Gaming machine
The gaming machine addresses the challenges of enhancing gameplay and reducing processing load by incorporating a launching mechanism, specialized ball entry areas, a bonus ball entry mechanism, and notification systems, resulting in an improved and engaging game experience.
Patent Information
- Application Number
- JP2023112685
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-10
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2040-11-02
AI Technical Summary
Existing gaming machines, such as pachinko machines and slot machines, face challenges in enhancing gameplay enjoyment, reducing processing load, optimizing processing, simplifying control and structure, and ensuring a sound game experience.
The gaming machine incorporates a launching mechanism for game balls, specialized ball entry areas with unique patterns, a bonus ball entry mechanism, notification systems for recommended launch modes, and performance control mechanisms to manage game states and ball entry conditions.
This configuration enhances gameplay enjoyment, reduces processing load, optimizes game state transitions, and provides a more engaging and sound game experience by dynamically controlling ball entry and launch modes.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In gaming machines such as pachinko machines and slot machines, technical improvements are being made from various perspectives such as structure, control, and presentation, with the aim of increasing the enjoyment of the game, reducing the processing load of the gaming machine, optimizing processing, simplifying control, and simplifying the structure (for example, Patent Document 1).
[0003] Additionally, various technical improvements have been made with the aim of improving the soundness of gaming, such as by detecting and preventing fraudulent acts by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2011-172988 A Summary of the Invention [Problem to be solved by the invention]
[0005] In gaming machines such as those described above, further technological improvements are desired in order to increase the enjoyment of the game, reduce the processing load of the gaming machine, optimize processing, simplify control, simplify the structure, and provide a more sound game experience. [Means for solving the problem]
[0006] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized in the following forms.
[0007] [form] A launching means for launching a game ball; A ball entry area where a game ball can enter, and a predetermined special pattern appears when a game ball enters the area., a specific special pattern different from the predetermined special pattern of each Variable Predetermined Special map An entry area; A ball entry area in which a game ball can enter and in which a normal symbol can be changed based on the game ball entering the area; Even if the game ball enters the ball, the specified special pattern , the specific special pattern, the normal pattern a specific ball entry area that does not change the ball entry area, in which the game ball can enter the ball when the launch mode by the launching means is a first launch mode, and the game ball cannot enter the ball when the launch mode by the launching means is a second launch mode; A bonus ball entry means for allowing a game ball to enter the ball hole when the launch mode by the launch means is the second launch mode; A notification means capable of being a specific notification mode for notifying that the recommended firing mode is the second firing mode; A gaming machine comprising: This gaming machine is During a predetermined waiting period in which the execution of a predetermined special game state in which the bonus ball entry means performs a predetermined opening is confirmed, the notification means does not execute the specific notification mode, The specific notification mode is executed by the notification means during execution of the predetermined special game state, This gaming machine is During the predetermined waiting period when the notification means is not executing the specific notification mode, when a predetermined condition for opening the special ball entry means is established based on a game ball entering the specific ball entry area, the predetermined special game state is generated after execution of a predetermined control; This gaming machine is Equipped with a performance control means capable of executing various performances, The performance control means includes: Even in a game situation in which the predetermined special game state may occur based on the game ball being launched in the first launch mode and the game ball entering the specific ball entry area, the game device is configured to be able to control not to execute a performance informing that the recommended launch mode is the first launch mode, This gaming machine is The device is configured to switch between a valid state in which the ball is allowed to enter the specific ball entry area during the predetermined waiting period and an invalid state in which the ball is allowed to enter the specific ball entry area during the predetermined waiting period, based on the occurrence of a predetermined game condition; Even if a game ball enters the specific ball entry area in the invalid state during the predetermined waiting period, the predetermined condition is not established, This gaming machine is The system is configured such that, when a game ball enters the specific ball entry area in the valid state during the specified waiting period, the specified condition is met and the specified special game state based on the ball entry is generated, and even if a game ball enters the specific ball entry area in the valid state during the specified waiting period, the specified condition is not met and the specified special game state based on the ball entry is not generated. A gaming machine characterized by: Effect of the Invention
[0008] According to the above embodiment, the above-mentioned problems can be solved. [Brief description of the drawings]
[0009] [Figure 1] 1 is a perspective view of a pachinko machine according to a first embodiment. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3] FIG. [Figure 4] FIG. 2 is an explanatory diagram showing a display surface of the pattern display device. [Diagram 5] FIG. 2 is an explanatory diagram showing a pattern that is variably displayed on a pattern display device. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 7] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Figure 8] An explanatory diagram showing the contents of a win / lose table. [Figure 9] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 10] FIG. 13 is an explanatory diagram showing a win / loss table for reach determination. [Figure 11] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 12] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 13] FIG. 11 is an explanatory diagram illustrating an example of a character stage. [Figure 14] FIG. 11 is an explanatory diagram illustrating a non-character stage. [Figure 15] 11 is an explanatory diagram showing an example of a battle effect and a result notification effect. FIG. [Figure 16] 13 is a timing chart showing the display modes of the changing and stopping symbols, the special reach screen effects, and the background images. [Figure 17] FIG. 2 is an explanatory diagram showing a schematic diagram of stage transitions executed in a pachinko machine. [Figure 18] FIG. 13 is an explanatory diagram showing the manner of stage transition in a character stage. [Figure 19] FIG. 13 is an explanatory diagram showing the manner of stage transition in a non-character stage. [Figure 20] 13 is a flowchart showing a timer interrupt process. [Figure 21] A flowchart showing the ball entry processing for the starting hole. [Figure 22] 13 is a flowchart showing a destination determination process. [Diagram 23] 13 is a flowchart showing a through ball entry process. [Figure 24] 13 is a flowchart showing a normal process. [Diagram 25] 13 is a flowchart showing a game play control process. [Figure 26] 13 is a flowchart showing a fluctuation start process. [Figure 27] 13 is a flowchart showing a hold information shift process. [Figure 28]13 is a flowchart showing a hit determination process. [Figure 29] 13 is a flowchart showing a variable time setting process. [Diagram 30] 13 is a flowchart showing a fluctuation end process. [Diagram 31] 13 is a flowchart showing a game state transition process. [Diagram 32] A flowchart showing the process of opening and closing the large prize opening. [Diagram 33] 13 is a flowchart showing a transition process at the end of an ending period. [Diagram 34] 13 is a flowchart showing a process for electric utility support. [Diagram 35] 4 is a flowchart showing an electric utility opening / closing control process. [Diagram 36] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 37] 13 is a flowchart showing a pending command handling process. [Figure 38] 13 is a flowchart showing an update process when a ball goes in. [Figure 39] 13 is a flowchart showing the game play presentation setting process. [Diagram 40] 13 is a flowchart showing a performance pattern setting process. [Diagram 41] A flowchart showing the process of setting a presentation pattern for a jackpot. [Diagram 42] FIG. 13 is an explanatory diagram showing the contents of a reach allocation table. [Diagram 43] 13 is a flowchart showing a process for setting an effect pattern when a reach occurs or fails. [Diagram 44] 13 is a flowchart showing the process of referring to the performance pattern table when a super reach fails. [Diagram 45] FIG. 13 is an explanatory diagram showing the contents of a warrior character lottery table. [Figure 46] FIG. 13 is an explanatory diagram showing the contents of a warrior character judgment value correspondence table. [Figure 47]13 is a flowchart showing the process of referring to the performance pattern table when a special reach fails. [Figure 48] 13 is a flowchart showing the process of setting a presentation pattern for when a reach does not occur or is missed. [Figure 49] 13 is a flowchart showing an update process at the start of fluctuation. [Figure 50] 13 is a flowchart showing a stage production process. [Figure 51] 13 is a flowchart showing a stage transition process in a character stage. [Figure 52] FIG. 13 is an explanatory diagram showing the contents of a stage lottery table. [Diagram 53] 13 is a flowchart showing stage transition processing in a non-character stage. [Figure 54] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 55] 13 is a flowchart showing a command interrupt process. [Figure 56] 13 is a flowchart showing a V interrupt process. [Figure 57] 11 is a block diagram showing mainly the electrical configuration of an audio and light emission control device 90 and a display control device 100 in a pachinko machine 10 of a second embodiment. [Figure 58] FIG. 1 is an explanatory diagram showing an example of music piece data and its performance form as the background art. [Figure 59] FIG. 2 is an explanatory diagram illustrating a typical data structure of data stored in a ROM for audio data; [Figure 60] 2 is an explanatory diagram showing the configurations of first data A1 of song A and second data A2 of song A. FIG. [Figure 61] 1 is an explanatory diagram showing the configurations of first data B1 of a piece of music B and second data B2 of a piece of music B. FIG. [Figure 62] 13 is a timing chart showing a reproduction procedure for a piece of music A in the sound output LSI 97. [Figure 63]13 is a timing chart showing a reproduction procedure for music piece B in the sound output LSI 97. [Figure 64] 1 is an explanatory diagram showing the data structure and performance form of a piece of music A in a reference example. FIG. [Figure 65] 13 is a flowchart showing a timer interrupt process executed in an MPU 92 of the audio and light emission control device 90. [Figure 66] 13 is a flowchart showing a BGM process. [Figure 67] 13 is a flowchart showing a BGM playback start process. [Figure 68] 13 is a flowchart showing a BGM continuous playback process. [Figure 69] 13 is a flowchart showing a playback start execution process executed in the sound output LSI 97. [Figure 70] 13 is a timing chart showing a reproduction procedure for a piece of music A by the sound output LSI 97 in the first modification. [Figure 71] 13 is a flowchart showing a BGM continuous playback process. [Figure 72] 13 is a flowchart showing a first second data reproduction process. [Figure 73] 13 is a flowchart showing second data reproduction processing from the second time onwards. [Figure 74] 13 is a flowchart showing a playback start execution process executed in the sound output LSI 97. [Figure 75] FIG. 13 is an explanatory diagram showing a predetermined period that defines the transmission timing in Modification 5. [Figure 76] FIG. 11 is a perspective view of a pachinko machine according to a third embodiment. [Figure 77] FIG. 2 is a rear view of the pachinko machine. [Figure 78] FIG. [Figure 79] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Figure 80] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 81]FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Figure 82] An explanatory diagram showing the contents of a win / lose table. [Figure 83] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 84] An explanatory diagram showing the contents of a winning / losing table for the lottery for opening electric gimmicks. [Figure 85] FIG. 13 is a block diagram showing the electrical configuration of the audio and light emission control device and the display control device according to the third embodiment. [Figure 86] FIG. 11 is an explanatory diagram illustrating a power switch according to a third embodiment. [Figure 87] FIG. 11 is an explanatory diagram illustrating another example of the power switch. [Figure 88] FIG. 11 is an explanatory diagram illustrating another example of the power switch. [Figure 89] 13 is a flowchart showing a main process executed by a main MPU of a third embodiment when the power is turned on. [Figure 90] 13 is a flowchart showing a setting change process executed by a main MPU in the third embodiment. [Figure 91] 13 is a flowchart showing a setting confirmation process executed by a main MPU in the third embodiment. [Figure 92] 13 is a flowchart showing a timer interrupt process executed by a main MPU in the third embodiment. [Figure 93] 13 is a flowchart showing a power supply monitoring process executed by a main MPU in the third embodiment. [Figure 94] A flowchart showing the ball entry processing for the starting hole performed by the main MPU of the third embodiment. [Figure 95] 13 is a flowchart showing a destination determination process executed by a master MPU in the third embodiment. [Figure 96] 13 is a flowchart showing the ball entry processing for the through gate executed by the main MPU of the third embodiment. [Figure 97] 13 is a flowchart showing the game round control processing executed by the main MPU of the third embodiment. [Figure 98] 13 is a flowchart showing the pending information shift processing executed by the main MPU of the third embodiment. [Figure 99] 13 is a flowchart showing a fluctuation start process executed by the master MPU of the third embodiment. [Figure 100] 13 is a flowchart showing a hit determination process executed by a master MPU in the third embodiment. [Figure 101] 13 is a flowchart showing a variable time setting process executed by a master MPU in the third embodiment. [Figure 102] 13 is a flowchart showing a game state transition process executed by a main MPU in the third embodiment. [Figure 103] 13 is a flowchart showing the large prize opening and closing process executed by the main MPU in the third embodiment. [Figure 104] 13 is a flowchart showing a transition process at the end of an ending period executed by a main MPU in the third embodiment. [Figure 105] 13 is a flowchart showing the electric utility support process executed by the main MPU of the third embodiment. [Fig. 106] 13 is a flowchart showing an electric utility switching control process executed by a main MPU of the third embodiment. [Figure 107] 13 is a flowchart showing main processing executed by an audio / optical side MPU in the third embodiment. [Figure 108] 13 is a flowchart showing a startup date and time information storage process executed by an audio / optical side MPU of the third embodiment. [Fig. 109] 13 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU of the third embodiment. [Figure 110] 13 is a flowchart showing an activation type determination process executed by an audio / optical side MPU of the third embodiment. [Figure 111] 13 is a flowchart showing an audio / optical side abnormality / power interruption flag response process executed by an audio / optical side MPU in the third embodiment. [Figure 112] 13 is a flowchart showing a timer interrupt process executed by an audio / optical side MPU in the third embodiment. [Figure 113] 13 is a flowchart showing an audio / optical side power cut-off process executed by an audio / optical side MPU of the third embodiment. [Fig. 114] 13 is a flowchart showing the RTC performance process executed by the sound and light side MPU of the third embodiment. [Figure 115] FIG. 13 is an explanatory diagram illustrating the RTC performance execution determination table. [Fig. 116] A flowchart showing the processing for stationary suggestion performance executed by the sound and light side MPU of the third embodiment. [Figure 117] FIG. 13 is an explanatory diagram illustrating a movable object for presentation provided in a pachinko machine according to variant example 1 of the third embodiment. [Fig. 118] FIG. 13 is an explanatory diagram illustrating a movable object for presentation provided in a pachinko machine according to variant example 1 of the third embodiment. [Figure 119] 13 is a flowchart showing a main process executed by a main MPU in a twelfth modification of the third embodiment. [Figure 120] 13 is a flowchart showing a power supply monitoring process executed by a main MPU in a twelfth modification of the third embodiment. [Figure 121] 13 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU in the twelfth modified example of the third embodiment. [Figure 122] 13 is a flowchart showing an audio / optical side power cut-off process executed by an audio / optical side MPU in a twelfth modified example of the third embodiment. [Figure 123] 13 is a flowchart showing a power supply monitoring process executed by a main MPU in a thirteenth modification of the third embodiment. [Figure 124] 13 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU in the thirteenth modified example of the third embodiment. [Fig. 125] 23 is a flowchart showing an audio / optical side power cut-off process executed by an audio / optical side MPU in a thirteenth modified example of the third embodiment. [Fig. 126] FIG. 11 is a perspective view of a pachinko machine according to a fourth embodiment. [Figure 127] FIG. 2 is a rear view of the pachinko machine. [Figure 128] FIG. [Figure 129] FIG. 2 is an explanatory diagram showing the starting port unit. [Fig. 130] 13 is an explanatory diagram showing the flow of game balls when the distribution piece is in the first position Q1. [Fig. 131] An explanatory diagram showing the flow of game balls when the distribution piece is in the second position Q2. [Fig. 132] An explanatory diagram showing the first route in the starting port unit. [Fig. 133] An explanatory diagram showing the second route in the starting port unit. [Fig. 134] An explanatory diagram showing the third route in the starting port unit. [Fig. 135] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 136] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 137] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Figure 138] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 139] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 140] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 141] FIG. 13 is an explanatory diagram showing a win / loss table for reach determination. [Fig. 142] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 143] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 144] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Fig. 145] FIG. 13 is an explanatory diagram showing various aspects of a low-probability low-support state, a low-probability high-support state, a high-probability high-support state, and a high-probability low-support state. [Fig. 146] 13 is a flowchart showing a timer interrupt process. [Fig. 147]A flowchart showing the ball entry processing for the starting hole. [Fig. 148] 13 is a flowchart showing ball entry processing for a fall entrance. [Figure 149] 13 is a flowchart showing a normal process. [Fig. 150] 13 is a flowchart showing a game play control process. [Fig. 151] A flowchart showing the fluctuation start processing for the first starting port. [Fig. 152] A flowchart showing the pending information shift processing for the first starting port. [Fig. 153] 13 is a flowchart showing the determination process for the first starting port. [Fig. 154] A flowchart showing the process of setting the variable time for the first starting port. [Fig. 155] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the first starting port. [Fig. 156] A flowchart showing the process of acquiring variable time information during a low probability high support state for the first starting port. [Fig. 157] A flowchart showing the process of acquiring variable time information during a high probability high support state for the first starting port. [Fig. 158] A flowchart showing the process of acquiring variable time information during a high probability low support state for the first starting port. [Fig. 159] 13 is a flowchart showing the first fluctuation stop processing. [Fig. 160] A flowchart showing the fluctuation start processing for the second starting port. [Fig. 161] A flowchart showing the pending information shift processing for the second starting port. [Fig. 162] A flowchart showing the determination process for the second starting port. [Fig. 163] A flowchart showing the process of setting the variable time for the second starting port. [Fig. 164] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the second starting port. [Fig. 165]A flowchart showing the process of acquiring variable time information during a low probability high support state for the second starting port. [Fig. 166] A flowchart showing the process of acquiring variable time information during a high probability high support state for the second starting port. [Fig. 167] A flowchart showing the process of acquiring variable time information during a high probability low support state for the second starting port. [Fig. 168] 13 is a flowchart showing a second fluctuation stop process. [Fig. 169] 13 is a flowchart showing a game state transition process. [Fig. 170] 13 is a flowchart showing an opening / closing scenario setting process. [Fig. 171] 13 is a flowchart showing an opening time setting process. [Fig. 172] 13 is a flowchart showing a process performed when an opening period flag is ON. [Fig. 173] 13 is a flowchart showing a process when an opening / closing process period flag is ON. [Fig. 174] A flowchart showing the process of opening and closing the large prize opening. [Fig. 175] 13 is a flowchart showing a process when an ending period flag is ON. [Fig. 176] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 177] 13 is a flowchart showing a process for electric utility support. [Fig. 178] 11 is a flowchart showing an electric utility switching process. [Fig. 179] 13 is a flowchart showing a game ball distribution control process. [Fig. 180] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 181] 13 is a flowchart showing a pending command handling process. [Fig. 182] 13 is a flowchart showing an update process when a ball goes in. [Fig. 183] 13 is a flowchart showing the game play presentation setting process. [Fig. 184] 13 is a flowchart showing a display mode switching process. [Fig. 185] 13 is a flowchart showing the process for setting the special 1 game play presentation. [Fig. 186] 13 is a flowchart showing a first effect pattern setting process. [Fig. 187] This is a flowchart showing the process of setting the presentation pattern for the first starting port in a low-probability, low-support state. [Fig. 188] This is a flowchart showing the process of setting the presentation pattern when in a low probability high support state for the first starting port. [Fig. 189] This is a flowchart showing the process of setting the presentation pattern during a high probability high support state for the first starting port. [Fig. 190] This is a flowchart showing the process of setting the presentation pattern when in a high probability low support state for the first starting port. [Fig. 191] 13 is a flowchart showing the process for setting the performance of special game round 2. [Fig. 192] 13 is a flowchart showing a second effect pattern setting process. [Fig. 193] A flowchart showing the process of setting the presentation pattern for the second starting port in a low-probability, low-support state. [Fig. 194] A flowchart showing the process of setting the presentation pattern for the second starting port in a low probability high support state. [Fig. 195] A flowchart showing the process of setting the presentation pattern during a high probability high support state for the second starting port. [Fig. 196] A flowchart showing the process of setting the presentation pattern for the second starting port in a high probability low support state. [Figure 197] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 198] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Figure 199] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Figure 200]An explanatory diagram showing a starting port unit in a modified example. [Figure 201] FIG. 11 is a perspective view of a pachinko machine according to a fifth embodiment. [Fig. 202] FIG. 2 is a rear view of the pachinko machine. [Fig. 203] FIG. [Fig. 204] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 205] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 206] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 207] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 208] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 209] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 210] An explanatory diagram showing the contents of a win / lose table for a drop lottery. [Fig. 211] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 212] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 213] FIG. 2 is an explanatory diagram showing the flow of play in a pachinko machine. [Fig. 214] 13 is a flowchart showing a timer interrupt process. [Fig. 215] A flowchart showing the ball entry processing for the starting hole. [Fig. 216] 13 is a flowchart showing a destination determination process. [Fig. 217] 13 is a flowchart showing a through ball entry process. [Fig. 218] 13 is a flowchart showing a normal process. [Fig. 219] 13 is a flowchart showing a game play control process. [Fig. 220] 13 is a flowchart showing a fluctuation start process. [Fig. 221] 13 is a flowchart showing a hold information shift process. [Fig. 222] 13 is a flowchart showing a fall determination process. [Fig. 223] 13 is a flowchart showing a hit determination process. [Fig. 224] 13 is a flowchart showing a variable time setting process. [Fig. 225] 13 is a flowchart showing a fluctuation end process. [Fig. 226] 13 is a flowchart showing a time-saving granting process. [Fig. 227] 13 is a flowchart showing a game state transition process. [Fig. 228] A flowchart showing the process of opening and closing the large prize opening. [Fig. 229] 13 is a flowchart showing a shutter opening / closing process. [Fig. 230] A flowchart showing the V prize determination process. [Fig. 231] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 232] 13 is a flowchart showing a process for electric utility support. [Fig. 233] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 234] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 235] 13 is a flowchart showing a pending command handling process. [Fig. 236] 13 is a flowchart showing the game play presentation setting process. [Fig. 237] 13 is a flowchart showing a performance pattern setting process. [Fig. 238] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 239] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 240] 13 is a flowchart showing a command interrupt process. [Fig. 241] 13 is a flowchart showing a V interrupt process. [Fig. 242] FIG. 13 is a perspective view of a pachinko machine according to a sixth embodiment. [Fig. 243] FIG. 2 is a rear view of the pachinko machine. [Fig. 244] FIG. [Fig. 245] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 246] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 247] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 248] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 249] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 250] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 251] An explanatory diagram showing the contents of a win / lose table for a drop lottery. [Fig. 252] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 253] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 254] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 255] 13 is a flowchart showing a timer interrupt process. [Fig. 256] A flowchart showing the ball entry processing for the starting hole. [Fig. 257] 13 is a flowchart showing a destination determination process. [Fig. 258] 13 is a flowchart showing a through ball entry process. [Fig. 259] 13 is a flowchart showing a normal process. [Fig. 260] 13 is a flowchart showing a game play control process. [Fig. 261] 13 is a flowchart showing a fluctuation start process. [Fig. 262] 13 is a flowchart showing a hold information shift process. [Fig. 263] 13 is a flowchart showing a fall determination process. [Fig. 264] 13 is a flowchart showing a hit determination process. [Fig. 265] 13 is a flowchart showing a variable time setting process. [Fig. 266] 13 is a flowchart showing a fluctuation end process. [Fig. 267] 13 is a flowchart showing a time-saving granting process. [Fig. 268] 13 is a flowchart showing a game state transition process. [Fig. 269] A flowchart showing the process of opening and closing the large prize opening. [Fig. 270] 13 is a flowchart showing a shutter opening / closing process. [Fig. 271] A flowchart showing the V prize determination process. [Fig. 272] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 273] 13 is a flowchart showing a process for electric utility support. [Fig. 274] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 275] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 276] 13 is a flowchart showing a pending command handling process. [Fig. 277] 13 is a flowchart showing the game play presentation setting process. [Fig. 278] 13 is a flowchart showing a performance pattern setting process. [Fig. 279] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 280]4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 281] 13 is a flowchart showing a command interrupt process. [Fig. 282] 13 is a flowchart showing a V interrupt process. [Fig. 283] FIG. 13 is an explanatory diagram showing the flow of a game in a pachinko machine of modified example 1. [Fig. 284] An explanatory diagram showing the contents of a distribution table for a first starting hole provided in a pachinko machine of the modified example 2. [Fig. 285] An explanatory diagram showing the flow of play in a pachinko machine of modified example 2. [Fig. 286] An explanatory diagram showing the contents of the hit / lose table (for low probability mode) for the second starting port in variant example 3. [Fig. 287] FIG. 11 is an explanatory diagram showing the flow of the game in a pachinko machine of modified example 3. [Fig. 288] This is a timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 13. [Fig. 289] A timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 14. [Fig. 290] A timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 15. [Fig. 291] FIG. 23 is a front view of the game board in variant example 18. [Fig. 292] FIG. 13 is a perspective view of a pachinko machine according to a seventh embodiment. [Fig. 293] FIG. 2 is a rear view of the pachinko machine. [Fig. 294] FIG. [Fig. 295] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 296] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 297]FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 298] An explanatory diagram showing the contents of a win / lose table. [Figure 299] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 300] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 301] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 302] An explanatory diagram showing an example of changes in the first starting port holding area and the held digestion area. [Fig. 303] An explanatory diagram showing an example of changes in the second start port holding area and the held digestion area. [Fig. 304] This is an explanatory diagram showing a case where a jackpot is included in the special 1 reservation during normal play. [Fig. 305] This is an explanatory diagram showing the changing display and premonition preview performance (first time) for Special 1 Reserve 1. [Fig. 306] This is an explanatory diagram showing the changing display and premonition preview performance (second time) for Special 1 Reserve 2. [Fig. 307] This is an explanatory diagram showing the changing display and premonition preview performance (3rd time) for Special 1 Reserve 3. [Fig. 308] An explanatory diagram showing the relationship between the number of times a premonition notice effect appears and the scheduled effects to be executed. [Fig. 309] This is an explanatory diagram showing the variable display, reach performance, and stop display for Special 1 Reserve 4. [Fig. 310] This is a time chart showing a series of performances for Special 1 Reserve 1 to Special 1 Reserve 4 on a timeline. [Fig. 311] An explanatory diagram showing the basic concept of the continuous hold presentation adopted in the pachinko machine 10 of the seventh embodiment. [Fig. 312] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 1. [Fig. 313]This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 1, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Fig. 314] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 2. [Fig. 315] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 2, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Fig. 316] An explanatory diagram showing the relationship between the color of the same pattern and the scheduled performance. [Fig. 317] This is an explanatory diagram showing a series of presentations executed during a game round for Special 2 Reserve 1. [Fig. 318] 4 is a time chart showing Comparative Example 1. [Fig. 319] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 3. [Fig. 320] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 3, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Fig. 321] 13 is an explanatory diagram showing the content of the charge performance. [Fig. 322] This is an explanatory diagram showing a series of presentations executed during a game round for Special 2 Reserve 1. [Figure 323] 13 is a flowchart showing a timer interrupt process. [Fig. 324] A flowchart showing the ball entry processing for the starting hole. [Fig. 325] 13 is a flowchart showing a destination determination process. [Fig. 326] 13 is a flowchart showing a through ball entry process. [Fig. 327] 13 is a flowchart showing a normal process. [Fig. 328] 13 is a flowchart showing a game play control process. [Fig. 329]13 is a flowchart showing a fluctuation start process. [Fig. 330] 13 is a flowchart showing a hold information shift process. [Fig. 331] 13 is a flowchart showing a hit determination process. [Fig. 332] 13 is a flowchart showing a variable time setting process. [Figure 333] 13 is a flowchart showing a fluctuation end process. [Fig. 334] 13 is a flowchart showing a game state transition process. [Figure 335] A flowchart showing the process of opening and closing the large prize opening. [Fig. 336] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 337] 13 is a flowchart showing a process for electric utility support. [Figure 338] 4 is a flowchart showing an electric utility opening / closing control process. [Figure 339] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 340] 13 is a flowchart showing a pending command handling process. [Fig. 341] 13 is a flowchart showing the game play presentation setting process. [Fig. 342] 13 is a flowchart showing a performance pattern setting process. [Figure 343] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 344] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 345] 13 is a flowchart showing a command interrupt process. [Fig. 346] 13 is a flowchart showing a V interrupt process. [Figure 347] An explanatory diagram conceptually showing the state of special 1 reservation in variant example 10. [Fig. 348]A time chart explaining the presentation for special 1 hold executed by special 1 hold continuous presentation processing and the presentation for special 2 hold executed by special 2 hold presentation processing in variant example 10. [Figure 349] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing and the presentation for special 2 hold executed by special 2 hold presentation processing in variant example 11. [Fig. 350] FIG. 13 is a perspective view of a pachinko machine according to an eighth embodiment. [Fig. 351] FIG. 2 is a rear view of the pachinko machine. [Fig. 352] FIG. [Figure 353] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 354] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 355] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Figure 356] An explanatory diagram showing the contents of a win / lose table. [Figure 357] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 358] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 359] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 360] An explanatory diagram showing a display surface on which the first reservation relationship information is displayed in a sub-area. [Fig. 361] This is an explanatory diagram showing how the unexecuted hold display area, the variable execution hold display area, and the executed hold display area change as the game progresses. [Fig. 362] An explanatory diagram showing a display surface on which second reservation relationship information is displayed in a sub-area. [Figure 363] An explanatory diagram illustrating an example of a reservation change pattern lottery table for reference conditions. [Figure 364] An explanatory diagram showing an example of a change in display color due to a hold change notice. [Figure 365] This is an explanatory diagram explaining the data structure of the memory area for special 1 hold performance. [Fig. 366] 13 is a flowchart showing an overview of the process for notifying already executed pending operations. [Figure 367] 13 is a flowchart showing a process for removing the same color when the color is not matched. [Figure 368] An explanatory diagram showing how each pending display area changes in case 1. [Figure 369] An explanatory diagram showing how each pending display area changes in case 2. [Figure 370] An explanatory diagram showing how each pending display area changes in case 3. [Fig. 371] An explanatory diagram showing how each pending display area changes in case 4. [Fig. 372] An explanatory diagram showing how each pending display area changes in case 5. [Fig. 373] An explanatory diagram showing how each pending display area changes in case 6. [Fig. 374] An explanatory diagram showing how each pending display area changes in case 7. [Figure 375] 13 is a flowchart showing a timer interrupt process. [Figure 376] A flowchart showing the ball entry processing for the starting hole. [Figure 377] 13 is a flowchart showing a destination determination process. [Figure 378] 13 is a flowchart showing a through ball entry process. [Figure 379] 13 is a flowchart showing a normal process. [Figure 380] 13 is a flowchart showing a game play control process. [Figure 381] 13 is a flowchart showing a fluctuation start process. [Figure 382]13 is a flowchart showing a hold information shift process. [Figure 383] 13 is a flowchart showing a hit determination process. [Figure 384] 13 is a flowchart showing a variable time setting process. [Figure 385] 13 is a flowchart showing a fluctuation end process. [Figure 386] 13 is a flowchart showing a game state transition process. [Figure 387] A flowchart showing the process of opening and closing the large prize opening. [Figure 388] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 389] 13 is a flowchart showing a process for electric utility support. [Figure 390] 4 is a flowchart showing an electric utility opening / closing control process. [Figure 391] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 392] 13 is a flowchart showing a pending command handling process. [Figure 393] 13 is a flowchart showing the game play presentation setting process. [Figure 394] 13 is a flowchart showing a performance pattern setting process. [Figure 395] 13 is a flowchart showing an update process at the start of fluctuation. [Figure 396] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 397] 13 is a flowchart showing a command interrupt process. [Figure 398] 13 is a flowchart showing a V interrupt process. [Figure 399] An explanatory diagram showing how each pending display area changes in case 8. [Figure 400] An explanatory diagram showing how each pending display area changes in case A. [Fig. 401]An explanatory diagram showing how each pending display area changes in case A. [Fig. 402] An explanatory diagram showing how each pending display area changes in case A. [Fig. 403] An explanatory diagram showing how each pending display area changes in case B. [Fig. 404] An explanatory diagram showing how each pending display area changes in case B. [Fig. 405] An explanatory diagram showing how each pending display area changes in case B. [Fig. 406] An explanatory diagram showing an example of a hold change precursor effect. [Fig. 407] An explanatory diagram showing an example of a hold change precursor effect. [Fig. 408] FIG. 13 is a perspective view of a pachinko machine according to a ninth embodiment. [Fig. 409] FIG. 2 is a rear view of the pachinko machine. [Fig. 410] FIG. [Fig. 411] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 412] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 413] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 414] An explanatory diagram showing the contents of a win / lose table. [Fig. 415] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 416] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 417] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 418] An explanatory diagram showing an example of changes in the first starting port holding area and the held digestion area. [Fig. 419]An explanatory diagram showing an example of changes in the second start port holding area and the held digestion area. [Fig. 420] This is a front view of the game board when the main rotating device for performance has moved to the lowest position. [Fig. 421] This is a right side schematic diagram showing the main rotating prop for performance and the main rotating prop drive unit for performance that operates the main rotating prop for performance. [Fig. 422] An explanatory diagram showing the operation of the main rotating device for the one-shot announcement performance processing. [Fig. 423] A front view showing a pair of rotating sub-props for performance. [Fig. 424] This is a right side schematic diagram showing the sub-rotating prop for performance and the sub-rotating prop drive unit for performance that operates the sub-rotating prop for performance. [Fig. 425] An explanatory diagram showing the operation of the main rotating device and the sub rotating device for performance using the big or small performance processing. [Fig. 426] FIG. 11 is an explanatory diagram showing a second predetermined rotation stop position for the main rotating prop for the performance. [Fig. 427] An explanatory diagram showing a second specific rotation stop position for a sub-rotating prop for performance. [Fig. 428] An explanatory diagram showing a state in which the main rotating part for performance is at a second predetermined rotation stop position and the sub rotating part for performance is at a second specific rotation stop position. [Fig. 429] FIG. 13 is a schematic side view of a rotation device of a comparative example. [Fig. 430] 13 is a flowchart showing a timer interrupt process. [Fig. 431] A flowchart showing the ball entry processing for the starting hole. [Fig. 432] 13 is a flowchart showing a destination determination process. [Fig. 433] 13 is a flowchart showing a through ball entry process. [Fig. 434] 13 is a flowchart showing a normal process. [Fig. 435] 13 is a flowchart showing a game play control process. [Fig. 436]13 is a flowchart showing a fluctuation start process. [Fig. 437] 13 is a flowchart showing a hold information shift process. [Fig. 438] 13 is a flowchart showing a hit determination process. [Fig. 439] 13 is a flowchart showing a variable time setting process. [Fig. 440] 13 is a flowchart showing a fluctuation end process. [Fig. 441] 13 is a flowchart showing a game state transition process. [Fig. 442] A flowchart showing the process of opening and closing the large prize opening. [Figure 443] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 444] 13 is a flowchart showing a process for electric utility support. [Figure 445] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 446] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 447] 13 is a flowchart showing a pending command handling process. [Figure 448] 13 is a flowchart showing the game play presentation setting process. [Figure 449] 13 is a flowchart showing a performance pattern setting process. [Fig. 450] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 451] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 452] 13 is a flowchart showing a command interrupt process. [Fig. 453] 13 is a flowchart showing a V interrupt process. [Fig. 454] A front view showing a pair of rotating sub-props for performance in a modified example. [Fig. 455] FIG. 13 is a perspective view of a pachinko machine according to the tenth embodiment. [Fig. 456] FIG. 2 is a rear view of the pachinko machine. [Fig. 457] FIG. [Fig. 458] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 459] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 460] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 461] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 462] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 463] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 464] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 465] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 466] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Fig. 467] FIG. 13 is an explanatory diagram showing the operation at the time of a big win in Case 1. [Fig. 468] FIG. 13 is an explanatory diagram showing the operation at the time of a big win in Case 2. [Fig. 469] FIG. 13 is an explanatory diagram showing the operation at the time of a jackpot in Case 3. [Fig. 470] 13 is a flowchart showing a timer interrupt process. [Fig. 471] A flowchart showing the ball entry processing for the starting hole. [Fig. 472] 13 is a flowchart showing a through ball entry process. [Fig. 473] 13 is a flowchart showing ball entry processing for a gate. [Fig. 474] 13 is a flowchart showing a normal process. [Fig. 475]13 is a flowchart showing a game play control process. [Fig. 476] A flowchart showing the fluctuation start processing for the first starting port. [Fig. 477] A flowchart showing the pending information shift processing for the first starting port. [Fig. 478] 13 is a flowchart showing the determination process for the first starting port. [Fig. 479] A flowchart showing the process of setting the variable time for the first starting port. [Fig. 480] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the first starting port. [Figure 481] A flowchart showing the process of acquiring variable time information during a low probability high support state for the first starting port. [Figure 482] A flowchart showing the process of acquiring variable time information during a high probability high support state for the first starting port. [Figure 483] A flowchart showing the process of acquiring variable time information during a high probability low support state for the first starting port. [Figure 484] 13 is a flowchart showing the first fluctuation stop processing. [Figure 485] A flowchart showing the fluctuation start processing for the second starting port. [Figure 486] A flowchart showing the pending information shift processing for the second starting port. [Figure 487] A flowchart showing the determination process for the second starting port. [Figure 488] A flowchart showing the process of setting the variable time for the second starting port. [Figure 489] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the second starting port. [Fig. 490] A flowchart showing the process of acquiring variable time information during a low probability high support state for the second starting port. [Figure 491] A flowchart showing the process of acquiring variable time information during a high probability high support state for the second starting port. [Fig. 492]A flowchart showing the process of acquiring variable time information during a high probability low support state for the second starting port. [Figure 493] 13 is a flowchart showing a second fluctuation stop process. [Figure 494] 13 is a flowchart showing a game state transition process. [Fig. 495] 13 is a flowchart showing an opening time setting process. [Fig. 496] 13 is a flowchart showing a process when a standby state transition flag is ON. [Figure 497] 13 is a flowchart showing a process performed when an opening period flag is ON. [Figure 498] 13 is a flowchart showing a process when an opening / closing process period flag is ON. [Figure 499] A flowchart showing the process of opening and closing the large prize opening. [Figure 500] 13 is a flowchart showing a process when an ending period flag is ON. [Fig. 501] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 502] A flowchart showing the small win opening and closing processing. [Figure 503] 13 is a flowchart showing a process for electric utility support. [Figure 504] 11 is a flowchart showing an electric utility switching process. [Figure 505] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 506] 13 is a flowchart showing a pending command handling process. [Figure 507] 13 is a flowchart showing an update process when a ball goes in. [Figure 508] 13 is a flowchart showing the game play presentation setting process. [Figure 509] 13 is a flowchart showing a display mode switching process. [Fig. 510] 13 is a flowchart showing the process for setting the special 1 game play presentation. [Figure 511]13 is a flowchart showing a first effect pattern setting process. [Figure 512] This is a flowchart showing the process of setting the presentation pattern for the first starting port in a low-probability, low-support state. [Figure 513] This is a flowchart showing the process of setting the presentation pattern when in a low probability high support state for the first starting port. [Figure 514] This is a flowchart showing the process of setting the presentation pattern during a high probability high support state for the first starting port. [Figure 515] This is a flowchart showing the process of setting the presentation pattern when in a high probability low support state for the first starting port. [Fig. 516] 13 is a flowchart showing the process for setting the performance of special game round 2. [Figure 517] 13 is a flowchart showing a second effect pattern setting process. [Figure 518] A flowchart showing the process of setting the presentation pattern for the second starting port in a low-probability, low-support state. [Figure 519] A flowchart showing the process of setting the presentation pattern for the second starting port in a low probability high support state. [Fig. 520] A flowchart showing the process of setting the presentation pattern during a high probability high support state for the second starting port. [Fig. 521] A flowchart showing the process of setting the presentation pattern for the second starting port in a high probability low support state. [Figure 522] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 523] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Figure 524] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Figure 525] A front view of a game board provided in a modified pachinko machine. [Fig. 526] A front view of a game board provided in a modified pachinko machine. [Figure 527] FIG. 13 is an explanatory diagram showing the left-side round number allocation device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. <1> First embodiment (mainly corresponds to the feature group pA to the feature group pL in <Z> below): <2> Second embodiment (mainly corresponds to the feature qA group to the feature qM group of <Z> below): <3> Third embodiment (mainly corresponds to the group of features rA to rV in <Z> below): <4> Fourth embodiment (mainly corresponds to the features SA group to SV group of <Z> below): <5> Fifth embodiment (mainly corresponds to the features tA group to tP group of <Z> below): <6> Sixth embodiment (mainly corresponds to the feature uA group to feature uU group and the feature uIA group to feature uIM group in <Z> below): <7> Seventh embodiment (mainly corresponds to the feature group vA to the feature group vR in <Z> below): <8> Eighth embodiment (mainly corresponds to the feature group wA to the feature group wY in <Z> below): <9> Ninth embodiment (mainly corresponds to the feature xA group to the feature xU group in <Z> below): <10> Tenth embodiment (mainly corresponds to the feature yA group to feature yζ group in <Z> below): 《Y》Application to other configurations: Regarding the group of features extracted from the above embodiments:
[0011] 1. First embodiment: 1-1 Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko game machine (hereinafter, also referred to as a "pachinko machine") according to a first embodiment of the present invention. The pachinko machine 10 includes a wooden outer frame 11 assembled into a substantially rectangular shape. When the pachinko machine 10 is installed in a game hall, the outer frame 11 is fixed to the island equipment of the game hall. The pachinko machine 10 also includes a pachinko machine main body 12 rotatably supported by the outer frame 11. The pachinko machine main body 12 includes an inner frame 13 and a front door frame 14 disposed in front of the inner frame 13. The inner frame 13 is rotatably supported by a metal hinge 15 relative to the outer frame 11. The front door frame 14 is rotatably supported by a metal hinge 16 relative to the inner frame 13. On the back of the inner frame 13, control devices for controlling the pachinko machine main body 12, such as a main control device, a sound and light emission control device, and a display control device, are disposed. Details of these control devices will be described later. Furthermore, the pachinko machine 10 is provided with a cylinder lock 17. The cylinder lock 17 has a function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and a function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.
[0012] An open window 18 is formed in the approximate center of the front door frame 14. Resin parts and electric parts for decorating the pachinko machine 10 are provided around the window 18. The electric parts are composed of light-emitting means consisting of various lamps such as LEDs. The light-emitting means plays a role in enhancing the presentation effect by lighting or blinking each game played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. In addition, a glass unit 19 consisting of two sheets of glass is arranged on the back side of the front door frame 14, and the open window 18 is sealed by the glass unit 19. A game board described later is detachably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board through the glass unit 19 from the front of the pachinko machine 10. Details of the game board will be described later.
[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open top, and stores game balls such as loan balls loaned from a loaning machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the operation of the operation handle 25 by the player, and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is disposed below the upper tray 20 and is formed in a box shape with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. A discharge port 22 for discharging the game balls stored in the lower tray 21 is formed on the bottom surface of the lower tray 21. A lever 23 is provided below the discharge port 22, and the player can switch the discharge port 22 between a closed state and an open state by operating the lever 23. When the player operates the lever 23 to open the discharge port 22, the game balls fall from the discharge port 22 and are discharged from the lower tray 21 to the outside.
[0014] A performance operation button 24 is provided in front of the periphery of the upper tray 20. The performance operation button 24 is an operation unit that allows the player to perform input operations for the game performance performed by the pachinko machine 10. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game performance that reflects the operation.
[0015] An operating handle 25 for a player to operate is provided on the right side of the front door frame 14 as viewed from the front (hereinafter, simply referred to as the "right side"). When the player operates (rotates) the operating handle 25, game balls are launched from the game ball launching mechanism to the front of the game board in conjunction with the operation. Inside the operating handle 25, a touch sensor 25a for permitting the operation of the game ball launching mechanism, a wait button 25b for stopping the launch of game balls by the game ball launching mechanism when pressed by the player, and a variable resistor 25c for detecting the amount of rotation of the operating handle 25 by a change in electrical resistance are provided. When the player grips the operating handle 25, the touch sensor 25a is turned on, and when the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes corresponding to the amount of rotation, and game balls are launched from the game ball launching mechanism to the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c.
[0016] A game ball launch button 26 for a player to operate is provided on the left side of the periphery of the upper tray 20 when viewed from the front (hereinafter, simply referred to as the "left side"). When the game ball launch button 26 is operated by the player, a game ball is launched to the front of the game board with a predetermined launch strength, regardless of the amount of rotation of the operation handle 25 by the player. Specifically, when the player operates the game ball launch button 26, the game ball is launched to the front of the game board with the same launch strength as when the rotation amount of the operation handle 25 is maximum. In the case of this embodiment, when the game ball is launched by operating the game ball launch button 26, the game ball flows to the right side of the game board when viewed from the front, and flows down the right side of the game board. That is, by operating the game ball launch button 26, the player can perform a so-called "right shot". In the pachinko machine 10 of this embodiment, when the game ball launch button 26 is operated, the game ball is launched onto the game board on the condition that the touch sensor 25a is on. That is, the player can realize the launch of the game ball triggered by operating the game ball launch button 26 by gripping the operation handle 25 to turn on at least the touch sensor 25a and then operating the game ball launch button 26.
[0017] Next, there will be described the configuration of the rear surface of the pachinko machine 10. On the rear surface of the pachinko machine 10, a control device for controlling the operation of the pachinko machine 10 is arranged.
[0018] 2 is a rear view of the pachinko machine 10. As shown in the figure, the pachinko machine 10 includes a first control unit 51, a second control unit 52, a third control unit 53, and a power supply unit 58. Specifically, these units are provided on the rear surface of the inner frame 13.
[0019] The first control unit 51 includes a main control device 60. The main control device 60 has a main control board that has the function of controlling the main part of the game. The main control board is housed in a board box made of a transparent resin material. This board box is configured so that traces of opening and closing are left behind. For example, a seal sticker is affixed to an openable portion, and the word "opened" appears when the board box is opened.
[0020] The second control unit 52 includes an audio / light emission control device 90 and a display control device 100. The audio / light emission control device 90 controls light emission means such as speakers and various lamps provided on the front of the pachinko machine 10 based on commands sent from the main control device 60. The display control device 100 controls the pattern display device based on commands sent from the audio / light emission control device 90. The pattern display device includes a liquid crystal display that displays patterns and images for performances.
[0021] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 performs payout control for paying out prize balls. When an instruction to launch game balls is input from the main control device 60, the launch control device 80 controls the game ball launch mechanism to launch game balls with a strength corresponding to the amount of rotation of the operation handle 25 by the player. In addition, on the back side of the inner frame 13, a tank 54 to which game balls supplied from the island equipment of the game hall are sequentially replenished, a tank rail 55 connected below the tank 54 and having a gently inclined slope so that the game balls flow downstream, a case rail 56 connected vertically to the downstream side of the tank rail 55, and a payout device 71 that receives the supply of game balls from the case rail 56 and pays out a predetermined number of game balls according to an instruction from the payout control device 70 are provided.
[0022] The power supply unit 58 includes a power supply device 85 and a power switch 88. The power supply device 85 supplies the power necessary for the operation of the pachinko machine 10. The power supply device 85 is connected to the power switch 88. By turning the power switch 88 ON / OFF, a supply state in which power is supplied to the pachinko machine 10 and a non-supply state in which power is not supplied to the pachinko machine 10 are switched.
[0023] Next, the game board will be described. The game board is detachably attached to the front surface of the inner frame 13.
[0024] FIG. 3 is a front view of the game board 30. The game board 30 is made of plywood, and a game area PA is formed on the front surface of the game board 30. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a part of the outer edge of the game area PA. A guide rail 31 for guiding game balls is formed between the inner rail portion 31a and the outer rail portion 31b. The game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. In the game area PA, a plurality of nails 42 are planted substantially perpendicular to the game board 30, and various accessories such as windmills are arranged. These nails 42 and windmills disperse and organize the falling direction of the game balls flowing down the game area PA.
[0025] The game board 30 has a plurality of openings formed therethrough in the front-rear direction. Each opening has a general winning opening 32, a first starting opening 33, a second starting opening 34, a through gate 35, and a variable winning device 36. The game balls that enter the general winning opening 32, the first starting opening 33, the second starting opening 34, the through gate 35, and the variable winning device 36 are guided to the individual openings formed in the game board 30. The game board 30 also has a variable display unit 40 and a main display section 45. The main display section 45 has a special chart unit 37, a general chart unit 38, and a round display section 39.
[0026] As shown in the figure, the general winning opening 32 is a ball entry opening member that forms an entry opening into which a game ball can enter, and a plurality of such openings are provided on the game board 30. In this embodiment, when a game ball enters the general winning opening 32, ten game balls are paid out as prize balls from a payout device 71 (FIG. 2).
[0027] The first starting hole 33 is a ball entry hole member that forms a ball entry hole through which a game ball can enter. The first starting hole 33 is provided at the center lower part of the game board 30. In this embodiment, when a game ball enters the first starting hole 33, three game balls are paid out as prize balls, and a winning lottery, which will be described later, is executed.
[0028] The second starting hole 34 is a ball entrance member that forms a ball entrance into which the game ball can enter, and is provided on the right side of the game board 30. In this embodiment, when a game ball enters the second starting hole 34, three game balls are paid out as prize balls, and a winning lottery, which will be described later, is executed. In addition, the second starting hole 34 is provided with an electric device 34a.
[0029] The through gate 35 has a through hole that penetrates vertically. The through gate 35 is a through gate that triggers a lottery to open the electric role 34a. Specifically, when a game ball passes through the through gate 35, the main control device 60 uses the passing as a trigger to perform an internal lottery (electric role opening lottery). If the electric role opening is selected as a result of the internal lottery, the electric role 34a transitions to an electric role opening state in which the electric role 34a is opened in a predetermined manner. Since the through gate 35 is disposed upstream of the second start port 34 in the flow direction of the game ball, the game ball that has passed through the through gate 35 can flow down the game area PA after passing through and enter the second start port 34. In this embodiment, even if the game ball passes through the through gate 35, the prize ball is not paid out.
[0030] The variable winning device 36 is provided with a large winning opening 36a that leads to the back side of the game board 30, and an opening / closing door 36b that opens and closes the large winning opening 36a. The opening / closing door 36b is usually in a closed state in which the game ball cannot enter the large winning opening 36a. When a large winning is won as a result of an internal lottery (winning lottery) by the main control device 60 and the opening / closing execution mode is entered, the opening / closing door 36b repeats an open state in which the game ball can enter and a closed state. The opening / closing execution mode is a mode entered when a large winning is won as a result of a winning lottery by the main control device 60 triggered by a ball entering the first starting hole 33 or the second starting hole 34, and the opening / closing door 36b repeats an open state and a closed state. In other words, when a large winning is won as a result of a winning lottery based on a ball entering the first starting hole 33, the opening / closing execution mode is entered in which the ball can enter the large winning opening 36a of the variable winning device 36. Similarly, when a big win is won as a result of a winning lottery based on the ball entering the second starting hole 34, the game machine transitions to an opening / closing execution mode in which the ball can enter the large winning hole 36a of the variable winning device 36. In this embodiment, when a game ball enters the large winning hole 36a of the variable winning device 36, 15 game balls are paid out as prize balls by the payout device 71.
[0031] An outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the general winning hole 32, the first starting hole 33, the second starting hole 34, or the variable winning device 36 are discharged from the game area PA through the outlet 43.
[0032] The special symbol unit 37 includes a first symbol display section 37a and a second symbol display section 37b. The first symbol display section 37a and the second symbol display section 37b are each configured by a segment display device in which a plurality of segment light emitting sections are arranged in a predetermined manner.
[0033] The first pattern display unit 37a is a display unit for displaying a first pattern. The first pattern refers to a pattern that is displayed variably or stationarily based on a winning lottery triggered by a game ball entering the first starting hole 33. When a winning lottery triggered by a game ball entering the first starting hole 33 is performed, the first pattern display unit 37a causes the segment display to display a first pattern variably as a display mode until a display corresponding to the lottery result is performed. When the lottery is completed, the first pattern display unit 37a causes the segment display to display a first pattern corresponding to the lottery result in a stationary display.
[0034] The second pattern display unit 37b is a display unit for displaying a second pattern. The second pattern refers to a pattern that is displayed variably or stationarily based on a winning lottery triggered by a game ball entering the second starting hole 34. When a winning lottery triggered by a game ball entering the second starting hole 34 is performed, the second pattern display unit 37b causes the segment display to display the second pattern variably as a display mode until a display corresponding to the lottery result is performed. When the lottery is completed, the second pattern display unit 37b causes the segment display to display the second pattern corresponding to the lottery result stationarily.
[0035] The time from when the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts to when it stops is also called the change time. Specifically, the time from when the first symbol displayed on the first symbol display section 37a starts to when it stops is also called the first change time, and the time from when the second symbol displayed on the second symbol display section 37b starts to when it stops is also called the second change time.
[0036] The special symbol unit 37 further includes a first reserved display section 37c and a second reserved display section 37d, which are made of LED lamps, at positions adjacent to the first symbol display section 37a and the second symbol display section 37b. In this embodiment, up to four game balls that enter the first starting hole 33 are reserved. The first reserved display section 37c displays the number of reserved balls in the first starting hole 33 by the color and combination of the LED lamps that are turned on. In this embodiment, up to four game balls that enter the second starting hole 34 are reserved. The second reserved display section 37d displays the number of reserved balls in the second starting hole 34 by the color and combination of the LED lamps that are turned on.
[0037] The general map unit 38 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner. When a lottery for opening an electric role is held triggered by passing through the through gate 35, the general map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery for opening an electric role is completed, the general map unit 38 displays in a predetermined manner corresponding to the lottery result.
[0038] The round display unit 39 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner, and displays the number of rounds of play occurring in the open / close execution mode, or a display corresponding thereto. A round game is a game in which the open / close door 36b continues to be open until one of the following conditions is met: a predetermined upper limit duration has elapsed, or a predetermined upper limit number of game balls have entered the variable winning device 36. The number of rounds of play varies depending on the type of big win that triggered the transition. The round display unit 39 starts displaying the number of rounds of play when the open / close execution mode is started, and ends when the open / close execution mode ends and a new game round begins.
[0039] In addition, the special chart unit 37, the general chart unit 38, and the round display unit 39 are not limited to being composed of segment displays or light-emitting displays using LED lamps, and may be composed of various display devices capable of showing the lottery in progress and the lottery results, such as a liquid crystal display device, an organic EL display device, a CRT or a dot matrix display.
[0040] The variable display unit 40 is disposed approximately in the center of the play area PA. The variable display unit 40 includes a pattern display device 41. The pattern display device 41 includes a liquid crystal display. The display content of the pattern display device 41 is controlled by a display control device 100 (FIG. 2). The pattern display device 41 may be replaced with various display devices, such as a plasma display device, an organic EL display device, or a CRT.
[0041] When the first pattern display unit 37a performs a variable display or a predetermined display based on a ball entering the first starting hole 33, the pattern display unit 41 performs a variable display or a predetermined display of the pattern accordingly. When the second pattern display unit 37b performs a variable display or a predetermined display based on a ball entering the second starting hole 34, the pattern display unit 41 performs a variable display or a predetermined display of the pattern accordingly. The pattern display unit 41 is not limited to display performance triggered by a ball entering the first starting hole 33 or the second starting hole 34, but also performs display performance during the opening and closing execution mode to which the mode shifts when a jackpot is won. Details of the pattern display unit 41 will be described below.
[0042] 4 is an explanatory diagram showing the display surface 41a of the symbol display device 41. On the display surface 41a, three symbol rows Z1, Z2, and Z3, left, center, and right, are variably displayed. Specifically, in each symbol row Z1 to Z3, symbols representing numbers 1 to 8 are arranged in ascending or descending order of the numbers, and each symbol row is variably displayed by scrolling from top to bottom or bottom to top with periodicity. After the variably displayed by scrolling, one symbol is displayed in each symbol row while stopped on the pay line L, as shown in FIG. 4.
[0043] FIG. 5 is an explanatory diagram showing the patterns variably displayed on the pattern display device 41. FIG. 5(a) shows the patterns showing even numbers among the patterns showing the numbers 1 to 8, and FIG. 5(b) and FIG. 5(c) show the patterns showing odd numbers (7 and 5 in the figure) among the patterns showing the numbers 1 to 8. In this embodiment, the patterns variably displayed on the pattern display device 41 are divided into two types: patterns showing only numbers, and patterns in which warrior characters are added to numbers. The patterns showing only numbers are applied to the patterns showing even numbers. That is, as shown in FIG. 5(a), the patterns showing the numbers 2, 4, 6, and 8 are patterns showing only the numbers.
[0044] On the other hand, the design in which a warrior character is added to a number is applied to the design indicating an odd number. That is, as shown in FIG. 5(b), the design indicating the number 7 is a design in which a warrior character A is added to the number 7. As shown in FIG. 5(c), the design indicating the number 5 is a design in which a warrior character B is added to the number 5. In addition, although not shown, the design indicating the number 3 is a design in which a warrior character C is added to the number 3. Although not shown, the design indicating the number 1 is a design in which a warrior character D is added to the number 1. In this embodiment, the warrior character A is, for example, a beautiful girl warrior character as shown in FIG. 5(b). The warrior character B is, for example, a young warrior character as shown in FIG. 5(c).
[0045] In this embodiment, the variably displayed patterns are composed of two types, a number pattern and a pattern in which a warrior character is added to a number. However, as a modified example, the variably displayed patterns may be composed of one of the above two types. That is, the variably displayed patterns may be composed of only number patterns, or may be composed of only numbers in which a warrior character is added to a number. The number of warrior characters does not need to be limited to four, and may be any number equal to or less than the number of patterns. In addition, when the patterns are composed of only numbers, the number of warrior characters appearing in the performance described later may be a number greater than the number of patterns.
[0046] Here, a warrior character is a character that can engage in combat. A character is a person or animal that appears in works such as novels, manga, and games. Note that characters may include not only living things but also inorganic objects (robots, automobiles, battleships, etc.). Furthermore, characters only need to be judged as acting based on independent thinking, and may be personified to include conceptual things (nations, prefectures, regions, territories, clans, etc.).
[0047] Next, the variation of each symbol column Z1 to Z3 (FIG. 4) will be described in detail. Specifically, when a game ball enters the first start hole 33 or the second start hole 34, a variable display starts in which the symbols of each symbol column Z1 to Z3 scroll in a predetermined direction with periodicity. Then, the scrolling symbols switch from a variable display to a standby display in the order of symbol column Z1, symbol column Z3, and symbol column Z2, and finally, each symbol column Z1 to Z3 displays a predetermined symbol in a stationary state. When the variable display of the symbols ends and the display is stationary, if the result of the winning lottery by the main control device 60 is a big win, a predetermined combination of symbols is formed on the pay line L. For example, a combination of the same symbols is formed on the pay line L. In addition, the manner in which the pattern display device 41 displays the changing patterns is not limited to the above-mentioned manner, and various manners can be adopted for the display of changing patterns, such as the number of pattern rows, the number of valid lines, the direction of the changing display of patterns in the pattern rows, and the number of patterns in each pattern row.
[0048] Here, a game round refers to the period from when the variable display of the first symbol display unit 37a or the second symbol display unit 37b starts to when the variable display ends and the static display ends, and is one unit of processing for notifying the player of the lottery result of the winning lottery for the special information acquired based on the entry of the game ball into either the first start hole 33 or the second start hole 34. In other words, the pachinko machine 10 notifies the player of the lottery result of one winning lottery for one special information for each game round. When the pachinko machine 10 of this embodiment acquires special information based on the entry of the game ball into either the first start hole 33 or the second start hole 34, it displays the segment display in either the first symbol display unit 37a or the second symbol display unit 37b for each game round, and then displays the segment display in a static manner so as to display a display corresponding to the lottery result of the acquired special information. In addition, when the pachinko machine 10 of this embodiment acquires special information based on the entry of a game ball into either the first start hole 33 or the second start hole 34, it variably displays a predetermined pattern sequence on the pattern display device 41 for each game, and then freezes and displays the pattern sequence so as to display a display corresponding to the lottery result of the acquired special information. The time required for one game is also called the unit game time. The unit game time is composed of the fluctuation time, which is the time from the start of the fluctuation display to the freeze-display of the predetermined lottery result, and the freeze-display time, which is the time during which the predetermined lottery result is frozen.
[0049] Further, as shown in FIG. 4, a first start port reservation area Ds1, a reservation digestion area Dm, and a second start port reservation area Ds2 are displayed below the display surface 41a of the pattern display device 41. The reservation digestion area Dm is displayed in the center of the left-right direction of the display surface 41a, the first start port reservation area Ds1 is displayed to the left of the reservation digestion area Dm, and the second start port reservation area Ds2 is displayed to the right of the reservation digestion area Dm. The first start port reservation area Ds1 displays the number of reserved balls based on the entry of game balls into the first start port 33. The second start port reservation area Ds2 displays the number of reserved balls based on the entry of game balls into the second start port 34. In this embodiment, as described above, the number of reserved balls that have entered the first start port 33 and the second start port 34 is a maximum of four. Each reservation displayed in the first start port reservation area Ds1 is moved to the reservation digestion area Dm and becomes a target for a winning lottery. In addition, each reserved ball displayed in the second start port reserved ball area Ds2 is moved to the reserved ball consumption area Dm and becomes eligible for a winning lottery.
[0050] 3, a pair of nails (so-called life nails, navel nails) 42 (42a, 42b) are provided above the first starting hole 33. The probability of a game ball entering the first starting hole 33 changes depending on the distance between the pair of nails 42a, 42b.
[0051] 1-2 Electrical configuration of the gaming machine: Next, a description will be given of the electrical configuration of the pachinko machine 10. In this description, the electrical configuration of the pachinko machine 10 will be described using a block diagram.
[0052] 6 is a block diagram showing the electrical configuration of the pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes a sound and light emission control device 90 and a display control device 100.
[0053] The main control device 60 includes a main control board 61 that mainly controls the game. The main control board 61 includes an MPU 62 that is composed of elements having multiple functions. The MPU 62 includes a CPU (not shown) that executes various control programs, a ROM 63 that records various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data and the like when executing the programs recorded in the ROM 63. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator. Note that some of the functions of the MPU 62 may be provided by other elements. Details of the various areas provided in the ROM 63 and the RAM 64 will be described later.
[0054] The main control board 61 is provided with an input port (not shown) and an output port (not shown). The input port of the main control board 61 is connected to the dispensing control device 70 and the power failure monitoring circuit 86 provided in the power supply device 85. The main control board 61 receives a stable 24V DC power supply from the power supply device 85 via the power failure monitoring circuit 86. The power supply device 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power source into the operating power required by the main control device 60, the dispensing control device 70, etc., and supplies power to each device. The power supply device 85 also includes a capacitor (not shown), and when a power failure occurs or when the power switch 88 (FIG. 2) is turned off, it continues to supply power to each device for a predetermined period of time.
[0055] In addition, various detection sensors 67a to 67e are connected to the input port of the main control board 61. Specifically, it is connected to a plurality of detection sensors provided at various ball entry ports such as the general winning port 32, the first start port 33, the second start port 34, the through gate 35, and the variable winning device 36. The MPU 62 of the main control board 61 judges whether or not the game ball flowing down the game area PA has entered each ball entry port and judges whether or not the game ball has passed through the through gate 35 based on the signals from the various detection sensors 67a to 67e. Furthermore, the MPU 62 executes a winning lottery based on the entry of the game ball into the first start port 33 and the second start port 34, and executes a lottery for opening an electric accessory based on the entry of the game ball into the through gate 35.
[0056] The output port of the main control board 61 is connected to a variable winning drive unit 36c that opens and closes the opening and closing door 36b of the variable winning device 36, an electric role drive unit 34b that opens and closes the electric role 34a of the second starting port 34, and the main display unit 45. Various driver circuits are provided on the main control board 61, and the MPU 62 executes drive control of various drive units through the driver circuits.
[0057] Specifically, in the opening and closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 36c so that the opening and closing door 36b is opened and closed. Also, if the electric role opening is won as a result of the electric role opening lottery, the MPU 62 executes drive control of the electric role drive unit 34b so that the electric role 34a is opened. In each game, the MPU 62 executes display control of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45. Also, when the type of big win is determined in the opening and closing execution mode and the number of round games to be performed in the opening and closing execution mode is determined, the MPU 62 executes display control of the round display unit 39 in the main display unit 45.
[0058] In addition, the payout control device 70 and the sound and light emission control device 90 are connected to the output port of the main control board 61. For example, the main control device 60 transmits a prize ball command to the payout control device 70 based on the winning judgment result. When the main control device 60 transmits the prize ball command, the MPU 62 of the main control board 61 refers to the command information storage area 63g of the ROM 63. Specifically, when a ball is entered into the general winning hole 32, a prize ball command corresponding to the payout of 10 game balls is transmitted from the main control device 60, when a ball is entered into the first starting hole 33, a prize ball command corresponding to the payout of 3 game balls is transmitted from the main control device 60, and when a ball is entered into the second starting hole 34, a prize ball command corresponding to the payout of 1 game ball is transmitted from the main control device 60. The payout control device 70 controls the payout device 71 to pay out the prize balls based on the prize ball command received from the main control device 60.
[0059] The payout control device 70 is connected to a launch control device 80. The launch control device 80 controls the launch of a game ball launch mechanism 81. The game ball launch mechanism 81 is driven when a predetermined launch condition is met. In addition, an operating handle 25 and a game ball launch button 26 are connected to the launch control device 80.
[0060] The audio and light emission control device 90 receives various commands transmitted from the main control device 60 and executes processing corresponding to the received various commands. When the main control device 60 transmits various commands, it refers to the command information storage area 63g of the ROM 63. Details of these various commands will be described later.
[0061] In addition, the audio and light emission control device 90 controls the driving of various lamps 47 consisting of light emitting means such as LEDs arranged on the front door frame 14, controls the driving of the speaker 46, and controls the display control device 100, based on various commands received from the main control device 60. In addition, the performance operation button 24 is connected to the audio and light emission control device 90, and when the performance operation button 24 is operated by a player at a predetermined timing, the audio and light emission control device 90 controls the various lamps 47, the speaker 46, the display control device 100, etc. to perform a game performance that reflects the operation.
[0062] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the sound and light emission control device 90. Specifically, the display control device 100 grasps the variation time of the symbols on the symbol display device 41 and the type of the symbol combination to be finally stopped and displayed based on various commands received from the sound and light emission control device 90, and grasps the presence or absence of a reach, the content of the reach performance, and the content of the notice performance executed in each game round. In this embodiment, the stop time, which is the time during which the symbol combination is stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game round, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.
[0063] Fig. 7 is an explanatory diagram showing the contents of various counters used for the winning lottery etc. The various counter information is used when the MPU 62 performs the winning lottery, the display setting of the main display unit 45, and the setting of the pattern display of the pattern display device 41. Specifically, the jackpot random number counter C1 is used for the winning lottery. The jackpot type counter C2 is used for allocating the jackpot type such as a guaranteed jackpot result or a normal jackpot result. The reach random number counter C3 is used for reach judgment as to whether or not a reach is generated when the pattern sequence displayed on the pattern display device 41 is changed to an off-target state.
[0064] A random number initial value counter CINI is used to set the initial value of the jackpot random number counter C1. A variation type counter CS is used to determine the variation time in the first and second symbol display sections 37a and 37b of the main display section 45 and the symbol display device 41. An electric role opening counter C4 is used for the electric role opening lottery to determine whether the electric role 34a of the second starting hole 34 is opened or not.
[0065] Each of the counters C1 to C4, CINI, and CS is a loop counter that adds 1 to the counter 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 64a set in a predetermined area of the RAM 64.
[0066] The RAM 64 is provided with a reserved information storage area 64b and a judgment processing execution area 64c. The reserved information storage area 64b is provided with a first reserved area Ra and a second reserved area Rb. In this embodiment, when a game ball enters the first start hole 33, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at the time of the ball entering are stored in chronological order in the first reserved area Ra of the reserved information storage area 64b. Also, when a game ball enters the second start hole 34, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at the time of the ball entering are stored in chronological order in the second reserved area Rb of the reserved information storage area 64b.
[0067] The jackpot random number counter C1 will now be described in detail. The jackpot random number counter C1 is used for the winning lottery as described above. The jackpot random number counter C1 is configured to increment by 1 in sequence within the range of 0 to 1199, for example, and return to 0 after reaching a maximum value. When the jackpot random number counter C1 goes through one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 1199).
[0068] The jackpot random number counter C1 is updated periodically, and when a gaming ball enters the first starting hole 33, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a gaming ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.
[0069] The value of the jackpot random number counter C1 stored in the first reserve area Ra is moved to the execution area AE of the judgment process execution area 64c, and is compared with the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63 to determine whether or not it will be a jackpot. The value of the jackpot random number counter C1 stored in the second reserve area Rb is moved to the execution area AE of the judgment process execution area 64c, and is compared with the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63 to determine whether or not it will be a jackpot.
[0070] In the pachinko machine 10 of this embodiment, the value of the jackpot random number counter C1 stored in the first reserve area Ra or the second reserve area Rb is moved to the execution area AE of the judgment process execution area 64c in the order obtained by the game ball entering the first start hole 33 or the second start hole 34. Then, the jackpot random number counter C1 moved to the execution area AE is checked against the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63 to determine whether or not a jackpot will be obtained.
[0071] Next, the details of the big win type counter C2 will be described. The big win type counter C2 is used when determining the big win type. The big win type counter C2 is configured to be incremented by 1 in the range of 0 to 99 and to return to 0 after reaching the maximum value.
[0072] The jackpot type counter C2 is updated periodically, and the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time when the game ball enters the first starting hole 33, and is stored in the second holding area Rb of the holding information storage area 64b at the time when the game ball enters the second starting hole 34.
[0073] As described above, the MPU 62 performs a winning lottery using the value of the jackpot random number counter C1 stored in the judgment process execution area 64c, and when the result of the winning lottery is a jackpot, it judges the type of the jackpot using the value of the jackpot type counter C2 stored in the judgment process execution area 64c. Furthermore, the MPU 62 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. When making this decision, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.
[0074] Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is used to determine whether or not a reach occurs when the result of the winning lottery is not a big win. The reach random number counter C3 is configured to increment by 1 in sequence within the range of, for example, 0 to 238, and to return to 0 after reaching a maximum value.
[0075] The reach random number counter C3 is periodically updated, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the timing when the game ball enters the first start hole 33, and is stored in the second reserve area Rb of the reserve information storage area 64b at the timing when the game ball enters the second start hole 34. The value of the reach random number counter C3 stored in the first reserve area Ra is moved to the judgment process execution area 64c, and then compared with the reach judgment table stored in the reach judgment table storage area 63c of the ROM 63 to determine whether or not a reach occurs. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the judgment process execution area 64c, and then compared with the reach judgment table stored in the reach judgment table storage area 63c of the ROM 63 to determine whether or not a reach occurs. However, if the result of the winning lottery is a big win and the mode shifts to the open / close execution mode, the MPU 62 determines that a reach has occurred regardless of the value of the reach random number counter C3.
[0076] The term "reach" refers to a display state in which some combinations of symbols that may form a combination of symbols corresponding to a jackpot are displayed in a static state in some of the symbol rows among the multiple symbol rows displayed on the display screen of the symbol display device 41, and in this state, the remaining symbol rows are displayed in a variable state. In the pachinko machine 10 of this embodiment, the combination of symbols corresponding to a jackpot refers to a combination of the same symbols on a predetermined effective line. As a specific example, in the main display area MA of the display surface 41a of FIG. 4(b), a symbol is first displayed in the symbol row Z1, and then the same symbol as Z1 is displayed in the symbol row Z3 to form a reach line, and when the reach line is formed, the symbol is displayed in a variable state in the symbol row Z2, resulting in a reach. When a jackpot occurs, the same symbol as the symbol forming the reach line is displayed in the symbol row Z2.
[0077] The reach also includes a reach performance in which the remaining symbol rows are displayed with a reach line formed, and a reach performance is performed by displaying a predetermined character or the like as a moving image in the screen performance, and a reach performance is performed by displaying a predetermined character or the like as a moving image on substantially the entire display surface 41a after reducing or hiding the combination of symbols on which the reach line is formed. In addition, when the reach performance is being performed or before the reach display, the reach random number counter C3 or other counters may be used to determine whether or not to display a notice using a predetermined image such as a predetermined character.
[0078] In the pachinko machine 10 of this embodiment, the types of reaches are a normal reach (also called a normal reach), a super reach that suggests that the possibility (expectation) of winning a jackpot in a winning lottery is higher than that of a normal reach, and a special reach that suggests that the possibility (expectation) of winning a jackpot in a winning lottery is higher than that of a super reach. The frequency with which the normal reach, super reach, and special reach appear is set to be relatively high and low. Specifically, the frequency with which the super reach appears is lower than that of the normal reach, and the frequency with which the special reach appears is lower than that of the super reach. The performances during the normal reach, super reach, and special reach will be described in detail later.
[0079] Next, the details of the variation type counter CS will be described. The variation type counter CS is used when the MPU 62 determines the variation time in the first and second symbol display units 37a and 37b, and the variation time of the symbol in the symbol display device 41. The variation type counter CS is configured to be incremented by 1 in sequence within the range of, for example, 0 to 198, and to return to 0 after reaching the maximum value.
[0080] The variation type counter CS is updated once each time the normal processing described later is executed once, and is repeatedly updated during the remaining time in the normal processing. The updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the timing when the game ball enters the first start hole 33, and is stored in the second reserve area Rb of the reserve information storage area 64b at the timing when the game ball enters the second start hole 34. The value of the variation type counter CS stored in the first reserve area Ra or the value of the variation type counter CS stored in the second reserve area Rb is used to refer to the variation time table stored in the variation time table storage area 63d of the ROM 63, thereby determining the variation time in the first symbol display section 37a and the second symbol display section 37b.
[0081] Next, the details of the electric role opening counter C4 will be described. The electric role opening counter C4 is configured to be incremented by 1 in the range of, for example, 0 to 465, and to return to 0 after reaching the maximum value. The electric role opening counter C4 is periodically updated, and is stored in the electric role holding area 64d of the RAM 64 at the timing when the game ball enters the through gate 35. Then, at a predetermined timing, the value of the electric role opening counter C4 stored in the electric role holding area 64d is moved to the electric role execution area 64e, and then a lottery (hereinafter referred to as an electric role opening lottery) is performed in the electric role execution area 64e to determine whether or not to control the electric role 34a to the open state using the value of the electric role opening counter C4. Specifically, in the electric role execution area 64e, a win / loss table (win / loss table for electric role opening lottery) stored in the role lottery table storage area 63e of the ROM 63 is collated with the value of the electric role opening counter C4, and it is determined whether or not to control the electric role 34a to the open state.
[0082] At least one of the acquired values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the variation type counter CS, and the electric role opening counter C4 corresponds to special information in the present invention. At least one of the values of the jackpot random number counter C1, the jackpot type counter C2, the variation type counter CS, and the reach random number counter C3 stored in the first reserve area Ra and the second reserve area Rb is also called reserved information.
[0083] Next, the winning / losing table will be explained. The winning / losing table is table data for checking against the jackpot random number counter C1 when a winning lottery is performed based on the jackpot random number counter C1. The pachinko machine 10 has a low probability mode and a high probability mode set as lottery modes for winning lottery, and when a winning lottery is performed in the low probability mode, the winning / losing table for the low probability mode is referenced, and when a winning lottery is performed in the high probability mode, the winning / losing table for the high probability mode is referenced. The high probability mode (also called a high probability game state) is a game state that is started by winning a special jackpot, and refers to a game state in which the probability of winning a jackpot in a winning lottery is relatively higher than that in the low probability mode.
[0084] Fig. 8 is an explanatory diagram showing the contents of the win / lose table. Fig. 8(a) shows the win / lose table for the low probability mode (for the low probability mode), and Fig. 8(b) shows the win / lose table for the high probability mode.
[0085] As shown in FIG. 8(a), five values from 0 to 4 are set as the value of the jackpot random number counter C1 that results in a jackpot in the low probability mode win / lose table. Among the values from 0 to 1199, values other than the five values from 0 to 4 (5 to 1199) are misses. On the other hand, as shown in FIG. 8(b), sixteen values from 0 to 15 are set as the value of the jackpot random number counter C1 that results in a jackpot in the win / lose table for the high probability mode. Among the values from 0 to 1199, values other than the sixteen values from 0 to 15 (16 to 1199) are misses. In this way, the high probability mode has a higher probability of winning a jackpot in the win lottery than the low probability mode.
[0086] In this embodiment, the value group of the jackpot random number counter C1 set as the jackpot in the hit / miss table for the low probability mode is included in the value group of the jackpot random number counter C1 set as the jackpot in the hit / miss table for the high probability mode. However, as long as the probability of a jackpot being determined as a result of the winning lottery is higher in the high probability mode than in the low probability mode, the number and value of the random numbers set as the jackpot are arbitrary.
[0087] Although not adopted in the hit / miss table in this embodiment, a "small hit" may be provided as a result of the hit lottery.
[0088] A "small win" is a result that triggers a transition to the opening and closing execution mode in which the opening and closing door 36b of the variable winning device 36 is opened and closed, but does not trigger a transition to either the lottery mode or the support mode. In contrast, a "miss" is a result that does not trigger a transition to the opening and closing execution mode, and further does not trigger a transition to the lottery mode or the support mode.
[0089] Next, the types of big wins will be explained. Multiple types of big wins can be set in the pachinko machine 10. Specifically, multiple types of big wins can be set by providing differences in the following three aspects or modes, for example. (1) Aspects of opening and closing control of the variable winning device 36 in the opening and closing execution mode (2) Lottery mode for drawing the winning lottery after the opening and closing execution mode is completed (3) Support mode of the electric device 34a of the second starting port 34 after the opening / closing execution mode ends
[0090] In the pachinko machine 10, as a mode of the opening and closing control of the variable winning device 36 in the above (1) opening and closing execution mode, a high frequency winning mode and a low frequency winning mode can be set so that the frequency of balls entering the variable winning device 36 from the start to the end of the opening and closing execution mode is relatively high and low. For example, in the high frequency winning mode, the opening and closing door 36b is opened and closed multiple times (for example, 16 times) from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 30 seconds have passed or until the number of balls entering the opening and closing door 36b reaches 10. On the other hand, in the low frequency winning mode, the opening and closing door 36b is opened and closed twice from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 0.2 seconds have passed or until the number of balls entering the opening and closing door 36b reaches 6.
[0091] When the operation handle 25 is operated by the player, the game ball launching mechanism 81 is controlled so that one game ball is launched toward the game area PA every 0.6 seconds. In the above specific example, in the low frequency winning mode, the opening time of the opening and closing door 36b is 0.2 seconds. In other words, in the low frequency winning mode, the opening time of the opening and closing door 36b is shorter than the game ball launching cycle. Therefore, in the opening and closing execution mode for the low frequency winning mode, the game ball does not actually enter the game area PA. However, the game ball may be set to enter the game area PA in the opening and closing execution mode for the low frequency winning mode.
[0092] In addition, the number of times the opening and closing door 36b is opened, the limit time for opening one time, and the limit number of balls for one time are arbitrary as long as the frequency of balls entering the variable winning device 36 from the start to the end of the opening and closing execution mode is higher in the high frequency winning mode than in the low frequency winning mode. Specifically, the number of times the opening and closing door 36b is opened and closed more frequently, the limit time for opening one time is longer, or the limit number of balls for one time is larger than in the low frequency winning mode. In order to clarify the difference between the high frequency winning mode and the low frequency winning mode, the opening and closing execution mode of the low frequency winning mode may be configured so that balls do not actually enter the variable winning device 36.
[0093] In the pachinko machine 10, as the lottery mode of the winning lottery after the above (2) opening / closing execution mode is finished, a high probability mode in which the winning lottery is performed using a high probability winning / losing table as the winning / losing table, and a low probability mode in which the winning lottery is performed using a low probability winning / losing table as the winning / losing table can be set. As explained with reference to FIG. 8, the probability of winning a jackpot is higher when the winning lottery is performed using the high probability winning / losing table than when the winning lottery is performed using the low probability winning / losing table.
[0094] In the pachinko machine 10, as the support mode of the electric device 34a of the second starting hole 34 after the above-mentioned (3) opening / closing execution mode ends, a high-frequency support mode and a low-frequency support mode can be set so that the frequency with which the electric device 34a of the second starting hole 34 opens per unit time is relatively high or low when compared with a situation in which the launch of game balls continues in a similar manner into the game area PA.
[0095] Specifically, the high frequency support mode and the low frequency support mode have different probabilities of winning the electric role opening lottery using the electric role opening counter C4. In the high frequency support mode, the probability of winning the electric role opening lottery is made higher than in the low frequency support mode. In addition, in the high frequency support mode, the opening time of the electric role 34a may be set longer when the electric role opening lottery is won than in the low frequency support mode.
[0096] Although not adopted in this embodiment, in the high frequency support mode, the number of times that the electric role 34a is opened when the electric role opening is won may be set to be greater than in the low frequency support mode. Furthermore, the configuration may be such that the opening time of the electric role 34a is set to be longer. Also, in the case where the electric role opening is won in the high frequency support mode and the electric role 34a is opened multiple times, the closing time from the end of one opening state to the start of the next opening state may be set to be shorter than the opening time of one. Furthermore, in the high frequency support mode, the time secured from the one electric role opening lottery to the next electric role opening lottery may be set to be relatively shorter than in the low frequency support mode.
[0097] As described above, in the high frequency support mode, the probability of the ball entering the second starting hole 34 is higher than in the low frequency support mode. In other words, the high frequency support mode functions as an auxiliary game state that assists in the establishment of the conditions for obtaining special information.
[0098] In this embodiment, when a jackpot is selected as a result of the winning lottery, the jackpot type is allocated using the jackpot type counter C2. The allocation of the jackpot type corresponding to the value of the jackpot type counter C2 is stored as an allocation table in the allocation table storage area 63b of the ROM 63.
[0099] Fig. 9 is an explanatory diagram showing the contents of the distribution table. Fig. 9(a) shows the distribution table for the first start port, and Fig. 9(b) shows the distribution table for the second start port. The distribution table for the first start port is referred to when a winning lottery is drawn based on the entry of a game ball into the first start port 33, and the distribution table for the second start port is referred to when a winning lottery is drawn based on the entry of a game ball into the second start port 34.
[0100] As shown in the distribution table for the first starting hole in Figure 9 (a), the distribution table for the first starting hole has the following jackpot types set based on the entry of a game ball into the first starting hole 33: 16R sure-variable jackpot, 8R sure-variable jackpot, 16R normal jackpot, and 8R normal jackpot.
[0101] The 16R and 8R probability variable jackpots are jackpots in which the open / close control of the variable winning device 36 in the open / close execution mode is a high frequency winning mode, the lottery mode (hereinafter also simply called the "lottery mode") of the winning lottery after the open / close execution mode ends is a high probability mode, and the support mode after the open / close execution mode ends is a high frequency support mode. The difference between the 16R probability variable jackpot and the 8R probability variable jackpot is the number of times the opening / closing door 36b of the variable winning device 36 is opened in the open / close execution mode, with the 16R probability variable jackpot being 16 times (16 rounds) and the 8R probability variable jackpot being 8 times (8 rounds).
[0102] The 16R normal jackpot and 8R normal jackpot are jackpots in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is a high frequency winning mode, the lottery mode after the opening and closing execution mode ends is a low probability mode, and the support mode after the opening and closing execution mode ends is a high frequency support mode. The difference between the 16R normal jackpot and the 8R normal jackpot is the number of times the opening and closing door 36b of the variable winning device 36 is opened in the opening and closing execution mode, with the 16R normal jackpot being 16 times (16 rounds) and the 8R normal jackpot being 8 times (8 rounds).
[0103] In the distribution table for the first starting port, of the values of the jackpot type counter C2, which are "0 to 99", "0 to 39" corresponds to a 16R special jackpot, "40 to 64" corresponds to an 8R special jackpot, "65 to 89" corresponds to a 16R regular jackpot, and "90 to 99" corresponds to an 8R regular jackpot.
[0104] As described above, in the pachinko machine 10 of this embodiment, four types of jackpots are set as the types of jackpots. Therefore, the form of the jackpot is diversified. When comparing these four types of jackpots, the 16R variable jackpot is the most advantageous to the player, followed by the 8R variable jackpot, then the 16R normal jackpot, and finally the 8R normal jackpot. By setting multiple types of jackpots with different advantageous degrees to the player in this way, monotony of the game is suppressed and it is possible to increase the attention to the game.
[0105] As shown in the distribution table for the second starting hole in Fig. 9(b), the distribution table for the second starting hole has a 16R variable probability jackpot and an 8R normal jackpot set as jackpot types based on the entry of a game ball into the second starting hole 34. In the distribution table for the second starting hole, of the values of the jackpot type counter C2 of "0 to 99", "0 to 64" corresponds to a 16R variable probability jackpot, and "65 to 99" corresponds to an 8R normal jackpot.
[0106] In this way, in the pachinko machine 10 of this embodiment, the allocation manner of the type of jackpot when a jackpot is won differs between when the jackpot is won based on the ball landing in the first starting hole 33 and when the jackpot is won based on the ball landing in the second starting hole 34, and there is a clear difference in the advantage to the player.
[0107] In addition, if the winning lottery results in a loss, the game will not switch to the open / close execution mode, and the lottery mode and support mode will not change. If the jackpot type is a 16-variable jackpot or an 8R-variable jackpot, as explained above, the lottery mode after the open / close execution mode ends will be the high probability mode, but this high probability mode will continue until the next time the jackpot is won in the winning lottery.
[0108] As described above, the MPU 62 performs a winning lottery using the value of the jackpot random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE, but further, the MPU 62 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. When making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.
[0109] Next, a table for reach determination (hereinafter, referred to as a reach determination hit / miss table) will be described. The reach determination hit / miss table is table data for checking against the value of the reach random number counter C3 when determining whether or not a reach occurs based on the value of the reach random number counter C3.
[0110] Fig. 10 is an explanatory diagram showing a hit / miss table for reach determination. As shown in Fig. 10, in the hit / miss table for reach determination, 20 values from 0 to 19 are set as values that win reach among the values of the reach random number counter C3 from 0 to 399. Among the values from 0 to 399, values other than the 20 values from 0 to 19 (20 to 399) are set as misses, that is, values that do not win reach. In other words, in a situation where a jackpot is not won in the winning lottery, the probability of winning reach is 1 / 20.
[0111] FIG. 11 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for electric role opening lottery) used when executing an electric role opening lottery.
[0112] FIG. 11(a) shows a winning / losing table for the electric role opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 11(a), the winning / losing table for the electric role opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric role opening counter C4 that is a winning for the electric role opening. 464 values, from 2 to 465, are set as the value of the electric role opening counter C4 that is a losing result. That is, when the game ball passes through the through gate 35 in the low-frequency support mode and the electric role opening lottery is executed, the electric role opening is won with a probability of 1 / 233. In the pachinko machine 10 of this embodiment, when the electric role opening is won in the low-frequency support mode, the electric role opening is opened once, and the opening time is 1.4 seconds.
[0113] FIG. 11(b) shows a winning / losing table for the electric role opening lottery (for high frequency support mode) used in the high frequency support mode. As shown in FIG. 11(b), 462 values from 0 to 461 are set as the value of the electric role opening counter C4 that is a winning win for the electric role opening in the winning / losing table for the electric role opening lottery (for high frequency support mode). Four values from 462 to 465 are set as the value of the electric role opening counter C4 that is a losing win. That is, when the game ball passes through the through gate 35 in the high frequency support mode and the electric role opening lottery is executed, the electric role opening is won with a probability of 231 / 233. In the pachinko machine 10 of this embodiment, when the electric role opening is won in the high frequency support mode, the electric role opening is opened once, and the opening time is 1.6 seconds.
[0114] In this way, the winning / losing table for the electric role opening lottery is set so that the high frequency support mode has a higher probability of causing the game ball to enter the second starting hole 34 than the low frequency support mode.
[0115] 1-3 Electrical configuration of the audio / light-emitting control device and the display control device: Next, the electrical configuration of the audio and light emission control device 90 and the display control device 100 will be described.
[0116] Fig. 12 is a block diagram mainly showing the electrical configuration of the audio and light emission control device 90 and the display control device 100. Note that some components such as the power supply device 85 (Fig. 6) are omitted. An MPU 92 is mounted on an audio and light emission control board 91 provided in the audio and light emission control device 90. The MPU 92 is an element incorporating a CPU, ROM 93, RAM 94, an interrupt circuit, a timer circuit, a data input / output circuit, etc.
[0117] The ROM 93 stores various control programs, fixed value data, tables, etc., which are executed by the MPU 92. For example, a performance pattern table storage area 93a, a variable display pattern table storage area 93b, etc. are provided in a part of the area of the ROM 93. These will be described in detail later.
[0118] The RAM 94 is a memory for temporarily storing various data and the like when executing the control program stored in the ROM 93. For example, a various flag storage area 94a, various counter areas 94b, a lottery counter area 94c, and the like are provided in a part of the area of the RAM 94. Note that it is not essential that the ROM 93 and the RAM 94 are integrated into a single chip for the MPU 92, and each may be integrated into an individual chip.
[0119] The MPU 92 is provided with an input port and an output port. The main control device 60 and the performance operation button 24 are connected to the input side of the MPU 92. Various commands are received from the main control device 60. The speaker 46 and various lamps 47 are connected to the output side of the MPU 92, as well as the display control device 100.
[0120] A display control board 101 provided in the display control device 100 is equipped with an MPU 102, which is an element in which a program ROM 103 and a work RAM 104 are integrated into a chip, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. Note that it is not essential that the program ROM 103 and the work RAM 104 are integrated into a single chip for the MPU 102, and each may be integrated into a separate chip.
[0121] The MPU 102 analyzes various commands received from the audio and light emission control device 90 or performs predetermined calculation processing based on the various received commands, thereby controlling the VDP 105 (specifically, generating internal commands for the VDP 105).
[0122] The program ROM 103 is a memory for storing various control programs executed by the MPU 102 and fixed value data, and also stores JPEG format image data for a background image.
[0123] The work RAM 104 is a memory for temporarily storing work data, flags, etc., used when the MPU 102 executes various programs.
[0124] The VDP 105 is a kind of drawing circuit, and directly operates an image processing device as a liquid crystal display driver built into the pattern display device 41. The VDP 105 is also called a "drawing chip" because it is made into an IC chip, and is a kind of microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 105 adjusts the timing of the MPU 102, video RAM 107, etc., and mediates data reading and writing, and reads image data to be stored in the video RAM 107 from the character ROM 106 at a predetermined timing and displays it on the pattern display device 41.
[0125] The character ROM 106 serves as an image data library for storing character data such as designs and pictures to be displayed on the design display device 41. Bitmap format image data of various display designs, a color palette table to be referenced when determining the color to be expressed at each dot of the bitmap image, and the like are stored in the character ROM 106. It is also possible to provide a plurality of character ROMs 106, and to have each character ROM 106 store image data and the like in a shared manner. It is also possible to configure the character ROM 106 to store JPEG format image data for background images stored in the program ROM 103.
[0126] The video RAM 107 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 107.
[0127] In the following, the MPU 62, ROM 63, and RAM 64 of the main control unit 60 will be referred to as the main side MPU 62, main side ROM 63, and main side RAM 64, respectively, the MPU 92, ROM 93, and RAM 94 of the audio and light emission control unit 90 will be referred to as the audio and light side MPU 92, audio and light side ROM 93, and audio and light side RAM 94, respectively, and the MPU 102 of the display control unit 100 will be referred to as the display side MPU 102.
[0128] 1-4 Overview of processing by gaming machines: Next, an overview of the process executed by the pachinko machine 10 of this embodiment will be described. In the pachinko machine 10 of this embodiment, the display surface 41a of the pattern display device 41 is used to display the varying and stopped pattern rows Z1 to Z3, the screen effects when a super reach or special reach occurs, and the background image that appears behind the pattern rows Z1 to Z3.
[0129] The background image will be explained first. In the pachinko machine 10 of the present embodiment, a background image called a stage is displayed. A stage is one form of a presentation mode that specifies the presentation mode, and each stage is provided with a moving image with a story.
[0130] In the pachinko machine 10 of this embodiment, two types of stages are prepared: character-based stages and non-character-based stages. The character-based stages are stages that correspond to warrior characters. The non-character-based stages are stages that do not correspond to warrior characters.
[0131] FIG. 13 is an explanatory diagram illustrating a character stage. In the pachinko machine 10, four character stages corresponding to the warrior characters A to D described above are prepared as character stages. Specifically, a room stage of a Pretty Warrior character shown in FIG. 13(a) is prepared as a character stage corresponding to the warrior character A. In this stage, the Pretty Warrior character as the warrior character A spends time in his / her room. In addition, a room stage of a young warrior character shown in FIG. 13(b) is prepared as a character stage corresponding to the warrior character B. In this stage, the young warrior character as the warrior character B spends time in his / her room. In addition, although not shown, a room stage of a warrior character C as a character stage corresponding to the warrior character C and a room stage of a warrior character D as a character stage corresponding to the warrior character D are prepared.
[0132] That is, one warrior character is associated with each stage corresponding to the character-based stage, and a moving image in which the associated warrior character appears is assigned. Each of the stages of the rooms of warrior characters A to D is a performance in which the warrior character who is the owner of the room appears, but this does not prevent other warrior characters from appearing in addition to the warrior character. Also, as a modified example, the moving image of each stage of the character-based stage may not include the associated warrior character. In short, in the pachinko machine 10, internally, it is sufficient that one warrior character is linked to each stage corresponding to the character-based stage, and it does not matter whether the warrior character appears in the moving image of the stage. In this embodiment, each stage corresponding to the character-based stage is associated with a warrior character added to the pattern that is variably displayed, but as a modified example, it can be a character-based stage associated with a character unrelated to the warrior character added to the pattern that is variably displayed. In this case, the number of character-based stages does not need to be limited to four, and may be another number.
[0133] FIG. 14 is an explanatory diagram illustrating a non-character stage. In the pachinko machine 10, a countryside stage illustrated in FIG. 14(a) is prepared as one of the non-character stages. In this stage, a countryside landscape is displayed. In addition, in the pachinko machine 10, an urban stage illustrated in FIG. 14(b) is prepared as another non-character stage. In this stage, an urban landscape is displayed. In the pachinko machine 10, an ocean stage (not shown) and an all-player stage (not shown) are prepared as other non-character stages. In the ocean stage, an ocean landscape is displayed. In the all-player stage, the appearance of all the warrior characters A to D is displayed. Although the non-character stage is a stage that does not correspond to a warrior character, this does not prevent only one warrior character from appearing or multiple warrior characters from appearing. In short, one warrior character is associated with a character stage, whereas no warrior character is associated with a non-character stage. In this embodiment, the number of non-character stages is four, but it may be any other number instead.
[0134] In this embodiment, each character stage and each non-character stage is displayed with a stage name such as "Pretty Guardian character's room stage" or "Countryside stage", but instead, each stage may not have a stage name displayed. Also, the stage name may be displayed for a predetermined period of time immediately after the stage is changed, and the stage name may be hidden after the predetermined period has elapsed.
[0135] In the pachinko machine 10, one stage is selected from among the character stages and the non-character stages, and the selected stage is displayed as a background image.
[0136] Next, the screen presentation when a super reach or a special reach occurs will be described. As described above, in the pachinko machine 10 of the present embodiment, the types of reach are normal reach, super reach, and special reach.
[0137] In this embodiment, the normal reach is a reach that does not involve switching of the screen presentation displayed on the symbol display device 41. A reach occurs when two of the three symbol rows Z1 to Z3 stop with the same symbol, and the third symbol fluctuates at a slower speed than before, and the speed drops further just before the third symbol stops. As a result, the player can have a sense of expectation that the ball will stop and become a jackpot. During the presentation of the normal reach, it may change to a super reach or a special reach, or it may stop in a miss state where the symbols are not aligned, and then restart, and the reach may be entered again.
[0138] The super reach is a reach accompanied by a change in the screen presentation displayed on the symbol display device 41. In the case of the super reach, as in the normal reach, the reach occurs in a state where two of the three symbol columns Z1 to Z3 stop with the same symbol, and then the screen presentation changes. The screen presentation at this time is composed of a moving image with one warrior character specified from the warrior characters A to D described above as the main character. Specifically, for example, the screen presentation is composed of a moving image based on the daily life of the warrior character as the main character. The moving image based on the daily life of the warrior character is, for example, a moving image in which the warrior character trains, devises a technique, or meditates. The screen presentation does not involve a confrontation with an enemy character, which will be described later. After the presentation ends, the arrangement of the symbols that each of the symbol columns Z1 to Z3 stops is displayed.
[0139] In addition, the warrior character who is the main character of the screen presentation displayed when a super reach occurs is one of the warrior characters A to D attached to the variably displayed pattern, but in a modified example, it can be a character unrelated to the warrior characters A to D attached to the variably displayed pattern. However, the warrior character who is the main character of the screen presentation displayed when a super reach occurs matches one of the warrior characters associated with each stage of the character stage.
[0140] The special reach is a reach that involves a change in the screen presentation displayed on the symbol display device 41. In the case of a special reach, as with a normal reach, the screen presentation changes after a reach occurs when two of the three symbol columns Z1 to Z3 stop with the same symbol. The screen presentation at this time is composed of a moving image with one warrior character specified from the warrior characters A to D described above as the main character. In more detail, the screen presentation is composed of a combat presentation (hereinafter also referred to as a battle presentation) in which the warrior character as the main character faces off against an enemy character, and a result announcement presentation that announces whether the warrior character has won or lost.
[0141] The battle performance is a performance before informing the player of the result of either a favorable result (for example, winning a jackpot in a winning lottery) or an unfavorable result (for example, losing in a winning lottery), and is a performance (suggestion performance) that suggests to the player whether the result is favorable or unfavorable. The result notification performance is a performance that informs the player of the result of either a favorable result or an unfavorable result based on whether the warrior character has won or lost. In this embodiment, the result notification performance is a so-called dead or alive performance in which if the warrior character wins in the battle performance, the warrior character survives, and if the warrior character loses, the warrior character dies. After the result notification performance ends, the arrangement of the symbols that have stopped in each of the symbol rows Z1 to Z3 is displayed.
[0142] Fig. 15 is an explanatory diagram showing an example of a battle effect and a result notification effect. Fig. 15(a) shows an example of a battle effect, Fig. 15(b) shows an example of a victory effect as a result notification effect, and Fig. 15(c) shows an example of a defeat effect as a result notification effect. The battle effect shown in Fig. 15(a) displays an image (moving image) on the pattern display device 41 in which a beautiful girl warrior character as warrior character A faces off against a monster as an enemy character. However, the battle effect may be in other forms.
[0143] 15(b), an image of the warrior character A rejoicing at the victory is displayed on the symbol display device 41. However, the victory effect as the result effect may be in another form.
[0144] 15(c), an image of the death of warrior character A is displayed on the symbol display device 41. However, the defeat effect as the result notification effect may be in another form.
[0145] In addition, the warrior character who is the main character of the screen presentation displayed when a special reach occurs is one of the warrior characters A to D attached to the variably displayed pattern, but in a modified example, it can be a character unrelated to the warrior characters A to D attached to the variably displayed pattern. However, the warrior character who is the main character of the screen presentation displayed when a special reach occurs matches one of the warrior characters associated with each stage of the character stage.
[0146] The screen effects (battle effects) executed during the above-mentioned special reach and the screen effects (effects not involving battles) executed during the super reach display the moving images described above, but may also be configured to output sound and light accompanying the moving images to the speaker 46 or various lamps 47.
[0147] In the pachinko machine 10 of this embodiment, when the result of the reach judgment is that a super reach will occur in a game round, or a special reach will occur, a screen presentation unique to each of the super reach and special reach will be displayed on the display surface 41a of the pattern display device 41 in that game round, as described above.
[0148] It can also be said as follows. In the pachinko machine 10 of this embodiment, one warrior character is linked to each character-based stage, and in a game turn in the character-based stage, two types of effects can be executed as reach effects, with the linked warrior character as the main character. One of the two types of effects is a battle effect in which the warrior character as the main character faces off against an enemy character, and the other is an effect that does not involve a battle.
[0149] FIG. 16 is a timing chart showing the display mode of the changing and stopping pattern sequence Z1 to Z3 (patterns), the screen presentation when a super reach or special reach occurs (hereinafter also referred to as a special reach screen presentation), and the stage as a background image. In the figure, multiple game rounds are shown in which the game results progress in the order of reach non-occurrence / miss, normal reach / miss, and super reach / miss. Reach non-occurrence / miss is a game round in which a jackpot is not won in the winning lottery and a reach does not occur. Normal reach / miss is a game round in which a jackpot is not won in the winning lottery, a reach occurs, and the type of the reach that occurs is a normal reach. Super reach / miss is a game round in which a jackpot is not won in the winning lottery, a reach occurs, and the type of the reach that occurs is a super reach.
[0150] The stage as a background image is displayed during the period from start point t1 to point t2 (hereinafter referred to as the t1-t2 period) in play times where there is no reach and there is a miss, in play times where there is a normal reach and there is a miss, and in play times where there is a super reach and there is a miss. Here, for example, a character stage corresponding to warrior character A is displayed. During the period from point t2 to end point t3 (hereinafter referred to as the t2-t3 period) in play times where there is a super reach and there is a miss, the stage as a background image is hidden.
[0151] In a game where a reach does not occur or is a miss, and in a game where a normal reach occurs or is a miss, the special reach screen performance is not displayed. On the other hand, in a game where a reach does not occur or is a miss, and in a game where a normal reach occurs or is a miss, the pattern rows Z1 to Z3 are displayed. Specifically, the pattern rows Z1 to Z3 that change or stop are displayed. As a result, the pattern rows Z1 to Z3 that change or stop are displayed superimposed on the top surface (front side) of the stage as the background image.
[0152] During the period t1-t2 of a Super Reach or Miss game, the special reach screen performance is hidden. On the other hand, during the period t1-t2, the symbol rows Z1-Z3 are displayed. Specifically, the varying and stationary symbol rows Z1-Z3 are displayed. As a result, the varying and stationary symbol rows Z1-Z3 are displayed superimposed on the top surface (front side) of the stage as the background image.
[0153] During the period t2-t3 of a Super Reach miss game, a special reach screen effect is displayed. Meanwhile, during the period t2-t3, the symbol rows Z1 to Z3 are displayed in a reduced size. As a result, instead of the stage as a background image, the special reach screen effect when a Super Reach occurs is displayed.
[0154] In the game following the Super Reach Miss game (assuming that the Reach does not occur and is a Miss), the stage as the background image continues to be the same as the previous stage, and the Special Reach screen effect is not displayed. Note that the display modes of the symbol rows Z1 to Z3, the Special Reach screen effect, and the stage in the Super Reach Big Win, Special Reach Miss, and Special Reach Big Win game are the same as the display modes of the symbol rows Z1 to Z3, the Special Reach screen effect, and the stage in the Super Reach Miss game shown in FIG. 16.
[0155] In the pachinko machine 10 of this embodiment, in a game in which a super reach or special reach occurs, if the stage before switching to the special reach screen presentation is a character stage, a warrior character that matches the warrior character linked to the character stage appears as the main character in the special reach screen presentation. For example, if a super reach or special reach occurs in a game in which the character stage corresponding to warrior character A is in the character stage, the screen presentation displayed in these reaches will feature warrior character A as the main character.
[0156] In addition, if the stage before switching to the special reach screen effect is a non-character stage, when a super reach or special reach occurs in a game, the warrior character who appears as the main character in the special reach screen effect is arbitrarily determined by lottery. In addition, instead of this configuration, if the stage before switching to the special reach screen effect is a non-character stage, the special reach screen effect may be an effect unrelated to the warrior character.
[0157] FIG. 17 is an explanatory diagram showing a schematic diagram of a stage transition executed in the pachinko machine 10. The pachinko machine 10 performs a game by repeating a stage transition between a character stage and a non-character stage. In addition, a game is performed by performing a stage transition within a character stage and a stage transition within a non-character stage. These stage transitions are performed based on the game results such as the result of a winning lottery, the presence or absence of a reach, and the reach type when a reach occurs, and the reserved information.
[0158] FIG. 18 is an explanatory diagram showing the state of stage transition in the character stage. In FIG. 18, the game result of a game round "non-reach occurrence, miss" corresponds to a game round in which a jackpot is not won in the winning lottery and a reach does not occur. The game result of a game round "normal reach, miss" corresponds to a game round in which a normal reach occurs in a game round in which a winning lottery results in a miss. The game result of a game round "super reach, miss" corresponds to a game round in which a super reach occurs in a game round in which a winning lottery results in a miss. The game result of a game round "special reach, miss" corresponds to a game round in which a special reach occurs in a game round in which a winning lottery results in a miss. A "jackpot" corresponds to a game round in which a jackpot is won in the winning lottery, regardless of whether a reach occurs or not, and the type of reach.
[0159] In the pachinko machine 10 of this embodiment, when the game result of a game is a non-reach or miss, the stage of the game is continued (maintained) and no stage transition is performed. In other words, when the reach does not occur, that is, when the game result is a complete miss, no stage transition is performed.
[0160] Also, even if the game result of a game in a character stage is normal reach / miss, the stage in that game round continues and no stage transition is performed. Since game rounds in which the game result is normal reach / miss occur frequently, if the stage is transitioned every time, it becomes difficult for the player to read the story of the stage, so in this embodiment, no stage transition is performed. Instead of this configuration, a stage transition may be performed when the game result of a game in a character stage is normal reach / miss. For example, a transition may be made from one stage to another in the character stage, or a transition may be made to a non-character stage.
[0161] Even if the game is in the character stage and the game result of the game is a super reach miss, the stage in the game round continues and the stage transition is not performed (i.e., the stage transition is restricted). As explained above, the screen presentation in the game round in which the super reach occurs is a moving image based on the daily life of the warrior character, and is not a dead or alive presentation like the game round in which the special reach occurs. Therefore, since a moving image in which the warrior character dies is not displayed on the display surface 41a of the pattern display device 41, even if the warrior character appears on the stage in the next game round, the player will not feel any discomfort. Therefore, in this embodiment, in the game round in which the game is in the character stage and the winning lottery results in a miss, if the super reach occurs, the stage in the game round continues and the stage transition is not performed. Note that instead of this configuration, a configuration in which the stage transition is performed when the game is in the character stage and the game result of the game round is a super reach miss may be used. For example, a transition may be made from one character-based stage to another, or a transition may be made to a non-character-based stage.
[0162] In the case where the game is in the character stage and the game result of the game is a special reach or miss, the stage is shifted from the character stage to a non-character stage at the end of the game (however, there are exceptions). As explained above, the screen presentation in the game in which the special reach occurs is a dead or alive presentation, so in the game in which the winning lottery results in a miss, a moving image of a warrior character dying is displayed on the display surface 41a of the pattern display device 41 (see FIG. 15(c)). For this reason, if the stage in the game in question is continued and a stage transition is not performed, the player may feel uncomfortable because he or she will see a moving image of the dead warrior character appearing in the next game as if nothing had happened. In order to solve this problem, in this embodiment, in the case where the game is in the character stage and the winning lottery results in a miss, the stage is shifted from the current character stage to a non-character stage that is not directly related to the warrior character corresponding to the character stage. This prevents the player from feeling uneasy when, after watching a moving image of a warrior character dying in a character stage, the character stage corresponding to the dead warrior character continues and the dead warrior character appears as if nothing had happened. Therefore, this configuration ensures a story-like nature of the performance in which the characters appear, and increases the interest of the game.
[0163] As described above, there are exceptions to the configuration of transitioning from a character stage to a non-character stage when the game result of a game is a special reach miss in a character stage. Specifically, when the game result of a game is a special reach miss in a character stage, if there is information indicating that the game corresponds to a super reach or special reach in the reserved information at the end of the game, the stage transition to a non-character stage is not executed, and a different process is performed. In other words, when the game result of a game is a special reach miss in a character stage, if there is no information indicating that the game corresponds to a super reach or a special reach in the reserved information at the end of the game, the process of transitioning from a character stage to a non-character stage is performed. Note that the above-mentioned super reach does not matter whether or not a jackpot is won in a winning lottery. In other words, the super reach includes a super reach miss and a super reach jackpot. The above-mentioned special reach does not matter whether or not a jackpot is won in a winning lottery. In other words, the special reach includes a special reach miss and a special reach big win.
[0164] In the case where the game is in a character-based stage and the game result of a game is a special reach-miss, if there is information indicating that the game corresponds to a special reach in the reserved information at the end of the game, the stage in the game is continued and no stage transition is performed (Exception 1). In other words, the stage in the game is continued by restricting the stage transition. According to this configuration, a moving image in which a warrior character dies is displayed on the display surface 41a of the pattern display device 41 in the screen performance of the special reach, and at the end of the game, the stage transition is not performed and the screen performance corresponding to the character-based stage in which the dead warrior character appears is continuously displayed. As explained above, in the pachinko machine 10 of this embodiment, in principle, when the game is in a character-based stage and the game result of the game is a special reach-miss, the stage transition is performed to a non-character-based stage, and the dead warrior character does not appear as the main character in the stage of the next game. Nevertheless, according to the configuration of Exception 1, the stage transition is not performed and the dead warrior character appears in the stage of the next game. On the other hand, in the case of exception 1, the reserved information at the end of the game round contains information indicating that the game is in a special reach, so the degree of advantage (expectation of a jackpot) for the player is high. Therefore, according to the pachinko machine 10 of this embodiment, if the player recognizes that a stage transition will not occur in the event of a special reach miss during a game round in which the character stage is in a state, the player can know that the absence of a stage transition means that a favorable result can be expected by recognizing the performance, specifically the battle performance, that is expected to produce a favorable result when the reserved information is subsequently consumed. In particular, since the battle performance executed when the reserved information is consumed is by the same warrior character as the warrior character that was defeated earlier, the player can watch the battle performance by the warrior character that was defeated earlier once more, and can avenge his defeat by winning (winning a jackpot). This increases the player's emotional attachment to the performance.As a result, in a pachinko machine 10 having the configuration of Exception 1, the player can have a sense of expectation that a favorable result may occur, thereby increasing the interest of the game.
[0165] Furthermore, in the pachinko machine 10 of this embodiment, when the game result of a particular game is a special reach miss and the pending information at the end of that game includes information indicating a super reach, the game will transition to a character stage corresponding to a warrior character other than the warrior character that appeared in the performance corresponding to the special reach miss of that game (Exception 2).
[0166] According to the configuration of exception 2, the display surface 41a of the pattern display device 41 displays a moving image in which a warrior character dies in the screen performance of the special reach, and at the end of the game round, a screen performance corresponding to a character stage corresponding to a warrior character other than the deceased warrior character is displayed. In the case of exception 2, the reserved information at the end of the game round contains information indicating that the game is a super reach, so the player is relatively advantageous. The super reach is less advantageous than the special reach, but more advantageous than the normal reach, so the player is relatively advantageous. Therefore, according to the pachinko machine 10, when the player recognizes that the game has moved to a character stage corresponding to a warrior character other than the deceased warrior character at the end of the game round, the player will have a sense of expectation that a favorable result will come. Therefore, the pachinko machine 10 having the configuration of exception 2 can make the player have a sense of expectation that a favorable result will come, and can improve the interest of the game. In addition, new characters (= warrior characters other than the dead warrior character) appear after the stage transition or when the reserved information corresponding to the super reach is consumed, so the player can quickly become familiar with the new character even if it is different from the character that has appeared until then, and empathy with the presentation is heightened. This can further increase the interest of the game.
[0167] In this embodiment, the above-mentioned exceptions 1 and 2 are provided as exceptions to the rule that when the game is in a character-based stage and the game result of the game is a special reach miss, the stage transitions from the character-based stage to a non-character-based stage. However, as a modified example, it is also possible to provide only the above-mentioned exception 1 and exclude exception 2.
[0168] In the pachinko machine 10 of this embodiment, when the player is in the character-based stage and wins a jackpot in the winning lottery for a game, the stage in the game continues regardless of whether a reach occurs or the type of reach if a reach occurs, and no stage transition is performed. When a player wins a jackpot in the winning lottery, the player often wants to continue playing in the same stage as when the jackpot was won, for good luck, so the stage transition is not performed. Instead of this configuration, the player may be in the character-based stage and when a jackpot is won in the winning lottery, the stage transition may be performed. For example, the player may transition from one stage to another in the character-based stage, or may transition to a non-character-based stage.
[0169] Fig. 19 is an explanatory diagram showing the state of stage transition in a non-character stage. In the pachinko machine 10 of this embodiment, when the game result of a game round is a non-reach / miss, the stage of the game round continues and no stage transition is performed. In other words, when the reach does not occur, that is, when it is a so-called complete miss, no stage transition is performed.
[0170] Also, even if the game is in a non-character stage and the game result of the game is normal reach / miss, the stage in the game continues and no stage transition is performed. Since normal reach / miss game times occur frequently, if the stage is transitioned every time, it becomes difficult for the player to read the story of the stage, so in this embodiment, no stage transition is performed. Instead of this configuration, a stage transition may be performed when the game is in a non-character stage and the game result of the game is normal reach / miss. For example, a transition may be made from one stage to another in the non-character stage, or a transition may be made to a character stage.
[0171] When the game is in a non-character stage and the game result of the game is a Super Reach-Missing, at the end of the game, the game is shifted to a character stage corresponding to the warrior character that appeared in the performance corresponding to the Super Reach-Missing of the game. As explained above, the screen performance in the game in which the Super Reach occurred is a moving image based on the daily life of the warrior character, and is not a dead or alive performance like the game in which the Special Reach occurred. Therefore, since a moving image of the warrior character dying is not displayed on the display surface 41a of the pattern display device 41, even if the warrior character appears on the stage in the next game, the player will not feel any discomfort. Therefore, in this embodiment, when the game is in a non-character stage and the winning lottery results in a losing result, when the Super Reach occurs, the game is shifted to a character stage corresponding to the warrior character that appeared in the performance of the Super Reach.
[0172] In the case where the game result of the game is a special reach-miss, the game is configured to transition to a character stage corresponding to a warrior character other than the warrior character that appeared in the effect corresponding to the special reach-miss of the game at the end of the game (however, there are exceptions). As explained above, the screen effect in the game in which the special reach occurs is a dead or alive effect, so in the game in which the winning lottery results in a miss, a moving image of a warrior character dying is displayed on the display surface 41a of the pattern display device 41. For this reason, if the stage transition is configured to transition to a character stage corresponding to a warrior character that appeared in the effect corresponding to the special reach-miss of the game, the player may feel uncomfortable because he or she will see a moving image of the dead warrior character appearing in the next game as if nothing had happened. In order to solve this problem, in this embodiment, when a special reach occurs in a game round in which a winning lottery is drawn and the game round ends in a loss, the game is moved to a character stage corresponding to a warrior character other than the warrior character who appeared in the performance corresponding to the special reach / loss of the game round at the end of the game round. This prevents the player from feeling uncomfortable when, after watching a moving image of a warrior character dying in a non-character stage, the game moves to a character stage corresponding to the deceased warrior character and the deceased warrior character appears as if nothing had happened. Therefore, this configuration ensures the story of the performance in which the characters appear, and increases the interest of the game.
[0173] As mentioned above, there are exceptions to the configuration in which, when the game result of a game is a special reach miss in a non-character stage, the game moves to a character stage corresponding to a warrior character other than the warrior character that appeared in the performance corresponding to the special reach miss in that game. Specifically, when the game result is a special reach miss in a non-character stage, if there is information indicating a special reach in the reserved information at the end of that game, the game moves to a character stage corresponding to the warrior character that appeared in the performance corresponding to the special reach miss in that game (Exception A). Note that the above special reach does not matter whether or not it is a jackpot win in the winning lottery. In other words, the special reach includes a special reach miss and a special reach jackpot.
[0174] According to the configuration of exception A, a moving image in which a warrior character dies is displayed on the display surface 41a of the pattern display device 41 in the screen performance of a special reach in a non-character stage, and at the end of a game round, a screen performance corresponding to the character stage in which the deceased warrior character appears is displayed. As described above, in the pachinko machine 10 of this embodiment, in principle, when the game result of a game round is a special reach miss in a non-character stage, the stage transition is made to a character stage corresponding to a warrior character other than the warrior character who appeared in the performance corresponding to the special reach miss in that game round, and the deceased warrior character does not appear as a main character in the stage of the next game round. Nevertheless, according to the configuration of exception A, the deceased warrior character will appear in the stage of the next game round. Looking back, in the case of exception A, the reserved information at the end of the game round contains information indicating that it corresponds to a special reach, so the degree of advantage for the player is high. Therefore, according to the pachinko machine 10, when a special reach miss occurs in a game round in which a non-character stage is in effect, the player recognizes that the dead warrior character will appear in the stage of the next game round as if nothing had happened, and by recognizing the performance, specifically the battle performance, which is expected to produce a favorable result when the reserved information is subsequently consumed, the player can know that the appearance of the dead warrior character in the stage of the next game round will also produce a favorable result. In particular, since the battle performance executed when the reserved information is consumed is performed by the same warrior character as the previously defeated warrior character, the player can watch the battle performance by the previously defeated warrior character once more, and can avenge his defeat by winning. This increases the player's emotional attachment to the performance. As a result, the pachinko machine 10 having the configuration of exception A can make the player have a sense of expectation that a favorable result will come, and can improve the interest of the game.
[0175] In the pachinko machine 10 of this embodiment, when the player is in a non-character stage and wins a jackpot in a lottery for a game, the stage in the game continues regardless of whether a reach occurs or not, and the type of reach if a reach occurs, and no stage transition is performed. When a player wins a jackpot in a lottery, the player often wants to continue playing in the same stage as when the jackpot was won, for good luck, so the stage transition is not performed. Instead of this configuration, the player may be in a non-character stage and when a jackpot is won in a lottery, the stage transition may be performed. For example, the player may transition from one stage to another in the non-character stage, or may transition to a character stage.
[0176] 1-5. Various processes executed by the main control device: Next, an example of specific control for executing the above-mentioned processing in the pachinko machine 10 of this embodiment will be described. First, the processing executed in the main control device 60 will be described, and then the processing executed in the sound and light emission control device 90 and the display control device 100 will be described.
[0177] In order to progress each game, the MPU 62 of the main control device 60 executes timer interrupt processing and normal processing. These processes are explained below. In addition to the timer interrupt processing and normal processing, the MPU 62 executes NMI interrupt processing that is started by input of a power failure signal, but the explanation of these processes is omitted.
[0178] <Timer interrupt processing> 20 is a flowchart showing the timer interrupt process. As described above, the timer interrupt process is started by the MPU 62 of the main control device 60 periodically (for example, every 2 msec).
[0179] In step Sp0101, the process of reading the various detection sensors 67a to 67e is executed. That is, the state of the various detection sensors 67a to 67e connected to the main control device 60 is read, the state of the sensor is determined, and the detection information (ball entry detection information) is saved. Then, the process proceeds to step Sp0102.
[0180] In step Sp0102, the random number initial value counter CINI is updated. Specifically, 1 is added to the random number initial value counter CINI, and when the counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of the RAM 64. After that, the process proceeds to step Sp0103.
[0181] In step Sp0103, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 are updated. Specifically, 1 is added to each of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4, and when each counter value reaches its maximum value, each is cleared to 0. Then, the updated values of each counter C1 to C4 are stored in the corresponding buffer area of the RAM 64. Then, the process proceeds to step Sp0104. The value of the fluctuation type counter CS is updated in the normal processing (FIG. 24) described later.
[0182] In step Sp0104, a ball entry process for the starting hole is executed in association with the ball entering the first starting hole 33 and the second starting hole 34. The details of the ball entry process for the starting hole in step Sp0104 will be described later. After executing step Sp0104, the process proceeds to step Sp0105.
[0183] In step Sp0105, a through ball entry process is executed in response to a ball entering the through gate 35. The through ball entry process in step Sp0105 will be described in detail later. After executing step Sp0105, the MPU 62 ends the timer interrupt process.
[0184] <Starting ball entry processing> Next, the ball-entry process for the starting hole will be described. The ball-entry process for the starting hole is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 20: Sp0104).
[0185] 21 is a flow chart showing ball entry processing for the start hole. In step Sp0201, whether or not the game ball has entered the first start hole 33 (start ball entry) is determined based on the detection state of the detection sensor corresponding to the first start hole 33. In step Sp0201, if it is determined that the game ball has entered the first start hole 33 (Sp0201: YES), the process proceeds to step Sp0202, where a prize ball command is set to cause the payout control device 70 to pay out three game balls. Then, the process proceeds to step Sp0203.
[0186] In step Sp0203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a gaming ball has entered the first starting hole 33. After that, the process proceeds to step Sp0204.
[0187] In step Sp0204, the start reserved number RaN (hereinafter also referred to as the first start reserved number RaN), which is a value stored in the reserved number storage area of the first reserved area Ra, is read out, and the first start reserved number RaN is set as a target for processing described later. The first start reserved number RaN indicates the number of reserved balls based on balls entering the first start hole 33. Then, proceed to step Sp0209.
[0188] In step Sp0201, if it is determined that the game ball has not entered the first starting hole 33 (Sp0201: NO), the process proceeds to step Sp0205, and it is determined whether the game ball has entered the second starting hole 34 based on the detection state of the detection sensor corresponding to the second starting hole 34.
[0189] In step Sp0205, if it is determined that the game ball has entered the second starting hole 34 (Sp0205: YES), the process proceeds to step Sp0206, where a prize ball command is set to cause the payout control device 70 to pay out three game balls. Then, the process proceeds to step Sp0207. On the other hand, in step Sp0205, if it is determined that the game ball has not entered the second starting hole 34 (Sp0205: NO), the ball entry process for this starting hole is terminated.
[0190] In step Sp0207, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the second starting hole 34. After that, the process proceeds to step Sp0208.
[0191] In step Sp0208, the start reserved number RbN (hereinafter also referred to as the second start reserved number RbN), which is the value stored in the reserved number storage area of the second reserved area Rb, is read out, and the second start reserved number RbN is set as the target of the processing described later. The second start reserved number RbN indicates the number of reserved balls based on balls entering the second start hole 34. Then, proceed to step Sp0209.
[0192] In step Sp0209, it is determined whether the start pending number N (RaN or RbN) set in step Sp0204 or step Sp0208 described above is less than the upper limit (4 in this embodiment). In step Sp0209, if the start pending number N is not less than the upper limit (Sp0209: NO), the ball entry process for this start hole is terminated.
[0193] On the other hand, in step Sp0209, if the start pending number N is less than the upper limit (Sp0209: YES), proceed to step Sp0210, add 1 to the start pending number N in the corresponding pending area, and then proceed to step Sp0211, add 1 to the value stored in the total pending number storage area (hereinafter referred to as the total pending number CRN). The total pending number CRN indicates the sum of the first start pending number RaN and the second start pending number RbN. Then, proceed to step Sp0212.
[0194] In step Sp0212, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step Sp0103 (FIG. 20), and the value of the fluctuation type counter CS updated in the normal processing (FIG. 24) described later are stored in the first storage area among the empty storage areas of the corresponding reserve area, that is, the storage area corresponding to the reserved number to which 1 was added in step Sp0210. Specifically, when the first start reserved number RaN is set as the processing target, the updated values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS are stored in the first storage area among the empty storage areas of the first reserve area Ra, that is, the storage area corresponding to the first start reserved number RaN to which 1 was added in step Sp0210. In addition, when the second start reserved number RbN is set as the processing target, the updated values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS are stored in the first free memory area of the second reserved area Rb, that is, the memory area corresponding to the second start reserved number RbN to which 1 was added in step Sp0210. After executing step Sp0212, proceed to step Sp0213.
[0195] In step Sp0213, a first determination process is executed. The first determination process is a process that executes a result of a winning lottery (lottery result), a type of a winning lottery, a reach occurrence, and a change time determination based on the information (reserved information) of each value of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the change type counter CS before the reserved information becomes the target of a winning lottery by the main control device 60. Details of the first determination process will be described later. After executing step Sp0213, proceed to step Sp0214.
[0196] In step Sp0214, a process for setting a reserved command is executed. Specifically, the judgment result of the first judgment process executed based on the information (reserved information) of each value of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS is set as a reserved command. The judgment result of the first judgment process includes the above-mentioned hit lottery hit / miss judgment result (also called the presence or absence of a jackpot), the type of the jackpot, the occurrence or absence of a reach, and the fluctuation time.
[0197] The hold command is a command for making the sub-side control device confirm the occurrence of a ball entering the first starting hole 33 or the second starting hole 34 and the judgment result (first judgment information) by the first judgment process based on the hold information acquired based on the ball entering, before the hold information becomes the subject of a winning lottery by the main control device 60. The hold command is transmitted to the audio and light emission control device 90 in the command output process (FIG. 24: step Sp0503) of the normal process described later.
[0198] In addition, when the voice and light emission control device 90 receives a hold command transmitted based on a ball entering the first start port 33, it transmits a command to the display control device 100 to change the display in the first start port hold area Ds1 of the pattern display device 41 to correspond to the increase in the number of reserved balls. The display control device 100 that receives the command changes the display in the first start port hold area Ds1 of the pattern display device 41 to correspond to the increase in the number of reserved balls. On the other hand, when the voice and light emission control device 90 receives a hold command transmitted based on a ball entering the second start port 34, it transmits a command to the display control device 100 to change the display in the second start port hold area Ds2 of the pattern display device 41 to correspond to the increase in the number of reserved balls. The display control device 100 that receives the command changes the display in the second start port hold area Ds2 of the pattern display device 41 to correspond to the increase in the number of reserved balls.
[0199] After executing step Sp0214, the MPU 62 of the main control unit 60 ends the ball entry processing for this starting hole.
[0200] <First decision process> Next, the first-goal determination process will be described. The first-goal determination process is executed by the MPU 62 of the main control device 60 as a subroutine (FIG. 21: Sp0213) of the ball-entering process for the starting hole.
[0201] 22 is a flowchart showing the first determination process. As described above, the first determination process is a process that executes a determination result such as a win lottery win determination, a big win type determination, and a reach occurrence determination based on the reserved information before the reserved information becomes a target of the winning lottery by the main control device 60.
[0202] In step Sp0301, the value of the jackpot random number counter C1 stored in the memory area by the ball entering the starting hole in the ball entry process for the starting hole (FIG. 21) is grasped. Then, proceed to step Sp0302, and determine the lottery mode at the time when the winning lottery by the current ball entry is executed as a game round. Specifically, the judgment result of the prior judgment process executed by the ball entry before the current ball entry is read from the corresponding memory area, and the presence or absence of a guaranteed jackpot that occurs before the winning lottery by the current ball entry and the presence or absence of a win in the falling lottery are grasped, thereby determining the lottery mode at the time when the winning lottery by the current ball entry is executed as a game round.
[0203] In step Sp0302, when the lottery mode is determined to be the low probability mode at the time when the winning lottery due to the current ball entry is executed as a game round (Sp0302: YES), the process proceeds to step Sp0303, where the winning / losing table for the low probability mode (FIG. 8(a)) stored in the winning / losing table storage area 63a is referenced. After that, the process proceeds to step Sp0305, where the result of reference to the winning / losing table for the low probability mode is that the information on the value of the jackpot random number counter C1 grasped this time is determined to correspond to a jackpot.
[0204] On the other hand, in step Sp0302, when the lottery mode is determined not to be the low probability mode at the time when the winning lottery due to the current ball entry is executed as a game round (Sp0302: NO), the process proceeds to step Sp0304, where the winning / losing table for the high probability mode (FIG. 8(b)) stored in the winning / losing table storage area 63a is referenced. After that, the process proceeds to step Sp0305, where the result of reference to the winning / losing table for the high probability mode is that it is determined whether the value of the jackpot random number counter C1 grasped this time corresponds to a jackpot.
[0205] In step Sp0305, if it is determined that the value of the jackpot random number counter C1 grasped this time corresponds to a jackpot (Sp0305: YES), the process proceeds to step Sp0306, where the value of the jackpot type counter C2 stored in the memory area due to the ball entering the start hole this time is grasped. Then, the process proceeds to step Sp0307, where the allocation table stored in the allocation table memory area 63b is referenced. Specifically, if the jackpot type counter C2 that is the subject of allocation this time is obtained based on a ball entering the first start hole 33, the allocation table for the first start hole is referenced, and if it is obtained based on a ball entering the second start hole 34, the allocation table for the second start hole is referenced. After executing step Sp0307, the process proceeds to step Sp0308.
[0206] In step Sp0308, the allocation table is referenced to determine whether the value of the jackpot type counter C2 currently grasped corresponds to a special jackpot. If it is determined in step Sp0308 that it corresponds to a special jackpot (Sp0308: YES), the process proceeds to step Sp0309, where special jackpot information is stored in the first determination process result storage area 64h. The first determination process is then terminated. On the other hand, if it is determined in step Sp0308 that it does not correspond to a special jackpot (Sp0308: NO), the process proceeds to step Sp0310, where normal jackpot information is stored in the first determination process result storage area 64h. The process then proceeds to step Sp0315, which will be described later.
[0207] In step Sp0305, if it is determined that the value of the jackpot random number counter C1 does not correspond to a jackpot (Sp0305: NO), the process proceeds to step Sp0311, where the value of the reach random number counter C3 stored in the memory area due to the ball entering the starting hole this time is determined. Then, the process proceeds to step Sp0312, where the reach determination table stored in the reach determination table storage area 63c is referenced. Then, the process proceeds to step Sp0313, where, as a result of referring to the reach determination table, it is determined whether the value of the reach random number counter C3 currently determined corresponds to the occurrence of a reach.
[0208] In step Sp0313, if it is determined that the reach occurrence is possible (Sp0313: YES), the process proceeds to step Sp0314, and the reach occurrence information is stored in the first determination process result storage area 64h. Then, the process proceeds to step Sp0315. On the other hand, in step Sp0313, if it is determined that the reach occurrence is not possible (Sp0313: NO), the process proceeds directly to step Sp0315.
[0209] In step Sp0315, a variable time future judgment process is executed to judge the variable time first. Specifically, a process is executed to calculate the variable time based on the variable type counter CS stored in the memory area by the ball entering the starting hole in the ball entry process for the starting hole (Fig. 21), the winning lottery ...
[0210] <Ball entry processing for through balls> Next, the through ball entry process will be described. The through ball entry process is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 20: Sp0105).
[0211] FIG. 23 is a flow chart showing the ball entry process for through play. In step Sp0401, it is determined whether or not the game ball has entered the through gate 35. If it is determined in step Sp0401 that the game ball has entered the through gate 35 (Sp0401: YES), the process proceeds to step Sp0402, where it is determined whether or not the number of reserved accessory items SN is less than the upper limit (4 in this embodiment). The number of reserved accessory items SN is a value indicating the number of balls that have entered the through gate 35 reserved for the purpose of performing a lottery for opening an electric accessory item. In this embodiment, the maximum value of the number of reserved accessory items SN is 4. On the other hand, if it is determined in step Sp0401 that the game ball has not entered the through gate 35 (Sp0401: NO), this ball entry process for through play is terminated.
[0212] In step Sp0402, if it is determined that the number of reserved reels SN is less than the upper limit (less than 4) (Sp0402: YES), proceed to step Sp0403 and add 1 to the number of reserved reels SN. Then, proceed to step Sp0404.
[0213] In step Sp0404, the value of the electric role opening counter C4 updated in step Sp0103 (FIG. 20) is stored in the first storage area among the empty storage areas of the electric role reservation area 64d of the RAM 64. After that, the ball entry process for through is terminated.
[0214] On the other hand, in step Sp0402, if it is determined that the value of the number of reserved reels SN is not less than the upper limit value (Sp0402: NO), that is, if it is determined that the value of the number of reserved reels SN is equal to or greater than the upper limit value, the ball entry process for through is terminated without storing the value of the electric reel opening counter C4.
[0215] <Normal processing> Next, the normal processing will be described. The normal processing is a processing that is started by the MPU 62 of the main control device 60 when the power switch 88 is switched from the OFF state to the ON state (hereinafter, also referred to as "power-on"). In the normal processing, the main processing of the game is executed.
[0216] 24 is a flowchart showing normal processing. In step Sp0501, start-up processing is executed. Specifically, initial settings of each control device associated with power-on, and a determination of the validity of data stored and held in the RAM 64 are executed. After that, the process proceeds to step Sp0502.
[0217] In step Sp0502, a start-up command is set. The start-up command is a command for causing each control device on the sub side to start a demo video when the power is turned on. Then, the process proceeds to step Sp0503.
[0218] In step Sp0503, the output data such as the start-up command set in step Sp0502, the timer interrupt processing, or the command set in the normal processing executed last time 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 70. In addition, if commands related to performance such as a start-up command, a variable command, a type command, or a hold command are set, they are sent to the sound and light emission control device 90. After executing step Sp0503, proceed to step Sp0504.
[0219] In step Sp0504, 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. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of the RAM 64. Then, the process proceeds to step Sp0505.
[0220] In step Sp0505, the winning ball count signal and payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Sp0506. In step Sp0506, a game round control process is executed to control the game in each game round. In the game round control process, a winning lottery is performed, the variable display of the patterns by the pattern display device 41 is set, and the display control of the first pattern display unit 37a and the second pattern display unit 37b is performed. The details of the game round control process will be described later. After executing step Sp0506, the process proceeds to step Sp0507.
[0221] In step Sp0507, a game state transition process is executed to transition the game state. By executing the game state transition process, the game state transitions to an open / close execution mode, a high probability mode, a high frequency support mode, etc. Details of the game state transition process will be described later. Then, proceed to step Sp0508.
[0222] In step Sp0508, an electric role support process is executed to drive and control the electric role 34a provided in the second starting hole 34. In the electric role support process, it is determined whether or not the electric role 34a is opened. The details of the electric role support process will be described later. Then, proceed to step Sp0509.
[0223] In step Sp0509, it is determined whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing (strictly speaking, the start of the command output processing in step Sp0503). In other words, it is determined whether the execution timing of the next normal processing has arrived. In step Sp0509, if it is determined that the predetermined time (4 msec) has not elapsed since the start of the current normal processing (Sp0509: NO), in steps Sp0510 and Sp0511, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated within the remaining time until the execution timing of the next normal processing. Specifically, in step Sp0510, 1 is added to the random number initial value counter CINI, and when the counter value reaches the maximum value, the counter is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of the RAM 64. In addition, in step Sp0511, 1 is added to the fluctuation type counter CS, and when the counter value reaches the maximum value, the counter is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of the RAM 64. On the other hand, in step Sp0509, if it is determined that the predetermined time (4 msec) has elapsed since the start of the current normal processing (Sp0509: YES), the process returns to step Sp0503 and executes each process from step Sp0503 to step Sp0508.
[0224] In addition, since the execution time of each process from step Sp0503 to step Sp0508 changes depending on the game state, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI and the variation type counter CS using the remaining time, the values of these counters can be randomly updated.
[0225] <Game Play Control Processing> Next, the game play control process will be described. The game play control process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 24: Sp0506).
[0226] 25 is a flowchart showing the game play control process. In step Sp0601, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not the open / close execution mode flag in the various flag storage area 64g of the RAM 64 is ON. The open / close execution mode flag is turned ON when the game state is to be transitioned to the open / close execution mode in the game state transition process described later, and is turned OFF when the game state is to be terminated in the game state transition process.
[0227] In step Sp0601, if it is determined that the opening and closing execution mode is in progress (Sp0601: YES), this game round control process is terminated without executing any of the processes in step Sp0602 and thereafter. In other words, if the opening and closing execution mode is in progress, a game round will not be started regardless of whether or not a ball has entered the first start hole 33 or the second start hole 34. On the other hand, in step Sp0601, if it is determined that the opening and closing execution mode is not in progress (Sp0601: NO), the process proceeds to step Sp0602.
[0228] In step Sp0602, it is determined whether the special symbol unit 37 is displaying a change. Specifically, it is determined whether either the first symbol display unit 37a or the second symbol display unit 37b provided in the special symbol unit 37 is displaying a change. This determination is made by determining whether the special symbol displaying flag in the special symbol displaying flag storage area in the various flag storage area 64g of the RAM 64 is ON. The special symbol displaying flag is turned ON when the change display is started for either the first symbol display unit 37a or the second symbol display unit 37b, and is turned OFF when the change display is ended.
[0229] In step Sp0602, if it is determined that the special chart unit 37 is not displaying a variable image (Sp0602: NO), the process proceeds to step Sp0603.
[0230] In step Sp0603, a change start process is executed to start the change display in the special chart unit 37 and the change display in the pattern display device 41. The details of the change start process will be described later. After executing step Sp0603, this game number control process is terminated.
[0231] On the other hand, in step Sp0602, if it is determined that the special chart unit 37 is undergoing a variable display (Sp0602: YES), the process proceeds to step Sp0604.
[0232] In step Sp0604, a change end process is executed to end the change display in the special chart unit 37 and the change display in the pattern display device 41. The details of the change end process will be described later. After executing step Sp0604, this game number control process is terminated.
[0233] <Change start processing> Next, the fluctuation start process will be described. The fluctuation start process is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control process (FIG. 25: Sp0603).
[0234] FIG. 26 is a flowchart showing the fluctuation start process. In step Sp0701, it is determined whether the total reserved number CRN exceeds "0". When the total reserved number CRN is "0" or less, this means that the start reserved number is "0" for both the first start port 33 and the second start port 34. Therefore, in step Sp0701, if it is determined that the total reserved number CRN is "0" or less (Sp0701: NO), this fluctuation start process is terminated. On the other hand, in step Sp0701, if it is determined that the total reserved number CRN exceeds "0" (Sp0701: YES), the process proceeds to step Sp0702.
[0235] In step Sp0702, a reserved information shift process is executed to set the reserved information stored in the first reserved area Ra or the second reserved area Rb to the state after the change has started, and the process proceeds to step Sp0703. The reserved information shift process will be described in detail later.
[0236] In step Sp0703, a win determination process is performed, including a process when a big win is won in the winning lottery. The details of the win determination process will be described later. After executing step Sp0703, the process proceeds to step Sp0704.
[0237] In step Sp0704, a variable time setting process is executed. The variable time setting process is a process for setting a variable time, which is a time required for the current game in the first symbol display section 37a or the second symbol display section 37b, based on the presence or absence of a jackpot or the occurrence or absence of a reach. The details of the variable time setting process will be described later. After executing step Sp0704, the process proceeds to step Sp0705.
[0238] In step Sp0705, a command for variation is set. The command for variation includes information indicating whether the current game round is related to the reserved information acquired based on the ball entering the first start hole 33 or the reserved information acquired based on the ball entering the second start hole 34, and also includes information on the occurrence of a reach and the information on the variation time set in step Sp0706. After executing step Sp0705, proceed to step Sp0706.
[0239] In step Sp0706, a type command is set. The type command includes information on the presence or absence of a jackpot and the result of the allocation judgment. In other words, the type command includes information on the type of jackpot, such as 16R variable jackpot information, 8R variable jackpot information, 16R normal jackpot information, 8R normal jackpot information, or information on the result of a winning lottery.
[0240] The variation command and type command set in step Sp0705 and step Sp0706 are sent to the sound and light emission control device 90 in step Sp0503 in normal processing (FIG. 24). The sound and light emission control device 90 determines the content of the presentation for that game round based on the received variation command and type command, and controls various devices so that the determined content of the presentation is executed. After executing step Sp0706, the process proceeds to step Sp0707.
[0241] In step Sp0707, the first symbol display section 37a or the second symbol display section 37b corresponding to the current game round is made to start displaying the varying symbols. Specifically, if the second symbol display section flag of the RAM64 is not ON, the first symbol display section 37a is specified as the symbol display section corresponding to the current game round and the varying display is started, and if the second symbol display section flag is ON, the second symbol display section 37b is specified as the symbol display section corresponding to the current game round and the varying display is started. After executing step Sp0707, the process proceeds to step Sp0708.
[0242] In step Sp0708, the special chart change display flag stored in the special chart change display flag storage area in the various flag storage area 64g of the RAM 64 is turned ON. After executing step Sp0708, this change start process is terminated.
[0243] <Retention information shift processing> Next, the reserved information shift process will be described. The reserved information shift process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 26: Sp0702).
[0244] FIG. 27 is a flowchart showing the reserved information shift process. In step Sp0801, it is determined whether the reserved area to be processed for executing the reserved information shift process is the first reserved area Ra. Specifically, if the earliest reserved information (reserved information stored in the first area of the first reserved area Ra) among the reserved information stored in the first reserved area Ra (FIG. 7) in a chronological order is stored in the reserved area earlier than the earliest reserved information (reserved information stored in the first area of the second reserved area Rb) among the reserved information stored in a chronological order in the second reserved area Rb (FIG. 7), it is determined that the reserved area to be processed is the first reserved area Ra. On the other hand, if the earliest reserved information among the reserved information stored in the second reserved area Rb in a chronological order is stored in the reserved area earlier than the earliest reserved information among the reserved information stored in the first reserved area Ra in a chronological order, it is determined that the reserved area to be processed is the second reserved area Rb. That is, by executing the process of step Sp0801, the reserved information can be processed in the order in which it was stored in the first reserved area Ra or the second reserved area Rb.
[0245] In step Sp0801, if it is determined that the reserved area to be processed is the first reserved area Ra (step Sp0801: YES), the reserved information shift process for the first reserved area is executed in steps Sp0802 to Sp0807. On the other hand, in step Sp0801, if it is determined that the reserved area to be processed is not the first reserved area Ra, that is, if it is determined that the reserved area to be processed is the second reserved area Rb (step Sp0801: NO), the reserved information shift process for the second reserved area is executed in steps Sp0808 to Sp0813.
[0246] In step Sp0802, the first start reserved number RaN in the first reserved area Ra is subtracted by 1, and then the process proceeds to step Sp0803, where the total reserved number CRN is subtracted by 1. Then, the process proceeds to step Sp0804. In step Sp0804, the data stored in the first area of the first reserved area Ra is moved to the execution area AE. Then, the process proceeds to step Sp0805.
[0247] In step Sp0805, a process is executed to shift the data stored in the memory area of the first reserved area Ra. This data shift process is a process to shift the data stored in the first to fourth areas to the lower area side in order. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on. After executing step Sp0805, proceed to step Sp0806.
[0248] In step Sp0806, if the second symbol display section flag in the various flag storage area 64g is ON, the flag is turned OFF, and if it is not ON, the state is maintained. The second symbol display section flag is information for identifying whether the target of the start of the current variable display is the first symbol display section 37a or the second symbol display section 37b. Then, proceed to step Sp0807.
[0249] In step Sp0807, a shift command is set. The shift command is a command including information for making the voice and light emission control device 90, which is the sub-side control device, recognize that the data of the reserved area has been shifted. In this case, a shift command including information that the reserved area that is the target of the current data shift corresponds to the first reserved area Ra, that is, corresponds to the first starting port 33, is selected from the command information storage area 63g of the ROM 63, and the selected shift command is set as a command to be sent to the voice and light emission control device 90. After that, this reserved information shift process is terminated. The shift command set in step Sp0807 is sent to the voice and light emission control device 90 in step Sp0503 in the normal process (FIG. 24).
[0250] In step Sp0801, if it is determined that the reserved area to be processed is not the first reserved area Ra, that is, if it is determined that the reserved area to be processed is the second reserved area Rb (Sp0801: NO), proceed to step Sp0808.
[0251] In step Sp0808, the second start reserved number RbN in the second reserved area Rb is decremented by 1. Then, proceed to step Sp0809. In step Sp0809, the total reserved number CRN is decremented by 1, and proceed to step Sp0810, where the data stored in the first area of the second reserved area Rb is moved to the execution area AE. Then, proceed to step Sp0811.
[0252] In step Sp0811, a process is executed to shift the data stored in the memory area of the second reserved area Rb. This data shift process is a process to shift the data stored in the first to fourth areas to the lower area side in order. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on. After executing step Sp0811, proceed to step Sp0812.
[0253] In step Sp0812, if the second symbol display section flag in the various flag storage area 64g is not ON, the flag is turned ON, and if it is ON, the state is maintained. After that, the process proceeds to step Sp0813.
[0254] In step Sp0813, a shift command is set. The shift command is a command including information for making the voice / light emission control device 90, which is the sub-side control device, recognize that the data of the reserved area has been shifted. In this case, a shift command including information that the reserved area that is the target of the current data shift corresponds to the second reserved area Rb, i.e., corresponds to the second starting port 34, is selected from the command information storage area 63g of the ROM 63, and the selected shift command is set as a command to be sent to the voice / light emission control device 90. After that, this reserved information shift process is terminated.
[0255] The shift command set in step Sp0813 is transmitted to the audio and light emission control device 90 in step Sp0503 in normal processing (FIG. 24). Based on the received shift command, the audio and light emission control device 90 transmits a command to the display control device 100 to change the display in the second start port reservation area Ds2 of the pattern display device 41 in response to the reduction in the number of reserved items. The display control device 100 that receives the command changes the display in the second start port reservation area Ds2 of the pattern display device 41 in response to the reduction in the number of reserved items.
[0256] <Collision detection processing> Next, the hit determination process will be described. The hit determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 26: Sp0703).
[0257] 28 is a flowchart showing the winning determination process. In step Sp0901, it is determined whether the lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flags storage area 64g of the RAM 64 is ON.
[0258] In step Sp0901, if it is determined that the mode is the high probability mode (Sp0901: YES), the process proceeds to step Sp0902, where the winning / losing determination is performed by referring to the winning / losing table for the high probability mode. Specifically, the process determines whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as the winning / losing jackpot in the winning / losing table for the high probability mode shown in FIG. 8(b). Then, the process proceeds to step Sp0904.
[0259] On the other hand, if it is determined in step Sp0901 that the mode is not the high probability mode (Sp0901: NO), the process proceeds to step Sp0903, where a win / loss determination is performed by referring to the win / loss table for the low probability mode. Specifically, the process determines whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the low probability mode shown in FIG. 8(a). Then, the process proceeds to step Sp0904.
[0260] In step Sp0904, it is determined whether or not the result of the hit / miss determination (winning lottery) in step Sp0902 or step Sp0903 is a big win. In step Sp0904, if the result of the hit / miss determination is a big win (Sp0904: YES), the process proceeds to step Sp0905.
[0261] In step Sp0905, it is determined whether the second symbol display section flag in RAM64 is ON. In step Sp0905, if it is determined that the second symbol display section flag is not ON (Sp0905: NO), it proceeds to step Sp0906 and performs allocation determination by referring to the allocation table for the first starting hole (see FIG. 9(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 16R variable jackpot, the numerical range of the 8R variable jackpot, the numerical range of the 16R normal jackpot, or the numerical range of the 8R normal jackpot.
[0262] On the other hand, if it is determined in step Sp0905 that the second symbol display section flag is ON (Sp0905: YES), the process proceeds to step Sp0907, where the allocation determination is performed by referring to the allocation table for the second starting hole (see FIG. 9(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 16R variable jackpot or the numerical range of the 8R normal jackpot. After executing the process of step Sp0906 or step Sp0907, the process proceeds to step Sp0908.
[0263] In step Sp0908, a flag (jackpot flag) corresponding to the type of jackpot allocated in step Sp0906 or step Sp0907 is turned ON. Specifically, if it is a 16R variable probability jackpot, the 16R variable probability jackpot flag is turned ON, if it is an 8R variable probability jackpot, the 8R variable probability jackpot flag is turned ON, if it is a 16R normal jackpot, the 16R normal jackpot flag is turned ON, and if it is an 8R normal jackpot, the 8R normal jackpot flag is turned ON. After executing step Sp0908, proceed to step Sp0909.
[0264] In step Sp0909, a process for setting a stop result for a jackpot is executed. Specifically, this process is for setting which stop result is displayed in the first symbol display section 37a or the second symbol display section 37b in the current game round in which a jackpot is won, and the variable display is to end. Specifically, by referring to the stop result table for a jackpot stored in the stop result table storage area 63f (FIG. 6), address information of the stop result data corresponding to the type of jackpot allocated in step Sp0906 or step Sp0907 is obtained, and the address information is stored in the stop result address storage area of the RAM 64. After executing step Sp0909, the win determination process is terminated.
[0265] In step Sp0904, if the result of the winning lottery in step Sp0902 or step Sp0903 is not a big win (Sp0904: NO), the process proceeds to step Sp0910, where the reach determination table is referenced to determine whether or not a reach occurs in the game. Specifically, the process determines whether or not the value of the reach random number counter C3 stored in the execution area AE matches the value set as the reach occurrence in the reach determination table stored in the reach determination table storage area 63c (FIG. 6). Then, the process proceeds to step Sp0911.
[0266] In step Sp0911, if the result of the reach judgment in step Sp0910 is that a reach will occur in the game (Sp0911: YES), the process proceeds to step Sp0912, where the reach occurrence flag is turned ON. Specifically, the reach occurrence flag in the various flags storage area 64g of the RAM 64 is turned ON. After executing step Sp0912, the process proceeds to step Sp0913.
[0267] On the other hand, in step Sp0911, if the result of the reach judgment in step Sp0910 is that the reach will not occur in the game round (Sp0911: NO), the process proceeds to step Sp0913 without executing step Sp0912.
[0268] In step Sp0913, a process for setting a stop result for a loss is executed. Specifically, this is a process for setting which stop result is displayed in the first symbol display section 37a or the second symbol display section 37b in the current game round resulting in a loss, and the variable display is ended in that state. Specifically, by referring to the stop result table for a loss in the stop result table storage area 63f, address information of the stop result data corresponding to the value of the jackpot random number counter C1 stored in the execution area AE is obtained, and the address information is stored in the stop result address storage area of the RAM 64. After executing step Sp0913, the win determination process is ended.
[0269] <Variable time setting process> Next, the variable time setting process will be described. The variable time setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the variable start process (FIG. 26: Sp0704).
[0270] 29 is a flowchart showing the variable time setting process. In step Sp1001, the value of the variable type counter CS stored in the variable type counter buffer in the lottery counter buffer 64a of the RAM 64 is grasped. After that, the process proceeds to step Sp1002.
[0271] In step Sp1002, it is determined whether the result of the winning lottery for the current game is a jackpot win. Specifically, it is determined whether any of the 16R variable jackpot flag, 8R variable jackpot flag, 16R normal jackpot flag, and 8R normal jackpot flag in RAM64 is ON, and if any of the flags is ON, it is determined that the jackpot win has occurred (Sp1002: YES), and it proceeds to step Sp1003.
[0272] In step Sp1003, the variable time table for big win stored in the variable time table storage area 63d of the ROM 63 is referred to, and variable time information corresponding to the value of the current variable type counter CS is acquired. Then, the process proceeds to step Sp1004, and the acquired variable time information is set in the variable time counter area provided in the various counter area 64f of the RAM 64. Then, this variable time setting process is terminated.
[0273] In step Sp1002, if it is determined that the result of the winning lottery for the current game round is not a jackpot win (Sp1002: NO), the process proceeds to step Sp1005, where it is determined whether or not a reach will occur in the current game round. Since this process (Sp1005) is executed if the winning lottery for the current game round does not result in a jackpot win in step Sp1002, in step Sp1005, it is determined whether or not a reach (so-called miss reach) will occur among the game rounds in which the winning lottery has not won a jackpot win. Specifically, it is determined whether or not a reach occurrence flag stored in the various flag storage area 64g of the RAM 64 is ON, and if it is ON, it is determined that a reach will occur (Sp1005: YES), and the process proceeds to step Sp1006.
[0274] In step Sp1006, the process refers to the reach occurrence / loss variable time table stored in the variable time table storage area 63d of the ROM 63 to acquire variable time information corresponding to the current value of the variable type counter CS. Then, the process proceeds to step Sp1004 described above, and the acquired variable time information is set in the variable time counter area provided in the various counter area 64f of the RAM 64. Then, the variable time setting process is terminated.
[0275] In step Sp1005, if it is determined that no reach occurs in the current game (Sp1005: NO), the process proceeds to step Sp1007, where the process refers to the reach non-occurrence / missed reach variation time table stored in the variation time table storage area 63d to obtain the variation time corresponding to the current value of the variation type counter CS. Then, the process proceeds to step Sp1004 described above, where the obtained variation time information is set in the variation time counter area provided in the various counter area 64f of the RAM 64. Then, the variation time setting process is terminated.
[0276] <Variable end processing> Next, the fluctuation end process will be described. The fluctuation end process is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control process (FIG. 25: Sp0604).
[0277] FIG. 30 is a flow chart showing the variation end process. In step Sp1101, it is determined whether or not the variation time for the current game has elapsed. As described above, the variation time is the time from when the pattern rows start to vary until all the pattern rows stop, and is part of the unit game time. Specifically, in step Sp1101, it is determined whether or not the value of the variation time information stored in the variation time counter area (various counter area 64f) of RAM 64 has become "0". The value of the variation time information is set in the variation time setting process (FIG. 29) described above. The value of this set variation time information is decremented by 1 each time the timer interrupt process is started.
[0278] In step Sp1101, if it is determined that the fluctuation time has not elapsed (Sp1101: NO), this fluctuation end process is terminated.
[0279] In step Sp1101, if it is determined that the variation time has elapsed (Sp1101: YES), the process proceeds to step Sp1102, and a process is performed to end the variation of the symbols in the symbol display section corresponding to the current game round among the first symbol display section 37a and the second symbol display section 37b. In the following step Sp1103, the special symbol variation display flag stored in the special symbol variation display flag storage area in the various flag storage area 64g of the RAM 64 is turned OFF. After executing step Sp1103, the process proceeds to step Sp1104.
[0280] In step Sp1104, it is determined whether the result of the winning lottery for the current game is a jackpot win. Specifically, it is determined whether any of the 16R variable jackpot flag, 8R variable jackpot flag, 16R normal jackpot flag, and 8R normal jackpot flag in RAM64 is ON. In step Sp1104, if none of the above flags is ON, that is, if it is determined that the result of the winning lottery for the current game is not a jackpot win (Sp1104: NO), it proceeds to step Sp1105.
[0281] In step Sp1105, it is determined whether the support mode is the high frequency support mode or not. Specifically, it is determined whether the high frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON or not.
[0282] In step Sp1105, if it is determined that the high frequency support mode flag is ON (Sp1105: YES), the process proceeds to step Sp1106, where it is determined whether or not the value of the play count counter PNC exceeds 0. In step Sp1106, if it is determined that the value of the play count counter PNC exceeds 0 (Sp1106: YES), the process proceeds to step Sp1107, where the value of the play count counter PNC is decremented by 1. After executing step Sp1107, the process proceeds to step Sp1108. On the other hand, in step Sp1106, if it is determined that the value of the play count counter PNC is 0 or less (Sp1106: NO), the process proceeds to step Sp1108 without executing step Sp1107.
[0283] In step Sp1108, it is determined whether the lottery mode is the high probability mode or not. Specifically, it is determined whether the high probability mode flag in the various flags storage area 64g of the RAM 64 is ON or not.
[0284] In step Sp1108, when it is determined that the high probability mode flag is not ON (Sp1108: NO), the process proceeds to step Sp1109, where it is determined whether the value of the game number counter PNC exceeds 0 or not.
[0285] In step Sp1109, if it is determined that the value of the game counter PNC is not greater than 0 (step Sp1109: NO), proceed to step Sp1110 and turn off the high frequency support mode flag. After executing step Sp1110, this variable time end process is terminated.
[0286] If it is determined in step Sp1108 that the high probability mode flag is ON (Sp1108: YES), or if it is determined in step Sp1109 that the value of the game count counter PNC is greater than 0 (step Sp1109: YES), this variable time end process ends without executing step Sp1110. Also, if it is determined in step Sp1105 that the high frequency support mode flag is not ON (Sp1105: NO), this variable time end process ends without executing steps Sp1106 to Sp1110.
[0287] On the other hand, in step Sp1104, if any of the 16R probability variable jackpot flag, 8R probability variable jackpot flag, 16R normal jackpot flag, and 8R normal jackpot flag is ON, that is, if it is determined that the result of the winning lottery for this game round is a jackpot win (Sp1104: YES), the process proceeds to step Sp1111 and turns ON the open / close execution mode flag in the various flag storage area 64g of the RAM 64. After executing step Sp1111, this variable time end process is terminated.
[0288] <Game state transition processing> Next, the game state transition process will be described. The game state transition process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 24: Sp0507).
[0289] 31 is a flowchart showing the game state transition process. In step Sp1201, it is determined whether the ending period flag is ON or not. The ending period flag is turned ON at the end of the large prize opening opening and closing process period in the opening and closing execution mode (at the start of the ending period), and is turned OFF at the end of the ending period. The ending period is a period for executing the ending performance in the opening and closing execution mode.
[0290] In step Sp1201, if it is determined that the ending period flag is not ON (Sp1201: NO), the process proceeds to step Sp1202, where it is determined whether the opening / closing processing period flag is ON. The opening / closing processing period flag is turned ON when the opening period ends during the opening / closing execution mode and the large prize opening opening / closing processing period, which is the period during which the opening / closing operation of the opening / closing door 36b of the variable prize winning device 36 is executed, begins, and is turned OFF when the opening / closing operation of the opening / closing door 36b ends.
[0291] In step Sp1202, when it is determined that the opening / closing processing period flag is not ON (Sp1202: NO), the process proceeds to step Sp1203, where it is determined whether the opening period flag is ON. The opening period flag is turned ON at the start of the opening period and turned OFF at the end of the opening period.
[0292] In step Sp1203, if it is determined that the opening period flag is not ON (Sp1203: NO), the process proceeds to step Sp1204, where it is determined whether the opening / closing execution mode flag is ON or not. In step Sp1204, if it is determined that the opening / closing execution mode flag is ON (Sp1204: YES), the process proceeds to step Sp1205. On the other hand, in step Sp1204, if it is determined that the opening / closing execution mode flag is OFF (Sp1204: NO), the game state transition process is terminated as it is.
[0293] In step Sp1205, the high probability mode flag is turned OFF. Then, the process proceeds to step Sp1206. In step Sp1206, the high frequency support mode flag is turned OFF. Then, the process proceeds to step Sp1207.
[0294] In step Sp1207, an opening / closing scenario setting process is executed to set an opening / closing scenario. The opening / closing scenario determines the pattern of the opening / closing operation of the opening / closing door 36b in a round of play, and in this embodiment, it is a program in which the conditions for transitioning the opening / closing door 36b from a closed state to an open state (hereinafter also referred to as "opening conditions") and the conditions for transitioning the opening / closing door 36b from an open state to a closed state (hereinafter also referred to as "closing conditions"). The opening / closing scenario is stored in the opening / closing scenario storage area 63h of the ROM 63 (FIG. 6).
[0295] The release conditions are, for example, as follows: The current state of the pachinko machine 10 is the timing to start each round of play in the open / close execution mode. When one of the above items is met, the opening and closing door 36b transitions from the closed state to the open state.
[0296] The closing conditions are, for example, as follows: The time elapsed since the start of each round of play exceeds a predetermined maximum duration (for example, 15 seconds). The number of game balls entering the big prize opening 36a after the start of each round of play exceeds the predetermined upper limit. When either one of the above two conditions is met, the opening and closing door 36b transitions from an open state to a closed state.
[0297] After executing step Sp1207, the process proceeds to step Sp1208 described above.
[0298] In step Sp1208, an opening time setting process is executed. The opening time setting process is a process for setting the time length of the opening period in the opening / closing execution mode (hereinafter also referred to as the opening time). In this embodiment, the same fixed opening time is set for each opening period. Specifically, "3000" (i.e., 6 sec) is set in the third timer counter area T3 that determines the opening time. The third timer counter area T3 is provided in the various counter area 64f of the RAM 64. After executing step Sp1208, the process proceeds to step Sp1209.
[0299] In step Sp1209, an opening command is set. The set opening command is sent to the sound and light emission control device 90 in step Sp0503 in the normal processing (FIG. 24). This opening command includes information on the set opening time and the number of rounds in the current opening / closing execution mode. Based on the received opening command, the sound and light emission control device 90 determines the content of the performance corresponding to the opening time and the large prize opening / closing processing period, and controls various devices so that the determined content is executed. After executing step Sp1209, the process proceeds to step Sp1210, where the opening period flag is set to ON. Then, this game state transition process ends.
[0300] In step Sp1203, if it is determined that the opening period flag is ON (Sp1203: YES), the process proceeds to step Sp1211.
[0301] In step Sp1211, it is determined whether the opening period has ended. Specifically, it is determined whether the value of the third timer counter area T3 is "0". If it is determined in step Sp1211 that the opening period has ended (Sp1211: YES), the process proceeds to step Sp1212 and the opening period flag is turned OFF. Then, the process proceeds to step Sp1213.
[0302] In step Sp1213, a process for starting a round display for notifying the type of the current open / close execution mode is executed. Specifically, the address information stored in the stop result address storage area of the RAM 64 is confirmed. Then, based on the confirmed address information, the stop result data corresponding to the address information is specified from the stop result data group stored in the ROM 63, and the content of the number of rounds is confirmed from the specified stop result data. After that, the content of the confirmed number of rounds is output to the round display section 39 in the main display unit 45. As a result, the round information related to the above output is displayed in the round display section 39. After executing step Sp1213, the process proceeds to step Sp1214.
[0303] In step Sp1214, the opening / closing processing period flag is turned ON. In the following step Sp1215, an opening / closing processing start command is set. The opening / closing processing start command is a command for making the sub-side control device recognize that the opening / closing processing period has started. The opening / closing processing start command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 24: step Sp0503). After executing step Sp1215, this game state transition process is terminated.
[0304] In step Sp1202, when it is determined that the open / close processing period flag is ON (Sp1202: YES), the process proceeds to step Sp1216, and the special prize opening open / close processing is executed. The special prize opening open / close processing will be described later. After executing step Sp1216, the process proceeds to step Sp1217.
[0305] In step Sp1217, it is determined whether the special prize opening / closing process has ended. Specifically, it is determined whether the special prize opening / closing process has ended based on whether the value of the first round counter area RC1 for counting the number of times the opening / closing door 36b has been opened is "0". If it is determined in step Sp1217 that the special prize opening / closing process has ended (Sp1217: YES), the process proceeds to step Sp1218. On the other hand, if it is determined in step Sp1217 that the special prize opening / closing process has not ended (Sp1217: NO), the game state transition process ends as is.
[0306] In step Sp1218, the opening / closing processing period flag is turned OFF, and then the process proceeds to step Sp1219.
[0307] In step Sp1219, processing for ending the round display is executed. In this processing, display control of the round display section 39 is ended so that the round display section 39 in the main display unit 45 is turned off. After executing step Sp1219, the process proceeds to step Sp1220.
[0308] In step Sp1220, an ending time setting process is executed. The ending time setting process is a process for setting the time length of the ending period in the opening / closing execution mode (hereinafter also referred to as the ending time). In this embodiment, the same fixed length of ending time is set for each ending period. Specifically, "3000" (i.e., 6 sec) is set in the fourth timer counter area T4 that determines the ending time. The fourth timer counter area T4 is provided in the various counter area 64f of the RAM 64. After executing step Sp1220, proceed to step Sp1221.
[0309] In step Sp1221, an ending command is set. This set ending command is sent to the audio and light emission control device 90 in step Sp0503 in the normal processing (FIG. 24). In the audio and light emission control device 90, based on receiving the ending command, the performance corresponding to the opening and closing execution mode is ended. After executing step Sp1221, proceed to step Sp1222.
[0310] In step Sp1222, the ending period flag is turned ON. After that, the game state transition process is terminated.
[0311] In step Sp1201, when it is determined that the ending period flag is ON (Sp1201: YES), the process proceeds to step Sp1223.
[0312] In step Sp1223, it is determined whether the ending period has ended. Specifically, it is determined whether the value of the fourth timer counter area T4 set as the ending time in the ending time setting process (Sp1220) is "0". If it is determined in step Sp1220 that the value of the fourth timer counter area T4 set as the ending time is "0" (Sp1223: YES), it proceeds to step Sp1224.
[0313] In step Sp1224, the ending period flag is turned OFF. After that, the process proceeds to step Sp1225, where the transition process at the end of the ending period is executed. The transition process at the end of the ending period is a process for setting various modes for the game round after the current ending period ends. The details of the transition process at the end of the ending period will be described later. After executing step Sp1225, the process proceeds to step Sp1226, where the open / close execution mode flag is turned OFF. After executing step Sp1226, the process proceeds to step Sp1227.
[0314] In step Sp1227, it is determined whether the total reserved number CRN is "0". When the total reserved number CRN is "0", it means that the start reserved number is "0" for both the first start port 33 and the second start port 34. In step Sp1227, when it is determined that the total reserved number CRN is "0" (Sp1227: YES), it proceeds to step Sp1228.
[0315] In step Sp1228, a customer waiting command is set. The customer waiting command is a command including information for making the voice and light emission control device 90, which is the sub-side control device, recognize that no reserved information is stored in the reserved information storage area 64b at the time when the variation of the symbols (game round) is finished. This set customer waiting command is transmitted to the voice and light emission control device 90 by step Sp0503 in the normal processing (FIG. 24). After executing step Sp1228, this game round control processing is terminated.
[0316] On the other hand, in step Sp1227, if it is determined that the total reserved number CRN is not "0" (Sp1227: NO), the game number control process ends. Also, in step Sp1223, if it is determined that the value of the fourth timer counter area T4 set as the ending time is not "0" (Sp1223: NO), the game state transition process ends.
[0317] <Big prize opening and closing process> Next, the special prize opening / closing process will be described. The special prize opening / closing process is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 31: Sp1216).
[0318] 32 is a flow chart showing the large prize opening / closing process. In step Sp1301, it is determined whether the opening / closing door 36b is open or not. Specifically, the determination is made based on the drive state of the variable prize drive unit 36c. In step Sp1301, if it is determined that the opening / closing door 36b is not open (Sp1301: NO), the process proceeds to step Sp1302.
[0319] In step Sp1302, it is determined whether the opening condition of the opening / closing door 36b is satisfied. Specifically, the opening / closing scenario set by the opening / closing scenario setting process is read, and it is determined whether it is the timing to open the opening / closing door 36b. In step Sp1302, if it is determined that the opening condition of the opening / closing door 36b is satisfied (Sp1302: YES), the process proceeds to step Sp1303.
[0320] In step Sp1303, the opening and closing door 36b is opened, and then the process proceeds to step Sp1304.
[0321] In step Sp1304, a door open command is set. The door open command is a command for making the sub-side control device recognize that the door 36b has been opened. The door open command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 24: step Sp0503). After step Sp1304 is executed, the big prize opening open process is terminated.
[0322] In step Sp1302, if it is determined that the opening condition for the opening / closing door 36b is not met (Sp1302: NO), the big prize opening opening / closing process is terminated without executing steps Sp1303 and Sp1304.
[0323] In step Sp1301, if it is determined that the opening and closing door 36b is open (Sp1301: YES), the process proceeds to step Sp1305.
[0324] In step Sp1305, it is determined whether the closing condition for the opening and closing door 36b is satisfied. Specifically, the opening and closing scenario set by the opening and closing scenario setting process is read, and it is determined whether it is the timing to close the opening and closing door 36b. In step Sp1305, if it is determined that the closing condition for the opening and closing door 36b is satisfied (Sp1305: YES), the process proceeds to step Sp1306.
[0325] In step Sp1306, the opening and closing door 36b is closed, and then the process proceeds to step Sp1307.
[0326] In step Sp1307, a door closing command is set. The door closing command is a command for making the sub-side control device recognize that the door 36b is closed. The door closing command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 24: step Sp0503). After step Sp1307 is executed, the big prize opening opening and closing process is terminated.
[0327] In step Sp1305, if it is determined that the closing condition for the opening and closing door 36b is not met (Sp1305: NO), the big prize opening opening and closing process is terminated without executing steps Sp1306 and Sp1307.
[0328] <Transition process at the end of the ending period> Next, the transition process at the end of the ending period will be described. The transition process at the end of the ending period is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 31: Sp1225).
[0329] 33 is a flowchart showing the transition process at the end of the ending period. In step Sp1401, it is determined whether the flag corresponding to the probability variable jackpot is ON in the jackpot flag. That is, it is determined whether the 16R probability variable jackpot flag or the 8R probability variable jackpot flag of the RAM 64 is ON.
[0330] In step Sp1401, when it is determined that the 16R probability variable jackpot flag or the 8R probability variable jackpot flag of RAM64 is ON (Sp1401: YES), the process proceeds to step Sp1402, and the flags that are ON among the 16R probability variable jackpot flag and the 8R probability variable jackpot flag of RAM64 are turned OFF. After executing step Sp1402, the process proceeds to step Sp1403.
[0331] In step Sp1403, the high probability mode flag is turned ON, and then the process proceeds to step Sp1404, where the high frequency support mode flag is turned ON. As a result, after the opening and closing execution mode is terminated, the game state is shifted to where the lottery mode is the high probability mode and the support mode is the high frequency support mode. Then, the process proceeds to step Sp1405.
[0332] In step Sp1405, the game number counter PNC provided in the various counter area 64f of the RAM 64 is set to 100. The value set in the game number counter PNC is a value indicating the number of games when the high frequency support mode is executed with the number of games limited. Then, the process proceeds to step Sp1406.
[0333] In step Sp1406, a high probability mode command, which is a command including information for making the sub-side control device recognize that the lottery mode is the high probability mode, is set as a command to be transmitted to the audio and light emission control device 90. Then, proceed to step Sp1411.
[0334] On the other hand, in step Sp1401, when it is determined that the 16R probability variable jackpot flag and the 8R probability variable jackpot flag of the RAM 64 are not ON (Sp1401: NO), the process proceeds to step Sp1407, and the 8R normal jackpot flag of the RAM 64 is turned OFF. After that, the process proceeds to step Sp1408.
[0335] In step Sp1408, the high frequency support mode flag is turned ON, and then the process proceeds to step Sp1409, where the number of games counter PNC provided in the various counter area 64f of the RAM 64 is set to 100. After that, the process proceeds to step Sp1410.
[0336] In step Sp1410, a low probability mode command, which is a command including information for making the sub-side control device recognize that the lottery mode is the low probability mode, is set as a command to be transmitted to the audio and light emission control device 90. Then, proceed to step Sp1411.
[0337] In step Sp1411, a high-frequency support mode command, which is a command including information for making the sub-side control device recognize that the support mode is the high-frequency support mode, is set as a command to be sent to the audio and light-emitting control device 90. Thereafter, the transition process at the end of the ending period is terminated.
[0338] <Electricity support processing> Next, the electric utility support process will be described. The electric utility support process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 24: Sp0508).
[0339] Fig. 34 is a flowchart showing the electric support process. In step Sp1501, it is determined whether or not support is in progress. Specifically, it is determined whether or not the support in progress flag in the various flag storage area 64g of the RAM 64 is ON. The support in progress flag is a flag that is turned ON when the electric role 34a of the second starting port 34 is opened, and is turned OFF when the electric role 34a is returned to the closed state. In step Sp1501, if it is determined that the support in progress flag is not ON (Sp1501: NO), the process proceeds to step Sp1502.
[0340] In step Sp1502, it is determined whether or not the support winning flag in the various flag storage area 64g of the RAM 64 is ON. The support winning flag is a flag that is turned ON when an open state is won in the electric role opening lottery for determining whether or not the electric role 34a is opened, and is turned OFF when the support in progress flag is ON. In step Sp1502, if it is determined that the support winning flag is not ON (Sp1502: NO), the process proceeds to step Sp1503.
[0341] In step Sp1503, it is determined whether the value of the second timer counter area T2 provided in the various counter areas 64f (FIG. 6) of the RAM 64 is "0". In this case, the second timer counter area T2 is used as a parameter for measuring the fluctuation time of the general-purpose unit 38. The count value set in the second timer counter area T2 is decremented by 1 every time the timer interrupt process is started, that is, every 2 msec.
[0342] In step Sp1503, if it is determined that the value of the second timer counter area T2 is not "0" (Sp1503: NO), the main power support process ends. On the other hand, if it is determined that the value of the second timer counter area T2 is "0" (Sp1503: YES), the process proceeds to step Sp1504.
[0343] In step Sp1504, it is determined whether it is time to end the variable display of the patterns in the normal map unit 38. If it is determined in step Sp1504 that it is time to end the variable display (Sp1504: YES), the process proceeds to step Sp1505, where a miss display is set, and the process for supporting this electric role is terminated. By setting the miss display, the variable display of the patterns in the normal map unit 38 is terminated with the miss display stopped. On the other hand, if it is determined in step Sp1504 that it is not time to end the variable display (Sp1504: NO), the process proceeds to step Sp1506.
[0344] In step Sp1506, it is determined whether the value of the number of reserved reels SN is greater than "0". In step Sp1506, if it is determined that the value of the number of reserved reels SN is "0" (Sp1506: NO), the main power support processing ends. On the other hand, in step Sp1506, if it is determined that the value of the number of reserved reels SN is greater than "0" (Sp1506: YES), it proceeds to step Sp1507.
[0345] In step Sp1507, it is determined whether or not the mode is in the open / close execution mode, and then the process proceeds to step Sp1508 to determine whether or not the mode is in the high frequency support mode. If the mode is not the open / close execution mode in step Sp1507 (Sp1507: NO) and the mode is in the high frequency support mode in step Sp1508 (Sp1508: YES), the process proceeds to step Sp1509 to perform an electric role opening lottery. Specifically, the value stored in the electric role reservation area 64d is shifted, and if the value of the electric role opening counter C4 shifted to the execution area is 0 to 190, the electric role opening lottery is won. In addition, at the same time as the electric role opening lottery, "750" (i.e., 1.5 sec) is set in the second timer counter area T2. The second timer counter area T2 is decremented by 1 each time the timer interrupt process is started. Then, the process proceeds to step Sp1510.
[0346] In step Sp1510, it is determined whether the result of the electric role opening lottery in step Sp1509 is a support win. In step Sp1510, if it is determined that the result of the electric role opening lottery is a support win (Sp1510: YES), the process proceeds to step Sp1511, the support win flag is turned ON, and "3" is set in the second round counter area RC2 provided in the various counter areas 64f of the RAM 64. The second round counter area RC2 is a counter area for counting the number of times the electric role 34a is opened. Then, the electric role support processing is terminated.
[0347] On the other hand, in step Sp1510, if it is determined that the result of the electric role opening lottery is not a support win (Sp1510: NO), the electric role support processing is terminated without executing the processing of step Sp1511.
[0348] If it is determined in step Sp1507 that the mode is the open / close execution mode (Sp1507: YES), or if it is determined in step Sp1508 that the mode is not the high frequency support mode (Sp1508: NO), the process proceeds to step Sp1512, where a lottery is performed to open an electric role. Specifically, the value stored in the electric role reserve area 64d is shifted, and if the value of the electric role opening counter C4 shifted to the execution area is 0 to 190, the electric role opening lottery is won. In addition, at the same time as the electric role opening lottery, "14750" (i.e. 29.5 sec) is set in the second timer counter area T2. Then, the process proceeds to step Sp1513.
[0349] In step Sp1513, it is determined whether or not the result of the electric role opening lottery in step Sp1512 is a support win. If it is determined in step Sp1513 that there is no support win (Sp1513: NO), the main electric role support processing ends. On the other hand, if it is determined in step Sp1513 that there is a support win (Sp1513: YES), the process proceeds to step Sp1514, the support win flag is turned ON, and the second round counter area RC2 is set to "1", after which the main electric role support processing ends.
[0350] In step Sp1502, if it is determined that the support winning flag is ON (Sp1502: YES), the process proceeds to step Sp1515, where it is determined whether the value of the second timer counter area T2 is "0". In this case, the second timer counter area T2 is used as a parameter for measuring the fluctuation time of the normal picture unit 38. In step Sp1515, if it is determined that the value of the second timer counter area T2 is not "0" (Sp1515: NO), the image fluctuation display in the normal picture unit 38 is in progress, so the main power role support process is terminated as it is. On the other hand, in step Sp1515, if it is determined that the value of the second timer counter area T2 is "0" (Sp1515: YES), the process proceeds to step Sp1516.
[0351] In step Sp1516, a winning display is set. This ends the variable display of the picture in the normal unit 38 with the winning display stopped. Then, proceed to step Sp1517, turn on the support flag, and turn off the support winning flag. Then, end the main electric role support process.
[0352] In step Sp1501, when it is determined that the support flag is ON (Sp1501: YES), the process proceeds to step Sp1518, and executes an electric role opening / closing control process for controlling the opening and closing of the electric role 34a. After that, the electric role support process is terminated.
[0353] <Electricity switching control processing> Next, the electric utility switching control process will be described. The electric utility switching control process is executed by the MPU 62 of the main control device 60 as a subroutine of the electric utility support process (FIG. 34: Sp1518).
[0354] Fig. 35 is a flowchart showing the electric role opening / closing control process. In step Sp1601, it is determined whether the electric role 34a is open or not. Whether the electric role 34a is open or not is determined by whether the electric role drive unit 34b is in a driving state or not. If it is determined that the electric role 34a is open (Sp1601: YES), it proceeds to step Sp1602.
[0355] In step Sp1602, it is determined whether the value of the second timer counter area T2 is "0". In this case, the second timer counter area T2 is used as a parameter for measuring the open duration of the electric role 34a. In step Sp1602, if it is determined that the value of the second timer counter area T2 is not "0" (Sp1602: NO), the main electric role opening / closing control process is terminated. In other words, if the open duration of the electric role 34a has not ended, the main electric role opening / closing control process is terminated.
[0356] In step Sp1602, if it is determined that the value of the second timer counter area T2 is "0" (Sp1602: YES), the process proceeds to step Sp1603, where a closing process is performed to control the electric role 34a to a closed state, and the second timer counter area T2 is set to "250" (i.e., 0.5 sec). In other words, if the second timer counter area T2 as a means for measuring the open duration of the electric role 34a is "0", the electric role 34a is closed, and the second timer counter area T2 is now used as a parameter for measuring the closed duration of the electric role 34a, and "250" is set to the second timer counter area T2. After executing step Sp1603, the process proceeds to step Sp1604.
[0357] In step Sp1604, the value of the second round counter area RC2 is subtracted by 1, and then the process proceeds to step Sp1605, where it is determined whether or not the value of the second round counter area RC2 is "0". If it is determined in step Sp1605 that the value of the second round counter area RC2 is not "0" (Sp1605: NO), the main power supply opening / closing control process is terminated. On the other hand, if it is determined in step Sp1605 that the value of the second round counter area RC2 is "0" (Sp1605: YES), the process proceeds to step Sp1606, where the support in progress flag is turned OFF. Then, the main power supply opening / closing control process is terminated.
[0358] In step Sp1601, if it is determined that the electric role 34a is not open (Sp1601: NO), the process proceeds to step Sp1607, where it is determined whether the second timer counter area T2 is "0". In this case, the second timer counter area T2 is used as a parameter for measuring the duration of the closing of the electric role 34a. In step Sp1607, if it is determined that the second timer counter area T2 is not "0" (Sp1607: NO), the main electric role opening / closing control process is terminated as it is. On the other hand, in step Sp1607, if it is determined that the second timer counter area T2 is "0" (Sp1607: YES), the process proceeds to step Sp1608, where an opening process is executed to control the electric role 34a to the open state. Then, the process proceeds to step Sp1609.
[0359] In step Sp1609, it is determined whether or not the opening and closing execution mode is in effect, and if it is determined that the opening and closing execution mode is not in effect (Sp1609: NO), the process proceeds to step Sp1610, where it is determined whether or not the high frequency support mode is in effect.
[0360] In step Sp1610, if it is determined that the high frequency support mode is in progress (Sp1610: YES), the process proceeds to step Sp1611, where the second timer counter area T2 is set to "800" (i.e., 1.6 sec). After that, the main power supply opening / closing control process is terminated.
[0361] On the other hand, if it is determined in step Sp1609 that the mode is the opening / closing execution mode (Sp1609: YES), or if it is determined in step Sp1610 that the mode is not the high frequency support mode (Sp1610: NO), the process proceeds to step Sp1612, where the second timer counter area T2 is set to "100" (i.e., 0.2 sec). After that, the main electric equipment opening / closing control process is terminated.
[0362] 1-6 Various processes executed in the audio / light emitting control device and the display control device: Next, a specific example of control executed in the audio and light emission control device and the display control device will be described. First, the process executed in the audio and light emission control device 90 will be described, and then the process executed in the display control device 100 will be described.
[0363] <Various processes executed in the audio and light emission control device> <Timer interrupt processing> First, the timer interrupt process executed by the audio / optical side MPU 92 will be described.
[0364] 36 is a flowchart showing the timer interrupt process executed in the audio / optical side MPU 92. The timer interrupt process is repeatedly executed at a relatively short period (for example, 2 msec). The process of each step executed in the timer interrupt process will be described below.
[0365] In step Sp1701, a command storage process is executed. The command storage process is a process for storing a received command in the audio / optical side RAM 94 when a command is received from the main MPU 62. The audio / optical side RAM 94 is provided with a ring buffer for enabling the storage and reading of commands received from the main MPU 62, and the commands received from the main MPU 62 are stored in the ring buffer in sequence and are read out in sequence according to the order in which they were stored. After executing step Sp1701, the process proceeds to step Sp1702.
[0366] In step Sp1702, a pending command response process is executed. In the pending command response process, processing corresponding to the pending command among the commands stored in step Sp1701 is executed. Details of the pending command response process will be described later. After executing step Sp1702, the process proceeds to step Sp1703.
[0367] In step Sp1703, a game round performance setting process is executed. In the game round performance setting process, the performance to be executed in the game round from when the variation of the pattern starts to when it stops is set. The details of the game round performance setting process will be described later. After executing step Sp1703, proceed to step Sp1704.
[0368] In step Sp1704, the process for the open / close execution mode presentation is executed. In the process for the open / close execution mode presentation, the process for the presentation during the opening period, the presentation during the large prize opening / closing processing period, and the presentation during the ending period are executed. After executing step Sp1704, the process proceeds to step Sp1705.
[0369] In step Sp1705, stage production processing is executed. In the stage production processing, processing is performed to display screen production corresponding to the stage described above. Details of the stage production processing will be described later. After executing step Sp1705, the process proceeds to step Sp1706.
[0370] In step Sp1706, a background effect process is executed. In the background effect process, a process is performed to display on the pattern display device 41 a background video determined according to a command indicating the game status received from the main MPU 62. For example, a process is performed to display a background video indicating that the high frequency support mode is continuing, a background video indicating that the high frequency support mode has ended, and a background video indicating that the high probability mode is continuing. After executing step Sp1706, the process proceeds to step Sp1707.
[0371] In step Sp1707, other processing is executed. The other processing is a processing for displaying a demo image (moving image) on the symbol display device 41 when the player is not playing. After executing step Sp1707, proceed to step Sp1708.
[0372] In step Sp1708, a light emission control process is executed to control the light emission of the various lamps 47. In the light emission control process, light emission control of the various lamps 47 is executed based on the light emission data read out in each of the above-mentioned performance processes. After executing step Sp1708, the process proceeds to step Sp1709.
[0373] In step Sp1709, an audio output control process is executed to control the audio output of the speaker 46. In the audio output control process, audio output control of the speaker 46 is executed based on the audio data read in the above-mentioned BGM process and each performance process. After executing step Sp1709, this timer interrupt process is terminated.
[0374] <Pending command processing> Next, the pending command response process will be described. The pending command response process is executed by the MPU 92 of the audio and light emission control device 90 as a subroutine of the timer interrupt process (FIG. 36: Sp1702).
[0375] 37 is a flowchart showing the hold command response process. In step Sp1801, it is determined whether or not a hold command has been received from the main MPU 62. In step Sp1801, if it is determined that a hold command has been received from the main MPU 62 (Sp1801: YES), the process proceeds to step Sp1802.
[0376] In step Sp1802, the currently received hold command is read, and hold information is read from the hold command. The hold information includes information on whether or not a jackpot has been won, the type of jackpot, whether or not a reach has occurred, and the variable time. The read hold information is then stored in a register on the sound / light side MPU 92. The hold information is updated and stored with information on the number of reserved balls in the first start hole 33 (maximum of four balls) and information on the number of reserved balls in the second start hole 34 (maximum of four balls). After executing step Sp1802, the process proceeds to step Sp1803.
[0377] In step Sp1803, an update process is performed when a ball is scored. In the update process when a ball is scored, a process is performed to enable the number of pieces of reserved information acquired based on a ball scoring into the first starting hole 33, the number of pieces of reserved information acquired based on a ball scoring into the second starting hole 34, and the total number of these pieces of reserved information to be specified in the sound / light side MPU 92. Details of the update process when a ball is scored in step Sp1803 will be described later. In the following, the number of pieces of reserved information acquired based on a ball scoring into the first starting hole 33 is also referred to as the "first reserved number", the number of pieces of reserved information acquired based on a ball scoring into the second starting hole 34 is also referred to as the "second reserved number", and the total number of the first reserved number and the second reserved number is also referred to as the "total reserved number". After executing step Sp1803, proceed to step Sp1804.
[0378] In step Sp1804, the hold display control process is executed. Specifically, a command for changing the display (such as the display of how many hold display icons are lined up) in the first start port hold area Ds1 and the second start port hold area Ds2 in correspondence with the first hold number and the second hold number specified in step Sp1803 is transmitted to the display control device 100. The display control device 100 that has received the command changes the display in the first start port hold area Ds1 and the second start port hold area Ds2 of the pattern display device 41 in correspondence with the first hold number and the second hold number. Specifically, the display control device 100 that has received the command specifies the display position of the hold display icon in the first start port hold area Ds1, and displays the number of icons corresponding to the first hold number at the display position. In addition, the display control device 100 specifies the display position of the hold display icon in the second start port hold area Ds2, and displays the number of icons corresponding to the second hold number at the display position. After step Sp1804 is executed, the pending command handling process ends.
[0379] <Update process when the ball goes in> Next, the update process when the ball goes in will be described. The update process when the ball goes in is executed by the MPU 92 of the sound and light emission control device 90 as a subroutine of the pending command response process (FIG. 37: Sp1803).
[0380] FIG. 38 is a flow chart showing the update process when a ball is entered. In step Sp1901, it is determined whether the pending command to be read this time was sent based on a ball entering the first start hole 33. In step Sp1901, if it is determined that the pending command to be read this time was sent based on a ball entering the first start hole 33 (Sp1901: YES), the process proceeds to step Sp1902, where the update process of the first pending number counter area provided in the various counter areas 94b of the sound / light side RAM 94 is executed. The first pending number counter area is a counter area for specifying the number of pending information acquired based on a ball entering the first start hole 33 in the sound / light side MPU 92. In the update process of the first pending number counter area, the information in the first pending number counter area is updated to the information of the number of pending information included in the pending command to be read this time. After executing step Sp1902, the process proceeds to step Sp1904.
[0381] In step Sp1901, if it is determined that the pending command to be read this time is not sent based on a ball entering the first starting hole 33 (Sp1901: NO), that is, if it is determined that the pending command is sent based on a ball entering the second starting hole 34, proceed to step Sp1903 and execute update processing of the second pending number counter area provided in the various counter areas 94b of the sound and light side RAM 94. The second pending number counter area is a counter area for specifying the number of pending information acquired based on a ball entering the second starting hole 34 in the sound and light side MPU 92. In the update processing of the second pending number counter area, the information of the second pending number counter area is updated to the information of the number of pending information included in the command to be read this time. After executing step Sp1903, proceed to step Sp1904.
[0382] The reason why the processing of step Sp1902 and step Sp1903 is performed as described above will be explained. In this embodiment, while the power supply of the pachinko machine 10 is cut off, backup power is supplied to the RAM 64 of the main control device 60, but backup power is not supplied to the RAM 94 of the voice and light emission control device 90. Therefore, when the power supply is cut off in a situation where the reserved information related to the ball entering the first start hole 33 or the second start hole 34 is stored in the RAM 64 of the main control device 60, the reserved information is stored and held in the main control device 60, but the voice and light emission control device 90 understands that the reserved information is 0. In this case, if a configuration is adopted in which the first reserved number counter area or the second reserved number counter area is counted up every time the voice and light emission control device 90 receives a reserved command, an inconvenience may occur in which the number of reserved information actually stored in the main control device 60 does not match the number of reserved information understood by the voice and light emission control device 90. In response to this, in the above-described embodiment, the main control unit 60 sends a hold command including information on the number of held items, and the audio / light emission control unit 90 is configured to set the information on the number of held items contained in the hold command in the first held item number counter area or the second held item number counter area each time it receives the hold command, thereby preventing the occurrence of the above-described inconveniences.
[0383] In step Sp1904, an update process is performed on the total reserved number counter area provided in the various counter areas 94b of the sound / light side RAM 94. The total reserved number counter area is a counter area for specifying the sum of the number of reserved information acquired based on the ball entering the first starting hole 33 and the number of reserved information acquired based on the ball entering the second starting hole 34 in the sound / light side MPU 92. In this update process, the information in the total reserved number counter area is updated to the sum of the information on the number of reserved items measured in the first reserved number counter area and the information on the number of reserved items measured in the second reserved number counter area. After executing step Sp1904, the update process for this ball entry is terminated.
[0384] <Game play performance setting process> Next, the game round performance setting process will be described. The game round performance setting process is executed by the MPU 92 of the sound and light emission control device 90 as a subroutine of the timer interrupt process (FIG. 36: Sp1703).
[0385] Fig. 39 is a flowchart showing the game round presentation setting process. In step Sp2001, it is determined whether or not a change command and a type command have been received. If it is determined in step Sp2001 that at least one of the change command and the type command has not been received (Sp2001: NO), this game round presentation setting process is terminated. On the other hand, if it is determined in step Sp2001 that the change command and the type command have been received (Sp2001: YES), the process proceeds to step Sp2002.
[0386] In step Sp2002, the currently received command for variation is read, and information on the presence or absence of a jackpot, the type of jackpot, the presence or absence of a reach, and the variation time is read from the command.Then, the read information is stored in the register of the sound / light side MPU 92.Then, the process proceeds to step Sp2003.
[0387] In step Sp2003, a presentation pattern setting process is executed to set a presentation pattern to be executed in a game at the time of a big win, a reach, etc. The details of the presentation pattern setting process will be described later. After executing step Sp2003, the process proceeds to step Sp2004.
[0388] In step Sp2004, a setting process of the stop symbol is executed. In the setting process of the stop symbol, if the result of the winning lottery in the current game is a 16R variable probability jackpot, an 8R variable probability jackpot, a 16R normal jackpot, or an 8R normal jackpot, information corresponding to the stopping result in which the same combination of symbols is established on the effective line L of the symbol display device 41 is set as the information of the current stop symbol. Specifically, if the result of the winning lottery in the current game is a 16R variable probability jackpot or an 8R variable probability jackpot, a combination of the same odd symbols may be selected as the combination of the same symbols, and a combination of the same even symbols may be selected. In the pachinko machine 10 of this embodiment, the selection rate is the same for the combination of the same odd symbols and the combination of the same even symbols, but instead, the former may be configured to have a higher selection rate than the latter, or the latter may be configured to have a higher selection rate than the former. Also, the combination of "7" symbols is selected only in the case of a 16R variable probability jackpot. In addition, when the result of the winning lottery in the current game is a 16R regular big win or an 8R regular big win, a combination of the same even number symbols is selected as a combination of the same symbols.
[0389] If the result of the winning lottery for the current game is a losing result, the presence or absence of a reach occurrence is judged from the content of the variable command. If it is judged to correspond to the reach occurrence, the information corresponding to the stop result in which the same pattern combination is not established on the effective line L and the reach pattern combination is established on the effective line L is determined as the information of the current stop result. On the other hand, if it is judged not to correspond to the reach occurrence, the information corresponding to the stop result in which the same pattern combination is not established on the effective line L and the reach pattern combination is not established on the effective line L is set as the information of the current stop pattern. After executing step Sp2004, proceed to step Sp2005.
[0390] In step Sp2005, a process for setting the variable display pattern for the current game is executed. In this process, the variable display time information for the current game is specified from the content of the currently received variable command, and a variable display pattern corresponding to the combination of the variable display time information and the information of the stop pattern set in step Sp2004 is selected. When selecting the variable display pattern, the variable display pattern table stored in the variable display pattern table storage area 93b (FIG. 12) of the sound / light side ROM 93 is referenced. Then, the process proceeds to step Sp2006.
[0391] In step Sp2006, the information on the presentation pattern, stop symbols, and variable display pattern set in the current game round is set in the presentation command. Then, the process proceeds to step Sp2007, and the presentation command is sent to the display side MPU 102. The display side MPU 102 executes a process to display the presentation content corresponding to the received presentation command on the symbol display device 41. After executing step Sp2007, the process proceeds to step Sp2008.
[0392] In step Sp2008, update processing at the start of fluctuation is executed. In the update processing at the start of fluctuation, the first reserved number or the second reserved number is decreased by 1 at the start of fluctuation. Details of the update processing at the start of fluctuation will be described later. After executing step Sp2008, proceed to step Sp2009.
[0393] In step Sp2009, the reserved display control process is executed. The reserved display control process is the same as the reserved display control process executed in step Sp1803 of the reserved command response process (FIG. 37). Specifically, a command for changing the display (such as the number of reserved display icons lined up) in the first start port reserved area Ds1 and the second start port reserved area Ds2 in correspondence with the first reserved number and the second reserved number specified in step Sp2008 is sent to the display control device 100. The display control device 100 that receives the command changes the display in the first start port reserved area Ds1 and the second start port reserved area Ds2 of the pattern display device 41 in correspondence with the first reserved number and the second reserved number. After executing step Sp2009, the game round performance setting process is terminated.
[0394] <Performance pattern setting process> Next, the effect pattern setting process will be described. The effect pattern setting process is executed by the MPU 92 of the sound and light emission control device 90 as a subroutine of the game round effect setting process (FIG. 39: Sp2003).
[0395] Fig. 40 is a flowchart showing the effect pattern setting process. In step Sp2101, it is determined whether or not the result of the winning lottery for the current game round is a jackpot win. Specifically, it is determined whether or not the result of the winning lottery is a jackpot win from the information on the presence or absence of a jackpot stored in the register of the sound / light side MPU92 by step Sp2002 of the game round effect setting process (Fig. 39). In step Sp2101, if it is determined that the result of the winning lottery is a jackpot win (Sp2101: YES), the process proceeds to step Sp2102.
[0396] In step Sp2102, a process for setting a presentation pattern for a big win is executed. The process for setting a presentation pattern for a big win is a process for setting a presentation pattern for a presentation indicating that a big win has been won in the winning lottery for the current game. The process for setting a presentation pattern for a big win will be described later. After executing step Sp2102, the process for setting a presentation pattern is terminated.
[0397] In step Sp2101, if it is determined that the jackpot has not been won in the winning lottery for the current game (Sp2101: NO), the process proceeds to step Sp2103.
[0398] In step Sp2103, it is determined whether or not a reach has occurred in the current game. This determination is made using the information on the presence or absence of a reach that has been grasped in step Sp2001 of Fig. 39. In step Sp2103, if it is determined that a reach has occurred in the current game (Sp2103: YES), the process proceeds to step Sp2104.
[0399] In step Sp2104, a process for setting a presentation pattern for when a reach occurs or when a miss occurs is executed. The presentation pattern for when a reach occurs or when a miss occurs is a process for setting a presentation pattern for presentations showing that various types of reach have occurred in a game in which a reach occurs among game times in which a jackpot has not been won in a winning lottery. The process for setting a presentation pattern for when a reach occurs or when a miss occurs will be described later. After executing step Sp2104, this presentation pattern setting process ends.
[0400] On the other hand, in step Sp2103, if it is determined that a reach has not occurred in the current game (Sp2103: NO), the process proceeds to step Sp2105, and a process for setting a presentation pattern for when a reach has not occurred or when a miss occurs is executed. The presentation pattern for when a reach has not occurred or when a miss occurs is a process for setting a presentation for when a game has not won a jackpot in the winning lottery and when a reach has not occurred. The process for setting a presentation pattern for when a reach has not occurred or when a miss occurs will be described later. After executing step Sp2105, this presentation pattern setting process ends.
[0401] <Setting process for performance patterns during big wins> Next, the process of setting the performance pattern for the big win will be described. The process of setting the performance pattern for the big win will be executed by the MPU92 of the sound and light emission control device 90 as a subroutine of the performance pattern setting process (Fig. 40: Sp2102). The process of setting the performance pattern for the big win will determine the type of reach and set the performance pattern for the big win according to the type of reach. The process of setting the performance pattern for the big win will be described in detail below.
[0402] Fig. 41 is a flow chart showing the process of setting the performance pattern for the big win. In step Sp2201, the reach distribution table for the big win is referred to. In the pachinko machine 10 of this embodiment, the reach distribution table for the big win and the reach distribution table for the reach occurrence / miss are stored in the reach distribution table storage area 93c (Fig. 12) of the sound / light side ROM 93.
[0403] Fig. 42 is an explanatory diagram showing the contents of a reach allocation table. Fig. 42(a) shows a reach allocation table for a big win, and Fig. 42(b) shows a reach allocation table for when a reach occurs or is missed. In each reach allocation table, normal reach, super reach, and special reach are set as allocation results.
[0404] As shown in FIG. 42(a), the reach allocation table for a jackpot shows the correspondence between the variable time and the reach type (normal reach, super reach, special reach). As explained above, the variable time at the time of a jackpot (when a jackpot is won in a winning lottery) set by the variable time setting process (FIG. 29) executed by the main MPU 62 corresponds to the reach type. The correspondence between this variable time and the reach type is stored in the reach allocation table for a jackpot. Specifically, a variable time of 35 seconds corresponds to a normal reach, a variable time of 65 seconds corresponds to a super reach, and a variable time of 125 seconds corresponds to a special reach.
[0405] As shown in FIG. 42(b), the reach allocation table for when a reach occurs and does not occur shows the correspondence between the variable time and the reach type (normal reach, super reach, special reach). As explained above, the variable time set by the variable time setting process (FIG. 29) executed by the main MPU 62 when a reach occurs and does not occur (when a jackpot is not won in the winning lottery and a reach occurs) corresponds to the reach type. The correspondence between this variable time and the reach type is stored in the reach allocation table for when a reach occurs and does not occur. Specifically, a variable time of 30 seconds corresponds to a normal reach, a variable time of 60 seconds corresponds to a super reach, and a variable time of 120 seconds corresponds to a special reach.
[0406] In step Sp2201 in Fig. 41, the reach allocation table for the jackpot shown in Fig. 42(a) is read out from the reach allocation table storage area 93c and referenced. After that, the process proceeds to step Sp2202, and as a result of referring to the reach allocation table for reach occurrence / miss in step Sp2201, it is determined whether the information on the variable time stored in the register of the sound / light side MPU 92 in step Sp2002 of the game round performance setting process (Fig. 39) corresponds to a normal reach.
[0407] In step Sp2202, if it is determined that the normal reach is met (Sp2202: YES), the process proceeds to step Sp2203.
[0408] In step Sp2203, the effect pattern table for normal reach and big win stored in the effect pattern table storage area 93a (FIG. 12) of the sound / light side ROM 93 is referenced to obtain the effect pattern corresponding to the variable time stored in the register of the sound / light side MPU 92 in step Sp2002 of the game round effect setting process (FIG. 39). The effect pattern table for normal reach and big win is a table of effect patterns that suggest that a normal reach has occurred and that a big win has been won. After executing step Sp2203, proceed to step Sp2204.
[0409] In step Sp2204, the presentation pattern acquired in step Sp2203 is set as the presentation pattern to be executed in the current game. After step Sp2204 is executed, the process of setting the presentation pattern for the main big win is terminated.
[0410] On the other hand, if it is determined in step Sp2202 that it does not correspond to a normal reach (Sp2202: NO), the process proceeds to step Sp2205, and as a result of referring to the reach allocation table for a jackpot in step Sp2201, it is determined whether the variable time information stored in the register of the sound / light side MPU92 by step Sp2002 of the game round performance setting process (Figure 39) corresponds to a super reach.
[0411] In step Sp2205, if it is determined that the game corresponds to a super reach (Sp2205: YES), the program proceeds to step Sp2206.
[0412] In step Sp2206, the effect pattern table for the super reach and big win stored in the effect pattern table storage area 93a (FIG. 12) of the sound / light side ROM 93 is referenced to obtain an effect pattern corresponding to the variable time stored in the register of the sound / light side MPU 92 in step Sp2002 of the game round effect setting process (FIG. 39). The effect pattern table for the super reach and big win is a table of effect patterns that indicate that the super reach has occurred and that the big win has been won. This effect pattern is the same as the effect pattern obtained by the effect pattern table reference process for the super reach and miss, which will be described later, in terms of the part indicating the occurrence of the super reach, but is different in terms of the part indicating the result of the winning lottery. For this reason, more specific processing contents will be described in the super reach and miss effect pattern table reference process. After executing step Sp2206, the process proceeds to step Sp2204 described above, and the effect pattern obtained by step Sp2206 is set as the effect pattern to be executed in the current game round.
[0413] In step Sp2205, if it is determined that the Super Reach is not supported (Sp2205: NO), proceed to step Sp2207. In step Sp2205, if it is determined that the Super Reach is not supported, it means that the result of referring to the reach allocation table for the big win in step Sp2201 is a special reach, and in this case, proceed to step Sp2207.
[0414] In step Sp2207, the special reach / jackpot presentation pattern table stored in the presentation pattern table storage area 93a (FIG. 12) of the sound / light ROM 93 is referenced to acquire a presentation pattern corresponding to the variable time stored in the register of the sound / light ROM MPU 92 in step Sp2002 of the game round presentation setting process (FIG. 39). The special reach / jackpot presentation pattern table is a table of presentation patterns that indicate that a special reach has occurred and that a jackpot has been won. This presentation pattern is the same as the presentation pattern acquired by the special reach / miss presentation pattern table reference process described later in terms of the part indicating that a special reach has occurred, but is different in terms of the part indicating the result of the winning lottery. For this reason, more specific processing contents will be described in the special reach / miss presentation pattern table reference process. After executing step Sp2207, the process proceeds to step Sp2204 described above, and the presentation pattern acquired by step Sp2207 is set as the presentation pattern to be executed in the current game round.
[0415] <Processing for setting presentation patterns when reach occurs or misses occur> Next, the reach occurrence / miss presentation pattern setting process will be explained. The reach occurrence / miss presentation pattern setting process is executed by the MPU92 of the sound and light emission control device 90 as a subroutine of the presentation pattern setting process (Fig. 40: Sp2105). The reach occurrence / miss presentation pattern setting process, like the present big win presentation pattern setting process, determines the type of reach and sets a presentation pattern for reach occurrence / miss corresponding to the type of reach. The reach occurrence / miss presentation pattern setting process will be explained in detail below.
[0416] Fig. 43 is a flow chart showing the process of setting a presentation pattern for when a reach occurs and when it fails. In step Sp2301, the reach allocation table for when a reach occurs and when it fails, shown in Fig. 42(b), is read out from the reach allocation table storage area 93c and referenced. After that, the process proceeds to step Sp2302, and as a result of reference to the reach allocation table for when a reach occurs and when it fails in step Sp2301, it is determined whether or not the information on the variable time stored in the register of the sound / light side MPU 92 in step Sp2002 of the game round presentation setting process (Fig. 39) corresponds to a normal reach.
[0417] In step Sp2302, if it is determined that the normal reach is supported (Sp2302: YES), the process proceeds to step Sp2303.
[0418] In step Sp2303, the effect pattern table for normal reach / miss stored in the effect pattern table storage area 93a (FIG. 12) of the sound / light side ROM 93 is referenced to obtain the effect pattern corresponding to the variable time stored in the register of the sound / light side MPU 92 in step Sp2002 of the game round effect setting process (FIG. 39). After executing step Sp2303, proceed to step Sp2304.
[0419] In step Sp2304, the presentation pattern acquired in step Sp2303 is set as the presentation pattern to be executed in the current game. After step Sp2304 is executed, the present reach occurrence / miss presentation pattern setting process is terminated.
[0420] On the other hand, if it is determined in step Sp2302 that it does not correspond to a normal reach (Sp2302: NO), the process proceeds to step Sp2305, and as a result of referring to the reach allocation table for when a reach occurs or is missed in step Sp2301, it is determined whether or not the variable time information stored in the register of the sound / light side MPU92 by step Sp2002 of the game round performance setting process (Figure 39) corresponds to a super reach.
[0421] In step Sp2305, if it is determined that the game corresponds to a super reach (Sp2305: YES), the program proceeds to step Sp2306.
[0422] In step Sp2306, the reach type determination value VR when a reach occurs or a miss is set to 1. The reach type determination value VR when a reach occurs or a miss is a value for determining the type of the reach when a reach occurs in a game round that results in a miss in the winning lottery, and when it is 1, it means that the type is a super reach, when it is 2, it means that the type is a special reach, and when it is 0, it means that it is neither a super reach nor a special reach. After executing step Sp2306, proceed to step Sp2307.
[0423] In step Sp2307, a process for referencing the presentation pattern table for when a Super Reach misses is executed. The process for referencing the presentation pattern table for when a Super Reach misses acquires a presentation pattern by referencing the presentation pattern table for when a Super Reach misses. The process for referencing the presentation pattern table for when a Super Reach misses will be described later. After executing step Sp2307, the process proceeds to step Sp2304 described above, and the presentation pattern acquired in step Sp2307 is set as the presentation pattern to be executed in the current game round.
[0424] In step Sp2305, if it is determined that the super reach is not supported (Sp2305: NO), proceed to step Sp2308. In step Sp2305, if it is determined that the super reach is not supported, it means that the result of referring to the reach allocation table for reach occurrence / miss in step Sp2301 is a special reach, and in this case, proceed to step Sp2308.
[0425] In step Sp2308, the reach type determination value VR...
Claims
【Claim 1】 Launching means for launching game balls, An entry area where game balls can enter, and a predetermined special symbol entry area that can vary a predetermined special symbol and a specific special symbol different from the predetermined special symbol respectively based on the entry of a game ball, An entry area where game balls can enter, and a normal symbol entry area that can vary a normal symbol based on the entry of a game ball, An entry area where the predetermined special symbol, the specific special symbol, and the normal symbol do not vary even when a game ball enters. When the launch mode by the launching means is the first launch mode, a game ball can enter, and when the launch mode by the launching means is the second launch mode, a game ball cannot enter, a specific entry area, A privilege entry means that allows a game ball to enter when the launch mode by the launching means is the second launch mode, Notification means that can be in a specific notification mode for notifying that the recommended launch mode is the second launch mode, A gaming machine comprising: This gaming machine, During a predetermined waiting period when the execution of a predetermined special gaming state for causing a predetermined opening of the privilege entry means is determined, the specific notification mode is not executed by the notification means, During the execution of the predetermined special gaming state, it is configured such that the specific notification mode is executed by the notification means, This gaming machine, During the predetermined waiting period when the notification means is not executing the specific notification mode, when a predetermined condition for releasing the privilege entry means is satisfied based on a game ball entering the specific entry area, it is configured to be able to generate the predetermined special gaming state after the execution of predetermined control, This gaming machine, Is provided with effect control means capable of executing various effects, The effect control means, Even in a gaming situation where the predetermined special gaming state can occur based on a game ball being launched in the first launch mode and entering the specific entry area, it is configured to be able to perform control not to execute an effect for notifying that the recommended launch mode is the first launch mode, This gaming machine, Based on the occurrence of predetermined gaming conditions, it is configured to be able to switch the state between an effective state in which the entry of a game ball into the specific entry area during the predetermined waiting period is valid and an invalid state in which the entry of a game ball into the specific entry area during the predetermined waiting period is invalid, Even if a game ball enters the specific ball-entry area in the invalid state during the predetermined standby period, it is configured such that the predetermined conditions are not satisfied. This gaming machine is configured to have a case where the predetermined conditions are satisfied when a game ball enters the specific ball-entry area in the valid state during the predetermined standby period, and a special gaming state based on the ball entry is generated, and a case where the predetermined conditions are not satisfied even when a game ball enters the specific ball-entry area in the valid state during the predetermined standby period, and the special gaming state based on the ball entry is not generated. A gaming machine characterized by this.
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