Gaming Machines

JP7683675B2Active Publication Date: 2025-05-27SANYO BUSSAN KK
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Patent Information

Application Number
JP2023206139
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-06
Publication Date
2025-05-27
Estimated Expiration
2038-12-28

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko and slot machines, face challenges in enhancing player interest, reducing processing load, optimizing processing, simplifying control, and improving structural complexity while deterring fraudulent actions and unauthorized modifications.

Method used

The gaming machine incorporates a firing mechanism, distribution mode detection, information acquisition, lottery execution, and performance execution means to enhance game rounds with specific performances based on predetermined conditions, optimizing game control and structure, and detecting fraudulent actions.

Benefits of technology

This enhances player engagement and simplifies control processes, reducing processing load while maintaining security against unauthorized modifications.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the amusement of games.SOLUTION: A game machine includes presentation performance means. The presentation performance means includes: means to perform a specific presentation in a specific lottery result game round that is a game round in which it is notified that the result of a lottery is a specific lottery result; and means not to perform the specific presentation in the specific lottery result game round when a circulation manner of game balls before a performance of the specific lottery result game round is a specific circulation manner.SELECTED DRAWING: Figure745
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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 have been 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] In addition, various technical improvements have been made with the aim of improving the soundness of gaming, such as detecting and preventing fraudulent acts by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-172988 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 aspects.

[0007] [Embodiment] (This embodiment is mainly based on the 14th embodiment below) a launching means for launching a game ball; a game area in which the game balls launched by the launching means circulate; A circulation state detection means for detecting a circulation state of game balls in the game area; an information acquisition means for acquiring special information when a predetermined acquisition condition is met; a lottery execution means for executing a lottery based on the acquired special information; a game execution means for executing a game round when one game round is defined as a period from the start of a game operation for notifying the result of the lottery by the lottery execution means to the end of the game operation; a performance execution means for executing a performance; A gaming machine comprising: The performance execution means a means for executing a specific effect in a specific lottery result game round, which is a game round in which the result of the lottery is notified that the result of the lottery is a specific lottery result; means for not executing the specific effect in the specific lottery result game round when the distribution state of the game balls before the specific lottery result game round is a specific distribution state; Equipped with A gaming machine characterized by: [Effects of the Invention]

[0008] According to the gaming machine of the above-described form, it is possible to increase the interest in the game. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a perspective view of a pachinko machine according to a first embodiment α. [Figure 2] FIG. [Figure 3] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 4] An explanatory diagram explaining the V winning mechanism. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6]FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 7] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 8] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 9] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 10] FIG. 10 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening electric reels) used when conducting a lottery for opening electric reels. [Figure 11] This is a time chart that explains Case 1, where a jackpot is won in a lottery triggered by a game ball entering the first starting hole. [Figure 12] This is a time chart that explains Case 2, in which a small prize is won in a winning lottery triggered by a game ball entering the first starting hole. [Figure 13] 10 is a flowchart showing a timer interrupt process. [Figure 14] This is a flowchart showing the ball entry processing for the starting hole. [Figure 15] 10 is a flowchart showing a destination determination process. [Figure 16] 10 is a flowchart showing a process for acquiring jackpot and reach information. [Figure 17] 10 is a flowchart showing a variable time information acquisition process. [Figure 18] 10 is a flowchart showing a through ball entry process. [Figure 19] 10 is a flowchart showing the ball entry process for the category determination gate. [Figure 20] A flowchart showing the ball entry process for the large prize slot. [Figure 21] 10 is a flowchart showing a ball entry process for a crane. [Figure 22] 10 is a flowchart showing a normal process. [Figure 23] 10 is a flowchart showing a game play control process. [Figure 24] 10 is a flowchart showing a data setting process. [Figure 25] 10 is a flowchart showing a fluctuation start process. [Figure 26] 10 is a flowchart showing a specific process execution determination process. [Figure 27] 10 is a flowchart showing a variable time setting process. [Figure 28] 10 is a flowchart showing a game state transition process. [Figure 29] 10 is a flowchart showing a type determination process. [Figure 30] 10 is a flowchart showing an opening / closing scenario setting process. [Figure 31] FIG. 1 is an explanatory diagram illustrating an opening / closing scenario in this embodiment. [Figure 32] 10 is a flowchart showing an opening time setting process. [Figure 33] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 34] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 35] A flowchart showing V winning processing. [Figure 36] 10 is a flowchart showing processing for electric utility support. [Figure 37] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 38] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 39] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 40] 10 is a flowchart showing a pending command response process. [Figure 41] 10 is a flowchart showing an update process when a ball goes in. [Figure 42] 10 is a flowchart showing the game play presentation setting process. [Figure 43] 10 is a flowchart showing a standby period effect setting process. [Figure 44] 10 is a flowchart showing an opening period effect setting process. [Figure 45] 10 is a flowchart showing the process of setting the opening / closing processing period effect. [Figure 46] 10 is a flowchart showing a first chance effect setting process. [Figure 47] This is a flowchart showing the second chance effect setting process when no accumulation is occurring. [Figure 48] A flowchart showing the V winning effect setting process. [Figure 49] This is a flowchart showing the second chance effect setting process when V is not won. [Figure 50] 10 is a flowchart showing an ending period effect setting process. [Figure 51] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 52] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 53] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 54] FIG. 1 is a perspective view of a pachinko machine according to a first embodiment β. [Figure 55] FIG. [Figure 56] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 57] An explanatory diagram explaining the V winning mechanism. [Figure 58] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 59] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 60] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 61] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 62]FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 63] FIG. 10 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening electric reels) used when conducting a lottery for opening electric reels. [Figure 64] This is a time chart that explains Case 1, where a jackpot is won in a lottery triggered by a game ball entering the first starting hole. [Figure 65] This is a time chart that explains Case 2, in which a small prize is won in a winning lottery triggered by a game ball entering the first starting hole. [Figure 66] 10 is a flowchart showing a timer interrupt process. [Figure 67] This is a flowchart showing the ball entry processing for the starting hole. [Figure 68] 10 is a flowchart showing a destination determination process. [Figure 69] 10 is a flowchart showing a process for acquiring jackpot and reach information. [Figure 70] 10 is a flowchart showing a variable time information acquisition process. [Figure 71] 10 is a flowchart showing a through ball entry process. [Figure 72] 10 is a flowchart showing the ball entry process for the category determination gate. [Figure 73] A flowchart showing the ball entry process for the large prize slot. [Figure 74] 10 is a flowchart showing a ball entry process for a crane. [Figure 75] 10 is a flowchart showing a normal process. [Figure 76] 10 is a flowchart showing a game play control process. [Figure 77] 10 is a flowchart showing a data setting process. [Figure 78] 10 is a flowchart showing a fluctuation start process. [Figure 79] 10 is a flowchart showing a specific process execution determination process. [Figure 80]10 is a flowchart showing a variable time setting process. [Figure 81] 10 is a flowchart showing a game state transition process. [Figure 82] 10 is a flowchart showing a type determination process. [Figure 83] 10 is a flowchart showing an opening / closing scenario setting process. [Figure 84] FIG. 1 is an explanatory diagram illustrating an opening / closing scenario in this embodiment. [Figure 85] 10 is a flowchart showing an opening time setting process. [Figure 86] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 87] A flowchart showing V winning processing. [Figure 88] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 89] 10 is a flowchart showing processing for electric utility support. [Figure 90] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 91] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 92] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 93] 10 is a flowchart showing a pending command response process. [Figure 94] 10 is a flowchart showing an update process when a ball goes in. [Figure 95] 10 is a flowchart showing the game play presentation setting process. [Figure 96] 10 is a flowchart showing a standby period effect setting process. [Figure 97] 10 is a flowchart showing an opening period effect setting process. [Figure 98] 10 is a flowchart showing the process of setting the opening / closing processing period effect. [Figure 99]10 is a flowchart showing a first chance effect setting process. [Figure 100] This is a flowchart showing the second chance effect setting process when no accumulation is occurring. [Figure 101] A flowchart showing the V winning effect setting process. [Figure 102] This is a flowchart showing the second chance effect setting process when V is not won. [Figure 103] 10 is a flowchart showing an ending period effect setting process. [Figure 104] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 105] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 106] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 107] FIG. 10 is a perspective view of a pachinko machine 10 according to a second embodiment. [Figure 108] FIG. [Figure 109] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a liquid crystal display device. FIG. [Figure 110] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 111] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 112] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 113] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 114] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 115] FIG. 10 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening electric reels) used when conducting a lottery for opening electric reels. [Figure 116] FIG. 2 is an explanatory diagram showing the flow of a game in a gaming machine. [Figure 117]10 is a time chart illustrating a special bonus process. [Figure 118] 10 is a flowchart showing a timer interrupt process. [Figure 119] This is a flowchart showing the ball entry processing for the starting hole. [Figure 120] 10 is a flowchart showing a normal process. [Figure 121] 10 is a flowchart showing a game play control process. [Figure 122] A flowchart showing the fluctuation start processing for the first starting port. [Figure 123] A flowchart showing the pending information shift processing for the first starting port. [Figure 124] A flowchart showing the determination process for the first starting port. [Figure 125] A flowchart showing the variable time setting process for the first starting port. [Figure 126] 10 is a flowchart showing a first fluctuation stop process. [Figure 127] A flowchart showing the fluctuation start processing for the second starting port. [Figure 128] A flowchart showing the pending information shift processing for the second starting port. [Figure 129] A flowchart showing the determination process for the second starting port. [Figure 130] A flowchart showing the variable time setting process for the second starting port. [Figure 131] 10 is a flowchart showing a process for acquiring variable time information during low probability. [Figure 132] 10 is a flowchart showing the process of acquiring variable time information during high probability and high frequency periods. [Figure 133] 10 is a flowchart showing a process for acquiring variable time information at high probability and low frequency. [Figure 134] 10 is a flowchart showing a second fluctuation stop process. [Figure 135] 10 is a flowchart showing a game state transition process. [Figure 136] 10 is a flowchart showing an opening / closing scenario setting process. [Figure 137] 10 is a flowchart showing an opening time setting process. [Figure 138] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 139] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 140] 10 is a flowchart showing processing for electric utility support. [Figure 141] 10 is a flowchart showing an electric utility switching process. [Figure 142] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 143] 10 is a flowchart showing a timer interrupt process executed in the MPU of the audio and light emission control device. [Figure 144] 10 is a flowchart showing a state storage process. [Figure 145] 10 is a flowchart showing a display mode switching process. [Figure 146] This is a flowchart showing the processing for special 1 game play presentation. [Figure 147] 10 is a flowchart showing the process of setting a special effect pattern for the main display area. [Figure 148] This is a flowchart showing the process of executing the special 1 game play presentation. [Figure 149] 10 is a flowchart showing a process of measuring a variable time for special use. [Figure 150] This is a flowchart showing the processing for special 2 game play presentation. [Figure 151] 10 is a flowchart showing the process of setting the special 2 effect pattern for the main display area. [Figure 152] An explanatory diagram illustrating the process of setting a presentation pattern for a small win during a special bonus. [Figure 153] This is a flowchart showing the process of executing the special 2 game play presentation. [Fig. 154] 10 is a flowchart showing a process of measuring a variable time for special use. [Figure 155]10 is a flowchart showing a special bonus effect setting process. [Figure 156] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 157] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 158] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 159] FIG. 10 is a perspective view of a pachinko machine according to a third embodiment. [Figure 160] FIG. [Figure 161] FIG. 10 is an explanatory diagram illustrating the operating mode of a normal electric device. [Figure 162] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a liquid crystal display device. FIG. [Figure 163] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 164] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 165] An explanatory diagram showing the contents of the win / loss table for the special drawing start port. [Figure 166] An explanatory diagram showing the contents of the allocation table for special starting points. [Figure 167] FIG. 10 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening electric reels) used when conducting a lottery for opening electric reels. [Figure 168] 10 is a time chart showing an example of processing executed by a pachinko machine when a player plays a game. [Figure 169] 10 is a time chart showing an example of processing executed by a pachinko machine during a non-specific period. [Figure 170] 10 is a time chart showing an example of processing executed by a pachinko machine during a specific period. [Figure 171] 10 is a flowchart showing a timer interrupt process. [Fig. 172] This is a flowchart showing the ball entry processing for the special starting hole. [Figure 173] 10 is a flowchart showing a destination determination process. [Fig. 174] 10 is a flowchart showing a process for acquiring jackpot and reach information. [Figure 175] 10 is a flowchart showing a variable time information acquisition process. [Figure 176] 10 is a flowchart showing a through ball entry process. [Figure 177] This is a flowchart showing the ball entry process for the special line starting port. [Figure 178] 10 is a flowchart showing a normal process. [Figure 179] 10 is a flowchart showing a game play control process. [Figure 180] 10 is a flowchart showing a data setting process. [Figure 181] 10 is a flowchart showing a fluctuation start process. [Figure 182] 10 is a flowchart showing a variable time setting process. [Figure 183] 10 is a flowchart showing a game state transition process. [Figure 184] 10 is a flowchart showing an opening time setting process. [Figure 185] This is a flowchart showing the first large prize opening and closing process. [Figure 186] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 187] 10 is a flowchart showing processing for electric utility support. [Figure 188] 10 is a flowchart showing an electric utility switching process. [Figure 189] This is a flowchart showing the processing for the second large prize slot. [Figure 190] A flowchart showing the opening and closing scenario setting process for the second large prize opening. [Figure 191] This is a flowchart showing the second large prize opening and closing process. [Figure 192]2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 193] 10 is a flowchart showing a timer interrupt process executed in the MPU of the audio and light emission control device. [Figure 194] 10 is a flowchart showing a state storage process. [Figure 195] 10 is a flowchart showing processing for game play presentation. [Figure 196] 10 is a flowchart showing a process for setting an effect pattern. [Figure 197] 10 is a flowchart showing an opening effect process. [Figure 198] This is a flowchart showing the processing for the special line starting hole entry performance. [Figure 199] This is a flowchart showing the processing for the second large prize opening effect. [Figure 200] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 201] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 202] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 203] An explanatory diagram showing a normal electric device 53 and a second variable winning device 55 in a modified example. [Figure 204] FIG. 10 is a perspective view of a pachinko machine according to a fourth embodiment. [Figure 205] FIG. 2 is a rear view of the pachinko machine. [Figure 206] FIG. [Figure 207] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a liquid crystal display device. FIG. [Figure 208] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 209] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 210]This is an explanatory diagram explaining the win / loss table stored in the win / loss table storage area. [Figure 211] FIG. 1 is an explanatory diagram illustrating the contents of a distribution table set in a pachinko machine. [Figure 212] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 213] 10 is a time chart illustrating an example of processing when a falling lottery is won in the pachinko machine of Comparative Example 1. [Figure 214] 10 is a time chart illustrating an example of processing when a jackpot is won in the pachinko machine of Comparative Example 1. [Figure 215] 10 is an explanatory diagram showing an example of a battle effect and a result notification effect. FIG. [Figure 216] 10 is an explanatory diagram illustrating the display surface of a liquid crystal display device when a battle performance or a result announcement performance is being executed. FIG. [Figure 217] 10 is a time chart illustrating another example of the processing when the falling lottery is won in the pachinko machine of Comparative Example 1. [Figure 218] 10 is a time chart illustrating another example of the processing when a jackpot is won in the pachinko machine of Comparative Example 1. [Figure 219] 10 is a time chart illustrating an example of processing when a jackpot is won in the pachinko machine of Comparative Example 2. [Figure 220] 10 is a time chart illustrating an example of processing when the first falling lottery is won after startup in a pachinko machine of the fourth embodiment. [Figure 221] 10 is a time chart illustrating an example of processing when the first jackpot is won after startup in a pachinko machine of the fourth embodiment. [Figure 222] 10 is a time chart illustrating another example of the processing when the first falling lottery is won after startup in the pachinko machine of the fourth embodiment. [Figure 223] 10 is a time chart illustrating another example of the processing when the first jackpot is won after startup in the pachinko machine of the fourth embodiment. [Figure 224] 10 is a flowchart showing a timer interrupt process. [Figure 225] This is a flowchart showing the ball entry processing for the starting hole. [Figure 226] 10 is a flowchart showing a destination determination process. [Figure 227] 10 is a flowchart showing a through ball entry process. [Figure 228] 10 is a flowchart showing a normal process. [Figure 229] 10 is a flowchart showing a game play control process. [Figure 230] 10 is a flowchart showing a data setting process. [Figure 231] 10 is a flowchart showing a gaming state determination process. [Figure 232] 10 is a flowchart showing a fluctuation start process. [Figure 233] 10 is a flowchart showing a fall determination process. [Figure 234] 10 is a flowchart showing a hit determination process. [Figure 235] 10 is a flowchart showing a variable time setting process. [Figure 236] FIG. 10 is an explanatory diagram showing the game state transition process. [Figure 237] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 238] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 239] 10 is a flowchart showing processing for electric utility support. [Figure 240] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 241] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 242] 10 is a flowchart showing a command response process. [Figure 243] 10 is a flowchart showing a pending command response process. [Figure 244]10 is a flowchart showing an update process when a ball goes in. [Figure 245] 10 is a flowchart showing a performance setting process. [Figure 246] This is a flowchart showing the processing for setting effects during high probability and high support. [Figure 247] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 248] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 249] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 250] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 251] 10 is a time chart illustrating an example of processing when the first jackpot is won after startup in a pachinko machine according to the first modified example of the fourth embodiment. [Figure 252] 10 is a time chart illustrating another example of the processing when the first jackpot is won after startup in the pachinko machine of the first modified example of the fourth embodiment. [Figure 253] 13 is a flowchart showing a fluctuation start process in Modification 1 of the fourth embodiment. [Figure 254] 13 is a flowchart showing a fall determination process in Modification 1 of the fourth embodiment. [Figure 255] 13 is a flowchart showing a hit determination process in Modification 1 of the fourth embodiment. [Figure 256] 13 is a flowchart showing a display unit control process at startup in Modification 1 of the fourth embodiment. [Figure 257] FIG. 10 is a perspective view of a pachinko machine according to a fifth embodiment. [Figure 258] FIG. 2 is a rear view of the pachinko machine. [Figure 259] FIG. [Figure 260] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a liquid crystal display device. FIG. [Figure 261]A cross-sectional view showing the game ball distribution device with the valve body closed. [Figure 262] A cross-sectional view showing the game ball distribution device with the valve body open. [Figure 263] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 264] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 265] This is an explanatory diagram explaining the win / loss table stored in the win / loss table storage area. [Figure 266] FIG. 1 is an explanatory diagram illustrating the contents of a distribution table set in a pachinko machine. [Figure 267] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 268] 10 is a flowchart showing a timer interrupt process. [Figure 269] This is a flowchart showing the ball entry processing for the starting hole. [Figure 270] 10 is a flowchart showing a destination determination process. [Fig. 271] 10 is a flowchart showing a through ball entry process. [Fig. 272] 10 is a flowchart showing a normal process. [Fig. 273] 10 is a flowchart showing a game play control process. [Fig. 274] 10 is a flowchart showing a data setting process. [Figure 275] 10 is a flowchart showing a fluctuation start process. [Figure 276] 10 is a flowchart showing a hit determination process. [Figure 277] 10 is a flowchart showing a variable time setting process. [Fig. 278] FIG. 10 is an explanatory diagram showing the game state transition process. [Figure 279] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 280] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 281] 10 is a flowchart showing processing for electric utility support. [Figure 282] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 283] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 284] 10 is a flowchart showing a command response process. [Figure 285] 10 is a flowchart showing a pending command response process. [Figure 286] 10 is a flowchart showing an update process when a ball goes in. [Figure 287] 10 is a flowchart showing the game play presentation setting process. [Figure 288] 10 is a flowchart showing a performance pattern setting process. [Figure 289] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 290] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 291] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 292] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 293] FIG. 10 is an explanatory diagram showing a game ball distribution device provided in a pachinko machine of modified example 1. [Fig. 294] FIG. 10 is an explanatory diagram showing a game ball distribution device provided in a pachinko machine of modified example 2. [Figure 295] FIG. 10 is an explanatory diagram showing a game ball distribution device and its surroundings provided in a pachinko machine of modified example 3. [Figure 296] FIG. 10 is a perspective view showing a game ball storage device and a forced release device provided in a pachinko machine of a third modified example. [Figure 297] FIG. 10 is an explanatory diagram showing a game ball distribution device provided in a pachinko machine of a fourth modified example. [Figure 298]FIG. 10 is a perspective view of a pachinko machine according to a sixth embodiment. [Figure 299] FIG. 2 is a rear view of the pachinko machine. [Figure 300] FIG. [Figure 301] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a liquid crystal display device. FIG. [Figure 302] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 303] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 304] This is an explanatory diagram explaining the win / loss table stored in the win / loss table storage area. [Figure 305] FIG. 1 is an explanatory diagram illustrating the contents of a distribution table set in a pachinko machine. [Figure 306] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 307] A perspective view showing the first starting hole and its surroundings [Figure 308] FIG. 2 is an explanatory diagram showing a pair of nails and a first starting hole. [Figure 309] FIG. 10 is an explanatory diagram showing a conventional example. [Figure 310] 10 is an explanatory diagram showing a pair of nails and a first starting hole provided in a pachinko machine of the first modified example. FIG. [Figure 311] FIG. 10 is an explanatory diagram showing a pair of nails and a first starting hole provided in a pachinko machine of a second modified example. [Figure 312] FIG. 10 is an explanatory diagram showing a pair of nails and a first starting hole provided in a pachinko machine of a third modified example. [Figure 313] FIG. 10 is an explanatory diagram showing a pair of nails and a first starting hole provided in a pachinko machine of a fourth modified example. [Figure 314] FIG. 10 is an explanatory diagram showing a pair of nails and a first starting hole provided in a pachinko machine of a fifth modified example. [Figure 315] FIG. 13 is an explanatory diagram showing a pair of nails and a first starting hole provided in a pachinko machine of a sixth modified example. [Figure 316]FIG. 13 is an explanatory diagram showing a pair of nails and a first starting hole provided in a pachinko machine of a seventh modified example. [Figure 317] FIG. 13 is a perspective view showing a pair of nails and a first starting hole provided in a pachinko machine of Modified Example 8. [Figure 318] FIG. 13 is a perspective view showing a pair of nails and a first starting hole provided in a pachinko machine of a ninth modified example. [Figure 319] An exploded oblique view of the first starting port in variant example 9. [Figure 320] FIG. 20 is a perspective view showing an electric accessory and its surroundings provided in a pachinko machine of modified example 10. [Figure 321] FIG. 16 is a perspective view showing an electric accessory and its surroundings provided in a pachinko machine of variant 11. [Figure 322] FIG. 20 is a front view showing the first movable piece of the electric accessory provided in the pachinko machine of the twelfth modified example. [Figure 323] FIG. 12 is a perspective view of a pachinko machine 10 according to a seventh embodiment. [Figure 324] FIG. 2 is a front view of the game board 30. [Figure 325] FIG. 2 is an explanatory diagram illustrating a distribution mechanism 120. [Figure 326] FIG. 10 is an explanatory diagram illustrating a normal electric accessory 53. [Figure 327] 10 is an explanatory diagram showing the symbols variably displayed on the liquid crystal display device 41 and the display surface 41a. FIG. [Figure 328] 1 is a block diagram showing the electrical configuration of a pachinko machine 10. FIG. [Figure 329] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 330] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 331] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 332] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 333] FIG. 10 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening electric reels) used when conducting a lottery for opening electric reels. [Figure 334] 1 is an explanatory diagram illustrating the types of support modes that can be executed by the pachinko machine 10. FIG. [Figure 335] An explanatory diagram illustrating the manner in which game balls are circulated when the low frequency support mode is executed. [Figure 336] An explanatory diagram illustrating the manner in which game balls are circulated when high frequency support mode A is executed. [Figure 337] An explanatory diagram illustrating the manner in which game balls are circulated when high frequency support mode B is executed. [Figure 338] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 339] 10 is a flowchart showing a timer interrupt process. [Figure 340] This is a flowchart showing the ball entry processing for the starting hole. [Figure 341] 10 is a flowchart showing a destination determination process. [Figure 342] 10 is a flowchart showing a process for acquiring jackpot and reach information. [Figure 343] 10 is a flowchart showing a variable time information acquisition process. [Figure 344] 10 is a flowchart showing a through ball entry process. [Figure 345] 10 is a flowchart showing a normal process. [Figure 346] 10 is a flowchart showing a game play control process. [Figure 347] 10 is a flowchart showing a data setting process. [Figure 348] 10 is a flowchart showing a fluctuation start process. [Figure 349] 10 is a flowchart showing a variable time setting process. [Figure 350] 10 is a flowchart showing a game state transition process. [Figure 351] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 352] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 353]10 is a flowchart showing processing for electric utility support. [Figure 354] 10 is a flowchart showing an electric utility switching process. [Figure 355] 1 is a block diagram mainly showing the electrical configuration of an audio and light emission control device 90 and a display control device 100. FIG. [Figure 356] 10 is a flowchart showing a timer interrupt process executed in the MPU 92 of the audio and light emission control device 90. [Figure 357] 10 is a flowchart showing a state storage process. [Figure 358] 10 is a flowchart showing a support mode effect process. [Figure 359] 10 is a flowchart showing processing for game play presentation. [Figure 360] 10 is a flowchart showing a process for setting an effect pattern. [Figure 361] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Figure 362] 10 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Figure 363] 10 is a flowchart showing V interrupt processing executed in the MPU 102 of the display control device 100. [Figure 364] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the first modified example. FIG. [Figure 365] FIG. 10 is an explanatory diagram illustrating a high frequency support mode A in the first modification. [Figure 366] FIG. 10 is an explanatory diagram illustrating a high frequency support mode B in the first modification. [Figure 367] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the second modified example. FIG. [Figure 368] FIG. 10 is an explanatory diagram illustrating a high frequency support mode A in Modification 2. [Figure 369] FIG. 10 is an explanatory diagram illustrating a high frequency support mode B in Modification 2. [Figure 370] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the third modified example. FIG. [Figure 371] FIG. 10 is an explanatory diagram illustrating a high frequency support mode A in Modification 3. [Figure 372] FIG. 10 is an explanatory diagram illustrating a high frequency support mode B in Modification 3. [Figure 373] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the fourth modified example. FIG. [Figure 374] FIG. 13 is an explanatory diagram illustrating a high frequency support mode A in Modification 4. [Figure 375] FIG. 13 is an explanatory diagram illustrating a high frequency support mode B in Modification 4. [Figure 376] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the fifth modified example. FIG. [Figure 377] FIG. 13 is an explanatory diagram illustrating a high frequency support mode A in Modification 5. [Figure 378] FIG. 13 is an explanatory diagram illustrating a high frequency support mode B in Modification 5. [Figure 379] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the sixth modified example. FIG. [Figure 380] FIG. 20 is an explanatory diagram illustrating a high frequency support mode A in Modification 6. [Figure 381] FIG. 20 is an explanatory diagram illustrating a high frequency support mode B in Modification 6. [Figure 382] 10 is an explanatory diagram showing an example of the configuration of a normal electric accessory 53. FIG. [Figure 383] 20 is a flowchart showing a variable time setting process in Modification 12. [Figure 384] 10 is a flowchart showing a variable time setting process for a low frequency support mode. [Figure 385] 10 is a flowchart showing a variable time setting process for high frequency support mode A. [Figure 386] 10 is a flowchart showing a variable time setting process for high frequency support mode B. [Figure 387] 20 is a flowchart showing a process for setting an effect pattern in Modification 12. [Figure 388] 10 is a flowchart showing a process for setting a presentation pattern for a low frequency support mode. [Figure 389] 10 is a flowchart showing the effect pattern setting process for high frequency support mode A. [Figure 390] This is an explanatory diagram that explains the presentation pattern in the first starting slot game in high frequency support mode A. [Figure 391] This is an explanatory diagram explaining the continuous effects in the first starting slot game in high frequency support mode A. [Figure 392] This is an explanatory diagram explaining the presentation pattern in the second starting port game in high frequency support mode A. [Figure 393] 10 is a flowchart showing the effect pattern setting process for high frequency support mode B. [Figure 394] FIG. 13 is a perspective view of a pachinko machine according to an eighth embodiment. [Figure 395] FIG. 2 is a rear view of the pachinko machine. [Figure 396] FIG. [Figure 397] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 398] FIG. 10 is an explanatory diagram showing the V acquisition challenge mechanism. [Figure 399] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 400] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 401] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 402] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 403] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 404] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 405] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 406] 10 is a timing chart for explaining a first opening / closing scenario. [Figure 407] An explanatory diagram showing the movement of the game ball in the V acquisition challenge mechanism. [Figure 408] An explanatory diagram showing the movement of the game ball in the V acquisition challenge mechanism. [Figure 409] An explanatory diagram showing the movement of the game ball in the V acquisition challenge mechanism. [Figure 410] 10 is a timing chart for explaining a second opening / closing scenario. [Figure 411] 10 is a timing chart for explaining a third opening / closing scenario. [Figure 412] 10 is a flowchart showing a timer interrupt process. [Figure 413] This is a flowchart showing the ball entry processing for the starting hole. [Figure 414] 10 is a flowchart showing a destination determination process. [Figure 415] 10 is a flowchart showing a through ball entry process. [Figure 416] 10 is a flowchart showing a normal process. [Figure 417] 10 is a flowchart showing a game play control process. [Figure 418] 10 is a flowchart showing a data setting process. [Fig. 419] 10 is a flowchart showing a fluctuation start process. [Figure 420] 10 is a flowchart showing a hit determination process. [Figure 421] 10 is a flowchart showing a variable time setting process. [Figure 422] 10 is a flowchart showing a game state transition process. [Figure 423] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 424]10 is a flowchart showing a shutter opening / closing process. [Figure 425] A flowchart showing the V prize determination process. [Figure 426] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 427] 10 is a flowchart showing processing for electric utility support. [Figure 428] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 429] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 430] 10 is a flowchart showing a command response process. [Figure 431] 10 is a flowchart showing a pending command response process. [Figure 432] 10 is a flowchart showing an update process when a ball goes in. [Figure 433] 10 is a flowchart showing the game play presentation setting process. [Fig. 434] 10 is a flowchart showing a performance pattern setting process. [Figure 435] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 436] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 437] 10 is a flowchart showing a command interrupt process. [Fig. 438] 10 is a flowchart showing a V interrupt process. [Figure 439] FIG. 10 is an explanatory diagram showing a delay unit provided in a pachinko machine of modified example 2. [Fig. 440] An explanatory diagram showing a variable winning device provided in a pachinko machine of variant example 19. [Figure 441] FIG. 23 is an explanatory diagram showing the contents of a distribution table in Modification 22. [Figure 442] FIG. 13 is a perspective view of a pachinko machine according to a ninth embodiment. [Figure 443] FIG. 2 is a rear view of the pachinko machine. [Figure 444] FIG. [Figure 445] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 446] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 447] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 448] An explanatory diagram showing the contents of the win / loss table. [Figure 449] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 450] An explanatory diagram showing the contents of a drop-off lottery win / loss table used when conducting a drop-off lottery. [Figure 451] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 452] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 453] This is a timing chart that explains the processing that is performed when a player wins the drop-out lottery in a game after the guaranteed number of games has been played. [Figure 454] 10 is an explanatory diagram illustrating the display surface of the symbol display device when a battle effect or a result announcement effect is being executed. FIG. [Figure 455] 10 is an explanatory diagram showing an example of a battle effect and a result notification effect. FIG. [Figure 456] 10 is a timing chart illustrating the processing performed when a jackpot is won in a winning lottery in a pachinko machine of Comparative Example 1 after the guaranteed number of plays has been reached. [Figure 457] 13 is a timing chart illustrating the processing when a jackpot is won in a winning lottery in a pachinko machine according to the ninth embodiment after the guaranteed number of plays has been reached. [Figure 458] An explanatory diagram showing the game status judgment values ​​for each flag value of the high probability mode flag, the high frequency support mode flag, and the fall flag. [Fig. 459] 13 is a timing chart illustrating the processing procedure for the number of games played after the guaranteed number of games has been reached in the pachinko machine of the ninth embodiment. [Figure 460] 10 is a flowchart showing a timer interrupt process. [Figure 461] This is a flowchart showing the ball entry processing for the starting hole. [Figure 462] 10 is a flowchart showing a destination determination process. [Figure 463] 10 is a flowchart showing a through ball entry process. [Fig. 464] 10 is a flowchart showing a normal process. [Figure 465] 10 is a flowchart showing a game play control process. [Figure 466] 10 is a flowchart showing a fluctuation start process. [Figure 467] 10 is a flowchart showing a hold information shift process. [Fig. 468] 10 is a flowchart showing a fall determination process. [Figure 469] 10 is a flowchart showing a hit determination process. [Figure 470] 10 is a flowchart showing a gaming state determination process. [Figure 471] 10 is a flowchart showing a variable time setting process. [Figure 472] 10 is a flowchart showing a variable time setting process for a low probability and low frequency state. [Fig. 473] 10 is a flowchart showing a variable time setting process for a low probability, high frequency state. [Fig. 474] 10 is a flowchart showing a variable time setting process for a high probability and high frequency state. [Figure 475] 10 is a flowchart showing a variable time setting process for a low probability / high frequency of fall state. [Figure 476] 10 is a flowchart showing a variable time setting process for a low fall probability and low frequency state. [Figure 477] 10 is a flowchart showing a fluctuation end process. [Figure 478] 10 is a flowchart showing a game state transition process. [Figure 479] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 480] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 481] 10 is a flowchart showing processing for electric utility support. [Figure 482] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 483] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 484] 10 is a flowchart showing processing for game play presentation. [Figure 485] 10 is a flowchart showing the game play presentation setting process. [Figure 486] 10 is a flowchart showing a performance pattern setting process. [Figure 487] 10 is a flowchart showing a process for setting a presentation pattern for a low probability, low frequency state. [Figure 488] 10 is a flowchart showing a process for setting a presentation pattern for a low probability, high frequency state. [Figure 489] 10 is a flowchart showing the effect pattern setting process for a high probability and high frequency state. [Figure 490] 10 is a flowchart showing a process for setting a presentation pattern for a low probability, high frequency state of falling. [Figure 491] 10 is a flowchart showing a process for setting a presentation pattern for a low probability and low frequency state of falling. [Figure 492] 10 is a flowchart showing the processing for executing game play presentations. [Figure 493] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 494] 10 is a flowchart showing a command interrupt process. [Figure 495] 10 is a flowchart showing a V interrupt process. [Figure 496]10 is a timing chart illustrating the processing procedure for the number of games played after the guaranteed number of games has been reached in the pachinko machine of the first modified example. [Figure 497] 10 is a flowchart showing a fluctuation start process. [Figure 498] 10 is a flowchart showing a hit determination process. [Figure 499] 10 is a flowchart showing a gaming state determination process. [Figure 500] 20 is a flowchart showing a hit determination process in Modification 16. [Figure 501] 10 is a flowchart showing a gaming state determination process. [Figure 502] 10 is a flowchart showing a variable time setting process. [Figure 503] 10 is a flowchart showing a variable time setting process for a high-probability, low-frequency state. [Figure 504] 10 is a flowchart showing a performance pattern setting process. [Figure 505] 10 is a flowchart showing a process for setting an effect pattern for a high probability, low frequency state. [Figure 506] 16 is a flowchart showing the game play presentation setting process in variant example 18. [Figure 507] 10 is a flowchart showing a performance pattern setting process. [Figure 508] 10 is a flowchart showing the process of setting a presentation pattern for a high probability, low frequency state during a latent probability change. [Figure 509] 10 is a flowchart showing the process of setting a presentation pattern for a high probability, low frequency state when the support mode is simulated. [Figure 510] FIG. 13 is a perspective view of a pachinko gaming machine according to a ninth embodiment. [Figure 511] FIG. 2 is a rear view of the pachinko machine 10. [Figure 512] FIG. 2 is a front view of the game board 30. [Figure 513] 4 is an explanatory diagram showing a liquid crystal design and a display surface 41a. FIG. [Figure 514] 1 is a block diagram showing the electrical configuration of a pachinko machine 10. FIG. [Figure 515] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 516] An explanatory diagram showing the contents of the win / loss table. [Figure 517] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 518] An explanatory diagram showing the contents of a win / loss table for a drop lottery. [Figure 519] An explanatory diagram showing the contents of a winning / losing table for the lottery to open electric gimmicks. [Figure 520] 2 is a block diagram showing the electrical configuration of the audio and light emission control device 90 and the display control device 100. FIG. [Figure 521] 10 is a time chart illustrating an outline of the process (case 1). [Figure 522] This is an explanatory diagram illustrating an example of a fall-back jackpot presentation. [Figure 523] This is an explanatory diagram illustrating an example of a fall-back pull-back most advantageous jackpot opening presentation. [Figure 524] 10 is a time chart illustrating an outline of the process (Case 2). [Figure 525] 10 is a time chart illustrating an outline of the process (Case 3). [Figure 526] 10 is a flowchart showing a timer interrupt process. [Figure 527] This is a flowchart showing the ball entry processing for the starting hole. [Figure 528] 10 is a flowchart showing a destination determination process. [Figure 529] 10 is a flowchart showing a through ball entry process. [Fig. 530] 10 is a flowchart showing a normal process. [Figure 531] 10 is a flowchart showing a game play control process. [Fig. 532] 10 is a flowchart showing a fluctuation start process. [Figure 533] 10 is a flowchart showing a hold information shift process. [Fig. 534]10 is a flowchart showing a fall determination process. [Fig. 535] 10 is a flowchart showing a hit determination process. [Fig. 536] 10 is a flowchart showing a gaming state determination process. [Figure 537] FIG. 10 is an explanatory diagram illustrating the details of the game state determination value. [Figure 538] 10 is a flowchart showing a variable time setting process. [Fig. 539] 10 is a flowchart showing a variable time setting process for a low probability and low frequency state. [Fig. 540] 10 is a flowchart showing a variable time setting process for a low probability, high frequency state. [Figure 541] 10 is a flowchart showing a variable time setting process for a high probability and high frequency state. [Fig. 542] 10 is a flowchart showing a variable time setting process for a low probability / high frequency of fall state. [Figure 543] 10 is a flowchart showing a variable time setting process for a low fall probability and low frequency state. [Fig. 544] 10 is a flowchart showing a fluctuation end process. [Figure 545] 10 is a flowchart showing a game state transition process. [Figure 546] 10 is a flowchart showing an opening time setting process. [Figure 547] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 548] 10 is a flowchart showing a transition process at the end of an ending period. [Fig. 549] 10 is a flowchart showing processing for electric utility support. [Fig. 550] 10 is a flowchart showing an electric utility switching process. [Figure 551] 10 is a flowchart showing a timer interrupt process executed in the sound and light side MPU 92. [Figure 552] 10 is a flowchart showing processing for game play presentation. [Figure 553]10 is a flowchart showing a performance pattern setting process. [Figure 554] 10 is a flowchart showing a process for setting a presentation pattern for a low probability, low frequency state. [Figure 555] 10 is a flowchart showing a process for setting a presentation pattern for a low probability, high frequency state. [Figure 556] 10 is a flowchart showing the effect pattern setting process for a high probability and high frequency state. [Figure 557] 10 is a flowchart showing a process for setting a presentation pattern for a low probability, high frequency state of falling. [Figure 558] 10 is a flowchart showing a process for setting a presentation pattern for a low probability and low frequency state of falling. [Figure 559] 10 is a flowchart showing an opening / closing execution mode effect setting process. [Fig. 560] 10 is a flowchart showing an opening effect process. [Fig. 561] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Fig. 562] 10 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Fig. 563] 10 is a flowchart showing V interrupt processing executed in the MPU 102 of the display control device 100. [Fig. 564] FIG. 20 is an explanatory diagram illustrating a modified example 10. [Figure 565] FIG. 19 is a perspective view of a pachinko machine according to an eleventh embodiment. [Fig. 566] FIG. 2 is a rear view of the pachinko machine. [Fig. 567] FIG. [Fig. 568] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Fig. 569] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 570] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 571] An explanatory diagram showing the contents of the win / loss table for low probability mode. [Figure 572] An explanatory diagram showing the contents of the win / loss table for the high probability mode. [Figure 573] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 574] An explanatory diagram showing the contents of a win / loss table for reach determination. [Figure 575] An explanatory diagram showing the contents of a win / loss table for the lottery to open electric gimmicks. [Fig. 576] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 577] FIG. 4 is an explanatory diagram illustrating an example of a setting information display unit. [Figure 578] FIG. 10 is an explanatory diagram showing the ending effect displayed on the pattern display device. [Figure 579] FIG. 10 is an explanatory diagram showing the correspondence relationship for the first time failure. [Fig. 580] An explanatory diagram showing the correspondence relationship for the first normal reach. [Figure 581] An explanatory diagram showing the correspondence relationship for the first super reach. [Fig. 582] An explanatory diagram showing an example of an ending presentation including a setting suggestion presentation. [Fig. 583] 10 is a flowchart showing a timer interrupt process. [Fig. 584] This is a flowchart showing the ball entry processing for the starting hole. [Figure 585] 10 is a flowchart showing a destination determination process. [Fig. 586] 10 is a flowchart showing a through ball entry process. [Figure 587] 10 is a flowchart showing a normal process. [Figure 588] 10 is a flowchart showing a setting change process. [Figure 589] 10 is a flowchart showing a game play control process. [Fig. 590] 10 is a flowchart showing a fluctuation start process. [Fig. 591] 10 is a flowchart showing a hold information shift process. [Fig. 592] 10 is a flowchart showing a hit determination process. [Fig. 593] 10 is a flowchart showing a variable time setting process. [Fig. 594] 10 is a flowchart showing a fluctuation end process. [Fig. 595] 10 is a flowchart showing a game state transition process. [Fig. 596] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 597] 10 is a flowchart showing a transition process at the end of an ending period. [Fig. 598] 10 is a flowchart showing processing for electric utility support. [Figure 599] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 600] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 601] 10 is a flowchart showing a command response process. [Figure 602] 10 is a flowchart showing a pending command response process. [Figure 603] 10 is a flowchart showing an update process when a ball goes in. [Figure 604] 10 is a flowchart showing the game play presentation setting process. [Figure 605] 10 is a flowchart showing a performance pattern setting process. [Figure 606] 10 is a flowchart showing a reach effect pattern setting process. [Figure 607] FIG. 10 is an explanatory diagram showing the contents of a reach allocation table. [Figure 608] This is a flowchart showing the process for setting a presentation pattern for a normal jackpot. [Figure 609] This is a flowchart showing the process for setting a presentation pattern for a special jackpot. [Figure 610]10 is a flowchart showing a process for setting a performance pattern for when a winning combination is lost. [Figure 611] 10 is a flowchart showing an ending effect setting process. [Figure 612] This is an explanatory diagram showing a group of setting suggestion success / failure tables for when you miss the first time. [Figure 613] An explanatory diagram showing a group of setting suggestion success / failure tables for the first normal reach. [Figure 614] This is an explanatory diagram showing a group of setting suggestion success / failure tables for the first super reach. [Figure 615] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 616] 10 is a flowchart showing a command interrupt process. [Figure 617] 10 is a flowchart showing a V interrupt process. [Figure 618] 10 is a flowchart showing a reach-time effect pattern setting process in Modification 1. [Figure 619] 10 is a flowchart showing a process for referring to a performance pattern table for a normal reach; [Figure 620] 10 is a flowchart showing the process of referring to the effect pattern table for super reach. [Figure 621] This is a flowchart showing the process for setting a presentation pattern for a normal jackpot. [Figure 622] This is a flowchart showing the process of referencing the presentation pattern table for normal reaches and regular jackpots. [Figure 623] This is a flowchart showing the process of referencing the performance pattern table for super reach and normal jackpots. [Figure 624] This is a flowchart showing the process for setting a presentation pattern for a special jackpot. [Figure 625] This is a flowchart showing the process of referring to the presentation pattern table for normal reach and special jackpots. [Figure 626] This is a flowchart showing the process of referencing the performance pattern table for super reach and special jackpots. [Figure 627] 10 is a flowchart showing a process for setting a performance pattern for when a winning combination is lost. [Figure 628] 10 is a flowchart showing a process for referring to a performance pattern table for when a winning combination is lost. [Figure 629] 10 is a flowchart showing an ending effect setting process. [Figure 630] FIG. 10 is a front view of a game board provided in a pachinko machine of modified example 2. [Figure 631] FIG. 10 is an explanatory diagram showing how the distribution mechanism distributes game balls. [Figure 632] 10 is a flowchart showing an update process when a ball goes in. [Figure 633] 10 is a flowchart showing a reach effect pattern setting process. [Figure 634] This is a flowchart showing the process for setting a presentation pattern for a normal jackpot. [Figure 635] This is a flowchart showing the process for setting a presentation pattern for a special jackpot. [Figure 636] 10 is a flowchart showing a process for setting a performance pattern for when a winning combination is lost. [Figure 637] 10 is a flowchart showing an ending effect setting process. [Figure 638] This is an explanatory diagram showing a group of setting suggestion success / failure tables for the first variation of the first pattern. [Figure 639] An explanatory diagram showing a group of setting suggestion success / failure tables for the first variation of the second pattern. [Figure 640] FIG. 13 is an explanatory diagram showing the contents of an allocation table for appearance probability lottery in Modification 4. [Figure 641] 10 is a flowchart showing an ending effect setting process. [Figure 642] FIG. 10 is an explanatory diagram showing the contents of an allocation table for appearance period lottery. [Figure 643] 13 is a flowchart showing an ending effect setting process in Modification 6. [Figure 644] This is an explanatory diagram showing the contents of the setting suggestion correct / incorrect table for the first time incorrect. [Figure 645] This is an explanatory diagram showing the contents of the setting suggestion success / failure table for the first normal reach. [Figure 646] This is an explanatory diagram showing the contents of the setting suggestion success / failure table for the first super reach. [Figure 647] FIG. 22 is a perspective view of a pachinko machine according to a twelfth embodiment. [Figure 648] FIG. 2 is a rear view of the pachinko machine. [Figure 649] FIG. [Figure 650] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 651] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 652] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 653] An explanatory diagram showing the contents of the win / loss table. [Figure 654] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 655] An explanatory diagram showing the contents of a drop-off lottery win / loss table used when conducting a drop-off lottery. [Figure 656] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 657] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 658] This is a timing chart that explains an example of the processing that is performed when a player wins the drop lottery in a game before the guaranteed number of games is reached. [Figure 659] 10 is a timing chart illustrating an example of processing when a jackpot is won in a winning lottery in a game before the guaranteed number of games is reached. [Figure 660] This is a timing chart that explains an example of the processing that is performed when a player does not win the drop lottery and does not win the jackpot in the winning lottery in a play round before the guaranteed number of plays is reached, and it is determined that a reach will occur in the reach determination. [Figure 661] 10 is an explanatory diagram showing the display surface of the symbol display device when a battle effect or a result announcement effect is being executed. FIG. [Figure 662] FIG. 10 is an explanatory diagram illustrating an example of a battle effect. [Figure 663] FIG. 10 is an explanatory diagram illustrating an example of a result announcement effect executed after a battle effect. [Figure 664] This is a timing chart that explains an example of the processing that is performed when a player wins the drop lottery in a game after the guaranteed number of games has been reached. [Figure 665] This is a timing chart that explains the processing that is performed when, in a pachinko machine of Comparative Example 1, a player does not win the drop lottery but wins the jackpot in the winning lottery in a play round after the guaranteed number of plays has been reached. [Figure 666] This is a timing chart that explains the processing in the pachinko machine of Comparative Example 2 when, in a play after the guaranteed number of plays has been reached, the player does not win the fall lottery but wins the jackpot in the win lottery. [Figure 667] This is a timing chart explaining an example of the processing when, in a play after the guaranteed number of plays has been reached, the player does not win the drop lottery, wins a jackpot in the win lottery, and also wins the first drop mode in the mode selection lottery. [Figure 668] This is a timing chart that explains an example of the processing when, in a play after the guaranteed number of plays has been reached, a player does not win the drop-out lottery, wins a jackpot in the win lottery, and also wins the late drop mode in the mode selection lottery. [Figure 669] This is a timing chart that explains an example of the processing that is performed when, in a play after the guaranteed number of plays has been reached, the player does not win the fall lottery, does not win the jackpot in the win lottery, and it is determined that a reach will occur in the reach determination. [Figure 670] 10 is a flowchart showing a timer interrupt process. [Figure 671] This is a flowchart showing the ball entry processing for the starting hole. [Figure 672] 10 is a flowchart showing a destination determination process. [Figure 673]10 is a flowchart showing a through ball entry process. [Figure 674] 10 is a flowchart showing a normal process. [Figure 675] 10 is a flowchart showing a game play control process. [Figure 676] 10 is a flowchart showing a fluctuation start process. [Figure 677] 10 is a flowchart showing a hold information shift process. [Figure 678] 10 is a flowchart showing a gaming state determination process. [Figure 679] 10 is a flowchart showing a fall determination process. [Figure 680] 10 is a flowchart showing a hit determination process. [Figure 681] 10 is a flowchart showing a variable time setting process. [Figure 682] 10 is a flowchart showing a variable time setting process before the guaranteed number of games. [Figure 683] 10 is a flowchart showing a variable time setting process after the guaranteed number of games. [Figure 684] 10 is a flowchart showing a fluctuation end process. [Figure 685] 10 is a flowchart showing a game state transition process. [Figure 686] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 687] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 688] 10 is a flowchart showing processing for electric utility support. [Figure 689] 10 is a flowchart showing an electric utility opening / closing control process. [Fig. 690] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 691] 10 is a flowchart showing processing for game play presentation. [Figure 692] 10 is a flowchart showing the game play presentation setting process. [Figure 693]10 is a flowchart showing a performance pattern setting process. [Figure 694] 10 is a flowchart showing a process for setting an effect pattern before the guaranteed number of games. [Figure 695] 10 is a flowchart showing the process of setting an effect pattern after the guaranteed number of games has been played. [Figure 696] 10 is a flowchart showing the processing for executing game play presentations. [Figure 697] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 698] 10 is a flowchart showing a command interrupt process. [Figure 699] 10 is a flowchart showing a V interrupt process. [Figure 700] An explanatory diagram showing the contents of a win / loss table for a high probability mode provided in a pachinko machine of variant example 1. [Figure 701] FIG. 10 is an explanatory diagram showing the contents of a mode selection table provided in a pachinko machine according to a second modified example. [Figure 702] FIG. 22 is a perspective view of a pachinko machine according to the thirteenth embodiment. [Fig. 703] FIG. [Fig. 704] 1 is an explanatory diagram showing the decorative pattern displayed in a variable manner on a pattern display device and the display surface of the pattern display device. [Figure 705] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 706] This is an explanatory diagram showing the contents of various counters used in special lotteries, regular lotteries, etc. [Fig. 707] An explanatory diagram showing the contents of the special drawing pass / fail determination table. [Fig. 708] An explanatory diagram showing the contents of the special chart type determination table. [Figure 709] An explanatory diagram showing the contents of the special line opening / closing scenario selection table. [Fig. 710] An explanatory diagram showing the contents of the general drawing pass / fail determination table. [Figure 711] An explanatory diagram showing the contents of a general map type determination table. [Fig. 712] FIG. 10 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Fig. 713] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Fig. 714] 22 is a timing chart showing an example of the flow of processing executed in a pachinko machine of the thirteenth embodiment. [Fig. 715] FIG. 20 is an explanatory diagram showing an example of a presentation executed in the pachinko machine of the thirteenth embodiment. [Fig. 716] FIG. 20 is an explanatory diagram showing an example of a presentation executed in the pachinko machine of the thirteenth embodiment. [Fig. 717] 10 is a flowchart showing a timer interrupt process. [Fig. 718] This is a flowchart showing the ball entry process for a normal starting gate. [Fig. 719] This is a flowchart showing the ball entry processing for the special starting hole. [Fig. 720] A flowchart showing the ball entry processing for the V entry port. [Fig. 721] 10 is a flowchart showing a normal process. [Fig. 722] 10 is a flowchart showing a normal symbol control process. [Fig. 723] This is a flowchart showing the normal pattern change start processing. [Fig. 724] 10 is a flowchart showing a normal variable time setting process. [Fig. 725] This is a flowchart showing the normal pattern variation stop processing. [Fig. 726] 10 is a flowchart showing the normal electric device control process. [Fig. 727] 10 is a flowchart showing a normal power switching process. [Fig. 728] 10 is a flowchart showing a special symbol control process. [Fig. 729] 10 is a flowchart showing the special pattern variation start processing. [Fig. 730]10 is a flowchart showing a special chart variation time setting process. [Fig. 731] 10 is a flowchart showing the special symbol variation stop processing. [Fig. 732] 10 is a flowchart showing the special electric device control process. [Fig. 733] 10 is a flowchart showing a special line opening and closing process. [Fig. 734] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 735] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Fig. 736] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Fig. 737] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Fig. 738] FIG. 22 is an explanatory diagram illustrating an example of a presentation executed in a pachinko machine according to a modified example of the thirteenth embodiment. [Fig. 739] FIG. 22 is an explanatory diagram illustrating an example of a presentation executed in a pachinko machine according to a modified example of the thirteenth embodiment. [Fig. 740] FIG. 22 is a perspective view of a pachinko gaming machine according to a fourteenth embodiment of the present invention. [Fig. 741] FIG. 2 is a rear view of the pachinko machine 10. [Fig. 742] FIG. 2 is a front view of the game board 30. [Fig. 743] An explanatory diagram explaining the delay mechanism 202 and the V winning mechanism 210. [Fig. 744] 1 is an explanatory diagram showing the liquid crystal pattern and the display surface 41a that are variably displayed on the pattern display device 41. FIG. [Fig. 745] 1 is a block diagram showing the electrical configuration of a pachinko machine 10. FIG. [Fig. 746] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Fig. 747] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 748] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 749] An explanatory diagram showing the contents of the distribution table for the first starting port. [Fig. 750] An explanatory diagram showing the contents of the distribution table for the second starting port. [Fig. 751] This is an explanatory diagram explaining the types of jackpots that are determined when a gaming ball enters a V winning slot (first V winning slot V1, second V winning slot V2). [Fig. 752] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Fig. 753] 1 is a block diagram mainly showing the electrical configuration of an audio and light emission control device 90 and a display control device 100. FIG. [Fig. 754] 1 is an explanatory diagram illustrating the flow of a game in the pachinko machine 10 of this embodiment. [Fig. 755] An explanatory diagram showing an example of a specific suggestion effect. [Fig. 756] 10 is a flowchart showing an overview of the process for setting the effects in a game round (also called the game round effect setting process). [Fig. 757] 10 is a flowchart showing a timer interrupt process. [Fig. 758] This is a flowchart showing the ball entry processing for the starting hole. [Fig. 759] 10 is a flowchart showing a destination determination process. [Fig. 760] 10 is a flowchart showing a through ball entry process. [Fig. 761] A flowchart showing the ball entry processing for the V entry port. [Fig. 762] 10 is a flowchart showing a normal process. [Fig. 763] 10 is a flowchart showing a game play control process. [Fig. 764] 10 is a flowchart showing a fluctuation start process. [Fig. 765] 10 is a flowchart showing a hold information shift process. [Fig. 766]10 is a flowchart showing a hit determination process. [Fig. 767] 10 is a flowchart showing a variable time setting process. [Fig. 768] 10 is a flowchart showing a fluctuation end process. [Fig. 769] 10 is a flowchart showing a game state transition process. [Fig. 770] 10 is a flowchart showing an opening / closing scenario setting process. [Fig. 771] 10 is a flowchart showing the process of opening and closing the large prize opening. [Fig. 772] 10 is a flowchart showing a transition process at the end of an ending period. [Fig. 773] 10 is a flowchart showing processing for electric utility support. [Fig. 774] 10 is a flowchart showing an electric utility switching process. [Fig. 775] 10 is a flowchart showing a timer interrupt process executed in the sound and light side MPU 92. [Fig. 776] 10 is a flowchart showing processing for game play presentation. [Fig. 777] 10 is a flowchart showing a game play presentation pattern setting process. [Fig. 778] 10 is a flowchart showing a game ball circulation pattern detection process. [Fig. 779] An explanatory diagram explaining the game ball number count memory area. [Fig. 780] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Fig. 781] 10 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Fig. 782] 10 is a flowchart showing V interrupt processing executed in the MPU 102 of the display control device 100. [Fig. 783] This is an explanatory diagram that explains the specific suggestion effect that drives the driving role. [Fig. 784] FIG. 4 is an explanatory diagram showing an example of the arrangement position of a detection sensor. [Fig. 785] FIG. 10 is an explanatory diagram showing an example of Modification 5. [Fig. 786] FIG. 13 is an explanatory diagram showing an example of Modification 6. [Fig. 787] FIG. 13 is an explanatory diagram showing an example of Modification 7. DETAILED DESCRIPTION OF THE INVENTION

[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. {A} First embodiment (mainly corresponds to feature group aA to feature group aK in {Z} below): {B} Second embodiment (mainly corresponds to the feature bA group to the feature bN group in {Z} below): {C} Third embodiment (mainly corresponds to feature group cA to feature group cG in {Z} below): {D} Fourth embodiment (mainly corresponds to the feature group dA to feature group dG in {Z} below): {E} Fifth embodiment (mainly corresponds to feature group eA to feature group eG in {Z} below): <F> Sixth embodiment (mainly corresponds to the feature group fA to feature group fF in <Z> below): {G} Seventh embodiment (mainly corresponds to the feature group gA to feature group gP in {Z} below): {H} Eighth embodiment (mainly corresponds to the feature group hA to feature group hF in {Z} below): Ninth embodiment (mainly corresponds to feature iA group to feature iH group in <Z> below): {J} Tenth embodiment (mainly corresponds to the feature jA group to the feature jO group in {Z} below): {K} Eleventh embodiment (mainly corresponds to the feature kA group to the feature kW group in {Z} below): {L} Twelfth embodiment (mainly corresponds to feature group lA to feature group lH in {Z} below): {M} Thirteenth embodiment (mainly corresponds to the feature mA group to feature mR group in {Z} below): <N> Fourteenth embodiment (mainly corresponds to the feature nA group to feature nN group in <Z> below): 《Y》Application to other structures: <Z> Regarding the feature group extracted from the above embodiments:

[0011] First embodiment α: A1: Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko machine 10 according to a first embodiment α. The pachinko machine 10 includes a wooden outer frame 11 assembled into a generally rectangular shape. When the pachinko machine 10 is installed in a gaming hall, the outer frame 11 is fixed to the gaming hall's installation. 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 to the outer frame 11 by a metal hinge 15. The front door frame 14 is rotatably supported to the inner frame 13 by a metal hinge 16. Control devices for controlling the pachinko machine main body 12, such as a main control device, an audio / light-emitting control device, and a display control device, are disposed on the back of the inner frame 13. Details of these control devices will be described later. The pachinko machine 10 also includes a cylinder lock 17. The cylinder lock 17 has the function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and the 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 components and decorative illumination components for decorating the pachinko machine 10 are provided around the window 18 of the front door frame 14. The decorative illumination components are composed of light-emitting means consisting of various lamps such as LEDs. The light-emitting means serves to enhance the presentation effect by lighting up or flashing when a winning lottery, a jackpot, or a reach occurs, etc., performed by the pachinko machine 10. A glass unit 19 consisting of two sheets of glass is disposed 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, which will be described later, is removably 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 loaned balls loaned from a loaner 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 player operating the operating handle 25, 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 is formed in the bottom surface of the lower tray 21 for discharging the game balls stored in the lower tray 21. A lever 23 is provided below the outlet 22, and the player can switch between a closed state and an open state of the outlet 22 by operating the lever 23. When the player operates the lever 23 to open the outlet 22, the game balls fall from the outlet 22 and are discharged from the lower tray 21 to the outside.

[0014] A performance operation button 24 is provided as an operation receiving means 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 game performances 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] Furthermore, an operating handle 25 for the player to operate is provided on the right side of the front door frame 14 as viewed from the front. When the player operates (rotates) the operating handle 25, gaming balls are launched from the gaming ball launching mechanism toward the front of the gaming board in response to the operation. Inside the operating handle 25, there are provided a touch sensor 25a for permitting the operation of the gaming ball launching mechanism, a wait button 25b that is pressed by the player to stop the launching of gaming balls by the gaming ball launching mechanism, and a variable resistor 25c that detects the amount of rotation of the operating handle 25 by a change in electrical resistance. When the player grips the operating handle 25, the touch sensor 25a is turned on. When the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation, and gaming balls are launched from the gaming ball launching mechanism toward the front of the gaming board with a strength corresponding to the resistance value of the variable resistor 25c.

[0016] In addition, 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 as viewed from the front. When the game ball launch button 26 is operated by the player, a game ball is launched toward the front of the game board with a predetermined launch strength, regardless of the amount of rotation of the control handle 25 by the player. Specifically, when the player operates the game ball launch button 26, the game ball is launched toward the front of the game board with the same launch strength as when the control handle 25 is rotated to the maximum. In this embodiment, when a game ball is launched by operating the game ball launch button 26, the game ball flows toward the right side of the game board as viewed from the front and flows down the right side of the game board. In other words, by operating the game ball launch button 26, the player can perform a so-called "right hit." Note that in the pachinko machine 10 of this embodiment, when the game ball launch button 26 is operated, the game ball is launched toward the game board provided that the touch sensor 25a is on. In other words, the player can turn on at least the touch sensor 25a by gripping the operating handle 25, and then operate the game ball launch button 26, thereby realizing the launch of a game ball triggered by the operation of the game ball launch button 26.

[0017] In this embodiment, the game ball launch button 26 is configured to be located on the left side of the periphery of the upper tray 20 when viewed from the front, but the game ball launch button 26 may be located in another position. For example, the game ball launch button 26 may be located inside (on the periphery of) the operating handle 25, similar to the weight button 25b. This allows the player to operate the operating handle 25, the weight button 25b, and the game ball launch button 26 with only the right hand.

[0018] FIG. 2 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 its front surface. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a portion 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. 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. A plurality of nails 42 are planted in the game area PA approximately perpendicular to the game board 30, and various devices such as windmills are also arranged. These nails 42 and windmills disperse and organize the falling direction of the game balls flowing down the game area PA.

[0019] The gaming board 30 is provided with a general winning port 32, a first starting port 33, a second starting port 34, a through gate 35, a type determination gate 202, and a variable winning device 36. The gaming board 30 is also provided with a V winning mechanism 210. The gaming board 30 is further provided with a variable display unit 40 and a main display section 45. The main display section 45 has a special symbol unit 37, a general symbol unit 38, and a round display section 39.

[0020] The general winning openings 32 are openings through which game balls 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, 10 game balls are paid out from the payout device 71 as prize balls.

[0021] The first starting hole 33 is an entrance into which a gaming ball can enter. The first starting hole 33 is provided at the lower center of the gaming board 30. In this embodiment, when a gaming ball enters the first starting hole 33, three gaming balls are paid out as prize balls, and a winning lottery, which will be described later, is executed.

[0022] The second starting hole 34 is an entrance into which game balls 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.

[0023] 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 device 34a. Specifically, when a gaming ball passes through the through gate 35, the main control device 60 uses the passing as an opportunity to conduct an internal lottery (electric role device opening lottery). If the result of the internal lottery is a winning entry for the electric role device opening, the electric role device 34a transitions to an electric role opening state in which it is opened in a predetermined manner. Since the through gate 35 is located upstream of the second start opening 34 in the flow direction of the gaming ball, the gaming ball that passes through the through gate 35 can flow down the game area PA after passing through and enter the second start opening 34. Note that in this embodiment, even if a gaming ball passes through the through gate 35, no prize balls are paid out.

[0024] The variable winning device 36 is equipped with a first large winning opening 36a that leads to the back side of the gaming board 30, and a first opening / closing door 36b that opens and closes the first large winning opening 36a. The first opening / closing door 36b is normally in a closed state so that a gaming ball cannot enter the first large winning opening 36a. When a gaming ball enters the first starting opening 33 or the second starting opening 34, the main control device 60 executes a winning lottery (internal lottery). If the winning lottery results in a big win or a small win, the pachinko machine 10 transitions to an opening / closing execution mode. The opening / closing execution mode is a mode that executes opening and closing processes for the first opening / closing door 36b of the variable winning device 36 and the second opening / closing door 213 provided in the V winning mechanism 210, which will be described later. Specifically, when the first opening / closing door 36b of the variable winning device 36 shifts to the opening / closing execution mode, it transitions from a closed state in which game balls cannot enter to an open state in which game balls can enter, and then transitions back to the closed state after a predetermined condition is satisfied. In this embodiment, when a game ball enters the first large winning opening 36a of the variable winning device 36, 15 game balls are paid out by the payout device 71 as prize balls.

[0025] The type determination gate 202 is a ball entry port used to determine the type of jackpot when a jackpot is won as a result of a winning lottery. Specifically, when a jackpot is won in a winning lottery in a predetermined game round and the game round ends, the open / close execution mode is initiated. In the pachinko machine 10 of this embodiment, when the open / close execution mode is initiated, an effect (right-hit suggestion effect) is executed to guide the player to shoot the game ball toward the right side of the game board 30. When the player operates the operation handle 25 in accordance with the right-hit suggestion effect to shoot the game ball toward the right side of the game board 30, and the game ball enters the type determination gate 202, the main control device 60 executes a type determination process to determine the type of jackpot, triggered by the game ball entering the type determination gate 202. The type of jackpot is then determined by the type determination process. The type determination process executed by the main control device 60 and the jackpot types set in the pachinko machine 10 will be described later.

[0026] An outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the various ball inlets are discharged from the game area PA through the outlet 43.

[0027] The special symbol unit 37 includes a first symbol display unit 37a and a second symbol display unit 37b. The first symbol display unit 37a and the second symbol display unit 37b are each configured by a segment display in which a plurality of segment light emitting units are arranged in a predetermined manner.

[0028] The first symbol display unit 37a is a display unit for displaying a first symbol. The first symbol refers to a symbol that is displayed in a variable or static manner 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 held, the first symbol display unit 37a causes the segment display to display a variable or predetermined first symbol as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the first symbol display unit 37a causes the segment display to display a static first symbol corresponding to the lottery result. Hereinafter, a game run in which a winning lottery is held in response to a game ball entering the first starting hole 33 is also referred to as a game run for the first starting hole.

[0029] The second symbol display unit 37b is a display unit for displaying a second symbol. The second symbol refers to a symbol that is displayed variably or statically 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 held, the second symbol display unit 37b causes the segment display to display a variable or predetermined second symbol as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the second symbol display unit 37b causes the segment display to display a static second symbol corresponding to the lottery result. Hereinafter, a game run in which a winning lottery is held triggered by a game ball entering the second starting hole 34 is also referred to as a game run for the second starting hole.

[0030] Here, 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 change until it is displayed still is also referred to as the change time. Specifically, the time from when the first symbol displayed on the first symbol display section 37a starts to change until it is displayed still is also referred to as the first change time, and the time from when the second symbol displayed on the second symbol display section 37b starts to change until it is displayed still is also referred to as the second change time.

[0031] The special symbol unit 37 further includes a first pending display section 37c and a second pending display section 37d, each consisting of an LED lamp, located adjacent to the first symbol display section 37a and the second symbol display section 37b.

[0032] The first reserve display unit 37c displays the number of reserved balls in the first start opening 33 by the color and combination of the lit LED lamps. In this embodiment, up to four game balls that enter the first start opening 33 are reserved.

[0033] The second reserve display unit 37d displays the number of reserved balls in the second start opening 34 by the color and combination of the lit LED lamps. In this embodiment, up to four game balls that enter the second start opening 34 are reserved.

[0034] The 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 to open an electric role device is held, triggered by passing through the through gate 35, the map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery to open an electric role device is completed, the map unit 38 displays in a predetermined manner corresponding to the lottery result.

[0035] The round display unit 39 is composed of a light-emitting display unit with multiple LED lamps (hereinafter also referred to as round lamps) arranged in a predetermined pattern, and displays the number of rounds occurring in the open / close execution mode or a corresponding display. A round is a game in which the first open / close door 36b or the second open / close door 213 remains 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 has entered the variable winning device 36. The number of rounds varies depending on the type of jackpot that triggered the transition. When the open / close execution mode is initiated and a jackpot type is determined in the type determination process executed in response to a game ball entering the type determination gate 202, the round display unit 39 begins displaying the number of rounds corresponding to the determined jackpot type, and ends when the open / close execution mode ends. In other words, even when the open / close execution mode is started, during the period when no gaming ball has entered the type determination gate 202 after the start of the open / close execution mode, the type determination process is not started and the type of jackpot (including the number of rounds of play) is not determined, so the number of rounds of play is not displayed on the round display unit 39. After that, when a gaming ball enters the type determination gate 202, the type determination process is started and the type of jackpot (including the number of rounds of play) is determined, so the number of rounds of play is displayed on the round display unit 39.

[0036] In addition, the special drawing unit 37, the regular drawing unit 38, and the round display unit 39 are not limited to being composed of segment displays or light-emitting displays using LED lamps, but may also 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 device.

[0037] 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 the display control device 100. Note that the configuration of the display device included in the variable display unit 40 is not limited to the pattern display device 41, and may be configured with various display devices, such as a plasma display device, an organic EL display device, or a CRT.

[0038] When the first pattern display unit 37a displays a variable or predetermined display based on the entry of a gaming ball into the first start opening 33, the pattern display device 41 displays a variable or predetermined display of the pattern accordingly, or a predetermined display based on a preview of the lottery result, etc. Also, when the second pattern display unit 37b displays a variable or predetermined display based on the entry of a gaming ball into the second start opening 34, the pattern display device 41 displays a variable or predetermined display of the pattern accordingly. The pattern display device 41 is not limited to displaying a variable or predetermined display of the pattern triggered by the entry of a gaming ball into the first start opening 33 or the second start opening 34, but also displays effects during the open / close execution mode to which the game enters when a jackpot is won. Details of the pattern display device 41 will be described below.

[0039] 3 is an explanatory diagram showing the symbols variably displayed on the symbol display device 41 and the display surface 41a. FIG. 3(a) is an explanatory diagram showing the LCD symbols variably displayed on the symbol display device 41. The LCD symbols are images displayed on the symbol display device 41, and correspond to the first symbol displayed on the first symbol display unit 37a and the second symbol displayed on the second symbol display unit 37b. When a game turn triggered by a game ball entering the first starting hole 33 is being played, the LCD symbol corresponding to the first symbol displayed on the first symbol display unit 37a is displayed on the display surface 41a, and when a game turn triggered by a game ball entering the second starting hole 34 is being played, the LCD symbol corresponding to the second symbol displayed on the second symbol display unit 37b is displayed on the display surface 41a.

[0040] As shown in Fig. 3(a), the pattern display device 41 variably displays the numbers 1 to 8 as liquid crystal patterns. Note that the variably displayed patterns may be patterns in which the numbers 1 to 8 are each accompanied by a character or other design.

[0041] FIG. 3(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, a main display area MA is displayed on the display surface 41a. Three symbol columns Z1, Z2, and Z3, namely, left, center, and right, are displayed in the main display area MA. In each symbol column Z1-Z3, the numbers 1-8 shown in FIG. 3(a) are arranged in ascending or descending numerical order, and each symbol column is displayed in a variable display in which it scrolls from top to bottom or bottom to top periodically. As shown in FIG. 3(b), after the variable display by scrolling, one symbol in each symbol column is displayed in a stationary state on the pay line L. Specifically, when a gaming ball enters the first start hole 33 or the second start hole 34, a variable display is initiated in which the symbols in each symbol column Z1-Z3 scroll in a predetermined direction periodically. 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, predetermined symbols are displayed stationary in each of symbol columns Z1 to Z3. When the variable display of symbols ends and the display is stationary, if the result of the winning lottery by the main control device 60 is a jackpot, a predetermined combination of symbols is formed on the activated line L. For example, a combination of the same symbols is formed on the activated line L. Note that the manner of the variable display of symbols in the symbol display device 41 is not limited to the above-mentioned manner, and various other manners of the variable display of symbols can be adopted, such as the number of symbol columns, the number of activated lines, the direction of the variable display of symbols in the symbol columns, and the number of symbols in each symbol column.

[0042] 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 begins, when the variable display ends and the static display is displayed, and until the static display ends, and is one unit of processing for notifying the player of the lottery results for a winning lottery for special information acquired based on a ball entering 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 results for one winning lottery for each game round. When the pachinko machine 10 of this embodiment acquires special information based on a game ball entering the first start hole 33 or the second start hole 34, it causes the segment display in either the first symbol display unit 37a or the second symbol display unit 37b to display variable information for each game round, and then causes the segment display to display statically so as to show a display corresponding to the lottery result for the acquired special information. Furthermore, when the pachinko machine 10 of this embodiment acquires special information based on the entry of a game ball into the first starting hole 33 or the second starting hole 34, it causes the pattern display device 41 to variably display a pattern row as a first LCD pattern or a second LCD pattern for each game, and then causes the pattern row to be statically displayed so as to correspond 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 variable time, which is the time from the start of the variable display to the static display of a predetermined lottery result, and the static time, which is the time during which the predetermined lottery result is statically displayed.

[0043] As shown in FIG. 3(b), a first reserved display area Ds1 and a second reserved display area Ds2 are displayed on the display surface 41a of the symbol display device 41. The first reserved display area Ds1 displays a display corresponding to the number of reserved play times based on a ball entering the first starting port 33. The second reserved display area Ds2 displays a display corresponding to the number of reserved play times based on a ball entering the second starting port 34. A reserved play time refers to an unexecuted play time for which a variable display has not yet started to notify the result of the winning lottery for special information acquired based on a ball entering the first starting port 33 or the second starting port 34. The number of reserved play times that can be reserved based on a ball entering the first starting port 33 is four. Therefore, as shown in the figure, the first reserved display area Ds1 can display reserved displays (hereinafter also referred to as first reserved play time displays) corresponding to four reserved play times. Furthermore, the number of reserved play times that can be reserved based on a ball entering the second starting port 34 is four. Therefore, as shown in the figure, the second reserved display area Ds2 can display reserved displays corresponding to four reserved game times (hereinafter also referred to as second reserved game time displays).

[0044] 3(b), the display surface 41a is provided with a first synchronization display unit Sync1 that flashes and lights up in synchronization with the varying and stationary display of the first symbol displayed on the first symbol display unit 37a of the special symbol unit 37, and a second synchronization display unit Sync2 that flashes and lights up in synchronization with the varying and stationary display of the second symbol displayed on the second symbol display unit 37b of the special symbol unit 37. Specifically, when the first symbol display unit 37a is displaying a varying symbol, the first synchronization display unit Sync1 flashes, and when the first symbol display unit 37a is displaying a stationary symbol, the first synchronization display unit Sync1 lights up. Also, when the second symbol display unit 37b is displaying a varying symbol, the second synchronization display unit Sync2 flashes, and when the second symbol display unit 37b is displaying a stationary symbol, the second synchronization display unit Sync2 lights up.

[0045] In this embodiment, the display surface 41a is configured to display the main display area MA, the first hold display area Ds1, the second hold display area Ds2, the first synchronization display unit Sync1, and the second synchronization display unit Sync2, but the display surface 41a may be configured not to display some or all of these displays.

[0046] 4 is an explanatory diagram illustrating the V winning mechanism 210. As shown in FIG. 4(a), the V winning mechanism 210 includes a crane 220, a flow path 211 that allows game balls flowing down the right side of the game board 30 to flow to the crane 220, a second opening / closing door 213 that opens and closes a second large winning opening 212 so that game balls flowing down the right side of the game board 30 can flow into the flow path 211, a detection sensor 214 that detects the flow of game balls from the second large winning opening 212, a discharge port 215 that communicates with the back side of the game area, a storage valve 216 that temporarily stores game balls that flow in from the second large winning opening 212 in a storage section 218 of the flow path 211, and a storage valve drive mechanism 217 that drives the storage valve 216. The crane 220 also includes one V winning opening 222 and five non-V winning openings 224. The V winning hole 222 is a winning hole that will result in a jackpot when a gaming ball enters it. The non-V winning hole 224 does not result in a jackpot when a gaming ball enters it, and ejects the gaming ball from the gaming area.

[0047] Next, we will explain the operation of the V winning mechanism 210. When a specific type of big win or small win is won in the winning lottery during a game round and the opening / closing execution mode is started after the game round ends, the opening condition for the second opening / closing door 213 is met, and the second opening / closing door 213 opens as shown in Figure 4(a).

[0048] When a player operates the operating handle 25 to launch a gaming ball to the right side of the gaming board 30, and the gaming ball passes near the second opening / closing door 213 while the second opening / closing door 213 is open, the gaming ball is guided by the open second opening / closing door 213 and flows from the second large winning opening 212 into the flow path 211, as shown in FIG. 4(b). The gaming ball that first flows into the flow path 211 after the second opening / closing door 213 is opened is stored in the storage section 218 by the closed storage valve 216. In this embodiment, the number of gaming balls that can be stored in the storage section 218 is one. As a modified example, a configuration that can store multiple gaming balls in the storage section 218 may be adopted.

[0049] As shown in Figure 4(c), when one game ball is stored in the storage section 218 and a game ball flows in from the second large winning opening 212, the game ball is prevented from flowing into the storage section 218 by the game ball that has already been stored in the storage section 218, and flows in the direction of the discharge opening 215 in the flow path 211, and is discharged from the discharge opening 215 to the back side of the game area.

[0050] As shown in FIG. 4(d), when the closing condition for the second opening / closing door 213 is met, the second opening / closing door 213 is closed. Details of the closing condition will be described later. Thereafter, as shown in FIG. 4(e), the storage valve drive mechanism 217 drives the storage valve 216 in the opening direction, and the gaming balls stored in the storage section 218 flow in the direction of the crane 220 in the flow path 211. The gaming balls discharged from the flow path 211 then flow over the upper surface of the crane 220 and then enter the V winning port 222 or the non-V winning port 224. As described above, if a gaming ball enters the V winning port 222, a jackpot is awarded, and if a gaming ball enters the non-V winning port 224, a jackpot is not awarded and the gaming ball is discharged from the gaming area.

[0051] In this embodiment, every time one gaming ball enters (flows into) the second large winning opening 212 of the V winning mechanism 210, 15 gaming balls are paid out as prize balls by the payout device 71. The entry of the gaming ball into the second large winning opening 212 is detected by the detection sensor 214.

[0052] As described above, as a modified example, if a configuration capable of storing multiple game balls is adopted in the storage section 218, the opening of the storage valve 216 causes multiple game balls to flow over the top surface of the crane 220, thereby improving the probability that the game balls will enter the V winning port 222 and increasing the player's sense of anticipation. In this case, even if two game balls enter the V winning port 222, it is treated as a jackpot based only on the game ball that first entered the V winning port 222, and the entry of the second game ball into the V winning port 222 is not treated as a jackpot, and is discharged to the back of the game area in the same way as game balls entering the non-V winning port 224.

[0053] 《A2》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 explained using a block diagram.

[0054] FIG. 5 is a block diagram showing the electrical configuration of a pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes an audio / light-emitting control device 90 and a display control device 100. The main control device 60 includes a main control board 61 that is responsible for the main control of the game. The main control board 61 includes an MPU 62 that is composed of elements having multiple functions. The MPU 62 includes a ROM 63 that stores various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data when executing the programs stored in the ROM 63. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit that functions 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 RAM 64 will be described later.

[0055] The main control board 61 is provided with an input port and an output port. The input side of the main control board 61 is connected to the payout control device 70 and a power outage monitoring circuit 86 provided in the power supply unit 85. The main control board 61 receives a stable 24V DC power supply from the power supply unit 85 via the power outage monitoring circuit 86. The power supply unit 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 unit 60, the payout control device 70, etc., and supplies power to each device. The input side of the main control board 61 is also connected to various detection sensors provided at various ball entry ports and through gates, such as the general entry port 32, the first start port 33, the second start port 34, the through gate 35, and the variable entry device 36. Based on signals from these detection sensors, the MPU 62 of the main control board 61 determines whether a game ball flowing down the game area PA has entered each entry port and whether the game ball has passed through the through gate. Furthermore, the MPU 62 executes a winning lottery based on the entry of game balls into the first start hole 33 and the second start hole 34.

[0056] Connected to the output side of the main control board 61 are a first opening / closing door drive unit 36c that opens and closes the first opening / closing door 36b of the variable winning device 36, an electric accessory drive unit 34b that opens and closes the electric accessory 34a of the second starting port 34, a second opening / closing door drive unit 213b that opens and closes the second opening / closing door 213, a storage valve drive mechanism 217 that drives the storage valve 216, and the main display unit 45. The main control board 61 is provided with various driver circuits, and the MPU 62 controls the drive of the various drive units through these driver circuits.

[0057] Specifically, in the opening / closing execution mode, the MPU 62 drives and controls the first opening / closing door drive unit 36c so that the first opening / closing door 36b is opened and closed, and drives and controls the second opening / closing door drive unit 213b so that the second opening / closing door 213 is opened and closed. In the opening / closing execution mode triggered by a specific jackpot or small win, the MPU 62 drives and controls the storage valve drive mechanism 217 so that the storage valve 216 is opened and closed. Furthermore, if the electric role release is won as a result of the electric role release lottery, the MPU 62 drives and controls the electric role drive unit 44b so that the electric role 34a is released. Furthermore, in each game round, the MPU 62 controls the display of the first symbol display unit 37a or the second symbol display unit 37b on the main display unit 45. Furthermore, when the type of jackpot is determined in the opening / closing execution mode and the number of rounds to be played in the opening / closing execution mode is determined, the MPU 62 controls the display of the round display unit 39 on the main display unit 45.

[0058] The payout control device 70 and the audio / light emitting control device 90 are also connected to the transmitting side 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 ball entry determination result. When the main control device 60 transmits the prize ball command, the MPU 62 of the main control board 61 references the command information storage area 63f of the ROM 63. Specifically, if a game ball has entered the general prize entry port 32, the main control device 60 transmits a prize ball command corresponding to the payout of 10 game balls. If a game ball has entered the first start port 33, the main control device 60 transmits a prize ball command corresponding to the payout of three game balls. If a game ball has entered the second start port 34, the main control device 60 transmits a prize ball command corresponding to the payout of three game balls. The payout control device 70 controls the payout device 71 to pay out prize balls based on the prize ball command received from the main control device 60.

[0059] A launch control device 80 is connected to the payout control device 70. The launch control device 80 controls the launch of a game ball launching mechanism 81. The game ball launching mechanism 81 is activated when predetermined launch conditions are met. The launch control device 80 is also connected to the control handle 25. As described above, the control handle 25 includes a touch sensor 25a, a weight button 25b, and a variable resistor 25c. When a player grips the control handle 25, the touch sensor 25a is turned on. When the player rotates the control handle 25, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation. A game ball is launched from the game ball launching mechanism toward the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c. Furthermore, a game ball launch button 26 is connected to the launch control device 80. When the player operates the game ball launch button 26, a game ball is launched toward the game board, provided that the touch sensor 25a is turned on.

[0060] The audio and light emission control device 90 receives various commands sent from the main control device 60 and executes processing corresponding to the received commands. When the main control device 60 sends various commands, it refers to the command information storage area 63f of the ROM 63. Details of these various commands will be described later.

[0061] Additionally, based on various commands received from the main control device 60, the audio and light emitting 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. Also, the effect operation button 24 is connected to the audio and light emitting control device 90, and when the effect operation button 24 is operated by a player at a predetermined timing, the audio and light emitting control device 90 controls the various lamps 47, speaker 46, display control device 100, etc. to perform a game effect 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 audio and light-emitting control device 90. Specifically, based on various commands received from the audio and light-emitting control device 90, the display control device 100 determines the symbol variation time on the symbol display device 41 and the type of symbol combination to be finally stopped and displayed, as well as whether or not a reach has occurred, the content of the reach effect, and the content of the effect executed while the first LCD symbol or the second LCD symbol is displayed in a variable manner. Note that in this embodiment, the stop time, which is the time during which the first LCD symbol or the second LCD symbol is displayed in a static manner, is fixed. Therefore, by determining the variation time, the unit game time, which is the time required for one game, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.

[0063] Fig. 6 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, allocation of jackpot types, display settings for the main display unit 45, and setting of the symbol display of the symbol display device 41. Specifically, a winning random number counter C1 is used for the winning lottery. A jackpot type counter C2 is used for allocating jackpot types. A reach random number counter C3 is used for reach determination as to whether or not a reach will occur when the symbol sequence displayed on the symbol display device 41 is varied to miss.

[0064] A random number initial value counter CINI is used to set the initial value of the winning 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. Furthermore, an electric role opening counter C4 is used for the electric role opening lottery to determine whether or not the electric role 34a of the second starting hole 34 is opened.

[0065] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to its counter value each time it is updated, and returns to 0 after reaching its 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 also has a reserve information storage area 64b, a determination process execution area 64c, and a type determination process execution area 64i. The reserve information storage area 64b has a first reserve area Ra and a second reserve area Rb. In this embodiment, when a gaming ball enters the first start hole 33, the values ​​of the winning random number counter C1, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in chronological order in the first reserve area Ra of the reserve information storage area 64b. When a gaming ball enters the second start hole 34, the values ​​of the winning random number counter C1, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in chronological order in the second reserve area Rb of the reserve information storage area 64b.

[0067] The winning random number counter C1 will now be described in detail. As described above, the winning random number counter C1 is used in the winning lottery. The winning random number counter C1 is configured to increment by one in sequence within a range of 0 to 1199, and return to 0 after reaching a maximum value. When the winning 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 winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 1199).

[0068] The winning random number counter C1 is updated periodically, and when a game 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 game 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 winning random number counter C1 stored in the first reserve area Ra is moved to the execution area AE of the determination process execution area 64c, and is checked against the winning / losing table stored in the winning / losing table storage area 63a of the ROM 63 to determine whether or not a jackpot will be awarded. Also, the value of the winning random number counter C1 stored in the second reserve area Rb is moved to the execution area AE of the determination process execution area 64c, and is checked against the winning / losing table stored in the winning / losing table storage area 63a of the ROM 63 to determine whether or not a jackpot will be awarded.

[0070] In the pachinko machine 10 of this embodiment, the value of the winning random number counter C1 stored in the first holding area Ra or the second holding area Rb is moved to the execution area AE of the determination 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 winning random number counter C1 moved to the execution area AE is checked against the winning / losing table stored in the winning / losing table storage area 63a of the ROM 63, and it is determined whether or not a jackpot will be won.

[0071] Next, the details of the jackpot type counter C2 will be described. The jackpot type counter C2 is used to determine the type of jackpot. The jackpot type counter C2 is configured to increment by 1 in sequence within a range of 0 to 99, and to return to 0 after reaching the maximum value.

[0072] The big win type counter C2 is periodically updated, and the updated value is stored in the pending information storage area 64d at the timing when a game ball enters the type determination gate 202 during the opening / closing execution mode or at the timing when a game ball enters the V winning opening 222.

[0073] As described above, the MPU 62 performs a winning lottery using the value of the winning random number counter C1 stored in the determination process execution area 64c. Furthermore, the MPU 62 uses the values ​​of the winning random number counter C1 to determine the display mode of the segment indicators to be stopped and displayed in the first symbol display unit 37a and the second symbol display unit 37b. The stop result table stored in the stop result table storage area 63e of the ROM 63 is referenced in the determination process. If the result of the winning lottery is a jackpot, the MPU 62 determines the type of jackpot using the value of the jackpot type counter C2, which is acquired when a gaming ball enters the type determination gate 202 after the start of the open / close execution mode and is stored in the type determination process execution area 64i. The type of jackpot (the number of rounds of play) determined by the type determination process is displayed on the round display unit 39.

[0074] Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is used to determine whether a reach occurs when the result of the winning lottery is not a jackpot. The reach random number counter C3 is configured to increment by 1 in sequence within a 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 a gaming 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 a gaming 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 determination process execution area 64c and then compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether or not a reach has occurred. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the determination process execution area 64c and then compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether or not a reach has occurred. 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] A "reach" refers to a display state in which, among multiple symbol columns displayed on the display screen of the symbol display device 41, some combinations of symbols that may result in a jackpot are displayed as static symbols, and the remaining symbol columns are displayed as variable symbols. In the pachinko machine 10 of this embodiment, a symbol combination corresponding to a jackpot refers to a combination of identical symbols on a predetermined pay line. As a specific example, in the main display area MA of the display surface 41a of FIG. 3(b), a symbol is first displayed as static symbols in symbol column Z1, and then the same symbol as Z1 is displayed as static symbols in symbol column Z3, forming a reach line. While the reach line is formed, a reach is achieved by displaying variable symbols in symbol column Z2. When a jackpot occurs, the same symbol as the symbol forming the reach line is displayed as static symbols in symbol column Z2.

[0077] Further, reach includes a reach effect in which, when a reach line is formed, the remaining symbol rows are displayed with varying symbols, and a predetermined character or the like is displayed as a moving image on the background screen, and a reach effect is performed by reducing or hiding the symbol combination on which the reach line is formed, and then displaying a predetermined character or the like as a moving image on substantially the entire display surface 41a. Furthermore, when a reach effect is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to display a notice using a predetermined image such as a predetermined character.

[0078] Next, the details of the fluctuation type counter CS will be explained. The fluctuation type counter CS is used when the MPU 62 determines the fluctuation time in the first symbol display unit 37a and the second symbol display unit 37b and the fluctuation time of the symbol in the symbol display device 41. The fluctuation type counter CS is configured to be incremented by 1 in order within a range of, for example, 0 to 198, and to return to 0 after reaching the maximum value.

[0079] The fluctuation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated during the remaining time of the normal processing. The buffer value of the fluctuation type counter CS is acquired when determining the fluctuation pattern at the start of the fluctuation display in the first symbol display unit 37a or the second symbol display unit 37b and at the start of the symbol fluctuation by the symbol display device 41. When determining the fluctuation time in the first symbol display unit 37a and the second symbol display unit 37b, a fluctuation time table stored in the fluctuation time table storage area 63d of the ROM 63 is used.

[0080] Next, the details of the electric role release counter C4 will be explained. The electric role release counter C4 is configured to increment by one within a range of, for example, 0 to 465 and return to 0 after reaching a maximum value. The electric role release counter C4 is periodically updated and stored in the electric role reserve area 64d of the RAM 64 when a gaming ball enters the through gate 35. Then, at a predetermined timing, the value of the electric role release counter C4 stored in the electric role reserve area 64d is moved to the electric role execution area 64e, and then a lottery is held in the electric role execution area 64e using the value of the electric role release counter C4 to determine whether or not to control the electric role 34a to an open state. For example, if C4 = 0 or 1, the electric role 34a is controlled to an open state, and if C4 = 2 to 465, the electric role 34a is maintained in a closed state.

[0081] At least one of the acquired values ​​of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric role opening counter C4, and the variation type counter CS corresponds to the special information in the present invention. Also, at least one of the values ​​of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS stored in the first reserve area Ra and the second reserve area Rb is also called reserved information.

[0082] Next, the hit / miss table will be described. The hit / miss table is table data for comparison with the hit random number counter C1 when a hit lottery is conducted based on the hit random number counter C1. The pachinko machine 10 has a low probability mode and a high probability mode set as lottery modes for the hit lottery. When a hit lottery is conducted in the low probability mode, the hit / miss table for the low probability mode is referenced, and when a hit lottery is conducted in the high probability mode, the hit / miss table for the high probability mode is referenced. In this embodiment, the pachinko machine 10 stores, as separate table data, a hit / miss table for comparison with the hit random number counter C1 stored in the first reserve area Ra of the reserve information storage area 64b when a gaming ball enters the first start hole 33, and a hit / miss table for comparison with the hit random number counter C1 stored in the determination process execution area 64c when a gaming ball enters the second start hole 34. Specifically, the pachinko machine 10 stores four win / loss tables in the win / loss table memory area 63a of the ROM 63: a win / loss table for the first starting hole (for low probability mode), a win / loss table for the first starting hole (for high probability mode), a win / loss table for the second starting hole (for low probability mode), and a win / loss table for the second starting hole (for high probability mode).

[0083] Fig. 7 is an explanatory diagram showing the contents of the hit / miss table for the first starting port. As shown in the figure, the hit / miss table for the first starting port has five values ​​from 0 to 4 set as the value of the hit random number counter C1 that will result in a big hit. Of the values ​​from 0 to 1199, the five values ​​from 5 to 9 are set as small hits (misses). Small hits (misses) will be described later. Values ​​other than the ten values ​​from 0 to 9 (10 to 1199) are normal misses.

[0084] 8 is an explanatory diagram showing the contents of the hit / miss table for the second starting port. As shown in the figure, the hit / miss table for the second starting port has five values ​​from 0 to 4 set as the value of the hit random number counter C1 that will result in a big hit. Of the values ​​from 0 to 1199, any value other than the five values ​​from 0 to 4 (5 to 1199) will result in a small hit (miss).

[0085] Here, a small win (loss) is a win / loss result that triggers a transition to an opening / closing execution mode in which the first opening / closing door 36b or the second opening / closing door 213 is opened or closed, but does not trigger a transition to support mode. In contrast, a normal loss is a win / loss result that does not trigger a transition to opening / closing execution mode, and further does not trigger a transition to support mode either. In the following explanation, a small win (loss) will also be simply called a "small win," and a normal loss will also be simply called a "loss."

[0086] Next, the types of jackpots will be explained. Multiple types of jackpots can be set in the pachinko machine 10. Specifically, for example, multiple types of jackpots can be set by providing differences in the following three aspects or modes. (1) The number of times (number of rounds) the first opening / closing door 36b and the second opening / closing door 213 are opened and closed in the opening / closing execution mode (2) Opening and Closing Control of the First Opening and Closing Door 36b and the Second Opening and Closing Door 213 in the Opening and Closing Execution Mode (3) State of the support mode of the electric accessory 34a of the second starting port 34 after the opening / closing execution mode ends

[0087] As a mode of controlling the opening and closing of the first opening and closing door 36b and the second opening and closing door 213 in the above-mentioned (2) opening and closing execution mode, a high-frequency winning mode and a low-frequency winning mode can be set so that the frequency of game balls entering (winning) the first opening and closing door 36b and the second opening and closing door 213 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, a single opening of the first opening and closing door 36b in the opening and closing execution mode can be set to continue until 30 seconds have elapsed or until 10 game balls have entered the first opening and closing door 36b. On the other hand, in the low-frequency winning mode, a single opening of the first opening and closing door 36b in the opening and closing execution mode can be set to continue until 1.6 seconds have elapsed or until 10 balls have entered the first opening and closing door 36b.

[0088] The opening time limit and the number of balls that can be opened per opening of the first opening / closing door 36b and the second opening / closing door 213 are arbitrary as long as the frequency of balls entering the variable winning device 36 or the V winning mechanism 210 from the start to the end of the opening / closing execution mode is higher in the high-frequency winning mode than in the low-frequency winning mode. Specifically, the opening time limit or the number of balls that can be opened per opening may be set longer or higher in the high-frequency winning mode than in the low-frequency winning mode. To clearly distinguish between the high-frequency winning mode and the low-frequency winning mode, the opening / closing execution mode of the low-frequency winning mode may be configured so that balls do not actually enter the variable winning device 36 or the V winning mechanism 210.

[0089] In this embodiment, when a winning lottery results in a jackpot and a gaming ball enters the type determination gate 202 during the opening / closing execution mode that is executed in response to the jackpot, or when a gaming ball enters the V winning opening 222, the jackpot type is assigned using the jackpot type counter C2. The assignment of jackpot types corresponding to the value of the jackpot type counter C2 is stored as an assignment table in the assignment table storage area 63b of the ROM 63.

[0090] Figure 9 is an explanatory diagram showing the contents of the allocation table. Figure 9(a) shows the allocation table for the first starting gate (when a jackpot is won). This allocation table is referenced when a jackpot is won in the winning lottery in the game played triggered by the ball entering the first starting gate.

[0091] 9(b) shows an allocation table for V entry triggered by a ball entering the first starting port. This allocation table is referenced when a small win occurs in a game played triggered by a ball entering the first starting port, and when the ball enters the V entry port 222 during the opening / closing execution mode triggered by the small win, a big win occurs.

[0092] 9(c) shows the allocation table for the second starting port (when a jackpot is won and when a V entry is made triggered by a ball entering the second starting port). This allocation table is referenced when a jackpot is won in a winning lottery in a game played triggered by a ball entering the second starting port, and when a small jackpot is won in a game played triggered by a ball entering the second starting port, and when a jackpot is won by a ball entering the V entry port 222 during the opening / closing execution mode executed triggered by the small jackpot.

[0093] As shown in the distribution table for the first starting hole in Figure 9(a), in the pachinko machine 10 of this embodiment, the types of jackpots that can be won in the winning lottery in the game session triggered by the ball entering the first starting hole are set to be 5R Type 1 jackpot, 5R Type 2 jackpot, and 10R normal jackpot.

[0094] The 5R Type 1 jackpot is a jackpot in which the number of rounds played during the opening and closing execution mode is 5, and the support mode after the opening and closing execution mode ends is the high-frequency support mode. However, in this embodiment, the number of times that the Type 1 jackpot can be played in the high-frequency support mode after the opening and closing execution mode ends is limited to 90. In other words, after 90 times of play in the high-frequency support mode, the mode transitions to the low-frequency support mode.

[0095] The 5R type 2 jackpot is a jackpot in which the number of rounds played during the opening and closing execution mode is 5, and the support mode after the opening and closing execution mode ends is the high-frequency support mode. However, in this embodiment, the number of times that the type 2 jackpot can be played in the high-frequency support mode after the opening and closing execution mode ends is limited to 5. In other words, after five times of play in the high-frequency support mode, the mode transitions to the low-frequency support mode.

[0096] The 10R normal jackpot is a jackpot in which the number of round games executed during the opening and closing execution mode is 10, and the support mode after the end of the opening and closing execution mode is the low frequency support mode.

[0097] In the distribution table for the first starting port, of the values ​​of the jackpot type counter C2 from "0 to 99", "0 to 44" corresponds to a 5R Type 1 jackpot, "45 to 60" corresponds to a 5R Type 2 jackpot, and "61 to 99" corresponds to a 10R normal jackpot.

[0098] As shown in the distribution table for V entry triggered by a ball entering the first starting port in Figure 9(b), in the pachinko machine 10 of this embodiment, when a small win occurs in a game session triggered by a ball entering the first starting port, and the ball enters the V entry port 222 during the opening / closing execution mode triggered by the small win, resulting in a jackpot, the jackpot types are set to be a 5R Type 1 jackpot and a 10R normal jackpot.

[0099] The 5R first type jackpot and the 10R normal jackpot have been explained in the allocation table for the first starting hole in FIG. 9(a) above, so the explanation will be omitted.

[0100] In the distribution table for V winnings triggered by the ball entering the first starting hole, of the values ​​of the jackpot type counter C2, which are "0 to 99", "0 to 64" corresponds to a 5R Type 1 jackpot, and "65 to 99" corresponds to a 10R normal jackpot.

[0101] As shown in the allocation table for the second starting port in Figure 9(c), in the pachinko machine 10 of this embodiment, the types of jackpots that can be won are 15R Type 1 jackpot, 4R Type 1 jackpot, and 4R Type 2 jackpot, when a jackpot is won in a winning lottery in a game session triggered by a ball entering the second starting port, and when a small jackpot is won in a game session triggered by a ball entering the second starting port and the jackpot is won by the ball entering the V winning port 222 during the opening / closing execution mode triggered by the small jackpot.

[0102] The 15R first-class jackpot is a jackpot in which the number of rounds played during the opening and closing execution mode is 15, and the support mode after the opening and closing execution mode ends is the high-frequency support mode. However, in this embodiment, the number of times that the first-class jackpot can be played in the high-frequency support mode after the opening and closing execution mode ends is limited to 90. In other words, after 90 times of play in the high-frequency support mode, the mode transitions to the low-frequency support mode.

[0103] The 4R Type 1 jackpot is a jackpot in which the number of rounds played during the opening and closing execution mode is four, and the support mode after the opening and closing execution mode ends is the high-frequency support mode. However, in this embodiment, the number of times that the Type 1 jackpot can be played in the high-frequency support mode after the opening and closing execution mode ends is limited to 90. In other words, after 90 times of play in the high-frequency support mode, the mode transitions to the low-frequency support mode.

[0104] The 4R second-class jackpot is a jackpot in which the number of rounds played during the opening and closing execution mode is four, and the support mode after the opening and closing execution mode ends is the high-frequency support mode. However, in this embodiment, the number of times that the second-class jackpot can be played in the high-frequency support mode after the opening and closing execution mode ends is limited to five. In other words, after five times of play in the high-frequency support mode, the mode transitions to the low-frequency support mode.

[0105] In the allocation table for the second starting port, of the values ​​of the jackpot type counter C2 from "0 to 99", "0 to 49" corresponds to a 15R Type 1 jackpot, "50 to 57" corresponds to a 4R Type 1 jackpot, and "58 to 99" corresponds to a 4R Type 2 jackpot.

[0106] In this way, in the pachinko machine 10 of this embodiment, the allocation pattern for the type of jackpot when a jackpot is won differs depending on whether the jackpot is won in the winning lottery in the game session triggered by the ball entering the first starting port, whether a small win occurs in the game session triggered by the ball entering the first starting port and the jackpot occurs when the ball enters the V winning port 222 during the opening / closing execution mode triggered by the small win, whether a jackpot is won in the winning lottery in the game session triggered by the ball entering the second starting port, or whether a small win occurs in the game session triggered by the ball entering the second starting port and the jackpot occurs when the ball enters the V winning port 222 during the opening / closing execution mode triggered by the small win, and there is a clear difference in the advantage to the player.

[0107] As described above, the MPU 62 performs a winning lottery using the value of the winning 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 type determination process execution area 64i, but the MPU 62 also uses the values ​​of the winning random number counter C1 to determine the display mode of the segment indicators to be stopped and displayed in the first symbol display section 37a and the second symbol display section 37b, and uses the value of the jackpot type counter C2 to determine the display mode of the round display section 39. When determining the display mode of the segment indicators to be stopped and displayed in the first symbol display section 37a and the second symbol display section 37b, a stop result table stored in the stop result table storage area 63e of the ROM 63 is referenced.

[0108] In the pachinko machine 10, as the support mode of the electric device 34a of the second starting port 34 after the above (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 port 34 is in an open state per unit time is relatively high or low when compared with a situation in which the launch of game balls into the game area PA continues in a similar manner.

[0109] Specifically, in the pachinko machine 10 of this embodiment, the probability of winning the electric role release in the electric role release lottery using the electric role release counter C4 differs between the high frequency support mode and the low frequency support mode. The probability of winning the electric role release in the electric role release lottery is made higher in the high frequency support mode than in the low frequency support mode. Also, in the high frequency support mode, the opening time of the electric role 34a once the electric role release is won is set longer than in the low frequency support mode.

[0110] Although not adopted in this embodiment, when an electric role opening win occurs in the high frequency support mode and the electric role 34a opens multiple times, the closing time from the end of one opening state to the start of the next opening state may be set shorter than the opening time of one time. Furthermore, in the high frequency support mode, the time secured from the execution of one electric role opening lottery to the execution of the next electric role opening lottery may be set relatively shorter than in the low frequency support mode.

[0111] As described above, in the high frequency support mode, the probability of a game 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.

[0112] FIG. 10 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening an electric accessory) used when executing a lottery for opening an electric accessory.

[0113] FIG. 10(a) shows a winning / losing table for the electric feature opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 10(a), the winning / losing table for the electric feature opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric feature opening counter C4 that results in a winning electric feature opening. Forty-sixty-four values, from 2 to 465, have been set as the value of the electric feature opening counter C4 that results in a losing electric feature opening. That is, when a gaming ball passes through the through gate 35 in the low-frequency support mode and the electric feature opening lottery is executed, the electric feature opening is won with a probability of 1 / 233. In the pachinko machine 10 of this embodiment, when an electric feature opening lottery is won in the low-frequency support mode, the electric feature 34a is opened once, and the opening time is 1.4 seconds.

[0114] FIG. 10(b) shows a winning / losing table for the electric feature opening lottery (for high frequency support mode) used in the high frequency support mode. As shown in FIG. 10(b), the winning / losing table for the electric feature opening lottery (for high frequency support mode) has 462 values ​​from 0 to 461 set as the value of the electric feature opening counter C4 that will result in a winning electric feature opening. Four values ​​from 462 to 465 have been set as the value of the electric feature opening counter C4 that will result in a losing electric feature opening. In other words, when a gaming ball passes through the through gate 35 in the high frequency support mode and the electric feature opening lottery is executed, the electric feature opening is won with a probability of 231 / 233. In the pachinko machine 10 of this embodiment, when an electric feature opening lottery is won in the high frequency support mode, the electric feature 34a is opened once, and the opening time is 1.6 seconds.

[0115] In this way, the winning / losing table for the lottery for opening the electric device 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.

[0116] 《A3》Game flow: Next, the general flow of the game in the gaming machine of this embodiment will be described with reference to FIG.

[0117] When a player starts playing, he or she operates the operating handle 25 to launch the game ball toward the left side of the game board 30. Hereinafter, launching the game ball toward the left side of the game board 30 will also be referred to as a "left hit," and launching the game ball toward the right side of the game board 30 will also be referred to as a "right hit."

[0118] When the player starts to hit with the left hand and causes the game ball to enter the first starting hole 33, a game round is started to notify the result of the winning lottery triggered by the ball entering the first starting hole 33. If a jackpot is won in the winning lottery, an opening / closing execution mode is started after the game round ends. Here, in the gaming machine of this embodiment, the type of jackpot (see FIG. 9) has not been determined at the time when a jackpot is won in the winning lottery. The type of jackpot is determined in the opening / closing execution mode that is executed after the game round in which the winning lottery was won ends.

[0119] When the game round in which the jackpot was won ends, the open / close execution mode is started. When the open / close execution mode is started, an effect (right hit suggestion effect) is executed that suggests to the player to shoot the game ball toward the right side of the game board 30 (right hit). When the player recognizes the right hit suggestion effect and shoots the game ball toward the right side of the game board 30, and the game ball enters (passes) the type determination gate 202, the first entry (passage) of the game ball into the type determination gate 202 after the open / close execution mode is started triggers the execution of type determination processing. The type determination processing is processing for determining the type of jackpot. Details of the type determination processing will be described later.

[0120] When the type of jackpot is determined by executing the type determination process, a round of play is started in which the first opening / closing door 36b and the second opening / closing door 213 perform opening / closing operations based on the opening / closing scenario set for that jackpot type. The opening / closing scenario is a program that predetermines patterns of the opening / closing operations of the first opening / closing door 36b and the second opening / closing door 213. Details of the opening / closing scenario will be described later.

[0121] During the period when a round of play is being played (hereinafter also referred to as the opening / closing processing period), if a game ball hit by a player to the right enters the first large prize opening 36a or the second large prize opening 212, the number of game balls set for each large prize opening will be awarded to the player as a bonus (prize balls).

[0122] In this embodiment, an opening / closing scenario is set in which the second opening / closing door 213 is opened only in specific cases, and a gaming ball can be allowed to enter the second large winning opening 212. Then, as described in FIG. 4, when a gaming ball enters the second large winning opening 212, one of the gaming balls that entered the second large winning opening 212 is stored in the storage section 218, and then, after the storage valve 216 is opened, the gaming ball flows from the flow path 211 to the crane 220 (see FIG. 4(e)). Then, when a gaming ball flowing through the crane 220 enters the V winning opening 222, a new jackpot is determined. When a new jackpot is determined as a result of a gaming ball entering the V winning opening 222, the opening / closing execution mode currently being executed is interrupted, and a new opening / closing execution mode based on the entry of the gaming ball into the V winning opening 222 is started. As mentioned above, when a jackpot is won in a lottery triggered by a gaming ball entering the first starting port 33, the type of jackpot is determined by the gaming ball entering the type determination gate 202 during the opening / closing execution mode after the end of the game session in which the jackpot was won. However, in this embodiment, when a jackpot is triggered by a gaming ball entering the V winning port 222, the type of jackpot is determined when the jackpot is confirmed.

[0123] As explained in FIG. 9, the allocation of jackpot types for a jackpot triggered by a gaming ball entering the first starting hole 33 (FIG. 4(a)) is different from the allocation of jackpot types for a jackpot triggered by a V entry triggered by a ball entering the first starting hole (FIG. 4(b)). In this embodiment, the allocation of jackpot types for a jackpot triggered by a V entry triggered by a ball entering the first starting hole is more likely to provide a player with more benefits. Therefore, even if a jackpot triggered by a gaming ball entering the first starting hole 33 has been confirmed, if the second opening / closing door 213 opens during a round of play, the player will hope that the gaming ball will enter the second large entry hole 212 and then enter the V entry hole 222. This can increase the player's sense of expectation even during a round of play.

[0124] If the second opening / closing door 213 is opened and the game ball can be placed in the second large prize opening 212, but the game ball cannot be placed in the V prize opening 222, the round game based on the big win triggered by the game ball entering the first starting opening 33 continues as is.

[0125] When a round of play ends and the opening / closing execution mode ends, if the high-frequency support mode is set for the type of jackpot that triggered the opening / closing execution mode, the support mode for the next game played after the opening / closing execution mode ends becomes the high-frequency support mode. In this case, the player hits the ball to the right to enter the through gate 35, triggering a lottery to open the electric device. If the player wins the lottery to open the electric device, the electric device 34a opens, allowing the ball to enter the second starting hole 34. As a result, a winning lottery is held when the ball enters the second starting hole 34.

[0126] The result of the lottery triggered by the entry of a gaming ball into the second starting hole 34 will be a jackpot or a small jackpot. If a jackpot is won, the type of jackpot is determined by having a gaming ball enter the type determination gate 202 during the opening / closing execution mode that is executed after the game round in which the jackpot was won has ended, just as in the case of winning a jackpot in the lottery triggered by the entry of a gaming ball into the first starting hole 33. Then, a round of play set to the determined jackpot type is played.

[0127] On the other hand, if a small prize is won in a winning lottery triggered by a gaming ball entering the second starting opening 34, an opening / closing execution mode is executed in which the second opening / closing door 213 is opened once after the game in which the small prize was won is completed. Then, if a gaming ball is made to enter the second large prize opening 212 while the second opening / closing door 213 is open and then a gaming ball enters the V prize opening 222, a big prize is confirmed and the opening / closing execution mode is initiated in response to the big prize. In the opening / closing execution mode, a round of play set for the type of big prize is played, and a bonus is awarded to the player.

[0128] Next, we will explain what happens when a player starts playing, hits the game ball with his left hand to enter the first starting hole 33, and wins a small prize in the winning lottery triggered by the ball entering the first starting hole 33.

[0129] If a small jackpot is won in a lottery triggered by a gaming ball entering the first starting slot 33, an open / close execution mode is executed in which the second opening / closing door 213 opens once after the game in which the small jackpot was won is completed. After the open / close execution mode begins, a right-hit suggestion effect is executed, suggesting the player to make a right hit. If the player performs a right hit in accordance with the right-hit suggestion effect, causes the gaming ball to enter the second large winning slot 212 while the second opening / closing door 213 is open, and then the gaming ball enters the V winning slot 222, a jackpot is confirmed, and the open / close execution mode is initiated in response to the jackpot. In the open / close execution mode, a round game set for the type of jackpot is executed, and a bonus is awarded to the player. The general flow of play on the gaming machine in this embodiment has been described above.

[0130] A4: Overview of the processing by the gaming machine: Next, an outline of the processing executed by the pachinko machine 10 of this embodiment will be described.

[0131] 11 is a time chart illustrating, as Case 1, a case where a jackpot is won in a lottery triggered by a gaming ball entering the first starting hole 33. The outline of the processing described below is not executed in all cases where a jackpot is won in a lottery triggered by a gaming ball entering the first starting hole 33, but is executed only in specific cases.

[0132] When a player hits the ball with his left hand and the ball enters the first starting hole 33, game round U1 begins, triggering the change of the symbols on the first symbol display unit 37a. At this time, a predetermined effect is executed in game round U1. After that, the change of the symbols on the first symbol display unit 37a stops. At this time, a symbol pattern indicating a jackpot is displayed on the first symbol display unit 37a, but no effect is executed that clearly suggests that a jackpot has been won by displaying an image on the symbol display device 41 or outputting an audio signal. Instead, an effect is executed that makes it difficult for the player to distinguish whether they have won a jackpot or a minor jackpot. Therefore, a player who is aware of the results of the winning lottery by displaying an image on the symbol display device 41 or outputting an audio signal cannot recognize that they have won a jackpot in the winning lottery corresponding to game round U1.

[0133] After the game round U1 in which the winning lottery was won is completed, the opening and closing execution mode is initiated. As described above, when a jackpot is won in the winning lottery triggered by a ball entering the first starting gate 33, the type of jackpot has not been determined at the time of the winning lottery. The type of jackpot is determined when the game ball enters the type determination gate 202 after the opening and closing execution mode is initiated. Therefore, even when the game round in which the winning lottery was won is completed, the round display unit 39 does not display the number of rounds to be played in the opening and closing execution mode. In this embodiment, the period from the start of the opening and closing execution mode to the determination of the type of jackpot is also referred to as the "standby period."

[0134] After the game round U1 in which the winning lottery was won has ended, the opening / closing execution mode is started and at the same time, an effect suggesting a right hit (right hit suggestion effect) is executed, along with an effect indicating that the player may be granted a special bonus, more specifically, an effect suggesting that there are two opportunities (chances) to win the jackpot (hereinafter also referred to as the "double chance effect") is executed.

[0135] When a player recognizes that the right-hit suggestion effect and the W chance effect have been executed, he or she executes a right hit, and when the game ball enters the type determination gate 202, a type determination process is executed and the type of jackpot is determined. When the type of jackpot is determined, the standby period ends and an opening period begins. The right-hit suggestion effect is also executed during the opening period. After the opening period ends, an opening / closing process period begins. During the opening / closing process period, round games are executed the number of times corresponding to the determined jackpot type. At this time, a round game is executed in which the second opening / closing door 213 is opened during the first round game (1st round) of the number of round games corresponding to the jackpot type. In addition, when the opening / closing process period begins, an effect is executed (hereinafter also referred to as a 1st chance effect) that suggests that the first of the two available opportunities (chances) to win a jackpot has begun.

[0136] More specifically, in the first chance performance, the player is encouraged to hit to the right, and the performance is executed to encourage the player to place the game ball in the second large prize opening 212, and further to place the game ball in the V prize opening 222.

[0137] When the player recognizes the first chance effect to be executed and hits the right hand, and is able to cause the game ball to enter the second large winning opening 212 at the timing when the second opening / closing door 213 is open, and the game ball is able to be stored in the storage section 218 (see FIG. 4) (proceed to [Stored in storage section] in the time chart), after the second opening / closing door 213 is closed, the storage valve 216 performs one opening / closing operation. At this time, the one game ball stored in the storage section 218 flows through the flow path 211 and into the crane 220.

[0138] A gaming ball circulating through the crane 220 enters the V winning slot 222 or the non-V winning slot 224. When a gaming ball circulating through the crane 220 enters the V winning slot 222 (proceed to [Ball Enters V Winning Slot] shown in the time chart), in terms of processing, the round game that has been executed as a result of winning the jackpot in the winning lottery for game round U1 continues, the jackpot triggered by the gaming ball entering the V winning slot 222 is not confirmed, and a new opening / closing execution mode based on the gaming ball entering the V winning slot 222 is not started. Furthermore, the entry of the gaming ball into the V winning slot 222 does not grant any benefits to the player, and the game status is not changed.

[0139] However, in this embodiment, the V entry jackpot effect is executed when a gaming ball enters the V entry port 222. The V entry jackpot effect is an effect that suggests that a gaming ball has entered the V entry port 222 and that a jackpot has occurred. In this embodiment, the letter "V" is displayed on the display surface 41a, and the word "jackpot" is also displayed.

[0140] By executing the V entry jackpot presentation in response to the entry of a gaming ball into the V entry port 222, it is possible to make the player recognize that a new jackpot has been confirmed by the entry of the gaming ball into the V entry port 222, and to give the player a sense of expectation. It is also possible to make the player recognize that an opening / closing execution mode based on the entry of the gaming ball into the V entry port 222 has started.

[0141] Then, after the V-winning jackpot effect is executed, the first round of the round game, which has been executed as a result of winning the jackpot in the lottery for game round U1, ends, and the second round (2R) begins. From the second round onwards, an effect is executed that suggests that a new opening / closing execution mode has started. By doing so, the player can be made to perceive as if a new opening / closing execution mode has started based on the entry of a game ball into the V winning opening 222, and a sense of anticipation can be imparted to the player. In other words, a new sense of anticipation can be imparted to the player during the round game, which has been executed as a result of winning the jackpot in the lottery for game round U1.

[0142] On the other hand, when a gaming ball circulating through the crane 220 enters the non-V winning slot 224 (progressing to [Ball not entering V winning slot] on the time chart), an effect is executed indicating that the second of two available chances to win the jackpot has begun (hereinafter also referred to as "second chance effect"). The second chance effect is an effect that prompts the player to operate the effect operation button 24, and if the player operates the effect operation button 24 within a predetermined period of time, an effect is executed indicating that a jackpot has been confirmed at the time the player operates the effect operation button 24. Furthermore, if the player does not operate the effect operation button 24 within a predetermined period of time after the effect prompting the player to operate the effect operation button 24 is executed, an effect is executed indicating that a jackpot has been confirmed after the predetermined period has elapsed. In this case, the round game that has been executed since the jackpot was won in the lottery for game round U1 continues, and the jackpot is not confirmed and a new opening / closing execution mode is not started as a result of the operation of the effect operation button 24 in the second chance effect. Furthermore, the operation of the effect operation button 24 in the second chance effect does not result in any special benefit being given to the player, and the game state is not changed.

[0143] However, in this embodiment, when the effect operation button 24 is operated during the second chance effect, a jackpot effect suggesting a jackpot is executed. Alternatively, if the player does not operate the effect operation button 24 within a predetermined period after the execution of an effect prompting the player to operate the effect operation button 24, an effect indicating that a jackpot has been confirmed is executed after the predetermined period has elapsed. By executing a jackpot effect after the execution of the second chance effect in this way, the player can be made to recognize that a new jackpot has been confirmed by the second chance effect, and a sense of anticipation can be created.

[0144] Then, after the jackpot effect is executed, the first round of the round game, which has been executed as a result of the winning of the jackpot in the lottery for the game round U1, ends, and the second round (2R) begins. From the second round onwards, an effect is executed that suggests that a new opening / closing execution mode has started. By doing so, the player can be made to perceive as if a new opening / closing execution mode has started based on the jackpot in the second chance effect, and a sense of anticipation can be imparted to the player. In other words, a new sense of anticipation can be imparted to the player during the round game, which has been executed as a result of the winning of the jackpot in the lottery for the game round U1.

[0145] It is also possible to configure the game so that the effect executed during the round play from the second round onwards when a game ball circulating through the Krun 220 enters the V winning port 222 is different from the effect executed during the round play from the second round onwards when a game ball circulating through the Krun 220 enters the non-V winning port 224. For example, when a game ball circulating through the Krun 220 enters the V winning port 222, an effect suggesting that an opening / closing execution mode based on the game ball entering the V winning port 222 is being executed is executed as the effect during the round play from the second round onwards, and when a game ball circulating through the Krun 220 enters the non-V winning port 224 and a jackpot effect is executed by the second chance effect, an effect suggesting that an opening / closing execution mode based on a new jackpot by the second chance effect is being executed is executed as the effect during the round play from the second round onwards. In this way, in either case, the same round of play is essentially being played, triggered by winning the jackpot in the lottery for round U1, but by using different presentations during rounds from round 2 onwards, it is possible to give the player different expectations, widen the range of playability, and increase the enjoyment of the game.

[0146] Next, we will explain the case where, even though the player recognizes the first chance effect and executes a right hit, the game ball is not able to enter the second large winning opening 212 at the timing when the second opening / closing door 213 is open, and the game ball is not able to be stored in the storage section 218 (progressing to [Not stored in storage section] in the time chart). In this case, the second chance effect is executed after the second opening / closing door 213 is closed. The second chance effect in this case is also an effect that prompts the player to operate the effect operation button 24, and if the player operates the effect operation button 24 within a predetermined period, an effect is executed indicating that a jackpot has been confirmed at the timing when the player operates the effect operation button 24. Furthermore, if the player does not operate the effect operation button 24 within a predetermined period after the execution of the effect prompting the player to operate the effect operation button 24, an effect is executed indicating that a jackpot has been confirmed after the predetermined period has elapsed. In this case, just as in the case where the process proceeds to [Ball not entering V entry port] shown in the time chart, the round game that was started in response to the winning of the jackpot in the lottery for game round U1 continues, and the jackpot is not confirmed in response to the operation of the effect operation button 24 in the second chance effect, and a new opening / closing execution mode is not started. Furthermore, the operation of the effect operation button 24 in the second chance effect does not result in any special benefit being given to the player, and the game state is not changed.

[0147] However, in this embodiment, when the effect operation button 24 is operated during the second chance effect, a jackpot effect suggesting a jackpot is executed. Alternatively, if the player does not operate the effect operation button 24 within a predetermined period after the execution of an effect prompting the player to operate the effect operation button 24, an effect indicating that a jackpot has been confirmed is executed after the predetermined period has elapsed. By executing a jackpot effect after the execution of the second chance effect in this way, the player can be made to recognize that a new jackpot has been confirmed by the second chance effect, and a sense of anticipation can be created.

[0148] Then, after the jackpot effect is executed, the first round of the round game, which has been executed as a result of the winning of the jackpot in the lottery for game round U1, ends, and the second round (2R) begins. From the second round onwards, an effect is executed that suggests that a new opening / closing execution mode has started. By doing so, the player can be made to perceive as if a new opening / closing execution mode has started based on the jackpot in the second chance effect, and a sense of anticipation can be imparted to the player. In other words, a new sense of anticipation can be imparted to the player during the round game, which has been executed as a result of the winning of the jackpot in the lottery for game round U1. Case 1 has been described above.

[0149] 12 is a time chart illustrating, as Case 2, a case where a small prize is won in a winning lottery triggered by a gaming ball entering the first starting hole 33. In this embodiment, in all cases where a small prize is won in a winning lottery triggered by a gaming ball entering the first starting hole 33, the processing described below is executed.

[0150] When the player hits the ball with his left hand and the ball enters the first starting hole 33, game round U2 begins, triggering the change of the symbols on the first symbol display unit 37a. At this time, a predetermined effect is executed in game round U2. After that, the change of the symbols on the first symbol display unit 37a stops. At this time, the first symbol display unit 37a displays a pattern of symbols indicating a small win, but no effect is executed that clearly suggests that a small win has been won by displaying an image on the symbol display device 41 or outputting an audio signal. Instead, an effect is executed that makes it difficult for the player to distinguish whether they have won a big win or a small win. Therefore, a player who is aware of the winning lottery results by displaying an image on the symbol display device 41 or outputting an audio signal cannot recognize that they have won a small win in the winning lottery corresponding to game round U1.

[0151] After the game round U2 in which the small prize was won ends, the open / close execution mode is started. If the small prize is won in the winning lottery triggered by the ball entering the first starting hole 33, the open / close execution mode is started. Then, during the opening period in the open / close execution mode, a right-hit suggestion effect is executed, and an effect indicating that the player may be awarded a special prize, more specifically, an effect indicating that two opportunities (chances) to win the big prize are prepared (hereinafter also referred to as "double chance effect"), is executed.

[0152] Then, after the opening period ends, an opening / closing processing period begins. During the opening / closing processing period, a round game is executed in which the second opening / closing door 213 is opened only once. Furthermore, when the opening / closing processing period begins, an effect (hereinafter also referred to as a first chance effect) is executed, which indicates that the first of two prepared chances (chances) to win a jackpot has begun.

[0153] More specifically, in the first chance presentation, the player is encouraged to hit to the right, and the game ball is encouraged to enter the second large prize opening 212, and further, the game ball is encouraged to enter the V prize opening 222 to confirm the jackpot.

[0154] When the player recognizes the first chance effect to be executed and hits the right hand, and is able to cause the game ball to enter the second large winning opening 212 at the timing when the second opening / closing door 213 is open, and the game ball is able to be stored in the storage section 218 (see FIG. 4) (proceed to [Stored in storage section] in the time chart), after the second opening / closing door 213 is closed, the storage valve 216 performs one opening / closing operation. At this time, the one game ball stored in the storage section 218 flows through the flow path 211 and into the crane 220.

[0155] A gaming ball circulating through the crane 220 enters the V entry port 222 or the non-V entry port 224. When a gaming ball circulating through the crane 220 enters the V entry port 222 (progress to [Ball Enters V Entry Port] on the time chart), a jackpot is confirmed. Then, upon confirmation of a jackpot, a V entry jackpot effect is executed. The V entry jackpot effect is an effect that suggests that a gaming ball has entered the V entry port 222 and that a jackpot has occurred. In this embodiment, the letter "V" and the word "jackpot" are displayed on the display surface 41a. Note that the V entry jackpot effect executed in case 1 and the V entry jackpot effect executed in case 2 may be the same or similar in content, or may be completely different in content. In this embodiment, the V entry jackpot effect executed in case 1 and the V entry jackpot effect executed in case 2 are the same or similar in content. By doing this, it is made difficult for the player to determine whether the progress of the game in progress is in case 1 or case 2, allowing the player to make various guesses and creating a sense of anticipation.

[0156] Thereafter, the opening / closing execution mode is ended when a small win is won in the winning lottery triggered by the ball entering the first starting opening 33. Then, a new opening / closing execution mode is started when a big win is triggered by the game ball entering the V winning opening 222. When a big win is triggered by the game ball entering the V winning opening 222, the type of the big win is determined together with the confirmation of the big win.

[0157] Also, a configuration may be adopted in which the jackpot presentation executed when a gaming ball enters the V winning opening 222 in case 1 and the jackpot presentation executed when a gaming ball enters the V winning opening 222 in case 2 are the same or similar presentations. By adopting such a configuration, it becomes difficult for the player to determine whether or not a jackpot has been confirmed by the gaming ball entering the V winning opening 222, allowing the player to make various guesses and creating a sense of expectation in the player.

[0158] On the other hand, if a gaming ball circulating through the crane 220 enters the non-V winning slot 224 (progressing to [Ball not entering V winning slot] on the time chart), an effect is executed (hereinafter also referred to as a second chance effect) suggesting that the second of two available chances to win the jackpot has begun. The second chance effect is an effect that prompts the player to operate the effect operation button 24, and if the player operates the effect operation button 24 within a predetermined period, an effect is executed indicating that a loss has been confirmed at the time the player operates the effect operation button 24. Furthermore, if the player does not operate the effect operation button 24 within a predetermined period after the execution of the effect prompting the player to operate the effect operation button 24, an effect is executed indicating that a loss has been confirmed after the predetermined period has elapsed. Note that the confirmation of a loss suggested in the second chance effect is content that suggests that the winning lottery for game round U2 has resulted in a loss (or was a loss).

[0159] After the second chance effect is executed, the round game that is being executed as a result of winning a small prize in the winning lottery for game round U2 ends, and then the open / close execution mode ends. Then, an effect is executed that encourages the player to hit with the left (left hit suggestion effect). The player hits with the left and tries again to get the game ball into the first starting hole 33.

[0160] Next, we will explain the case where, even though the player recognizes the first chance effect and executes a right hit, the game ball is unable to enter the second large winning opening 212 at the timing when the second opening / closing door 213 is open, and the game ball is unable to be stored in the storage section 218 (progressing to [Not stored in storage section] in the time chart). In this case, the second chance effect is executed after the second opening / closing door 213 is closed. The second chance effect in this case is also an effect that prompts the player to operate the effect operation button 24, and if the player operates the effect operation button 24 within a predetermined period, an effect is executed indicating that a miss has been confirmed at the timing when the player operates the effect operation button 24. Furthermore, if the player does not operate the effect operation button 24 within a predetermined period after the execution of the effect prompting the player to operate the effect operation button 24, an effect is executed indicating that a miss has been confirmed after the predetermined period has elapsed.

[0161] After the second chance effect is executed, the round game that is being executed as a result of winning a small prize in the winning lottery for game round U2 ends, and then the open / close execution mode ends. Then, an effect is executed that encourages the player to hit with the left (left hit suggestion effect). The player hits with the left and tries again to get the game ball into the first starting hole 33.

[0162] As explained above, whether a big win (case 1) or a small win (case 2) is won in the winning lottery executed when the gaming ball enters the first starting hole 33, the first symbol display unit 37a displays a symbol pattern indicating the result of the winning lottery, but no effect is executed suggesting the result of the winning lottery by displaying an image on the symbol display device 41 or outputting an audio sound. Therefore, a player who knows the result of the winning lottery by displaying an image on the symbol display device 41 or outputting an audio sound cannot know the result of the lottery for that game round at the end of the game round. As a result, even if a small win is won, the player can be given a sense of expectation that he or she may have won the big win.

[0163] Furthermore, after the game has finished, in both Case 1 and Case 2, a right-hit suggestion effect and a W-chance suggestion effect are executed, so that even during the period when the effect is being executed after the game has finished, it is possible to give the player a sense of expectation that they may have won a big jackpot rather than a small jackpot in the lottery.

[0164] Furthermore, in the pachinko machine 10 of this embodiment, when a jackpot is won in a lottery triggered by a ball entering the first starting hole 33, the type of jackpot is not determined at the time of the lottery, but is determined when a game ball enters the type determination gate 202 during the open / close execution mode. Once the type of jackpot is determined, the round lamp of the round display unit 39 lights up with a display corresponding to the number of rounds played that correspond to the type of jackpot. On the other hand, if a small jackpot is won, the round lamp does not light up. In other words, whether a jackpot or a small jackpot is won, the round lamp does not light up immediately after the end of a game round. Therefore, after the end of a game round, the player can avoid having to determine whether the jackpot or the small jackpot has been won based on the round lamp.

[0165] As a result, after a round of play ends, the player is not made aware of the result of the winning lottery until the player makes a right hit and causes the gaming ball to enter the type determination gate 202, and this makes it possible to give the player a sense of expectation that he or she may have won a jackpot rather than a small jackpot for a relatively long period of time. In other words, even after a round of play ends and the opening and closing execution mode based on a jackpot or a small jackpot has begun, this makes it possible to give the player a sense of expectation for a relatively long period of time and to attract their attention to the game. Furthermore, when the type of jackpot is determined, the player is made to make a right hit and causes the gaming ball to enter the type determination gate 202, which makes the player actively participate in determining the type of jackpot, and thus makes the player further pay attention to the game during the opening and closing execution mode.

[0166] Furthermore, in case 1, even though a jackpot is won in the winning lottery in game round U1 and a game ball subsequently enters the V winning slot 222, the round game that has been executed as a result of winning the jackpot in the winning lottery in game round U1 continues, the jackpot triggered by the game ball entering the V winning slot 222 is not confirmed, and a new opening / closing execution mode based on the game ball entering the V winning slot 222 is not started. Furthermore, the game ball entering the V winning slot 222 does not grant any benefits to the player, and the game state is not changed. On the other hand, in case 2, if a small prize is won in the winning lottery in game round U2 and then the game ball enters the V winning opening 222, a big prize is confirmed, and after the opening / closing execution mode triggered by the winning of the small prize in the winning lottery in game round U2 ends, a new opening / closing execution mode triggered by the big prize based on the game ball entering the V winning opening 222 begins. In other words, since a bonus may or may not be awarded to the player when the game ball enters the V winning opening 222 during a game, it is possible to make the player guess whether or not a bonus will be awarded when the game ball enters the V winning opening 222 during a game, and to give the player a sense of expectation that a bonus may be awarded.

[0167] Furthermore, when the game ball enters the V winning hole 222, the player can guess whether the result of the winning lottery in the game that triggered the game ball to enter the V winning hole 222 is a big win or a small win, giving the player even greater expectations.

[0168] Furthermore, in case 1, when a gaming ball enters the V winning port 222, even though no special benefit is awarded triggered by the gaming ball entering the V winning port 222, a V winning jackpot presentation is executed in response to the gaming ball entering the V winning port 222. In case 2, when a gaming ball enters the V winning port 222, a special benefit is awarded in response to the gaming ball entering the V winning port 222, and a V winning jackpot presentation is executed in response to the gaming ball entering the V winning port 222. Therefore, even if no special benefit is awarded in response to the gaming ball entering the V winning port 222, it is possible to give a player who recognizes that a V winning jackpot has been executed an expectation that a special benefit will be awarded.

[0169] In case 1, even if the game ball enters the V winning port 222, no special benefit will be awarded as a result of the ball entering the port. However, the first chance performance executes a performance that encourages the game ball to enter the V winning port 222. This gives players who recognize that the performance has been executed hope that a special benefit may be awarded, and further encourages the game ball to be launched in a manner that will cause the game ball to enter the V winning port 222.

[0170] Furthermore, in Case 1, when a game ball enters the V winning slot 222, even though the first round of the round game that was executed triggered by winning the jackpot in the lottery for game round U1 ends and the second round (2R) begins, an effect is executed from the second round onwards that suggests that a new opening / closing execution mode has started. By doing so, the player can be made to perceive as if a new opening / closing execution mode has started based on the game ball entering the V winning slot 222, and a sense of expectation can be imparted to the player. In other words, a new sense of expectation can be imparted to the player during the round game that was executed triggered by winning the jackpot in the lottery for game round U1.

[0171] <A5> Various processes performed by the main control unit: Next, an example of specific processing executed 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.

[0172] <Timer interrupt processing> 13 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).

[0173] In step Sa0101, the process reads the status of the various detection sensors. That is, the state of the various detection sensors connected to the main control device 60 is read, the state of the sensors is determined, and the detection information (ball-entry detection information) is saved. Then, the process proceeds to step Sa0102.

[0174] In step Sa0102, 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 its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of ​​the RAM 64. Then, the process proceeds to step Sa0103.

[0175] In step Sa0103, the values ​​of the winning 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 winning 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. The updated values ​​of each counter C1 to C4 are then stored in the corresponding buffer area of ​​RAM 64. Then, the process proceeds to step Sa0104. The value of the fluctuation type counter CS is updated in the normal processing (FIG. 22) described later.

[0176] In step Sa0104, a ball entry process for the start hole is executed in response to the entry of the game ball into the first start hole 33 and the second start hole 34. The details of the ball entry process for the start hole in step Sa0104 will be described later. After executing step Sa0104, the process proceeds to step Sa0105.

[0177] In step Sa0105, a through ball entry process is executed in response to the game ball entering (passing through) the through gate 35. The through ball entry process in step Sa0105 will be described in detail later. After executing step Sa0105, the process proceeds to step Sa0106.

[0178] In step Sa0106, a ball entry process for the category determination gate is executed in response to the game ball entering the category determination gate. The ball entry process for the category determination gate in step Sa0106 will be described in detail later. After executing step Sa0106, the process proceeds to step Sa0107.

[0179] In step Sa0107, a ball entry process for the special prize opening is executed in response to the entry of a gaming ball into the special prize opening. The details of the ball entry process for the special prize opening in step Sa0107 will be described later. After executing step Sa0107, the process proceeds to step Sa0108.

[0180] In step Sa0108, a ball-entry process for the Kloun is executed in response to the entry of the game ball into the Kloun. The ball-entry process for the Kloun in step Sa0108 will be described in detail later. After executing step Sa0108, the MPU 62 ends the timer interrupt process.

[0181] <Starting hole 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. 13: Sa0104).

[0182] 14 is a flowchart showing the ball entry process for the start opening. In step Sa0201, whether or not the gaming ball has entered the first start opening 33 (start entry) is determined based on the detection state of the detection sensor corresponding to the first start opening 33. In step Sa0201, if it is determined that the gaming ball has entered the first start opening 33 (Sa0201: YES), the process proceeds to step Sa0202, where a prize ball command is set in the payout control device 70 to pay out three gaming balls. Thereafter, the process proceeds to step Sa0203.

[0183] In step Sa0203, 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. Thereafter, the process proceeds to step Sa0204.

[0184] In step Sa0204, the start pending number RaN (hereinafter also referred to as the first start pending number RaN), which is the value stored in the pending number storage area of ​​the first pending area Ra, is read, and the first start pending number RaN is set as the target of processing described later. The first start pending number RaN indicates the number of balls pending based on balls entering the first start opening 33. Then, proceed to step Sa0209.

[0185] In step Sa0201, if it is determined that the game ball has not entered the first starting hole 33 (Sa0201: NO), proceed to step Sa0205 and determine 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.

[0186] In step Sa0205, if it is determined that the gaming ball has entered the second starting hole 34 (Sa0205: YES), the process proceeds to step Sa0206, where a prize ball command is set to cause the payout control device 70 to pay out three gaming balls. Thereafter, the process proceeds to step Sa0207. On the other hand, in step Sa0205, if it is determined that the gaming ball has not entered the second starting hole 34 (Sa0205: NO), the ball entry process for this starting hole is terminated.

[0187] In step Sa0207, 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 second starting hole 34. Thereafter, the process proceeds to step Sa0208.

[0188] In step Sa0208, the start pending number RbN (hereinafter also referred to as the second start pending number RbN), which is the value stored in the pending number storage area of ​​the second pending area Rb, is read, and the second start pending number RbN is set as the target of the processing described below. The second start pending number RbN indicates the number of balls pending based on balls entering the second start opening 34. Then, proceed to step Sa0209.

[0189] In step Sa0209, it is determined whether the start pending number N (RaN or RbN) set in step Sa0204 or step Sa0208 described above is less than the upper limit (4 in this embodiment). In step Sa0209, if the start pending number N is not less than the upper limit (Sa0209: NO), the ball entry process for this start port is terminated.

[0190] On the other hand, if the start pending number N is less than the upper limit in step Sa0209 (Sa0209: YES), proceed to step Sa0210, add 1 to the start pending number N in the corresponding pending area, and then proceed to step Sa0211, 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 Sa0212.

[0191] In step Sa0212, the values ​​of the winning random number counter C1, the reach random number counter C3, and the fluctuation type counter CS updated in step Sa0103 (Fig. 13), which were updated in step Sa0103 (Fig. 13), and the reach random number counter C3, which was updated in normal processing (Fig. 22), are stored in the first storage area among the empty storage areas of the corresponding holding area, i.e., the storage area corresponding to the held number to which 1 was added in step Sa0210. Specifically, when the first start held number RaN is set as the processing target, the values ​​of the winning random number counter C1, the reach random number counter C3, and the fluctuation type counter CS updated in step Sa0103 (Fig. 13) are stored in the first storage area among the empty storage areas of the first holding area Ra, i.e., the storage area corresponding to the first start held number RaN to which 1 was added in step Sa0210. Furthermore, if the second start pending number RbN is set as the processing target, the values ​​of the winning random number counter C1, the reach random number counter C3, and the fluctuation type counter CS updated in step Sa0103 (FIG. 13) are stored in the first free storage area of ​​the second holding area Rb, that is, the storage area corresponding to the second start pending number RbN to which 1 was added in step Sa0210. After executing step Sa0212, proceed to step Sa0213.

[0192] In step Sa0213, a first-place determination process is executed. The first-place determination process is a process that determines the result of the winning lottery (lottery result), the type of jackpot, whether or not a reach has occurred, the variable time of the number of games, etc., based on the information (reserved information) of each value of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS, before the reserved information becomes the subject of the winning lottery by the main control device 60. The details of the first-place determination process will be described later. After executing step Sa0213, the process proceeds to step Sa0214.

[0193] In step Sa0214, a process for setting a reserved command is executed. Specifically, the judgment result (first determination information) of the first determination process executed based on the information (reserved information) of each value of the winning random number counter C1, the reach random number counter C3, and the fluctuation type counter CS is set as a reserved command.

[0194] The hold command is a command for making the sub-side control device recognize that a ball has entered 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 entry, before the hold information becomes the subject of a winning lottery by the main control device 60. The hold command is sent to the audio and light emission control device 90 in the command output process of the normal process (FIG. 22: step Sa1003) described later.

[0195] Furthermore, when the audio and light-emitting control device 90 receives a hold command transmitted based on a ball entering the first starting gate 33, it transmits a command to the display control device 100 to change the display in the first hold display area Ds1 of the pattern display device 41 to correspond to the increase in the number of reserved balls. The display control device 100, which has received the command, changes the display in the first hold display 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 audio and light-emitting control device 90 receives a hold command transmitted based on a ball entering the second starting gate 34, it transmits a command to the display control device 100 to change the display in the second hold display area Ds2 of the pattern display device 41 to correspond to the increase in the number of reserved balls. The display control device 100, which has received the command, changes the display in the second hold display area Ds2 of the pattern display device 41 to correspond to the increase in the number of reserved balls.

[0196] After executing step Sa0214, the main MPU 62 ends the ball entry processing for this starting hole.

[0197] <First Determination 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. 14: Sa0213) of the ball-entering process for the starting hole.

[0198] 15 is a flowchart showing the first determination process. As described above, the first determination process is a process that executes, based on the reserved information, determination of whether the winning lottery will be won or not, determination of the type of jackpot, determination of whether a reach has occurred, determination of the variable time for the number of games played, and the like, before the reserved information becomes the subject of the winning lottery by the main control device 60.

[0199] In step Sa0301, a process for acquiring jackpot and reach information is executed. This process determines whether the lottery was successful, the type of jackpot, and whether a reach has occurred. Details of the process for acquiring jackpot and reach information will be described later. After executing step Sa0301, the process proceeds to step Sa0302.

[0200] In step Sa0302, a variable time information acquisition process is executed. This process is a process for determining the variable time of the game. The variable time information acquisition process will be described in detail later.

[0201] After executing step Sa0302, the destination determination process ends.

[0202] <Jackpot / Reach Information Acquisition Processing> Next, the jackpot / reach information acquisition process will be described. The jackpot / reach information acquisition process is executed by the MPU 62 of the main control device 60 as a subroutine of the first determination process (Fig. 15: Sa0301).

[0203] 16 is a flowchart showing the process of acquiring jackpot and reach information. In step Sa0401, the value of the winning random number counter C1 stored in the memory area (reservation area) by the ball entering the starting hole in the ball entering process for the starting hole (FIG. 14) is read out. Then, the process proceeds to step Sa0402.

[0204] In step Sa0402, it is determined whether the value of the read-out winning random number counter C1 is based on the first reserve area Ra. In other words, it is determined whether the reserved information to be subjected to the advance determination process is information acquired in response to a game ball entering the first start port 33 or information acquired in response to a game ball entering the second start port 34. In step Sa0402, if it is determined that the read-out reserve area is based on the first reserve area Ra (Sa0402: YES), the process proceeds to step Sa0403 and refers to the win / loss table for the first start port. Then, the process proceeds to step Sa0405.

[0205] On the other hand, if it is determined in step Sa0402 that the read-out holding area is not based on the first holding area Ra, that is, if the read-out holding area is based on the second holding area Rb (Sa0402: NO), the process proceeds to step Sa0404, where the win / loss table for the first starting port is referenced. Then, the process proceeds to step Sa0405.

[0206] In step Sa0405, it is determined whether the value of the read-out winning random number counter C1 is a winning jackpot in the winning lottery. In step Sa0405, if it is determined that the value of the read-out winning random number counter C1 is a winning jackpot in the winning lottery (Sa0405: YES), the process proceeds to step Sa0406.

[0207] In step Sa0406, the jackpot information is stored in the advance determination process result storage area 64h, and then the jackpot / reach information acquisition process is terminated.

[0208] On the other hand, if it is determined in step Sa0405 that the value of the winning random number counter C1 read out does not result in a big win in the winning lottery (Sa0405: NO), the process proceeds to step Sa0407.

[0209] In step Sa0407, it is determined whether the value of the read-out winning random number counter C1 is a win in the winning lottery. If it is determined in step Sa0407 that the value of the read-out winning random number counter C1 is a win in the winning lottery (Sa0407: YES), the process proceeds to step Sa0408.

[0210] In step Sa0408, the small win information is stored in the first determination process result storage area 64h, and then the big win / reach information acquisition process is terminated.

[0211] In step Sa0407, if it is determined that the read value of the winning random number counter C1 does not indicate a small win in the winning lottery (Sa0407: NO), the process proceeds to step Sa0409.

[0212] In step Sa0409, 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 read out. Then, the process proceeds to step Sa0410, where the reach determination table stored in the reach determination table storage area 63c is referenced. Then, the process proceeds to step Sa0411, where, as a result of reference to the reach determination table, it is determined whether the value of the reach random number counter C3 read out this time corresponds to the occurrence of a reach.

[0213] If it is determined in step Sa0411 that a reach occurrence is possible (Sa0411: YES), the process proceeds to step Sa0412, where reach occurrence information is stored in the next determination process result storage area 64h. Then, the jackpot / reach information acquisition process is terminated. On the other hand, if it is determined in step Sa0411 that a reach occurrence is not possible (Sa0411: NO), the jackpot / reach information acquisition process is terminated.

[0214] <Variable time information acquisition process> Next, the variable time information acquisition process will be described. The variable time information acquisition process is executed by the MPU 62 of the main control device 60 as a subroutine of the destination determination process (Fig. 15: Sa0302).

[0215] 17 is a flowchart showing the process of acquiring variable time information. In step Sa0501, the value of the variable type counter CS stored in the memory area by the ball entering the starting hole in the ball entering process for the starting hole (FIG. 14) is acquired. Then, the process proceeds to step Sa0502.

[0216] In step Sa0502, it is determined whether or not the winning lottery for the current game is a win. Specifically, it is determined whether or not there is a jackpot based on the winning lottery result determined by the jackpot / reach information acquisition process, and if there is a jackpot (Sa0502: YES), the process proceeds to step Sa0503.

[0217] In step Sa0503, the CPU 61 acquires the fluctuation time information corresponding to the current value of the fluctuation type counter CS by referring to the fluctuation time table for the big win stored in the fluctuation time table storage area 63d of the ROM 63. After executing step Sa0503, the CPU 61 proceeds to step Sa0509.

[0218] In step Sa0509, the acquired variable time information is stored in the prior determination process result storage area 64h of the RAM 64. Thereafter, this variable time information acquisition process is terminated.

[0219] In step Sa0502, if it is determined that the result of the winning lottery is not a big win (step Sa0502: NO), proceed to step Sa0504 to determine whether or not the winning lottery for the current game has resulted in a small win. In step Sa0504, if it is determined that the winning lottery has resulted in a small win (Sa0504: YES), proceed to step Sa0505.

[0220] In step Sa0505, the CPU 61 acquires the variable time information corresponding to the current value of the variable type counter CS by referring to the variable time table for small wins stored in the variable time table storage area 63d of the ROM 63. After executing step Sa0505, the CPU 61 proceeds to step Sa0509.

[0221] In step Sa0509, the acquired variable time information is stored in the prior determination process result storage area 64h of the RAM 64. Thereafter, this variable time information acquisition process is terminated.

[0222] In step Sa0504, if it is determined that the small prize has not been won in the winning lottery for the current game (Sa0504: NO), the process proceeds to step Sa0506 to determine whether a reach will occur. In step Sa0506, if it is determined that a reach will occur (Sa0506: YES), the process proceeds to step Sa0507.

[0223] In step Sa0507, the CPU 11 acquires the variable time information corresponding to the current value of the variable type counter CS by referring to the variable time table for reach occurrence stored in the variable time table storage area 63d of the ROM 63. Then, the CPU 11 proceeds to step Sa0509, stores the acquired variable time information in the advance determination processing result storage area 64h of the RAM 64, and then terminates the variable time information acquisition processing.

[0224] In step Sa0506, if it is determined that a reach will not occur in the current game (step Sa0506: NO), the process proceeds to step Sa0508, where the process refers to the reach non-occurrence fluctuation time table stored in the fluctuation time table storage area 63d to acquire the fluctuation time corresponding to the current value of the fluctuation type counter CS. Thereafter, the process proceeds to step Sa0509, where the acquired fluctuation time information is stored in the advance determination processing result storage area 64h of the RAM 64, and the process ends.

[0225] <Processing a through ball> Next, the through ball scoring process will be described. The through ball scoring process is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 13: step Sa0105).

[0226] 18 is a flowchart showing the ball entry process for through play. In step Sa0601, it is determined whether or not a gaming ball has entered the through gate 35. If it is determined in step Sa0601 that a gaming ball has entered the through gate 35 (Sa0601: YES), the process proceeds to step Sa0602, 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 and are reserved for the purpose of holding a lottery to open an electric accessory. 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 Sa0601 that a gaming ball has not entered the through gate 35 (Sa0601: NO), the ball entry process for through play is terminated.

[0227] In step Sa0602, if it is determined that the number of reserved reel items SN is less than the upper limit (less than 4) (Sa0602: YES), proceed to step Sa0603, and add 1 to the number of reserved reel items SN. Then, proceed to step Sa0604.

[0228] In step Sa0604, the value of the electric accessory opening counter C4 updated in step Sa0103 (FIG. 13) is stored in the first storage area among the empty storage areas of the electric accessory reserve area 64c of the RAM 64. After that, the ball entry process for through is completed.

[0229] On the other hand, in step Sa0602, if it is determined that the value of the number of reserved reels SN is not less than the upper limit value (Sa0602: NO), that is, if it is determined that the value of the number of reserved reels SN is the upper limit value, the ball entry process for through is terminated without storing the value of the electric reel opening counter C4.

[0230] <Ball entry processing for the category determination gate> Next, the ball-entry processing for the category determination gate will be described. The ball-entry processing for the category determination gate is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt processing (FIG. 13: step Sa0106).

[0231] 19 is a flowchart showing the ball-entry processing for the category determination gate. In step Sa0701, it is determined whether or not the gaming ball has entered the category determination gate 202. If it is determined in step Sa0701 that the gaming ball has entered the category determination gate 202 (Sa0701: YES), the process proceeds to step Sa0702. On the other hand, if it is determined in step Sa0701 that the gaming ball has not entered the category determination gate 202 (Sa0701: NO), the ball-entry processing for the category determination gate ends immediately.

[0232] In step Sa0702, it is determined whether the type determination permission flag is ON. The type determination permission flag is turned ON when the opening / closing execution mode is started in response to a jackpot win in the winning lottery and the type determination process (see FIG. 29) is executed, and in the ball entry process for this type determination gate, the value of the jackpot type counter C2 for determining the jackpot type is stored in the memory area, and then the flag is turned OFF (Sa0705).

[0233] If it is determined in step Sa0702 that the category determination permission flag is ON (Sa0702: YES), the process proceeds to step Sa0703. If it is determined in step Sa0702 that the category determination permission flag is not ON (Sa0702: NO), the ball entry process for the category determination gate ends.

[0234] In step Sa0703, the value of the big win type counter C2 is stored in the corresponding storage area (type determination process execution area 64i), and then the process proceeds to step Sa0704.

[0235] In step Sa0704, the jackpot type counter storage completion flag is turned ON. The jackpot type counter storage completion flag is turned ON when the value of the jackpot type counter C2 is stored in the type determination process execution area 64i, and is turned OFF when the jackpot type is determined in the type determination process (see FIG. 29) described later. After executing step Sa0704, the process proceeds to step Sa0705.

[0236] In step Sa0705, the category determination permission flag is turned OFF, and then the ball entry process for the category determination gate is completed.

[0237] <Ball entry processing for the large prize slot> Next, the ball entry process for the big prize opening will be described. The ball entry process for the big prize opening is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 13: step Sa0107).

[0238] 20 is a flowchart showing ball entry processing for the special prize opening. In step Sa0801, it is determined whether or not the gaming ball has entered the first special prize opening 36a. If it is determined in step Sa0801 that the gaming ball has entered the first special prize opening 36a (Sa0801: YES), the process proceeds to step Sa0802. On the other hand, if it is not determined in step Sa0801 that the gaming ball has entered the first special prize opening 36a (Sa0801: NO), the process proceeds to step Sa0804.

[0239] In step Sa0802, the number of prize balls to be paid out based on the ball entering the first major prize opening 36a is set. In this embodiment, when one game ball enters the first major prize opening 36a, 15 game balls are paid out as prize balls. After executing step Sa0802, the process proceeds to step Sa0803.

[0240] In step Sa0803, a first major prize opening ball entry command is set. The first major prize opening ball entry command is a command for making the sub-side control device recognize that a gaming ball has entered the first major prize opening 36a. The first major prize opening ball entry command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 22: step Sa1003) described later. After executing step Sa0803, proceed to step Sa0804.

[0241] In step Sa0804, it is determined whether or not the gaming ball has entered the second large prize opening 212. If it is determined in step Sa0804 that the gaming ball has entered the second large prize opening 212 (Sa0804: YES), the process proceeds to step Sa0805. On the other hand, if it is determined in step Sa0804 that the gaming ball has not entered the second large prize opening 212 (Sa0804: NO), the ball entry process for the large prize opening is terminated.

[0242] In step Sa0805, the number of prize balls to be paid out is set based on a ball entering the second major winning opening 212. In this embodiment, when one game ball enters the second major winning opening 212, 15 game balls are paid out as prize balls. After executing step Sa0805, the process proceeds to step Sa0806.

[0243] In step Sa0806, a second large prize opening ball entry command is set. The second large prize opening ball entry command is a command for making the sub-side control device recognize that a game ball has entered the second large prize opening 212. The second large prize opening ball entry command is sent to the audio and light emission control device 90 in the command output process of the normal process (FIG. 22: step Sa1003) described later. After step Sa0806 is executed, the ball entry process for the large prize opening is terminated.

[0244] <Goal entry process for Kroon> Next, the process of scoring a ball for the Kroon will be described. The process of scoring a ball for the Kroon will be executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 13: step Sa0108).

[0245] FIG. 21 is a flowchart showing the ball entry process for the Kroon. In step Sa0901, it is determined whether the Kroon ball entry permission flag is ON. The Kroon ball entry permission flag is turned ON when the storage valve 216 is opened during the large prize opening opening / closing process (FIG. 32), and is turned OFF when a game ball enters the V prize opening 222 or the non-V prize opening 224 of the Kroon 220 (FIG. 21: Sa0910). This prevents a game ball from unintentionally flowing into the Kroon due to damage or abnormality in the storage valve drive mechanism 217 or the storage valve 216, resulting in the ball entering the V prize opening 222 and resulting in a jackpot, even though the storage valve 216 is not performing an opening operation. If it is determined in step Sa0901 that the Kroon ball entry permission flag is ON (Sa0901: YES), the process proceeds to step Sa0902. On the other hand, if it is determined in step Sa0901 that the crane entry permission flag is not ON (Sa0901: NO), the crane entry process ends.

[0246] In step Sa0902, it is determined whether or not a gaming ball has entered the V winning opening 222. If it is determined in step Sa0902 that a gaming ball has entered the V winning opening 222 (Sa0902: YES), the process proceeds to step Sa0903.

[0247] In step Sa0903, it is determined whether the small win flag is ON. That is, in this process, it is determined whether the game ball entered the V winning opening 222 as a result of winning a small win in the winning lottery or as a result of winning a big win in the winning lottery. As explained in case 1 of FIG. 11, when the game ball enters the V winning opening 222 as a result of winning a small win in the winning lottery, a big win is confirmed. However, when the game ball enters the V winning opening 222 as a result of winning a big win in the winning lottery, the round game that has been executed as a result of winning the big win in the winning lottery for the game round continues, and the big win triggered by the game ball entering the V winning opening 222 is not confirmed, and a new opening / closing execution mode based on the game ball entering the V winning opening 222 is not started. Furthermore, the entry of a gaming ball into the V winning opening 222 does not confer any special benefits to the player, and does not change the game state. Therefore, in step Sa0903, it is determined whether the entry of the gaming ball into the V winning opening 222 was triggered by a small win in the winning lottery, or by a big win in the winning lottery, thereby determining whether a big win is confirmed or not. If it is determined in step Sa0903 that the small win flag is ON (Sa0903: YES), the process proceeds to step Sa0904.

[0248] In step Sa0904, the value of the jackpot type counter C2 is stored in the corresponding memory area (type determination process execution area 64i). As described above, in this embodiment, when a jackpot is won in a winning lottery triggered by a gaming ball entering the first start opening 33 or the second start opening 34, the value of the jackpot type counter C2 is stored in the corresponding memory area (type determination process execution area 64i) in the ball entry process for the type determination gate triggered by a gaming ball entering the type determination gate 202 during execution of the open / close execution mode. However, in the case of a jackpot triggered by a gaming ball entering the V winning opening 222, the value of the jackpot type counter C2 is stored in the corresponding memory area (type determination process execution area 64i) upon the gaming ball entering the V winning opening 222. After executing step Sa0904, the process proceeds to step Sa0905.

[0249] In step Sa0905, the V entry jackpot flag is turned ON. The V entry jackpot flag is turned ON when the gaming ball enters the V entry port 222, and is turned OFF after the opening time setting for the opening / closing execution mode due to a V entry jackpot has been completed (Fig. 32: Sa1910). After executing step Sa0905, the process proceeds to step Sa0906.

[0250] In step Sa0906, a V winning command is set. The V winning command is a command for causing the sub-side control device to recognize that a gaming ball has entered the V winning port 222, triggered by a small win in the winning lottery. The V winning command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 22: step Sa1003), which will be described later. After executing step Sa0906, the process proceeds to step Sa0910.

[0251] On the other hand, if it is determined in step Sa0903 that the small win flag is not ON (Sa0903: NO), the process proceeds to step Sa0907.

[0252] In step Sa0907, a dummy V winning command is set. The dummy V winning command is a command for making the sub-side control device recognize that a gaming ball has entered the V winning port 222 as a result of a jackpot in the winning lottery. The dummy V winning command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 22: step Sa1003) described later. After executing step Sa0907, the process proceeds to step Sa0910.

[0253] In step Sa0902, if it is determined that the gaming ball has not entered the V winning hole 222 (Sa0902: NO), the process proceeds to step Sa0908.

[0254] In step Sa0908, it is determined whether or not a gaming ball has entered the non-V winning opening 224. If it is determined in step Sa0908 that a gaming ball has entered the non-V winning opening 224 (Sa0908: YES), the process proceeds to step Sa0909. On the other hand, if it is determined in step Sa0908 that a gaming ball has not entered the non-V winning opening 224 (Sa0908: NO), the ball entry process for the Kluen is terminated.

[0255] In step Sa0909, a non-V winning command is set. The non-V winning command is a command for making the sub-side control device recognize that a game ball has entered the non-V winning port 224. The non-V winning command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 22: step Sa1003) described later. After executing step Sa0909, proceed to step Sa0910.

[0256] In step Sa0910, the Kroon entry permission flag is turned OFF, and the Kroon entry process is then terminated.

[0257] <Normal processing> Next, the normal processing will be described. The normal processing is processing that is started by the MPU 62 of the main control device 60 when the power is turned on. In the normal processing, the main processing of the game is executed.

[0258] 22 is a flowchart showing normal processing. In step Sa1001, start-up processing is executed. Specifically, initial settings of each control device are performed when power is turned on, and the validity of data stored and held in RAM 64 is determined. Then, the process proceeds to step Sa1002.

[0259] In step Sa1002, a startup command is set. The startup command is a command for causing each control device on the sub-side to start a demo video when power is turned on. Then, the process proceeds to step Sa1003.

[0260] In step Sa1003, output data such as the start-up command set in step Sa1002, the command set in the timer interrupt process or the previously executed normal process, etc. are 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. Also, if commands related to effects such as a start-up command, a variable command, a variable type command, or a hold command are set, they are sent to the sound and light emission control device 90. After executing step Sa1003, proceed to step Sa1004.

[0261] In step Sa1004, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of ​​RAM 64. Then, the process proceeds to step Sa1005.

[0262] In step Sa1005, the prize ball count signal and payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Sa1006. In step Sa1006, a game round control process is executed to control the game in each game round. The game round control process includes the drawing of winning balls, setting the variable display of patterns by the pattern display device 41, and display control of the first pattern display unit 37a and the second pattern display unit 37b. Details of the game round control process will be described later. After executing step Sa1006, the process proceeds to step Sa1007.

[0263] In step Sa1007, 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, the process proceeds to step Sa1008.

[0264] In step Sa1008, an electric role support process is executed to drive and control the electric role 34a provided in the second starting opening 34. In the electric role support process, it is determined whether or not to open the electric role 34a. The details of the electric role support process will be described later. Then, the process proceeds to step Sa1009.

[0265] In step Sa1009, 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 Sa1003). That is, it is determined whether the timing for executing the next normal processing has arrived. If it is determined in step Sa1009 that the predetermined time (4 msec) has not elapsed since the start of the current normal processing (Sa1009: NO), in steps Sa1010 and Sa1011, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated within the remaining time until the timing for executing the next normal processing. Specifically, in step Sa1010, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, the counter is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of ​​RAM 64. In addition, in step Sa1011, 1 is added to the fluctuation type counter CS, and when the counter value reaches its 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, if it is determined in step Sa1009 that the predetermined time (4 msec) has elapsed since the start of this normal processing (Sa1009: YES), the process returns to step Sa1003 and the processes from step Sa1003 to step Sa1008 are executed.

[0266] Since the execution time of each process from step Sa1003 to step Sa1008 changes depending on the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI and the variation type counter CS using this remaining time, the values ​​of these counters can be randomly updated.

[0267] <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. 22: Sa1006).

[0268] 23 is a flowchart showing the game play control process. In step Sa1101, it is determined whether or not a special game state is in progress. Specifically, it is determined whether or not the opening / closing execution mode flag in the various flag storage area 64g of RAM 64 is ON. The opening / closing execution mode flag is turned ON when the variation of the symbols in the game play in which a big win or a small win has been won in the winning lottery has ended (Sa1112), and is turned OFF when the opening / closing execution mode is ended in the game state transition process (FIG. 28) (FIG. 28: Sa1629).

[0269] If it is determined in step Sa1101 that the opening / closing execution mode flag is ON (Sa1101: YES), it is determined that the special game state is in progress, and this game round control process is terminated without executing any of the processes from step Sa1102 onwards. In other words, if the special game state is in progress, no game round will be started regardless of whether a ball has entered the first start hole 33 or the second start hole 34. On the other hand, if it is determined in step Sa1101 that the opening / closing execution mode flag is not ON, that is, if it is determined that the special game state is not in progress (Sa1101: NO), the process proceeds to step Sa1102.

[0270] In step Sa1102, it is determined whether the main display unit 45 is currently displaying a variable value. Specifically, it is determined whether either the first symbol display unit 37a or the second symbol display unit 37b is currently displaying a variable value. This determination is made by determining whether the variable display flag in the variable display flag storage area in the various flag storage area 64g of the RAM 64 is ON. The variable display flag is turned ON when variable display is to be started for either the first symbol display unit 37a or the second symbol display unit 37b, and is turned OFF when the variable display is to be ended.

[0271] In step Sa1102, if it is determined that the main display unit 45 is not in a variable display state (Sa1102: NO), the process proceeds to steps Sa1103 to Sa1107 for starting a game round. In step Sa1103, it is determined whether the total reserved number CRN is "0". If the total reserved number CRN is "0", 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 Sa1103, if it is determined that the total reserved number CRN is "0" (Sa1103: YES), this game round control process is terminated. On the other hand, in step Sa1103, if it is determined that the total reserved number CRN is not "0" (Sa1103: NO), the process proceeds to step Sa1104.

[0272] In step Sa1104, a data setting process is executed to set the data stored in the first holding area Ra or the second holding area Rb to the state after the start of fluctuation, and the process proceeds to step Sa1105. The data setting process will be described in detail later.

[0273] In step Sa1105, a change start process is executed to start the change display in the main display unit 45 and the change display in the pattern display device 41. The change start process will be described in detail later. Then, the process proceeds to step Sa1106.

[0274] In step Sa1106, it is determined whether the PNC count flag is ON. The PNC count flag is turned ON when the open / close execution mode, which was executed as a result of a jackpot in which the high frequency support mode was set, ends (see Figure 35), and is turned OFF when the high frequency support mode ends (see Figure 34). The PNC count flag is set to check the timing for starting to count the number of game plays executed in the high frequency support mode. In step Sa1106, if it is determined that the PNC count flag is ON (Sa1106: YES), the process proceeds to step Sa1107.

[0275] In step Sa1107, the value of the game count counter PNC is decremented by 1. The game count counter PNC is a counter for counting the number of games played in the high frequency support mode. After step Sa1107 is executed, this game count control process is terminated. On the other hand, if it is determined in step Sa1106 that the PNC count flag is not ON (Sa1106: NO), the game count control process is terminated.

[0276] In step Sa1102, when it is determined that the main display unit 45 is performing a variable display (Sa1102: YES), processing for progressing the game round in steps Sa1108 to Sa1113 is executed.

[0277] In step Sa1108, it is determined whether the variable time for the current game has elapsed. As described above, the variable time is the time from when the symbol row starts to change until all the symbol rows stop, and is part of the unit game time. Specifically, in step Sa1108, it is determined whether the value of the variable time information stored in the variable time counter area (various counter area 64f) of RAM 64 has become "0". The value of the variable time information is set in the variable time setting process (Figure 27) described later. The value of this set variable time information is decremented by 1 each time the timer interrupt process is started.

[0278] In step Sa1108, if it is determined that the change time has not elapsed (Sa1108: NO), the process proceeds to step Sa1109, where a change display process is executed. The change display process is a process for changing the display mode in the symbol display section related to the current game round. After executing step Sa1109, the game round control process is terminated.

[0279] In step Sa1108, if it is determined that the fluctuation time has elapsed (Sa1108: YES), the process proceeds to step Sa1110, where a fluctuation end process is executed. The fluctuation end process controls the display of the symbol display unit so that the pattern to be displayed in the symbol display unit determined in the fluctuation start process (FIG. 25) described later is displayed on the symbol display unit related to the current game round. After executing step Sa1110, the process proceeds to step Sa1111.

[0280] In step Sa1111, it is determined whether or not either the big win flag or the small win flag is ON. The big win flag is turned ON in the fluctuation start processing (FIG. 25) described later when the result of the winning lottery is a big win. The small win flag is turned ON in the fluctuation start processing (FIG. 25) described later when the result of the winning lottery is a small win. In addition, the big win flag and the small win flag are turned OFF in the flag erasure processing in the transition processing (FIG. 35) at the end of the ending period described later.

[0281] In step Sa1111, if it is determined that either the big win flag or the small win flag is ON (Sa1111: YES), the process proceeds to step Sa1112, where the open / close execution mode flag is set ON. After that, the process proceeds to step Sa1113, where an open / close execution mode start command is set. The open / close execution mode start command is a command for making the sub-side control device recognize that the open / close execution mode has been started. The open / close execution mode start command is sent to the audio / light emission control device 90 in the command output process of the normal process (FIG. 22: step Sa1003) described later. After executing step Sa1113, the game play control process ends.

[0282] On the other hand, in step Sa1111, if it is determined that either the big win flag or the small win flag is not ON (Sa1111: NO), the game number control process is ended as it is.

[0283] <Data setting process> Next, the data setting process will be described. The data setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the game play control process (Fig. 23: Sa1104).

[0284] 24 is a flowchart showing the data setting process. In step Sa1201, it is determined whether the holding area to be processed for executing the data setting process is the first holding area Ra. Specifically, if the earliest-stored holding information (holding information stored in the first area of ​​the first holding area Ra) among the holding information stored in chronological order in the first holding area Ra (FIG. 6) is stored in the holding area earlier than the earliest-stored holding information (holding information stored in the first area of ​​the second holding area Rb) among the holding information stored in chronological order in the second holding area Rb (FIG. 6), the holding area to be processed is determined to be the first holding area Ra. On the other hand, if the earliest-stored holding information among the holding information stored in chronological order in the second holding area Rb is stored in the holding area earlier than the earliest-stored holding information among the holding information stored in chronological order in the first holding area Ra, the holding area to be processed is determined to be the second holding area Rb. That is, by executing the process of step Sa1201, 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.

[0285] If it is determined in step Sa1201 that the retaining area to be processed is the first retaining area Ra (step Sa1201: YES), data setting processing for the first retaining area is performed in steps Sa1202 to Sa1207. On the other hand, if it is determined in step Sa1201 that the retaining area to be processed is not the first retaining area Ra, that is, if it is determined that the retaining area to be processed is the second retaining area Rb (step Sa1201: NO), data setting processing for the second retaining area is performed in steps Sa1208 to Sa1213.

[0286] In step Sa1202, the first start pending number RaN in the first holding area Ra is decremented by 1, and then the process proceeds to step Sa1203, where the total pending number CRN is decremented by 1. Then the process proceeds to step Sa1204. In step Sa1204, the data stored in the first area of ​​the first holding area Ra is moved to the execution area AE. Then the process proceeds to step Sa1205.

[0287] In step Sa1205, a process is executed to shift the data stored in the storage area of ​​the first reserve area Ra. This data shift process is a process to shift the data stored in the first to fourth areas sequentially toward the lower area. 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, and the fourth area to the third area, and so on. After executing step Sa1205, the process proceeds to step Sa1206.

[0288] In step Sa1206, if the second symbol display unit 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 unit flag is information for identifying whether the target for the start of this variable display is the first symbol display unit 37a or the second symbol display unit 37b. Then, proceed to step Sa1207.

[0289] In step Sa1207, a shift command is set. The shift command is a command containing information for causing the audio and light emission control device 90, which is the sub-control device, to recognize that a data shift of the holding area has occurred. In this case, a shift command containing information that the holding area targeted for this data shift corresponds to the first holding area Ra, i.e., corresponds to the first starting port 33, is selected from the command information storage area 63f of ROM 63, and the selected shift command is set as the command to be sent to the audio and light emission control device 90. Thereafter, the data setting process is terminated.

[0290] The shift command set in step Sa1207 is transmitted to the audio and light emitting control device 90 in step Sa1003 of normal processing (Fig. 22). Based on the received shift command, the audio and light emitting control device 90 transmits a command to the display control device 100 to change the display in the first hold display area Ds1 of the pattern display device 41 in accordance with the reduction in the number of reserved items. Upon receiving the command, the display control device 100 changes the display in the first hold display area Ds1 of the pattern display device 41 in accordance with the reduction in the number of reserved items.

[0291] In step Sa1201, if it is determined that the holding area to be processed is not the first holding area Ra, that is, if it is determined that the holding area to be processed is the second holding area Rb (step Sa1201: NO), the process proceeds to step Sa1208.

[0292] In step Sa1208, the second start pending number RbN in the second holding area Rb is decremented by 1. Then, the process proceeds to step Sa1209. In step Sa1209, the total pending number CRN is decremented by 1, and the process proceeds to step Sa1210, where the data stored in the first area of ​​the second holding area Rb is moved to the execution area AE. Then, the process proceeds to step Sa1211.

[0293] In step Sa1211, a process is executed to shift the data stored in the storage area of ​​the second reserve area Rb. This data shift process is a process to shift the data stored in the first to fourth areas sequentially toward the lower area. 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, and the fourth area to the third area, and so on. After executing step Sa1211, the process proceeds to step Sa1212.

[0294] In step Sa1212, if the second symbol display unit 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 Sa1213.

[0295] In step Sa1213, a shift command is set. The shift command is a command containing information for causing the audio / light-emitting control device 90, which is the sub-control device, to recognize that a data shift of the holding area has occurred. In this case, a shift command containing information that the holding area targeted for this data shift corresponds to the second holding area Rb, i.e., corresponds to the second starting port 34, is selected from the command information storage area 63f of ROM 63, and the selected shift command is set as the command to be sent to the audio / light-emitting control device 90. Thereafter, this data setting process is terminated.

[0296] The shift command set in step Sa1213 is transmitted to the audio and light emitting control device 90 in step Sa1003 of normal processing (Fig. 22). Based on the received shift command, the audio and light emitting control device 90 transmits a command to the display control device 100 to change the display in the second hold display area Ds2 of the pattern display device 41 in accordance with the reduction in the number of reserved items. Upon receiving the command, the display control device 100 changes the display in the second hold display area Ds2 of the pattern display device 41 in accordance with the reduction in the number of reserved items.

[0297] <Fluctuation start processing> Next, the fluctuation start processing will be described. The fluctuation start processing is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control processing (Fig. 23: Sa1105).

[0298] 25 is a flowchart showing the fluctuation start process. In step Sa1301, the value of the winning random number counter C1 stored in the memory area (reservation area) by the ball entering the starting hole in the starting hole ball entry process (FIG. 14) is read out. Then, the process proceeds to step Sa1302.

[0299] In step Sa1302, it is determined whether the second symbol display unit flag is ON. That is, it is determined whether the value of the winning random number counter C1 being processed is information acquired as a result of a gaming ball entering the first start hole 33 or information acquired as a result of a gaming ball entering the second start hole 34.

[0300] In step Sa1302, when it is determined that the second symbol display unit flag is not ON (Sa1302: NO), the process proceeds to step Sa1303. In step Sa1303, the winning / losing table for the first starting port is referenced, and then the process proceeds to step Sa1305.

[0301] In step Sa1302, when it is determined that the second symbol display unit flag is ON (Sa1302: YES), the process proceeds to step Sa1304. In step Sa1304, the winning / losing table for the second starting port is referenced, and then the process proceeds to step Sa1305.

[0302] In step Sa1305, it is determined whether the value of the read-out winning random number counter C1 is a winning jackpot in the winning lottery. In step Sa1305, if it is determined that the value of the read-out winning random number counter C1 is a winning jackpot in the winning lottery (Sa1305: YES), the process proceeds to step Sa1306.

[0303] In step Sa1306, a stop result setting process for a jackpot is executed. The stop result setting process for a jackpot is a process for setting which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in the current game round in which a jackpot is won. Specifically, the stop result table for a jackpot stored in the stop result table storage area 63e is referenced to obtain address information for stop result data corresponding to the jackpot, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Sa1306, the process proceeds to step Sa1307.

[0304] In step Sa1307, the jackpot flag is turned ON. After that, the process proceeds to step Sa1308, where a specific process execution determination process is executed. The specific process execution determination process is a process for determining whether or not to execute the process described in FIG. 11, i.e., the process including the execution of the W chance suggestion effect, in the opening and closing execution mode executed after the end of the game round in which the jackpot was won. The specific process execution determination process will be described in detail later. After executing step Sa1308, the process proceeds to step Sa1315.

[0305] On the other hand, in step Sa1305, if it is determined that the read value of the winning random number counter C1 does not result in a big win in the winning lottery (Sa1305: NO), the process proceeds to step Sa1309.

[0306] In step Sa1309, it is determined whether the value of the read-out winning random number counter C1 is a win in the winning lottery. In step Sa1309, if it is determined that the value of the read-out winning random number counter C1 is a win in the winning lottery (Sa1309: YES), the process proceeds to step Sa1310.

[0307] In step Sa1310, a stop result setting process for a small win is executed. The stop result setting process for a small win is a process for setting which stop result is displayed in the first symbol display section 37a or the second symbol display section 37b when the variable display ends in this game in which a small win is won. After executing step Sa1310, the process proceeds to step Sa1311.

[0308] In step Sa1311, the small win flag is turned ON. After executing step Sa1311, the process proceeds to step Sa1315.

[0309] In step Sa1309, if it is determined that the value of the read winning random number counter C1 does not indicate a small win in the winning lottery (Sa1309: NO), the process proceeds to step Sa1312.

[0310] In step Sa1312, it is determined whether or not a reach will occur in the current game. Specifically, 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 read out. Then, the reach determination table stored in the reach determination table memory area 63c is referenced. After that, as a result of reference to the reach determination table, it is determined whether or not the value of the reach random number counter C3 read out this time corresponds to the occurrence of a reach.

[0311] In step Sa1312, if it is determined that a reach will occur in the current game round to be executed (Sa1312: YES), the process proceeds to step Sa1313.

[0312] In step Sa1313, a ready-to-win stop result setting process is executed. Specifically, a process is executed to set which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in the current game turn, which will result in a ready-to-win stop result. More specifically, by referring to the ready-to-win stop result table in the stop result table storage area 63e, address information of the stop result data corresponding to the value of the ready-to-win random number counter C3 stored in the execution area AE is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Sa1313, the process proceeds to step Sa1315.

[0313] In step Sa1312, if it is determined that a reach does not occur in the current game to be executed (Sa1312: NO), the process proceeds to step Sa1314.

[0314] In step Sa1314, a stop result setting process for a loss is executed. The stop result setting process for a loss is a process for setting which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in this game round, which results in a loss. Specifically, by referring to the stop result table for a loss in the stop result table storage area 63e, address information of the stop result data corresponding to the value of the winning 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 ​​RAM 64. After executing step Sa1314, the process proceeds to step Sa1315.

[0315] In step Sa1315, a variable time setting process is executed. The variable time setting process is a process for setting the variable time, which is the time required for the current game round in the first symbol display section 37a or the second symbol display section 37b, based on whether or not a jackpot has been achieved or whether or not a reach has occurred. The variable time setting process will be described in detail later. After executing step Sa1315, the process proceeds to step Sa1316.

[0316] In step Sa1316, it is determined whether the second symbol display unit flag of RAM 64 is ON. In step Sa1316, if it is determined that the second symbol display unit flag of RAM 64 is not ON (Sa1316: NO), the process proceeds to step Sa1317, where a first variation command is set. The first variation command includes information indicating that the current game round relates to the reserved information acquired based on a ball entering the first starting hole 33, as well as information on whether a reach has occurred and information on the variation time set in step Sa1315.

[0317] On the other hand, if it is determined in step Sa1316 that the second symbol display unit flag is ON (Sa1316: YES), the process proceeds to step Sa1318, where a second variation command is set. The second variation command includes information indicating that the current game round is related to the pending information acquired based on a ball entering the second starting hole 34, as well as information on whether a reach has occurred and information on the variation time set in step Sa1315. After executing step Sa1317 or step Sa1318, the process proceeds to step Sa1319.

[0318] A change type command is set in step Sa1319. The change type command includes information on whether or not a jackpot has occurred, whether or not a reach has occurred, and whether or not a specific process has been executed.

[0319] The variation command and variation type command set in steps Sa1317 to Sa1319 are sent to the sound and light emission control device 90 in step Sa1003 of the normal processing (Fig. 22). 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 variation type command, and controls various devices so that the determined content of the presentation is executed. After executing step Sa1319, the process proceeds to step Sa1320.

[0320] In step Sa1320, the symbol display section corresponding to the current game round out of the first symbol display section 37a and the second symbol display section 37b is caused to start displaying a variable symbol. Specifically, if the second symbol display section flag in RAM 64 is not ON, the symbol display section corresponding to the current game round is identified as the first symbol display section 37a and variable display is started, and if the second symbol display section flag is ON, the symbol display section corresponding to the current game round is identified as the second symbol display section 37b and variable display is started. After executing step Sa1320, this variable display start process is terminated.

[0321] <Specific process execution determination process> Next, the specific process execution determination process will be explained. The specific process execution determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (Fig. 25: Sa1308). Here, the specific process means the series of processes explained in Fig. 11. The specific process execution determination process is a process for deciding (determining) whether or not to execute the specific process.

[0322] 26 is a flowchart showing the specific process execution determination process. In step Sa1401, it is determined whether the second symbol display unit flag is ON. As described above, the process described in FIG. 11 is executed when the game turn has won a jackpot in the winning lottery that is executed in response to a game ball entering the first start hole 33. Therefore, in order to determine whether the game turn to be processed is executed in response to a game ball entering the first start hole 33 or a game ball entering the second start hole 34, it is determined whether the second symbol display unit flag is ON.

[0323] In step Sa1401, if it is determined that the second symbol display unit flag is not ON (Sa1401: NO), proceed to step Sa1402. On the other hand, in step Sa1401, if it is determined that the second symbol display unit flag is ON (Sa1401: YES), the specific process execution determination process is ended.

[0324] In step Sa1402, it is determined whether the value of the winning random number counter C1 in the game that will result in a jackpot in the winning lottery is a predetermined specific value. As described in FIG. 11, the process shown in FIG. 11 is not executed in all cases where a jackpot is won in the winning lottery that is executed in response to a game ball entering the first starting hole 33, but is executed only in specific cases. Therefore, it is determined whether the value of the winning random number counter C1 in the game that will result in a jackpot is a predetermined specific value, and if it is a specific value, it is determined to execute a specific process. In this embodiment, the specific value is set to two values, "0" and "1," among the values ​​"0 to 4" of the winning random number counter C1 that will result in a jackpot in the winning / losing table for the first starting hole shown in FIG. 7. Therefore, in step Sa1402, it is determined whether the value of the winning random number counter C1 in the game that will result in a jackpot in the winning lottery is "0" or "1." In step Sa1402, if it is determined that the value of the winning random number counter C1 is a specific value (Sa1402: YES), proceed to step Sa1403. On the other hand, in step Sa1402, if it is determined that the value of the winning random number counter C1 is not a specific value (Sa1402: NO), the specific process execution determination process ends.

[0325] In step Sa1403, the specific processing flag is turned ON. In the processing described in FIG. 11, an opening / closing scenario (opening pattern) in which the second opening / closing door 213 is opened must be set during the opening / closing processing period in the opening / closing execution mode. The specific processing flag is provided to identify whether or not a specific processing is to be executed in the processing for determining the opening / closing scenario (FIG. 30: opening / closing scenario setting processing). After executing step Sa1403, proceed to step SSa1404.

[0326] In step Sa1404, a specific process command is set. The specific process command is a command for making the sub-side control device recognize that a specific process will be executed. The specific process command is transmitted to the audio and light emission control device 90 in the command output process for normal processing (FIG. 22: step Sa1003) described later. After step Sa1404 is executed, the specific process execution determination process ends.

[0327] <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. 25: Sa1015).

[0328] 27 is a flowchart showing the process of setting the variable time. In step Sa1501, the value of the variable type counter CS stored in the execution area AE is acquired. Then, the process proceeds to step Sa1502.

[0329] In step Sa1502, it is determined whether or not a jackpot has been won in the winning lottery for the current game. Specifically, it is determined whether or not the jackpot flag in RAM 64 is ON, and if the jackpot flag is ON (Sa1502: YES), the process proceeds to step Sa1503.

[0330] In step Sa1503, the jackpot variable time table stored in the variable time table storage area 63d of the ROM 63 is referenced to acquire variable time information corresponding to the current value of the variable type counter CS. Then, the process proceeds to step Sa1509, where 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.

[0331] In step Sa1502, if it is determined that the big win has not been won in the winning lottery for the current game (Sa1502: NO), the process proceeds to step Sa1504, where it is determined whether or not the small win has been won in the winning lottery for the current game. Specifically, it is determined whether or not the small win flag in RAM 64 is ON, and if the small win flag is ON (Sa1504: YES), the process proceeds to step Sa1505.

[0332] In step Sa1505, the variable time table for small wins stored in the variable time table storage area 63d of ROM 63 is referenced to acquire variable time information corresponding to the value of the current variable type counter CS. Then, proceed to step Sa1509, and set the acquired variable time information in the variable time counter area provided in the various counter area 64f of RAM 64. Then, the variable time setting process is terminated.

[0333] In step Sa1504, if it is determined that the small prize has not been won in the winning lottery for the current game (Sa1504: NO), the process proceeds to step Sa1506.

[0334] In step Sa1506, it is determined whether or not a reach will occur in the current game. Since this process (Sa1506) is executed if a jackpot or a small jackpot has not been won in the winning lottery for the current game in step Sa1502, in step Sa1506, it is determined whether or not a reach will occur among the game rounds in which a jackpot or a small jackpot has not been won in the winning lottery. Specifically, if the value of the reach random number counter C3 stored in the execution area AE is a value corresponding to the occurrence of a reach, it is determined that a reach will occur (Sa1506: YES), and the process proceeds to step Sa1507. Note that when determining whether or not a reach will occur using the value of the reach random number counter C3, a reach determination table stored in the reach determination table storage area of ​​ROM 63 is referenced.

[0335] In step Sa1507, the CPU 11 references the reach occurrence variable time table stored in the variable time table storage area 63d of the ROM 63, and acquires variable time information corresponding to the current value of the variable type counter CS. In the pachinko machine 10 of this embodiment, the variable time for reach occurrence is fixed. Then, the CPU 11 proceeds to step Sa1509, where 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.

[0336] In step Sa1506, if it is determined that a reach will not occur in the current game (Sa1506: NO), the process proceeds to step Sa1508, where the reach non-occurrence fluctuation time table stored in the fluctuation time table storage area 63d is referenced to obtain the fluctuation time corresponding to the current value of the fluctuation type counter CS. Then, the process proceeds to step Sa1509, where the obtained fluctuation time information is set in the fluctuation time counter area provided in the various counter area 64d of RAM 64. Then, the process of setting the fluctuation time is terminated.

[0337] As described above, in the pachinko machine 10 of this embodiment, the variable time information stored in the variable time table is set so that the larger the values ​​of the first start pending number RaN and the second start pending number RbN, the shorter the variable time. In other words, even if the value of the variable type counter CS is the same, the data of the variable time table to be referenced differs depending on the values ​​of the first start pending number RaN and the second start pending number RbN when determining the variable time of the game.

[0338] Furthermore, in the pachinko machine 10 of this embodiment, the variable time information stored in the variable time table is configured so that the larger the values ​​of the first start-up pending number RaN and the second start-up pending number RbN, the shorter the variable time. However, other configurations are also possible, such as a configuration in which the variable time is set so that the larger the value of the total pending number CRN, the shorter the variable time. Furthermore, without being limited to this, for example, a configuration independent of the total pending number CRN may be used, and the variable time may be set so that the smaller the total pending number CRN, the shorter the variable time. Furthermore, when the second start-up pending number RbN is "0," the larger the first start-up pending number RaN, the shorter the variable time. When the second start-up pending number RbN is "1" or greater, the larger the second start-up pending number RbN, the shorter the variable time. Furthermore, when the second start-up pending number RbN is "0", the larger the number of first start-up pending numbers RaN, the longer the fluctuation time; when the second start-up pending number RbN is "1" or greater, the larger the number of second start-up pending numbers RbN, the longer the fluctuation time, or it may be set to be constant regardless of each pending number RaN, RbN.

[0339] In addition, the non-reach variable time table may be set so that a shorter variable time is selected when the support mode is the high-frequency support mode than when the support mode is the low-frequency support mode, when the number of pending information items is the same. However, this is not limited to this, and the selected variable time may be the same, or the above relationship may be reversed.

[0340] Furthermore, the above configuration may be applied to the variable time when a reach occurs, and a configuration may be adopted in which the variable time that is likely to be selected when a jackpot is won and when a miss reach occurs are different from the variable time that is unlikely to be selected. Also, a configuration may be adopted in which a variable time table for a probability variable jackpot, a variable time table for a normal jackpot, a variable time table for a miss reach, and a variable time table for a complete miss are each set individually.

[0341] <Game state transition processing> Next, the gaming state transition process will be described. The gaming state transition process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (Fig. 22: Sa1007).

[0342] 28 is a flowchart showing the game state transition process. In step Sa1601, it is determined whether the ending period flag is ON. The ending period flag is turned ON at the end of the opening / closing processing period in the special game state (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 an ending effect in the special game state.

[0343] If it is determined in step Sa1601 that the ending period flag is not ON (Sa1601: NO), the process proceeds to step Sa1602, where it is determined whether the opening / closing processing period flag is ON. As described above, the opening / closing processing period flag is turned ON when the game state is to transition to the opening / closing processing period, and is turned OFF when the opening / closing processing period is to end.

[0344] If it is determined in step Sa1602 that the opening / closing processing period flag is not ON (Sa1602: NO), the process proceeds to step Sa1603, where it is determined whether the opening period flag is ON. The opening period flag is set to ON at the start of the opening period and set to OFF at the end of the opening period.

[0345] In step Sa1603, if it is determined that the opening period flag is not ON (Sa1603: NO), the process proceeds to step Sa1604, where it is determined whether or not the timing has come when the variable display of the symbols in the first symbol display section 37a or the second symbol display section 37b has ended. In step Sa1604, if it is determined that the variable display has not come to an end (Sa1604: NO), the game state transition process is terminated.

[0346] In step Sa1604, if it is determined that the timing for the variable display has ended (Sa1604: YES), the process proceeds to step Sa1605, where it is determined whether the opening and closing execution mode flag is ON. The opening and closing execution mode flag is turned ON when the game round that triggered the start of the opening and closing execution mode ends (Fig. 23: Sa1112), and is turned OFF when the opening and closing execution mode ends (Fig. 28: Sa1629).

[0347] In step Sa1605, if it is determined that the opening / closing execution mode flag is ON (Sa1605: YES), the process proceeds to step Sa1606. On the other hand, in step Sa1605, if it is determined that the opening / closing execution mode flag is not ON (Sa1605: NO), the game state transition process ends.

[0348] In step Sa1606, it is determined whether the game result of the current game (the result of the winning lottery) is a small win. Specifically, it is determined whether the small win flag is ON. In step Sa1606, if it is determined that the game result of the current game (the result of the winning lottery) is not a small win (Sa1606: NO), proceed to step Sa1607.

[0349] In step Sa1607, the high frequency support mode flag is turned OFF. In step Sa1606, it is determined that the game result (the result of the winning lottery) for this game is not a small win, so the result of the winning lottery for this game is a big win. In order to change the support mode during the opening / closing execution mode, which is executed in response to a big win, to the low frequency support mode, the high frequency support mode flag is turned OFF. After executing step Sa1607, proceed to step Sa1608.

[0350] In step Sa1608, it is determined whether the type determination completion flag is ON. The type determination completion flag is a flag for determining whether the jackpot type has been determined, and is turned ON when the jackpot type is determined in the type determination process that determines the jackpot type (Fig. 29: Sa1709), and is turned OFF immediately before the opening / closing scenario setting process is executed (Sa1610). In step Sa1608, if it is determined that the type determination completion flag is not ON (Sa1608: NO), proceed to step Sa1609.

[0351] In step Sa1609, a type determination process is executed, which will be described later.

[0352] If it is determined in step Sa1608 that the type determination completion flag is ON (Sa1608: YES), the process proceeds to step Sa1610, where the type determination completion flag is turned OFF, and then the process proceeds to step Sa1611.

[0353] Also, in step Sa1606, if it is determined that the game result (the result of the winning lottery) of the current game is a small win (Sa1606: YES), the process proceeds to step Sa1611.

[0354] In step Sa1611, an opening / closing scenario setting process is executed. As described above, the opening / closing scenario setting process is a process for setting an opening / closing scenario in which the opening pattern of the first opening / closing door 36b and the second opening / closing door 213 in a round game is set. The opening / closing scenario setting process will be described later. After executing step Sa1611, the process proceeds to step Sa1612.

[0355] In step Sa1612, 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 special game state (hereinafter also referred to as the opening time). The opening time setting process will be described later. After executing step Sa1612, the process proceeds to step Sa1613.

[0356] In step Sa1613, an opening command is set. The set opening command is sent to the sound and light emission control device 90 in step Sa1003 of the normal processing (FIG. 22). This opening command includes information on the set opening time, information on the type of jackpot, and information on the jackpot or small jackpot that triggered the current opening / closing execution mode. The information on the jackpot or small jackpot is information on whether a jackpot or small jackpot was won in a winning lottery executed when a gaming ball entered the first starting port 33, whether a new jackpot was won by a gaming ball entering the V winning port 222 during a round game executed by the jackpot or small jackpot, whether a jackpot or small jackpot was won in a winning lottery executed when a gaming ball entered the second starting port 34, or whether a new jackpot was won by a gaming ball entering the V winning port 222 during a round game executed by the jackpot or small jackpot. The sound and light emission control device 90 determines the content of the effect corresponding to the opening time and opening / closing execution mode based on the received opening command, and controls various devices so that the determined content is executed. After executing step Sa1613, the process proceeds to step Sa1614, where the opening period flag is set to ON. Then, the game state transition process is terminated.

[0357] If it is determined in step Sa1603 that the opening period flag is ON (Sa1603: YES), the process proceeds to step Sa1615.

[0358] In step Sa1615, 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 Sa1615 that the opening period has ended (Sa1615: YES), the process proceeds to step Sa1616, where the opening period flag is set to OFF. Then, the process proceeds to step Sa1617.

[0359] In step Sa1617, a process for starting a round display for notifying the type of the current open / close execution mode is executed. Specifically, when a jackpot type is determined by the type determination process, a display indicating the number of rounds to be played that are set for the determined jackpot type is displayed on the round display unit 39, and when a jackpot is confirmed by a game ball entering the V winning port 222, a display indicating the number of rounds to be played that are set for the jackpot type determined by the confirmation of the jackpot is displayed on the round display unit 39. After executing step Sa1617, the process proceeds to step Sa1618.

[0360] In step Sa1618, the open / close processing period flag is set to ON, and then the game state transition process is terminated.

[0361] In step Sa1602, if it is determined that the opening / closing process period flag is ON (Sa1602: YES), the process proceeds to step Sa1619, where the special prize opening / closing process is executed. The special prize opening / closing process will be described later. After executing step Sa1619, the process proceeds to step Sa1620.

[0362] In step Sa1620, it is determined whether the large prize opening / closing process has ended, and if it is determined that the large prize opening / closing process has ended (Sa1620: YES), the process proceeds to step Sa1621. On the other hand, if it is determined in step Sa1620 that the large prize opening / closing process has not ended (Sa1620: NO), the large prize opening / closing process ends as is.

[0363] In step Sa1621, the opening / closing processing period flag is turned OFF, and then the process proceeds to step Sa1622.

[0364] In step Sa1622, 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 Sa1622, the process proceeds to step Sa1623.

[0365] In step Sa1623, 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 ending time). After executing step Sa1623, the process proceeds to step Sa1624.

[0366] In step Sa1624, an ending command is set. The set ending command is sent to the audio and light emission control device 90 in step Sa1003 in the normal processing (FIG. 22). Upon receiving the ending command, the audio and light emission control device 90 starts a performance corresponding to the ending period. After executing step Sa1624, the process proceeds to step Sa1625.

[0367] In step Sa1625, the ending period flag is turned ON, and then the game state transition process is terminated.

[0368] If it is determined in step Sa1601 that the ending period flag is ON (Sa1601: YES), the process proceeds to step Sa1626.

[0369] In step Sa1626, 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 (Sa1623) is "0." If it is determined in step Sa1626 that the value of the fourth timer counter area T4 set as the ending time is "0" (Sa1626: YES), the process proceeds to step Sa1627.

[0370] In step Sa1627, the ending period flag is turned OFF. Then, the process proceeds to step Sa1628, 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 has ended. Details of the transition process at the end of the ending period will be described later. After executing step Sa1628, the process proceeds to step Sa1629, where the open / close execution mode flag is turned OFF. Then, this game state transition process is terminated.

[0371] On the other hand, if it is determined in step Sa1626 that the value of the fourth timer counter area T4 set as the ending time is not "0" (Sa1626: NO), the game state transition process is terminated.

[0372] In addition, in Fig. 28, the arrow extending from the figure with the letter "A" attached thereto shows the process proceeding to step Sa1611, and the figure with the letter "A" attached thereto corresponds to the figure with the letter "A" attached thereto displayed in Fig. 34. In other words, it shows that the process proceeds from step Sa2112 in the transition process at the end of the ending period (Fig. 34) to step Sa1611 in the game state transition process (Fig. 28). The game state transition process has been described above.

[0373] <Type determination process> Next, the type determination process will be described. The type determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (Fig. 28: Sa1609).

[0374] 29 is a flowchart showing the type determination process. In step Sa1701, it is determined whether the jackpot type counter storage completion flag is ON. The jackpot type counter storage completion flag is turned ON when the value of the jackpot type counter C2 is stored in the type determination process execution area 64i, and is turned OFF when the jackpot type is determined.

[0375] In step Sa1701, if it is determined that the big win type counter storage completion flag is not ON (Sa1701: NO), the process proceeds to step Sa1702.

[0376] In step Sa1702, it is determined whether the type determination permission flag is ON. The type determination permission flag is turned ON when the opening / closing execution mode is started and the type determination process is executed in response to a jackpot win in the winning lottery, and is turned OFF after the value of the jackpot type counter C2 for determining the jackpot type is stored in the memory area in the ball entry process for the type determination gate (Fig. 19) (Fig. 19: Sa0705).

[0377] If it is determined in step Sa1702 that the type determination permission flag is not ON (Sa1702: NO), the process proceeds to step Sa1703, where the type determination permission flag is set to ON, and then the type determination process ends.On the other hand, if it is determined in step Sa1702 that the type determination permission flag is ON (Sa1702: YES), the type determination process ends.

[0378] In step Sa1701, when it is determined that the big win type counter storage completion flag is ON (Sa1701: YES), the process proceeds to step Sa1704.

[0379] In step Sa1704, it is determined whether the second symbol display unit flag is ON.

[0380] In step Sa1704, if it is determined that the second symbol display unit flag is not ON (Sa1704: NO), the process proceeds to step Sa1705, where the allocation table for the first starting slot is referenced to identify the jackpot type (allocation result) corresponding to the acquired value of the jackpot type counter C2. Then, the process proceeds to step Sa1707.

[0381] In step Sa1704, if it is determined that the second symbol display unit flag is ON (Sa1704: YES), the process proceeds to step Sa1706, where the allocation table for the second starting hole is referenced to identify the jackpot type (allocation result) corresponding to the acquired value of the jackpot type counter C2. Then, the process proceeds to step Sa1707.

[0382] In step Sa1707, the jackpot type identified in step Sa1705 or step Sa1706 is set as the jackpot type for the current jackpot. After executing step Sa1707, the process proceeds to step Sa1708.

[0383] In step Sa1708, the type determination completion flag is turned ON, and then the process proceeds to step Sa1709. In step Sa1709, the big win type counter storage completion flag is turned OFF, and then the type determination process is terminated.

[0384] <Open / close scenario setting process> Next, the opening / closing scenario setting process will be described. The opening / closing scenario setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (Fig. 28: Sa1611).

[0385] 30 is a flowchart showing the opening / closing scenario setting process. In step Sa1801, it is determined whether the jackpot flag is ON. If it is determined in step Sa1801 that the jackpot flag is ON (Sa1801: YES), the process proceeds to step Sa1802.

[0386] In step Sa1802, it is determined whether the specific processing flag is ON. If it is determined in step Sa1802 that the specific processing flag is not ON (Sa1802: NO), the process proceeds to step Sa1803.

[0387] In step Sa1803, a jackpot opening / closing scenario for a normal case (when no specific processing is executed) is set according to the type of jackpot.

[0388] 31 is an explanatory diagram for explaining opening and closing scenarios in this embodiment. In this embodiment, opening and closing scenarios are roughly classified into three types.

[0389] The first is the opening and closing scenario of a jackpot in the normal case, as shown in Figure 31 (a). The opening and closing scenario of a jackpot in the normal case is an opening and closing scenario in which the opening and closing patterns of the first opening and closing door 36b and the second opening and closing door 213 are set in an opening and closing execution mode in which no specific processing is executed when a jackpot occurs. As shown in the figure, an opening and closing scenario is set for each number of rounds of play (4R, 5R, 10R, 15R) set for the jackpot type in th...

Claims

[Claim 1] A launching means for launching a game ball; a game area in which the game balls launched by the launching means circulate; A circulation state detection means for detecting a circulation state of game balls in the game area; an information acquisition means for acquiring special information based on the establishment of a predetermined acquisition condition; A lottery execution means for executing a lottery based on the acquired special information; a game round execution means for executing a game round when a game round is defined as a period from when a game operation for notifying a result of the lottery by the lottery execution means is started to when the game operation is ended; A performance execution means for executing a performance; A gaming machine comprising: The performance execution means includes: A means for executing a specific presentation in a specific lottery result game round, which is a game round in which it is announced that the result of the lottery is a specific lottery result; A means for not executing the specific presentation in the specific lottery result game round when the distribution state of the game balls before the specific lottery result game round is executed is a specific distribution state; Equipped A gaming machine characterized by: