explanation of step S1402, if a negative determination is made in step S1402, i.e., if the 3R flag A is stored in the various flag storage area 114e of the RAM 114, the process proceeds to step S1410. In step S1410, it is determined whether the current opening / closing execution mode is triggered by a big win during the high frequency support mode. If a negative determination is made in step S1410, the processes of steps S1408 and S1407 are executed, and then the transition process at the end of the big win game is terminated. On the other hand, if a positive determination is made in step S1410, the processes of steps S1404 to S1408 are executed, and then the transition process at the end of the big win game is terminated.

[0306] Next, the process for ending the high frequency support mode in step S708 in the process for final display in FIG. 25 will be described with reference to the flowchart in FIG.

[0307] In the process for terminating the high frequency support mode, first, in step S1501, it is determined whether or not a high frequency support flag is stored in the various flag storage area 114e of the RAM 114. That is, it is determined whether or not the current support mode is the high frequency support mode.

[0308] If it is determined that the high frequency support flag is not stored, the process for terminating the high frequency support mode is terminated, whereas if it is determined that the high frequency support flag is stored, the process proceeds to step S1502, and a process of subtracting "1" from the value of the game count counter GC is executed. Specifically, if the current game round is a game round related to the first actuation port 33, the values ​​of the game count counters GC1 and GC3 are subtracted by "1", and if the current game round is a game round related to the second actuation port 34, the values ​​of the game count counters GC2 and GC3 are subtracted by "1".

[0309] In the next step S1503, it is determined whether the value of the play count counter GC (specifically, any one of the play count counters GC1 to GC3) is "0". If it is determined that the value of the play count counter GC is not "0", the process for ending the high frequency support mode is ended. If it is determined that the value of the play count counter GC is "0", the process proceeds to step S1504, where the high frequency support flag stored in the various flag storage area 114e is erased. This ends the high frequency support mode, and the support mode transitions to the low frequency support mode.

[0310] After execution of step S1504, in step S1505, it is determined whether or not the through gate display unit 44 is displaying a varying pattern. If it is determined that the through gate display unit 44 is displaying a varying pattern, the process proceeds to step S1506, and it is determined whether or not the result of the opening lottery related to the through gate 35 is an opening result. If it is an opening result, the process proceeds to step S1507, and a process is executed to change the pattern stopped and displayed on the through gate display unit 44 to one corresponding to a losing result. That is, in this embodiment, if the high frequency support mode ends while the through gate display unit 44 is displaying a varying pattern, the stopping result is forcibly rewritten to a losing result. Therefore, even if the opening lottery performed before the high frequency support mode ends is an opening result, after the high frequency support mode ends, the opening and closing game of the electric role 34a based on the winning result is not executed. Note that, if the high frequency support mode ends while the through gate display unit 44 is displaying a losing result, the stopping result is already displayed, so the above-mentioned change is not executed.

[0311] After execution of step S1507 or if a negative judgment is made in step S1506, the process proceeds to step S1508, where a process is executed to end the variable display of the patterns in the through gate display unit 44. That is, if the high frequency support mode ends while the variable display of the patterns in the through gate display unit 44 is in progress, the variable display of the patterns in the through gate display unit 44 is ended at the end timing of the support mode. As a result, the state in which winning at the second operating port 34 is favored ends with the end of the high frequency support mode.

[0312] After execution of step S1508 or if a negative judgment is made in step S1505, the process proceeds to step S1509, where a high-frequency support end command for notifying the notification / performance control device 82 that the high-frequency support mode has ended is set as a command to be sent to the notification / performance control device 82. After execution of step S1509, the process for ending the high-frequency support mode is terminated.

[0313] Next, the electric support process in step S306 in the normal process (FIG. 21) will be described with reference to the flowcharts of FIGS.

[0314] <Electricity support processing> As shown in Fig. 34, in the electric support process, first, in step S1601, it is determined whether or not the electric support is in progress. Specifically, it is determined whether or not a support in progress flag is stored in the support in progress flag storage area in the various flag storage area 114e of the RAM 114. The support in progress flag is a flag that is stored when the electric role 34a of the second operating port 34 is switched to the open state and is erased when the electric role 34a is returned to the closed state.

[0315] If the support in progress flag is not stored, the process proceeds to step S1602, and it is determined whether or not a support win flag is stored in a support win flag storage area provided in the various flag storage area 114e of the RAM 114. The support win flag is stored when a win is won in the opening lottery for deciding whether or not to open the electric role 34a, and is erased when the support in progress flag is stored.

[0316] If the support win flag is not stored, the process proceeds to step S1603, where it is determined whether or not the value of the timer counter TCS provided in the various counter area 114d of the RAM 114 is "0". If the value of the timer counter TCS is not "0", the main power role support process is terminated.

[0317] If the value of the timer counter TCS is "0", the process proceeds to step S1604 to determine whether it is time to end the variable display of the patterns in the through gate display unit 44. If it is time to end the variable display, in step S1605, a miss display is set and the timer counter TCS is set to "250" (equivalent to 0.5 sec), after which the main electric role support process is terminated. By setting the miss display, the variable display of the patterns in the through gate display unit 44 is terminated with the miss display stopped, and this miss display will continue for 0.5 sec.

[0318] If the timer counter TCS value is "0" and it is not time for the variable display to end, the process proceeds to step S1606, where it is determined whether the value of the reserved reel memory number SN is greater than "0". If the value of the reserved reel memory number SN is "0", the main electric reel support process is terminated. If the value of the reserved reel memory number SN is greater than "0", it is determined in step S1607 whether the support mode is set to the high frequency support mode.

[0319] If it is in the high frequency support mode, an affirmative decision is made in step S1607, and the process proceeds to step S1608. In step S1608, whether or not support is provided by the electric role 34a is determined by a lottery (open lottery). Specifically, the value stored in the role reserve ball storage area of ​​the electric role reserve area 114c is shifted, and the opening lottery is performed by referring to the value of the opening random number counter C4 shifted to the execution area AE and the lottery table for the high frequency support mode stored in the win / lose table storage area 113a of the ROM 113. In addition, at the same time as the opening lottery, the timer counter TCS is set to "100" (corresponding to 0.2 sec). The timer counter TCS is decremented by 1 each time the timer interrupt process is started. After that, the variable display of the picture in the through gate display unit 44 continues until the value of the timer counter TCS becomes "0", that is, for 0.2 sec.

[0320] In the next step S1609, it is determined whether the result of the opening lottery in step S1608 is a winning result (opening result), that is, a support win. If it is not a support win, the main power role support process ends. If it is a support win, in step S1610, a support win flag is set in the various flag storage area 114e of the RAM 114, and the main power role support process ends.

[0321] If it is in the low frequency support mode, a negative determination is made in step S1607, and the process proceeds to step S1611. In step S1611, whether or not support is provided by the electric role 34a is determined by a lottery (open lottery). Specifically, the value stored in the role reserve ball storage area of ​​the electric role reserve area 114c is shifted, and the opening lottery is performed by referring to the value of the opening random number counter C4 shifted to the execution area AE and the lottery table for the low frequency support mode stored in the win / lose table storage area 113a of the ROM 113. In addition, at the same time as the opening lottery, the timer counter TCS is set to "20000 to 30000" (i.e., equivalent to 400 to 600 sec). Thereafter, the variable display of the picture in the through gate display unit 44 continues until the value of the timer counter TCS becomes "0", that is, for 400 to 600 sec.

[0322] In the next step S1612, it is determined whether the result of the opening lottery in step S1611 is a winning result (opening result), that is, a support win. If it is not a support win, the main power role support process ends. If it is a support win, in step S1613, a support win flag is set in the various flag storage area 114e of the RAM 114, and the main power role support process ends.

[0323] In addition, the probability of winning support in high-frequency support mode (specifically 190 / 200) is higher than the probability of winning support in low-frequency support mode (specifically 1 / 200), so the high-frequency support mode is favored.

[0324] Returning to the explanation of step S1602, if the support winning flag is stored in the various flag storage area 114e of the RAM 114, an affirmative decision is made in step S1602, and the process proceeds to step S1614 to decide whether the timer counter TCS value is "0". If the timer counter TCS value is not "0", the picture variation display in the through gate display unit 44 is in progress, so the main electric role support process is terminated as it is. If the timer counter TCS value is "0", a win display is set in step S1615. This ends the variation display of the picture in the through gate display unit 44 with the win display stopped. In the following step S1616, a support in progress flag is set in the various flag storage area 114e, and the support winning flag stored in the various flag storage area 114e is erased, and then the main electric role support process is terminated.

[0325] Returning to the explanation of step S1601, if the affirmative decision is made in step S1601, that is, if the support flag is stored in the various flag storage area 114e of the RAM 114, the process proceeds to step S1317, and after executing the electric role opening / closing process for controlling the opening and closing of the electric role 34a, the electric role support process is terminated. Hereinafter, the electric role opening / closing process will be described with reference to FIG.

[0326] <Electrical switching processing> In the electric role opening and closing process, first, in step S1701, it is determined whether the electric role 34a is open. Whether the electric role 34a is open is determined by whether the electric role drive unit 34b is in a driving state. If the electric role 34a is open, the process proceeds to step S1702, and it is determined whether it is the timing for the final display of the pattern in the operating port display unit 43 to end in the final game round in the high frequency support mode. If a negative determination is made in step S1702, the process proceeds to step S1703.

[0327] In step S1703, it is determined whether the number of winnings after the opening of the second operating port 34 has reached the upper limit (in this embodiment, "10"). If a negative determination is made in step S1703, the process proceeds to step S1704 to determine whether the value of the timer counter TCS is "0".

[0328] If the timer counter TCS value is not "0", the main electric role opening / closing process is terminated. On the other hand, if the timer counter TCS value is "0", or if it is determined in step S1703 that the number of winnings has reached the upper limit, the process proceeds to step S1705. In step S1705, a closing process is performed to switch (return) the electric role 34a to the closed state. After that, in step S1706, the support in progress flag stored in the various flag storage area 114e is erased, and the main electric role opening / closing process is terminated.

[0329] Returning to the explanation of step S1702, if a positive judgment is made in step S1702, that is, if it is the timing when the final display of the pattern in the operation port display unit 43 ends in the final game in the high frequency support mode, the opening and closing process is executed in step S1705, and then the support in progress flag is erased in step S1706, and this electric role opening and closing process is terminated. In other words, in this embodiment, when the support mode is switched from the high frequency support mode to the low frequency support mode, the electric role 34a is forcibly switched to the closed state, and it is configured so that winning at the second operation port 34 after switching to the low frequency support mode is substantially impossible.

[0330] If it is possible to configure the system so that winning through the second actuation port 34 after switching to the low-frequency support mode is substantially impossible, the timing at which the electric role 34a is forcibly switched to the closed state may be changed as desired. For example, it is also possible to configure the electric role 34a to be forcibly switched to the closed state when the timing is such that the final display of the pattern on the actuation port display unit 43 starts in the final game round in the high-frequency support mode.

[0331] Returning to the explanation of step S1701, if the electric role 34a is not open, a negative determination is made in step S1701 and the process proceeds to step S1707. In step S1707, it is determined whether the timer counter TCS is "0". If the timer counter TCS is not "0", the main electric role opening and closing process is terminated. If the timer counter TCS is "0", an opening process is executed in step S1708 to switch the electric role 34a to the open state.

[0332] Then, in step S1709, it is determined whether or not the system is in the high frequency support mode. If the system is in the high frequency support mode, in step S1710, the timer counter TCS is set to "1500" (corresponding to 3 sec), and the main power supply switching process is terminated. On the other hand, if the system is in the low frequency support mode, in step S1410, the timer counter TCS is set to "40" (corresponding to 0.08 sec), and the main power supply switching process is terminated.

[0333] <Basic game flow> Next, the basic game flow of the present pachinko machine 10 will be described with reference to Fig. 36. Fig. 36 is a block diagram showing the relationship between each game state.

[0334] As already explained, in the normal game state in which the support mode is the low frequency support mode, it is not possible to expect a winning entry into the second actuation port 34. For this reason, the player plays a so-called left shot to shoot the game ball into the left route, aiming for a winning entry into the first actuation port 33.

[0335] When a winning entry occurs in the first operating port 33, a winning / losing lottery is executed based on the winning entry. When a 3R jackpot A or 3R jackpot B is won through the winning / losing lottery, the first variable winning device 32A transitions to a jackpot game state in which it opens and closes for multiple rounds (e.g., three rounds). Since only game balls flowing down the right route can win in the first variable winning device 32A, the player increases the amount of rotation of the launch handle 60 to shoot the game ball down the right route (so-called right shot).

[0336] Details will be described later, but whether this jackpot gaming state was triggered by a 3R jackpot A or a 3R jackpot B is clearly indicated to the player by a presentation executed by the symbol display device 41 or the like during the jackpot gaming state. After the jackpot gaming state ends, if it was triggered by a 3R jackpot A, the game transitions (returns) to a normal gaming state. In this case, the player returns the game ball launch mode to left-handed shooting and plays again aiming for a jackpot based on the ball entering the first operating port 33. In contrast, if the current jackpot gaming state was triggered by a 3R jackpot B, the game transitions to a special gaming state that is more advantageous to the player than the normal gaming state.

[0337] The special game states are a first special game state in which the support mode is a high frequency support mode and the reference number of game times related to the second actuation port 34 is "1", a second special game state in which the support mode is a high frequency support mode and the reference number of game times related to the second actuation port 34 is "100", and a third special game state in which the support mode is a low frequency support mode but the game times related to the second actuation port 34 are executed by the reservation related to the second actuation port 34 acquired during the first or second special game state. After the jackpot game state triggered by the 3R jackpot B during the normal game state ends, the game state transitions to the first special game state.

[0338] In the first special game state, the support mode becomes the high frequency support mode, which makes it easier to win the second operating port 34. Only game balls flowing down the right route can win the second operating port 34. Therefore, when transitioning to the first special game state, a notification is issued to encourage the player to continue hitting to the right even after the big win game ends.

[0339] The first special game state continues until the game round related to the second actuation port 34 of the ending reference number of times (1 round) is completed. As already explained, the lottery based on winning at the second actuation port 34 is favored to have a higher probability of winning the special prize than the lottery based on winning at the first actuation port 33, and the actual probability of winning, including the special prize, rises sharply from 1 / 200 to 1 / 3.

[0340] During the first special game state, only one game round related to the second actuation port 34 is executed. Therefore, the probability of a winning result during the first special game state is approximately 1 / 3. If a game round during the first special game state results in a losing result, the game state transitions to the third special game state. In this embodiment, the second actuation port 34 has a reservation function that sets the upper limit of the number of reserved items to four. Therefore, if four reserved items related to the second actuation port 34 are stored at the end of the high frequency support mode (at the end of the first game round related to the second actuation port 34), it becomes possible to receive a winning / losing lottery based on winning the second actuation port 34 four times even after the end of the high frequency support mode. In other words, even if the support mode transitions to the low frequency support mode and the game state is internally in a normal game state, the special game state is extended (continued) by the number of reserved items related to the second actuation port 34 at the end of the high frequency support mode. Incidentally, the probability (continuation rate) of winning the special prize during the four prize-winning lotteries related to the second operating port 34 is about 80%. The total continuation rate, including the high-frequency support mode (one time), is about 87%.

[0341] If all four play times during the third special game state end in a miss and all reserved balls related to the second operating port 34 are consumed, the game state returns to the normal game state. In other words, if the reserved balls related to the second operating port 34 are used up without a special win or a big win occurring, the game state is demoted from the special game state to the normal game state. In this case, the player returns the game ball launch mode to left shot and plays again, aiming for a big win based on the ball landing in the first operating port 33.

[0342] On the other hand, if any of the special wins B to C occurs during the third special game state, the game state transitions to a special win game state. In the special win game state, a special win game is executed in which the second variable winning device 32B is opened and closed in the high frequency winning manner described above. Since only game balls flowing down the right route can win the second variable winning device 32B, when a special win occurs, the player plays by hitting the ball to the right. Then, if a V win occurs in the special win game, after the special win game ends, the game state transitions to a V big win game state in which the first variable winning device 32A is opened and closed for multiple rounds (2 rounds, 4 rounds, 9 rounds).

[0343] Incidentally, the second operating port 34 in this embodiment is disposed at a midway position of the right route (see FIG. 4), and is configured so that when the electric role 34a is in an open state, the game balls flowing down the right route cannot bypass the second operating port 34. The opening time (1.8 sec) of the second variable winning device 32B when a special winning game is executed in a high frequency winning mode is longer than the game ball launching cycle (0.6 sec), and if the game balls are launched in a normal mode, it is possible to easily generate a win in the second variable winning device 32B.

[0344] In addition, under the high frequency winning mode, the period during which the second variable winning device 32B is in the open state overlaps with the period during which the distribution member 358 is arranged on the V winning area 356 side, so that the game balls that have won in the second variable winning device 32B are more likely to be distributed to the V winning area 356 side. Therefore, by generating a win in the second variable winning device 32B, a V win always occurs or almost always occurs. In other words, by generating a special win, a V jackpot can almost certainly be expected to occur. After the V jackpot game state triggered by a special win during the third special game state ends, the game transitions to the first special game state.

[0345] In this way, the probability of a V jackpot is the same as or close to the probability of a special jackpot in the hit / miss lottery related to the second actuation port 34, but the probability of the special jackpot is 1 / 3, which is higher than the probability of a jackpot in the hit / miss lottery related to the first actuation port 33. Therefore, in the special game state in which the game rounds mainly related to the second actuation port 34 progress, a jackpot (V jackpot) can be generated with a high probability. In other words, the high frequency support mode in this pachinko machine 10 is a game state equivalent to a high probability mode (so-called high probability state or high probability state) in which the probability of winning a jackpot is increased, as felt by the player.

[0346] Here, if any of the special wins A to C occurs during the first special game state, the game state transitions to a special win game state. In the special win game state, a special win game is executed in which the second variable winning device 32B is opened and closed in the high frequency winning manner described above. Since only game balls flowing down the right route can win the second variable winning device 32B, when a special win occurs, the player plays by hitting the ball to the right. Then, if a V win occurs during the special win game, after the special win game ends, the game state transitions to a V big win game state in which the first variable winning device 32A is opened and closed for multiple rounds (2 rounds, 4 rounds, 9 rounds).

[0347] When a V jackpot occurs, the jackpot type is assigned with different numbers of rounds: 2RV jackpot, 4RV jackpot, or 9RV jackpot. However, whether or not the support mode after the V jackpot play ends will change to the high frequency support mode depends on the relationship between the special play state in which the player was playing and the operation of the limiter.

[0348] Specifically, when a 2RV jackpot, 4RV jackpot, or 9RV jackpot occurs as a result of a special win during the first or second special game state corresponding to the high frequency support mode, the game state transitions to the second special game state on the condition that the number of consecutive jackpots under the high frequency support mode has not reached the upper limit described above (limiter not activated). On the other hand, when a 2RV jackpot, 4RV jackpot, or 9RV jackpot occurs as a result of a special win during the first or second special game state corresponding to the high frequency support mode, the game state transitions to the third special game state on the condition that the number of consecutive jackpots under the high frequency support mode has reached the upper limit described above (limiter activated). When a 2RV jackpot, 4RV jackpot, or 9RV jackpot occurs as a result of a special win during the first or second special game state corresponding to the high frequency support mode, the game state transitions to the second special game state on the condition that the number of consecutive jackpots under the high frequency support mode has not reached the upper limit described above (limiter not activated). In addition, if a special hit during the third special game state corresponding to the low frequency support mode results in a 2RV jackpot, a 4RV jackpot, or a 9RV jackpot, the game will transition to the first special game state.

[0349] In addition, in the lottery for winning or losing related to the second operating port 34, a lottery for winning a big jackpot is also held in addition to the lottery for the special win, and a big jackpot may be won. In this case, a big jackpot game is played in which the first variable winning device 32A is opened and closed. After the big jackpot game ends, the game transitions to the first special game state or the second special game state in which the support mode becomes the high frequency support mode, provided that the number of consecutive big jackpots in the high frequency support mode has not reached the upper limit described above (limiter not activated). Specifically, when the limiter is not activated, the game transitions to the second special game state, and when the limiter is activated, the game transitions to the third special game state.

[0350] In other words, by winning the jackpot in the win / lose lottery related to the second operating port 34 in the special game state, it is possible to loop the game state in which a V jackpot can be generated with a high probability. However, since the probability of winning the jackpot in this case is 1 / 200, which is lower than the probability of winning a special jackpot, the main game in the special game state is to generate a special jackpot → V jackpot.

[0351] In addition, in this pachinko machine 10, since the win / loss result related to the first operating port 33 also includes the special win result, a special win may occur based on the win / loss lottery related to the first operating port 33 in the normal game state. However, in this case, since the second variable winning device 32B is controlled to open and close in the low frequency winning mode, the special win game does not result in a V win and the V big win game is not executed.

[0352] As already explained, when the game ball is shot to the right route, the winning of the first actuation port 33 is avoided. However, immediately after the transition to the special game state, the reserved information related to the first actuation port 33 acquired during the normal game state may remain, and the reserved information related to the second actuation port 34 may not be acquired. Although the reserved information related to the second actuation port 34 is consumed preferentially over the reserved information related to the first actuation port 33, if the reserved information related to the second actuation port 34 has not been acquired, the game round related to the first actuation port 33 may be executed in the special game state. Although the degree of advantage is set to be different for the game result related to the second actuation port 34 so that it is more advantageous to the player than the game result related to the first actuation port 33, it is concerned that the high frequency support mode ending without the game round related to the second actuation port 34 being executed or with the number of times it is executed being insufficient will be a great disadvantage to the player.

[0353] In this regard, in this embodiment, as already explained, the reference number of times for terminating the high-frequency support mode is set for each actuation port, and even if a play count (four times in detail) related to the first actuation port 33 is executed during the special game state, this prevents the high-frequency support mode from terminating before a play count related to the second actuation port 34 is executed.

[0354] One of the features is that if there are any reserved items related to the first actuation port 33 remaining after the transition to the special game state, the time for which the picture changes in the actuation port display section 43 is shortened so that the reserved items are quickly consumed. Below, with reference to Fig. 37, a supplementary explanation will be given on the relationship between each game state and the change display mode, which is a mode for determining the time for which the picture changes in the actuation port display section 43 is displayed.

[0355] <Variable display mode> The variable display mode has a first variable display mode corresponding to the normal game state and the third special game state, and a second variable display mode corresponding to the first special game state and the second special game state. In view of the fact that the normal game state and the third special game state correspond to the low frequency support mode, and the first special game state and the second special game state correspond to the high frequency support mode, it can also be said that the first variable display mode is a variable display mode corresponding to the low frequency support mode, and the second variable display mode is a variable display mode corresponding to the high frequency support mode.

[0356] In the first variable display mode, the variable display time of the image on the display unit AS for the first actuation port is differentiated according to the game result (miss result, winning result), whereas the variable display time of the image on the display unit BS for the second actuation port is unified so as to be the same for any game result (miss result, winning result). In detail, when the game round related to the first actuation port 33 is a miss result, the variable display time is configured to be 2 to 15 seconds. Specifically, it is set so that the variable display time is shortened by increasing the number of subsequent reserved information related to the first actuation port 33 at the start of the game round. In some cases where the game round related to the first actuation port 33 is a miss result (miss reach) and when it is a win result, the variable display time is configured to be 30 to 60 seconds. In the case of a win result, a relatively long variable display time is likely to be selected, and in the case of a miss result, a relatively short variable display time is likely to be selected. In contrast, for the game times related to the second operating port 34, the variable display time is configured to be 30 to 35 seconds, and no difference occurs depending on the game results.

[0357] In the second variable display mode, the variable display time of the image in the display section AS for the first actuation port is differentiated according to the game result (loss result, win result), whereas the variable display time of the image in the display section BS for the second actuation port is unified so as to be the same for any game result (loss result, win result). In detail, when the game number related to the first actuation port 33 is a loss result, the variable display time is configured to be 1 sec. On the other hand, when the game number related to the first actuation port 33 is a win result, the variable display time is configured to be 20 to 25 sec. Also, for the game number related to the second actuation port 34, the variable display time is configured to be 20 to 25 sec regardless of whether the game number is a loss result or a win result.

[0358] Next, the flow of the game will be illustrated with reference to Figures 38 and 39. Figure 38 illustrates the flow of the game when the loop of the special game state ends before the limiter is activated after transition from the normal game state to the special game state, and Figure 39 illustrates the flow of the game when the special game state is looped until the limiter is activated after transition from the normal game state to the special game state.

[0359] In the example shown in Fig. 38, a jackpot (3R jackpot B) during a normal game state triggers a transition to a jackpot game state, and after the jackpot game state ends, a transition to a first special game state corresponding to a high frequency support mode and a second variable display mode occurs. When a game ball shot to the right route during this first special game state enters the second actuation port 34, a game round related to the second actuation port 34 is executed, and four reserved information related to the second actuation port 34 is newly acquired during the game round.

[0360] Since the current game round executed in the first special game state corresponds to a miss result, the game state transitions to the third special game state corresponding to the low frequency support mode and the first variable display mode with the end of the first special game state. In the third special game state, one of the remaining reserved information related to the second operating port 34 corresponds to a special winning result, and the game state transitions to the special winning game state in response to the special winning result. In this special winning game state, a V win occurs, and the game state transitions to the V jackpot game state in response to the V win.

[0361] After the V jackpot game state ends, the game transitions again to the first special game state. This first special game state also corresponds to a miss result, and all remaining reserved information related to the second operating port 34 also corresponds to miss results. Therefore, after the transition to the first special game state, the game returns to the normal game state via the third special game state.

[0362] Next, in the example shown in Fig. 39, a jackpot (3R jackpot B) during the normal game state triggers a transition to a jackpot game state, and after the jackpot game state ends, a transition to a first special game state corresponding to a high frequency support mode and a second variable display mode is made. When a game ball shot to the right route during this first special game state enters the second actuation port 34, a game round related to the second actuation port 34 is executed, and four reserved information related to the second actuation port 34 is newly acquired during the game round.

[0363] The current game round executed in the first special game state corresponds to the special winning result. After the first special game state ends, the game state transitions to the special winning game state, and if a V win occurs in this special winning game state, the game state transitions to the V jackpot game state.

[0364] After the V jackpot game state ends, the game moves to the second special game state, which is compatible with the high frequency support mode and the second variable display mode. The standard number of times to end the second special game state is 100 times, and the probability of a hit related to the second operating port 34 is 1 / 3, so the next hit during the second special game state is highly likely. After that, the flow of special hit game state → V jackpot game state → second special game state is looped until the number of consecutive hits = upper limit and the limiter is activated.

[0365] When the number of consecutive wins, including the first big win, reaches the upper limit of four, the transition destination after the V big win game state ends becomes the third special game state corresponding to the low frequency support mode and the first variable display mode, and the benefit of the high frequency support is removed. In the third special game state, the game progresses based on the remaining reserved information (reserved information related to the second operation port 34) acquired during the previous second special game state. In the example shown in FIG. 39, all the game times executed during the third special game state correspond to a miss result, and the game returns to the normal game state based on the consumption of all the reserved information related to the second operation port 34.

[0366] In this embodiment, the execution mode of the game presentation by the symbol display device 41, the speaker unit 64, and the display light-emitting unit 63 (hereinafter referred to as the presentation mode) is configured to be switched according to the game state. For each presentation mode, the image displayed on the display screen G of the symbol display device 41, the background music and sound effects output by the speaker unit 64, and the light-emitting state of the display light-emitting unit 63 are specified for each game state. Below, an overview of the presentation in each game state will be explained with reference to Figures 40 and 41. Figures 40 and 41 are schematic diagrams showing the display screen G in each game state.

[0367] <Production details> As already explained, in the normal game state corresponding to the low frequency support mode and the first variable display mode, the game progresses mainly on the game round related to the first actuation port 33. In this normal game state, the game progresses in the normal presentation mode. In the normal presentation mode, the symbols displayed on the display screen G correspond to the game round related to the first actuation port 33. In other words, on the display screen G, scrolling display (variable display) of the symbols starts in synchronization with the start of the game round related to the first actuation port 33, and the symbol combination corresponding to the game result is displayed stationary in synchronization with the end of the game round.

[0368] When a jackpot occurs during normal play, the symbol combination that corresponds to the jackpot is displayed on the pay line (determined display), and then the game transitions to the jackpot play state. The symbol combination that is displayed is the same for 3R jackpot A and 3R jackpot B, so it is difficult to determine which jackpot it is from the symbol combination.

[0369] In the jackpot game state, the presentation mode switches from the normal presentation mode to the jackpot presentation mode. In the jackpot presentation mode, the presentation during the jackpot game progresses in the order of opening → round play → ending as the game progresses. The content of the ending at the first jackpot varies depending on the type of jackpot. The ending for 3R jackpot A is composed of a result notification part that indicates the type of jackpot, while the ending for 3R jackpot B is composed of the result notification part that indicates the type of jackpot and an introduction part to the challenge presentation executed in the first special game state.

[0370] In the result notification part, an image of the girl is displayed in the center of the display screen G, and the type of jackpot is notified depending on whether the girl's transformation is successful or not. Specifically, if the current jackpot is a 3R jackpot A (i.e., a jackpot result that does not correspond to the transition to the high frequency support mode), an image indicating a failed transformation is displayed, and then the jackpot game state ends and the game returns to the normal game state. With the return to the normal game state, the presentation mode switches from the jackpot presentation mode to the above-mentioned normal presentation mode.

[0371] If the current jackpot is a 3R jackpot B (i.e., a jackpot result corresponding to a transition to the high frequency support mode), an image showing a successful transformation is displayed, and then the ending proceeds from the result notification part to the challenge performance introduction part. Then, with the transition to the first special game state, the performance mode is switched from the jackpot performance mode to the first special performance mode corresponding to the first special performance mode.

[0372] As shown in FIG. 41, in the first special presentation mode, a chase between the girl who has successfully transformed and the fairy begins in conjunction with the start of a game round related to the second operating port 34. If the game round corresponds to a special win or a big win, an image of the fairy being captured is displayed and the symbol combination of "V" is displayed frozen. Thereafter, the presentation mode also corresponds to the second special game state upon transition to the second special game state. Presentation modes in the second special game state include the second special presentation mode and a continuous presentation mode that is set when a special condition is met during the first special game state (for example, all four subsequent reserved balls result in a win).

[0373] In the second special performance mode, a red effect is additionally displayed on the outer edge of the display screen G, and the word "Super RUSH" is additionally displayed on the upper part of the display screen G. These displays inform the player that the second special game state has been entered. In contrast, in the continuous performance mode, an image of a girl is displayed in the center of the display screen G, a singing performance is executed, and the word "Seven RUSH" is additionally displayed on the upper part of the display screen G. The continuous performance mode is a performance mode that is entered only when seven wins are confirmed, and this continuous performance mode will continue until seven wins are completed. In other words, the continuous performance mode is a performance mode that executes a series of singing performances across each game state of the special game state, the special winning game state, and the V big winning game state, and is a performance mode that has a larger performance period than other performance modes. By executing such a series of singing performances, it is possible to avoid the period of singing performance being incomplete.

[0374] If the game round executed in the first special game state does not correspond to either a special win or a big win (if it is a miss), an image of a fairy that has escaped is displayed along with the word "failed." After that, by transitioning to the third special game state, the presentation mode is also switched to the third special presentation mode corresponding to the third special game state.

[0375] In the third special effect mode, a blue effect is additionally displayed on the outer edge of the display screen G, and the word "RUSH" is additionally displayed on the upper part of the display screen G. These displays inform the player that the third special game state has been entered.

[0376] In this embodiment, the launch destination (right route / left route) of the game ball advantageous to the player changes for each game state, and the preferred launch timing of the game ball differs. In consideration of such circumstances, the MPU 242 of the notification / performance control device 82 is configured to execute a process for guiding the launch operation in accordance with the process for performance in each game state. Here, various processes executed as part of the regular process by the MPU 242 of the notification / performance control device 82 will be described. First, the special ending process will be described with reference to the flowchart of FIG. 42. The special ending process is a process executed during a jackpot game state entered after a jackpot result in a normal game state.

[0377] <Special ending processing> In the special ending process, first, in step S1801, it is determined whether or not an ending command for a big win has been received from the main control device 81. If a positive determination is made in step S1801, the process proceeds to step S1802. In step S1802, the ending start process is executed. In the ending start process, an ending command, more specifically, an ending command received from the main control device 81 with information indicating an outline of the ending performance added thereto is sent to the display control device 212, and output of ending background music is started from the speaker unit 64 and the light emission mode of the display light-emitting unit 63 is switched to an ending light-emitting mode. Based on the instruction from this ending command, the display control device 212 controls the pattern display device 41 to start the ending display performance (moving image).

[0378] When the ending starts, the first variable winning device 32A is already in a closed state. Therefore, if the game ball continues to be shot toward the right route after the ending starts, the balls held will decrease. Taking such circumstances into consideration, the gaming machine shown in this embodiment is provided with a function for notifying the player whether or not the game ball should be shot toward the right route. In the following explanation, the notification that the game ball should be shot toward the right route is simply referred to as a "right hit notification."

[0379] The right hit notification is broadly divided into two types. More specifically, it is broadly divided into a right hit notification (large) (see Fig. 43(a) and Fig. 43(b)) in which the right hit notification is displayed large in the center of the display screen G, and a right hit notification (small) (see Fig. 43(c)) in which the right hit notification is displayed small in a corner of the display screen G. When the right hit notification (large) is executed, "Start right hit" is output from the speaker unit 64 as a message prompting the player to launch the game ball toward the right route.

[0380] In the jackpot game state, a right hit notification (large) is executed immediately before the transition from the opening to the round game, and then the right hit notification (large) ends and a right hit notification (small) starts so as not to interfere with the jackpot animation displayed during the round game.

[0381] Returning to the explanation of FIG. 42, after executing the ending start processing in step S1802, proceed to step S1803. In step S1802, right hit notification (small) end processing is executed. In the right hit notification (small) end processing, a right hit notification (small) end command is output to the display control device 212. Based on receiving the right hit notification (small) end command, the display control device 212 hides the image for the right hit notification (small) being displayed on the display screen G of the pattern display device 41. This avoids the right hit notification during the result notification part that constitutes the ending. After executing the processing of step S1803, the processing for this special ending is terminated as it is.

[0382] If a negative judgment is made in step S1801, that is, if the ending command for the big win has not been received, the process proceeds to step S1804. In step S1804, it is judged whether or not the result notification part is in progress. If a positive judgment is made in step S1804, the process proceeds to step S1805. In step S1805, it is judged whether or not the big win result that triggered the transition to the current big win gaming state is a big win result (3R big win result B) corresponding to the high frequency support mode, that is, whether or not it is the timing (win / lose result notification timing) to notify whether or not the transition to the first special gaming state corresponding to the high frequency support mode will occur after the end of the big win gaming state. If a positive judgment is made in step S1805, the process proceeds to step S1806, where a win / lose result notification process is executed, and the process for this special ending is terminated. In the pass / fail result notification process, a command for notifying the pass / fail result is output to the display control device 212, which causes the speaker unit 64 to output sound effects for notifying the pass / fail result and switches the light-emitting mode of the display light-emitting unit 63 to a light-emitting mode for notifying the pass / fail result.

[0383] If a negative judgment is made in step S1805, the process proceeds to step S1807. In step S1807, it is judged whether or not it is time to transition to the challenge performance introduction part. As already explained, the ending part of the jackpot game state corresponding to the 3R jackpot result A is composed of a result notification part, while the ending part of the jackpot game state corresponding to the 3R jackpot result B is composed of a result notification part constituting the first half of the ending and a challenge performance introduction part constituting the second half. If a negative judgment is made in step S1807, the process for this special ending is terminated as it is.

[0384] If the determination in step S1807 is affirmative, then in step S1808, transition processing to the challenge performance introduction part is executed, and then this special ending processing is terminated. In the transition processing to the challenge performance introduction part, a challenge performance introduction part transition command is output to the display control device 212, BGM for the challenge performance introduction part is output from the speaker unit 64, and the light emission mode of the display light emission unit 63 is switched to the light emission mode for the challenge performance introduction part.

[0385] Returning to the explanation of step S1804, if a negative judgment is made in step S1804, i.e., if the result announcement part is not in progress, the process proceeds to step S1809. In step S1809, it is determined whether or not the challenge performance introduction part is in progress. If a negative judgment is made in step S1809, the process for this special ending is terminated as is. If a positive judgment is made in step S1809, the process proceeds to step S1810. In step S1810, it is determined whether or not it is the timing to start the right hit announcement (large). If a positive judgment is made in step S1810, the process for starting the right hit announcement (large) is executed in step S1811, and then the process for this special ending is terminated.

[0386] In the right hit notification (large) start process of step S1811, a right hit notification (large) start command is output to the display control device 212, and a message for right hit notification is output from the speaker unit 64. Based on receiving the right hit notification (large) start command, the display control device 212 displays an image for right hit notification (large) (see FIG. 43(a)) on the display screen G of the pattern display device 41. This right hit notification (large) continues until a game round related to the second operation port 34 is started after transition to the first special game state corresponding to the high frequency support mode. When transitioning from the normal game state via the jackpot game state to the first special game state, the number of reserved information related to the second operation port 34 is 0 in most cases. For this reason, the right hit notification (large) started during the challenge performance introduction part is not immediately released after transition to the first special game state, but is continued until reserved information is acquired by winning the second operation port 34.

[0387] Returning to the explanation of step S1810, if a negative judgment is made in step S1810, that is, if it is not the start timing of the right hit notification (large), the process proceeds to step S1812. In step S1812, it is judged whether or not it is the end timing of the ending. If a negative judgment is made in step S1812, the process for the special ending is terminated as it is. If a positive judgment is made in step S1812, the process for the special ending is terminated after executing the challenge performance start process in step S1813. In the challenge performance start process, a challenge performance start command is output to the display control device 212, and the speaker unit 64 starts outputting BGM corresponding to the challenge performance (more specifically, the waiting part), and the light emission mode of the display light emission unit 63 is switched to the light emission mode corresponding to the challenge performance (more specifically, the waiting part). Based on receiving the challenge performance start command, the display control device 212 starts displaying a moving image for the challenge performance on the pattern display device 41, specifically, displaying a moving image for the waiting part (see FIG. 40).

[0388] The challenge performance is composed of the above-mentioned standby part, which is executed until a game round based on winning at the second actuation port 34 is started, and a main part, which transitions from the standby part in synchronism with the start of a game round based on winning at the second actuation port 34. Next, with reference to the flowchart of Fig. 44, the first special performance mode processing, which is processing for executing the challenge performance, will be described. The first special performance mode processing is processing executed as part of regular processing by the MPU 242 of the notification / performance control device 82.

[0389] <Processing for the first special effect mode> In the processing for the first special effect mode, first, in step S1901, it is determined whether or not it is during the main part of the challenge effect. If a negative determination is made in step S1901, the process proceeds to step S1902. In step S1902, it is determined whether or not either a fluctuation start command for the first operating port 33 corresponding to a big win or a special win, or a fluctuation start command for the second operating port 34, has been received. If a negative determination is made in step S1902, the processing for the first special effect mode is terminated. If a positive determination is made in step S1902, an end process for the standby part is executed in step S1903, and a transition process to the main part of the challenge effect is executed in the following step S1904.

[0390] In the process of transitioning to the main part, a main part start command is output to the display control device 212, which starts outputting background music corresponding to the main part from the speaker unit 64 and switches the light emission mode of the display light emitting unit 63 to a light emission mode corresponding to the main part. Based on receiving the main part start command, the display control device 212 switches the display of the moving image for the challenge performance and the waiting part on the symbol display device 41 to the moving image display for the main part.

[0391] After that, in step S1905, end processing for the right hit notification (large) is executed, and in step S1906, start processing for the right hit notification (small) is executed, and then the processing for this first special effect mode is terminated.

[0392] Returning to the explanation of step S1901, if a positive judgment is made in step S1901, the process proceeds to step S1907. In step S1907, it is judged whether or not a variation end command has been received from main control device 81. If a negative judgment is made in step S1907, a challenge performance progress process is executed in step S1908, and the process for the first special performance mode is terminated. If a positive judgment is made in step S1907, a challenge performance end process is executed in step S1909, and then the process for the first special performance mode is terminated. The challenge performance progress process will now be explained with reference to the flowcharts of Figures 45 to 50.

[0393] <Progression process for challenge performance> The challenge performance is broadly divided into a first half part up until the success or failure of the challenge performance is notified, and a second half part after the success or failure of the challenge performance is notified, and the progress processing for the challenge performance is composed of processing for the first half part (step S2001 in Figure 45) and processing for the second half part (step S2002 in Figure 45).

[0394] As shown in FIG. 46, in the processing for the first half part, first in step S2101 it is determined whether or not the first half part is in progress. If a negative determination is made in step S2101, the processing for the first half part is terminated as is. If a positive determination is made in step S2101, the processing proceeds to step S2102. In step S2102 it is determined whether or not the step-up performance that constitutes the main part is currently being executed. If a negative determination is made in step S2102, the processing for the first half part is terminated as is. If a positive determination is made in step S2102, the processing proceeds to step S2103.

[0395] In step S2103, it is determined whether or not the result of the challenge performance, that is, the result of whether or not the game currently being played is a win (special win or big win), is being notified. In the challenge performance, if the result of the challenge performance is a special win or big win, a display is made indicating the success of the challenge performance (a display that the fairy has been captured), and if the result is a miss, a display is made indicating the failure of the challenge performance (a display that the fairy has escaped) (see FIG. 41).

[0396] If a negative judgment is made in step S2103, the process proceeds to step S2104. In step S2104, it is judged whether it is time to notify the pass / fail result. If a negative judgment is made in step S2104, the process for the first half part ends as is. If a positive judgment is made in step S2104, the process for notifying the pass / fail result is executed in step S2105, and then the process for the first half part ends.

[0397] In the notification process of step S2105, a result notification command is output to the display control device 212 to notify the win / loss result of the game prior to the confirmed display of the pattern on the operation port display unit 43, and a sound effect corresponding to the win / loss result is output from the speaker unit 64, and the light emission mode of the display light-emitting unit 63 is switched to a light emission mode corresponding to the win / loss result. Based on receiving the result notification command, the display control device 212 controls the display of the pattern display device 41 to clearly show the win / loss result.

[0398] Returning to the explanation of step S2103, if a positive judgment is made in step S2103, i.e., if the pass / fail result is being notified, the process proceeds to step S2106. In step S2106, it is determined whether it is time to transition to the second half part. If a negative judgment is made in step S2106, the process for the first half part ends as is. If a positive judgment is made in step S2106, the process for transitioning to the second half part is executed in step S2107, and then the process for the first half part ends. Now, the process for transitioning to the second half part will be explained with reference to FIG. 47.

[0399] In the transition process to the latter half part, first, in step S2201, it is determined whether the game result (win / lose result) of the current game is a win result. If the determination is affirmative in step S2201, the consecutive win count calculation process is executed in step S2202, and the win result corresponding performance start process is executed in the following step S2203, and then this transition process is terminated. The consecutive win count calculation process and the start of the win result corresponding performance will be described in detail later.

[0400] If a negative determination is made in step S2201, then in step S2204, a failure result corresponding performance start process is executed. In the failure result corresponding performance start process, a failure result corresponding performance start command is output to the display control device 212, sound effects for the failure result corresponding performance are output from the speaker unit 64, and the light emission mode of the display light-emitting unit 63 is switched to a light emission mode for the failure result corresponding performance. Upon receiving the failure result corresponding performance start command, the display control device 212 makes the images of the girl character and the fairy and the word "fail" that are being displayed invisible, and performs a process of dynamically displaying the word "RUSH", which is an image indicating a transition to the third special game state, on the display screen G.

[0401] Thereafter, in step S2205, it is determined whether the reserved number related to the second operating port 34 has reached the upper limit. If a negative determination is made in step S2205, this transition process ends. If a positive determination is made in step S2205, the process proceeds to step S2206, where the end process of the right hit notification (small) is executed, and this transition process ends. In other words, if the current game round corresponds to a miss result and the reserved number related to the second operating port 34 has reached the upper limit, all right hit notifications end at this point.

[0402] In this embodiment, one of the features is that the success / failure of the challenge presentation is notified to the player in the first half of the challenge presentation, and if the challenge presentation is successful, the number of jackpots that may occur thereafter (substantially likely to occur), that is, the number of consecutive wins, is notified to the player in the second half. Here, the number of consecutive jackpots is calculated based on the remaining reserved information related to the second actuation port 34. Before explaining the consecutive win number calculation process, the process that is the premise of the calculation process, specifically, the advance confirmation process of steps S206 and S213 executed as part of the winning process for the actuation port in the MPU 112 of the main control device 81 (see FIG. 20), will be explained below. First, the advance confirmation process for the first actuation port in step S206 will be explained with reference to the flowchart in FIG.

[0403] <Pre-check process> In the advance confirmation process for the first operating port, first, in step S2301, a win / loss confirmation process is performed by referring to the win / loss determination table for the first operating port and the win random number counter C1 value acquired in step S205. The confirmation process in step S2301 is the same as the win / loss determination process in step S602 described above, so a detailed description will be omitted.

[0404] If it is confirmed in the win / loss confirmation process in step S2301 that the current reserved information corresponds to the jackpot result, an affirmative decision is made in step S2302 and the process proceeds to step S2303. In step S2303, the jackpot type is confirmed by referring to the jackpot type table for the first operating port and the value of the jackpot type counter C2 acquired in step S205. The type confirmation process in step S2303 is the same as the type determination process in step S606 described above, so a detailed description will be omitted.

[0405] Thereafter, the process proceeds to step S2304, where a process is executed to store the jackpot information in the first pending command scheduled to be sent in step S207 above, and the pre-check process is terminated.

[0406] Returning to the explanation of step S2302, if a negative judgment is made in step S2302, i.e., if the current reserved information does not correspond to a big win result, the process proceeds to step S2305. If the current reserved information corresponds to a special win result, a positive judgment is made in step S2305 and the process proceeds to step S2306. In step S2306, the special win type is confirmed by referring to the special win type table for the first operating port and the value of the special win type counter C3 acquired in step S205. The type confirmation process in step S2306 is the same process as the type determination process in step S612 described above, so a detailed explanation will be omitted.

[0407] Thereafter, the process proceeds to step S2307, where a process is executed to store the special winning information in the first pending command scheduled to be sent in step S207 above, and this advance confirmation process is terminated.

[0408] If the current pending information does not correspond to either a jackpot result or a special jackpot result, i.e., corresponds to a miss result, a negative judgment is made in step S2305 and the process proceeds to step S2308. In step S2308, it is judged whether or not the current variable display mode is the first variable display mode. If a negative judgment is made in step S2308, the pre-confirmation process ends as is. If a positive judgment is made in step S2308, the process proceeds to step S2309. In step S2309, a reach confirmation process is performed by referring to the miss reach judgment table and the value of the variation type counter CS acquired in step S205. In other words, the presence or absence of a miss reach occurrence and, if a miss reach occurs, an overview of the miss reach occurrence are confirmed.

[0409] If it is confirmed that a miss reach will occur, an affirmative determination is made in step S2310 and the process proceeds to step S2311. In step S2311, a process is executed in which information indicating an overview of the miss reach occurrence is stored in the first pending command scheduled to be sent in step S207, and the pre-confirmation process is terminated.

[0410] Next, the pre-check process for the second operating port in step S213 will be described with reference to the flowchart in FIG.

[0411] In the advance confirmation process for the second operating port, first, in step S2401, a win / loss confirmation process is performed by referring to the win / loss determination table for the second operating port and the win random number counter C1 value acquired in step S212. The confirmation process in step S2401 is the same as the win / loss determination process in step S603 described above, so a detailed description will be omitted.

[0412] If it is confirmed in the win / loss confirmation process in step S2401 that the current reserved information corresponds to the jackpot result, an affirmative decision is made in step S2402 and the process proceeds to step S2403. In step S2403, the jackpot type is confirmed by referring to the jackpot type table for the second operating port and the value of the jackpot type counter C2 acquired in step S212. The type confirmation process in step S2403 is the same as the type determination process in step S607 described above, so a detailed explanation will be omitted.

[0413] Thereafter, the process proceeds to step S2404, where a process is executed to store the jackpot information in the second pending command scheduled to be sent in step S214 above, and the pre-check process is terminated.

[0414] Returning to the explanation of step S2402, if a negative judgment is made in step S2402, i.e., if the current reserved information does not correspond to a big win result, the process proceeds to step S2405. If the current reserved information corresponds to a special win result, an affirmative judgment is made in step S2405 and the process proceeds to step S2406. In step S2406, the special win type is confirmed by referring to the special win type table for the second operating port and the value of the special win type counter C3 acquired in step S212. The type confirmation process in step S2406 is the same process as the type determination process in step S613 described above, and therefore a detailed explanation is omitted.

[0415] Thereafter, the process proceeds to step S2407, where a process is executed to store the special winning information in the first pending command scheduled to be sent in step S212 above, and this advance confirmation process is terminated.

[0416] If the current pending information does not correspond to either a jackpot result or a special jackpot result, i.e., if it corresponds to a miss result, a negative judgment is made in step S2405 and this pre-confirmation process is terminated.

[0417] Here, the continuous win count calculation process in step S2202 will be described with reference to the flowchart in Fig. 50. In the continuous win count calculation process, the reserved information stored in the second actuation port reserved area Rb is checked in the order of the first area → the second area → the third area → the fourth area, and the continuous win count is identified from the reserved information. Note that the continuous win count in this embodiment refers to the number of consecutive wins that occur in a loop from the first special game state to the third special game state without transitioning to the normal game state.

[0418] <Continuous hit count calculation process> In the continuous win count calculation process, first, in step S2501, the reserved information to be judged is specified. That is, the judgment target is limited to the reserved information stored in the reserve area Rb for the second actuation port at the timing when the continuous win count calculation process is executed. Then, the number of reserved information stored in the reserve area Rb for the second actuation port is set as a threshold M, and the judgment continuation counter provided in the various counter areas of the RAM 244 is set to "1".

[0419] In the next step S2502, it is determined whether the value n of the judgment continuation counter matches the threshold value M. If a negative determination is made in step S2502, the game state when the nth game is executed is identified in step S2503. In the next step S2504, the win / loss result of the nth game is identified from the reserved information. After that, in step S2505, the game state when the n+1th game is executed is identified. Then, in step S2506, the value n of the judgment continuation counter is updated to n+1, and the process returns to step S2502. In other words, the state and the win / loss result are identified in order for the reserved information stored in the second operating port reserved area Rb when this calculation process is started.

[0420] If a positive determination is made in step S2502, that is, if the value n of the determination continuation counter matches the threshold value M, the process proceeds to step S2507. In step S2507, the transition of the game state after the reserved ball related to the second actuation port 34 is consumed is estimated based on the results of the determination in steps S2503 to S2505. In the following step S2508, the number of remaining wins until the limiter is activated after the reserved ball is consumed is identified. Thereafter, in step S2509, the number of consecutive wins is estimated based on the information identified and estimated in steps S2503 to S2508, and in step S2501, the determination continuation counter is cleared to "0", and the consecutive win number calculation process ends.

[0421] In addition, in each game involving the second operating port 34, about 1 / 3 of the times will result in a winning result, and the reference number of times to end the second special game state (time-saving number of times) is set to 100 times. In other words, although it is assumed that a winning result will almost certainly be obtained before the reference number of times to end the second special game state is reached in the second special game state, it cannot be denied that all the games executed continuously in the second special game state may result in a losing result, although this is an extremely low probability. In consideration of such uncertainties, each process of steps S2507 and S2509 in the consecutive win count calculation process is an "estimate" process. In other words, the calculation result in the consecutive win count calculation process is an estimated value including an estimated element.

[0422] Hereinafter, an outline of the calculation of the number of consecutive wins will be described with reference to Figs. 51 to 53. Figs. 51 to 53 are schematic diagrams showing the relationship between the reserved information stored and the number of consecutive wins. Each of the examples shown in Figs. 51 to 53 shows a case where the game being played is the first game after the normal game state has been switched to the special game state, and no reserved ball corresponding to the winning result is stored in the reserved area Ra for the first actuation port. Incidentally, in this embodiment, if a reserved ball corresponding to the winning result related to the first actuation port 33 remains at the time of the transition to the first special game state, and the reserved ball is executed prior to the game related to the second actuation port 34, the estimation and notification of the number of consecutive big wins is not performed.

[0423] In the example shown in FIG. 51, when the above calculation is performed, the first to fourth areas of the reserve area Rb for the second operation port are all filled, and the currently executed game round (reserved stored in the execution area AE) and the following game round (reserved stored in the reserve area Rb for the second operation port) both correspond to a winning result. In this case, the currently executed game round is in the first special game state, and at the start of the game round, the remaining number of wins until the limiter is activated is 3. If a winning result is obtained in the first special game state, the above V winning will trigger a transition to the second special game state corresponding to the high frequency support mode. In the second special game state, 100 times is set as the ending reference number of times for the high frequency support mode.

[0424] The first game round that is executed after the game round also corresponds to the winning result. This game round is executed in the high frequency support mode. If the winning result is obtained in the high frequency support mode, the second game round will also be executed in the third special game state that corresponds to the high frequency support mode. The second game round also corresponds to the winning result. This game round is executed in the high frequency support mode. If the winning result is obtained in the high frequency support mode, the number of consecutive wins will be limited to four, and the limiter will be activated. As a result, the third game round will be executed in the third special game state that corresponds to the low frequency support mode.

[0425] In the example of FIG. 51, the third game also corresponds to a winning result, and the fourth game will be played in the first special game state corresponding to the low frequency support mode. In addition, the limiter is reset by the winning result. The fourth game also corresponds to a winning result, and the fourth game will be played in the first special game state corresponding to the high frequency support mode. At this point, the remaining number of times until the limiter is activated is two, so the remaining two wins will actually occur. In this case, it is highly likely that two wins will occur in the fifth and subsequent game times for which the reservation has not yet been acquired, and it is estimated that seven consecutive wins will occur, including the win in the game currently being played. In other words, since there is a win waiting after the limiter is activated, it is estimated that consecutive wins will occur that exceed the upper limit set by the limiter.

[0426] In each example shown in Figure 52, it is unclear whether a win will occur after the limiter is activated. In other words, although it is highly likely that wins will continue until the limiter is activated, it is unclear whether a win will occur between the activation of the limiter and the transition to the normal game mode.

[0427] Specifically, in the example shown in FIG. 52(a), no reserve is stored in the reserve area Rb for the second operation port. In other words, it is unclear whether the subsequent game round to be executed after the end of the corresponding game round will be a win or not. However, after the end of the corresponding game round, the game transitions to the second special game state triggered by the V winning, and there are two remaining wins until the limiter is activated. In other words, even if no subsequent reserve is acquired, it is highly likely that two wins will occur during the second special game state. For these reasons, it is estimated that after the end of the corresponding game round, wins will continue until the limiter is activated. In other words, it is estimated that the number of consecutive wins including the corresponding game round will be three.

[0428] In the example shown in FIG. 52(b), although a reserve is stored in the first area of ​​the reserve area Rb for the second operation port, this reserve corresponds to a miss result. After the end of the corresponding game round, the game transitions to the second special game state with the V winning as a trigger, and there are two remaining wins until the limiter is activated. In other words, even if the first game round after the corresponding game round is a miss, the second special game state continues, and the remaining number of times until the end reference number is reached is 99, and the remaining number of wins until the limiter is activated is two. Therefore, even if a subsequent reserve is not acquired, it is highly likely that two wins will occur during the second special game state. For these reasons, it is estimated that after the end of the corresponding game round, there will be consecutive wins until the limiter is activated. In other words, it is estimated that the number of consecutive wins including the corresponding game round is three.

[0429] In the example shown in FIG. 52(c), although reserved balls are stored in the first to fourth areas of the reserved area Rb for the second operation port, all of these reserved balls correspond to miss results. After the end of the corresponding game round, the game transitions to the second special game state triggered by the V winning, and there are two remaining wins until the limiter is activated. In other words, even if there is a miss in the first to fourth game rounds after the corresponding game round, the second special game state continues, and the remaining number of times until the end reference number is reached is 96, and the remaining number of wins until the limiter is activated is two. Therefore, even if no subsequent reserved balls are acquired, it is highly likely that two wins will occur during the second special game state. For these reasons, it is estimated that after the end of the corresponding game round, there will be consecutive wins until the limiter is activated. In other words, it is estimated that the number of consecutive wins including the corresponding game round is three.

[0430] In the example shown in FIG. 52(d), the reserved balls are stored in the first to fourth areas of the reserved area Rb for the second operation port, and the reserved balls in the third area correspond to the winning result. After the end of the corresponding game round, the game transitions to the second special game state triggered by the V winning, and there are two remaining winning times until the limiter is activated. After the first and second game rounds result in a losing result, the third game round results in a winning result. As a result, the fourth game round is executed in the second special game state in which the end reference number of times is reset to 100 times. The fourth game round corresponds to a losing result, and the subsequent game rounds are executed under the second special game state. Here, in the fifth game round, the remaining number of times until the end reference number of times is reached is 98 times, and the remaining number of winning times until the limiter is activated is one. Therefore, even if the subsequent reserved balls are not acquired, it is highly likely that one winning time will occur during the second special game state. For these reasons, it is estimated that after the end of the relevant game, there will be consecutive wins until the limiter is activated. In other words, the number of consecutive wins including the relevant game is estimated to be three.

[0431] In each example shown in Figure 53, it is unclear whether a win will occur after the limiter is activated. In other words, although it is highly likely that the wins will continue until the limiter is activated, it is unclear whether a win will occur between the activation of the limiter and the transition to the normal game mode.

[0432] In the example shown in FIG. 53(a), when the above calculation is performed, the first to fourth areas of the reserve area Rb for the second operating port are all filled, and the currently executed game round (reserved stored in the execution area AE), the first game round (reserved stored in the first area), the second game round (reserved stored in the second area), and the third game round (reserved stored in the third area) executed after the corresponding game round all correspond to winning results, and the fourth game round (reserved stored in the fourth area) corresponds to a losing result. In this case, the currently executed game round is in the first special game state, and at the start of the game round, the remaining number of winning times until the limiter is activated is 3 times. If a winning result is obtained in the first special game state, the above V winning will trigger a transition to the second special game state corresponding to the high frequency support mode. In the second special game state, 100 times is set as the ending reference number of times for the high frequency support mode.

[0433] The first game round also corresponds to a winning result, and this game round is executed in the high frequency support mode. As a result of the winning result being in the high frequency support mode, the second game round is also executed in the third special game state corresponding to the high frequency support mode. The second game round also corresponds to a winning result, and this game round is also executed in the high frequency support mode. However, as a result of the winning result being in the high frequency support mode, the number of consecutive wins becomes the upper limit of four, and the limiter is activated. As a result, the third game round is executed in the third special game state corresponding to the low frequency support mode.

[0434] In the example of FIG. 53(a), the third game also corresponds to a winning result, and the fourth game is executed in the first special game state by winning in the third special game state corresponding to the low frequency support mode. In addition, the limiter is reset by the winning result. However, the fourth game corresponds to a losing result, and is not a winning result in the first special game state corresponding to the high frequency support mode. After that, the state transitions to the third special game state corresponding to the low frequency support mode. In such a case, the number of consecutive wins may differ depending on whether or not the remaining reserved balls related to the second operating port 34 are a winning result. However, at the timing of the above calculation, the reserved balls related to the fifth and subsequent game rounds have not yet been acquired. Therefore, in such a case, the number of consecutive wins including the corresponding game round is estimated to be four.

[0435] In the example shown in FIG. 53(b), when the above calculation is performed, the first to fourth areas of the reserve area Rb for the second operating port are all filled, and the currently executed game round (reserved stored in the execution area AE), the first game round (reserved stored in the first area), the second game round (reserved stored in the second area), and the fourth game round (reserved stored in the third area) executed after the corresponding game round all correspond to winning results, and the third game round (reserved stored in the fourth area) corresponds to a losing result. In this case, the currently executed game round is in the first special game state, and at the start of the game round, the remaining number of winning times until the limiter is activated is 3 times. If a winning result is obtained in the first special game state, the above V winning will trigger a transition to the second special game state corresponding to the high frequency support mode. In the second special game state, 100 times is set as the ending reference number of times for the high frequency support mode.

[0436] The first game round also corresponds to a winning result, and this game round is executed in the high frequency support mode. As a result of the winning result being in the high frequency support mode, the second game round is also executed in the third special game state corresponding to the high frequency support mode. The second game round also corresponds to a winning result, and this game round is also executed in the high frequency support mode. However, as a result of the winning result being in the high frequency support mode, the number of consecutive wins becomes the upper limit of four, and the limiter is activated. As a result, the third game round is executed in the third special game state corresponding to the low frequency support mode.

[0437] In the example of FIG. 53(b), the third game corresponds to a losing result, and the fourth game is executed in the first special game state because the losing result occurs in the third special game state corresponding to the low frequency support mode. However, the fourth game corresponds to a winning result, and the fifth game is executed in the first special game state corresponding to the high frequency support mode. The limiter is also reset. In such a case, the number of consecutive wins may differ depending on whether or not the remaining reserved balls related to the second operating port 34 result in a winning result. However, at the timing of the above calculation, the reserved balls related to the fifth and subsequent games have not yet been obtained. Therefore, in such a case, the number of consecutive wins including the corresponding game is estimated to be four.

[0438] In the example shown in FIG. 53(c), when the above calculation is performed, the first to fourth areas of the reserve area Rb for the second operation port are all filled, and the currently executed game round (reserved stored in the execution area AE), the first game round (reserved stored in the first area), the third game round (reserved stored in the second area), and the fourth game round (reserved stored in the third area) executed after the corresponding game round all correspond to a winning result, and the second game round (reserved stored in the fourth area) corresponds to a losing result. In this case, the currently executed game round is in the first special game state, and at the start of the game round, the remaining number of winning times until the limiter is activated is three times. If a winning result is obtained in the first special game state, the above V winning will trigger a transition to the second special game state corresponding to the high frequency support mode. In the second special game state, 100 times is set as the ending reference number of times for the high frequency support mode.

[0439] The first play round mentioned above also corresponds to a winning result, and this play round is executed in the high frequency support mode. As a winning result in the high frequency support mode, the second play round is also executed in the third special play state corresponding to the high frequency support mode. The second play round corresponds to a losing result, and the number of times remaining until the end reference number of times is reached is reduced by "1" and the game moves to the third play round. In other words, the third play round is also executed in the high frequency support mode. At this time, the number of winning times remaining until the limiter is activated is also carried over from the second play round to the third play round.

[0440] Although the third play corresponds to a winning result, the limiter is activated, so that the fourth play is executed in the third special play state corresponding to the low frequency support mode. Since the fourth play corresponds to a winning result, the limiter is reset and the state transitions to the first special play state corresponding to the high frequency support mode. In such a case, the number of consecutive wins may differ depending on whether or not the remaining reserved balls related to the second operating port 34 result in a winning result. However, at the time of performing the above calculation, the reserved balls related to the fifth and subsequent play times have not yet been obtained. Therefore, in such a case, the number of consecutive wins including the corresponding play is estimated to be four.

[0441] In the example shown in FIG. 53(d), when the above calculation is performed, the first to fourth areas of the reserve area Rb for the second operating port are all filled, and the currently executed game round (reserved stored in the execution area AE), the second game round (reserved stored in the first area), the third game round (reserved stored in the second area), and the fourth game round (reserved stored in the third area) executed after the corresponding game round all correspond to winning results, and the first game round (reserved stored in the fourth area) corresponds to a losing result. In this case, the currently executed game round is in the first special game state, and at the start of the game round, the remaining number of winning times until the limiter is activated is 3 times. If a winning result is obtained in the first special game state, the above V winning will trigger a transition to the second special game state corresponding to the high frequency support mode. In the second special game state, 100 times is set as the ending reference number of times for the high frequency support mode.

[0442] The first game round corresponds to a losing result, and this game round is executed in the high frequency support mode. Therefore, the remaining number of times until the end reference number of times is reached is reduced by "1" and the game moves to the second game round. In other words, the second game round is also executed in the high frequency support mode. The second game round corresponds to a winning result, and since the winning result is obtained in the high frequency support mode, the third game round is also executed in the third special game state corresponding to the high frequency support mode. The third game round corresponds to a winning result, and although the winning result is obtained in the high frequency support mode, the limiter is activated and the fourth game round is executed in the third special game state corresponding to the low frequency support mode.

[0443] The fourth play corresponds to a winning result, and the limiter is reset and the game transitions to the first special game state corresponding to the high frequency support mode. In such a case, the number of consecutive wins may differ depending on whether or not the remaining reserved balls related to the second operating port 34 result in a winning result. However, at the time of the above calculation, the reserved balls related to the fifth play and thereafter have not yet been obtained. Therefore, in such a case, the number of consecutive wins including the corresponding play is estimated to be four.

[0444] Next, the process for the latter part constituting the challenge effect progress process (see FIG. 45) will be described with reference to the flowchart of FIG.

[0445] <Processing for the latter part> In the processing for the second half part, first, in step S2601, it is determined whether or not the second half part is in progress. If a negative determination is made in step S2601, the processing for the second half part is terminated. If a positive determination is made in step S2601, the processing proceeds to step S2602. In step S2602, it is determined whether or not the current game round corresponds to a losing result. If a positive determination is made in step S2602, processing for a losing result is executed in step S2603, and then the processing for the second half part is terminated. On the other hand, if a negative determination is made in step S2602, processing for a winning result is executed in step S2604, and then the processing for the second half part is terminated.

[0446] <Processing for failed results> As shown in the flowchart of FIG. 55, in the failure result processing, first in step S2701 it is determined whether or not the introduction performance of the third special performance mode is in progress. If a negative determination is made in step S2701, the actual failure result processing ends as is. If a positive determination is made in step S2701, the processing proceeds to step S2702. In step S2702 it is determined whether or not it is the timing to start the introduction performance of the third special performance mode. If a negative determination is made in step S2702, the actual failure result processing ends as is. If a positive determination is made in step S2702, the processing proceeds to step S2703.

[0447] In step S2703, it is determined whether the number of reserved balls related to the second operating port 34 has reached the upper limit of four balls. In other words, it is determined whether any more reserved balls can be acquired. If a negative determination is made in step S2703, the process proceeds to step S2704, where a start process is executed to start the introduction performance A as an introduction performance to the third special performance mode, and then in step S2705, a delay start process for the right hit notification (large) is executed, and then the main miss result process is terminated. In the introduction performance A, the characters "RUSH" indicating the transition to the third special performance mode are dynamically displayed in the center of the display screen G of the pattern display device 41. Then, after the characters "RUSH" are displayed in a reduced size in the upper part of the display screen G, an image of a girl character holding a sign with a right arrow is dynamically displayed in the center of the display screen G, and an indicator indicating the remaining time and a timer counter are displayed in the lower part of the display screen G (see FIG. 56).

[0448] If a positive determination is made in step S2703, the process proceeds to step S2706, where a start process is executed to start introduction performance B as an introduction performance to the third special performance mode, and then the process for the actual miss result is terminated. In introduction performance A, a beach image is dynamically displayed on the display screen G of the symbol display device 41. Unlike introduction performance A, a right-hit notification is not executed.

[0449] Next, the winning result process in step S2604 will be described with reference to the flowchart in FIG.

[0450] <Processing for winning results> In the winning result processing, first, in step S2801, it is determined whether or not the introduction performance of the second special performance mode is in progress. If a negative determination is made in step S2801, the process proceeds to step S2802. In step S2802, it is determined whether or not the winning number suggestion performance is in progress. If a negative determination is made in step S2802, the process proceeds to step S2803. In step S2803, it is determined whether or not it is the timing to start the winning number suggestion performance. If a negative determination is made in step S2803, the winning result processing ends as is. If a positive determination is made in step S2803, the winning number suggestion performance start process is executed in step S2804, and then the winning result processing ends.

[0451] Returning to the explanation of step S2802, if a positive determination is made in step S2802, the process proceeds to step S2805, where it is determined whether or not it is time to start the introduction effect of the second special effect mode. If a negative determination is made in step S2805, the process for the actual winning result ends. If a positive determination is made in step S2805, the process for starting the introduction effect of the second special effect mode is executed in step S2806, and then the process for the actual winning result ends.

[0452] Returning to the explanation of step S2801, if a positive determination is made in step S2801, the process proceeds to step S2807. In step S2807, it is determined whether or not it is time to start a right hit notification (large). If a negative determination is made in step S2807, the process for the real winning result ends. If a positive determination is made in step S2807, the process for starting a right hit notification (large) is executed in step S2808, and then the process for the real winning result ends.

[0453] Here, an overview of the winning number suggestion effect and the right hit notification will be described with reference to Figures 58 and 59. In the winning number suggestion effect, for example, if the calculation result (estimated result) of the number of consecutive wins is 3 times, the effect progresses in the order of Figure 58(a) → Figure 58(b) → Figure 58(c) → Figure 58(d) → Figure 58(e), and if the calculation result (estimated result) of the number of consecutive wins is 7 times, the effect progresses in the order of Figure 58(a) → Figure 58(b) → Figure 58(c) → Figure 58(d) → Figure 58(f) → Figure 58(g) → Figure 58(h).

[0454] In the first special effect mode (first special game state), a combination of "V" symbols is displayed frozen on the display screen G of the symbol display device 41 when a winning result is ...

Claims

[Claim 1] A gaming machine comprising a gaming board in which a gaming area in which gaming balls flow down is formed, and a gaming ball launching means capable of launching gaming balls into the gaming area, A starting ball entry section is provided in the game area and into which a game ball flowing down the game area can enter; A special information acquisition means for acquiring special information based on a shot into the starting shot section; a special information storage means capable of storing a plurality of pieces of special information acquired by the special information acquisition means; a special information determination means for determining whether the special information stored in the special information storage means corresponds to special determination information; a game round control means for controlling the notification means so that a game round operation for each game round is performed according to the special information stored in the special information storage means, the game round being counted as one game round when an action for a game round is started prior to a judgment by the special information judgment means or based on the judgment being made by the special information judgment means, and the game round operation is ended as a notification result corresponding to the result of the judgment; a special game state transition means for transitioning a game state from a predetermined game state to a special game state which is more advantageous to a player than the predetermined game state, based on the judgment result by the special information judgment means becoming a winning result corresponding to the special judgment information and the game number control means ending the game number operation as a notification result corresponding to the winning result; Equipped with As the predetermined gaming state, a first gaming state and a second gaming state which is more advantageous to a player than the first gaming state are provided, a first game state transition means for transitioning to the first game state when the number of times a game is executed in the second game state reaches a predetermined number without resulting in a winning result; an estimation means for estimating, when the result of the determination by the special information determination means is the winning result at a predetermined number of game times in the second game state where the predetermined number of times has been reached, the number of times that the winning result will be obtained in a plurality of game times including the game times related to each of the stored special information and the game times related to the special information that has not yet been stored, based on each of the special information stored in the special information storage means; an estimation result notifying means for notifying the estimation result by the estimation means before the next game round is started; Equipped with A gaming machine characterized in that the maximum number of times the winning result is estimated by the estimation means is configured to be greater than the upper limit of special information that can be stored by the special information storage means.

Citation Information

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