Pachinko machine

The gaming machine addresses the challenges of enhancing game enjoyment and system security by incorporating advanced processing and power management features, ensuring efficient operation and optimized gameplay.

JP7683766B2Active Publication Date: 2025-05-27SANYO BUSSAN KK
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Patent Information

Application Number
JP2024025549
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-22
Publication Date
2025-05-27
Estimated Expiration
2040-05-27

AI Technical Summary

Technical Problem

Existing gaming machines face challenges in increasing game enjoyment, reducing processing load, optimizing processing, simplifying control and structure, and providing a more secure gaming experience.

Method used

The gaming machine is equipped with a game processing execution means, a power interruption processing execution means, a displacement means, a storage means, an initialization switch, a state determination means, and process execution means to determine and execute appropriate processes based on the machine's state and power conditions.

Benefits of technology

This configuration allows the gaming machine to efficiently resume operation after a power outage, optimize processing, and enhance the overall gaming experience while maintaining system integrity.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game.SOLUTION: A game machine includes: means for displaying an unexecuted reservation display area capable of displaying pieces of unexecuted reservation display information of the number corresponding to the number of pieces of special information acquired by entry of game balls into ball entry means; and means for displaying an already executed reservation display area capable of displaying a predetermined number of pieces of reservation display information corresponding to a game round after execution of game round operation as already executed reservation display information. Display modes of unexecuted reservation display information at least include a first display mode, and a second display mode as a stage over the first display mode. All of the pieces of already executed reservation display information displayed in a predetermined number of already executed reservation display areas are in a second display mode, and can display game operation in a predetermined mode as game round operation when all of the pieces of unexecuted reservation display information displayed in the unexecuted reservation display area are in a first display mode.SELECTED DRAWING: Figure 601
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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 are being made from various perspectives such as structure, control, and presentation, with the aim of increasing the enjoyment of the game, reducing the processing load of the gaming machine, optimizing processing, simplifying control, and simplifying the structure (for example, Patent Document 1).

[0003] Additionally, various technical improvements have been made with the aim of improving the soundness of gaming, such as by detecting and preventing fraudulent acts by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2011-172988 A Summary of the Invention [Problem to be solved by the invention]

[0005] In gaming machines such as those described above, further technological improvements are desired in order to increase the enjoyment of the game, reduce the processing load of the gaming machine, optimize processing, simplify control, simplify the structure, and provide a more sound game experience. [Means for solving the problem]

[0006] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized in the following forms.

[0007] [form] a game processing execution means capable of executing a predetermined game processing when a predetermined power is supplied; a power interruption processing execution means capable of executing a predetermined power interruption processing when it is determined that the predetermined power is interrupted in a predetermined state; Equipped with A gaming machine that can be put into a playable state when the predetermined power is supplied in a predetermined manner after a power outage, A displacement means that is displaceable between a first position and a second position, and that can be in a predetermined non-energized state when located at the first position and can be in a predetermined energized state when located at the second position; A storage means capable of holding predetermined information during a power outage; an initialization switch that is displaceable between a pressed state and an unpressed state, and that can initialize at least a part of the information stored in the storage means when the predetermined power is supplied in the pressed state; a means for determining the predetermined information stored in the storage means when the predetermined power is supplied after a power interruption; a state determination means for determining a state of the displacement means when the predetermined power is supplied to the gaming machine; a process execution means for determining information corresponding to a position of the displacement means by the state determination means at a predetermined timing after the predetermined power is supplied to the gaming machine, executing a first process in a first case where it is determined by the determination that information corresponding to the displacement means being located at the first position is set, and executing a second process which is different from the first process and is for displacing the displacement means to the first position in a second case where it is determined by the determination that information corresponding to the displacement means being located at the first position is not set; Equipped with 、 This gaming machine is A launch permission condition determination means for determining whether a predetermined launch permission condition is satisfied; a launching means for launching a game ball based on a predetermined launching operation being performed; Equipped with In the first case, when the launch permission condition determination means determines that the predetermined launch permission condition is satisfied, the launch means is configured to launch the game ball; This gaming machine is an acquisition possibility condition determination means for determining whether or not an acquisition possibility condition for obtaining predetermined lottery information is satisfied; a lottery information storage means capable of storing the predetermined lottery information up to a predetermined upper limit number; Equipped with when it is determined by the acquisition condition determination means that the acquisition condition is satisfied in the first case, the lottery information storage means is configured to store the predetermined lottery information; This gaming machine is A variable execution enabling condition judging means for judging whether or not a variable execution enabling condition for executing a predetermined variable display is established; A variable display means for executing the predetermined variable display; Equipped with When the variable execution enabling condition determination means determines that the variable execution enabling condition is satisfied in the first case, the variable display means is configured to execute the predetermined variable display, This gaming machine is A ball entry detection means for detecting a game ball entering a predetermined ball entry means; a ball entry detection condition determining means for determining whether or not a ball entry detection condition for detecting a game ball entering the predetermined ball entry means is satisfied; Equipped with In the first case, when the ball entry detection condition determination means determines that the ball entry detection condition is satisfied, the ball entry into the predetermined ball entry means is detected. This gaming machine is a bonus-giving mode execution means for executing a bonus-giving mode capable of granting a predetermined bonus to a player; In the second case, the bonus-granting mode is executed by the bonus-granting mode execution means when a predetermined condition is satisfied in a predetermined game state after the supply of the predetermined power is started. A gaming machine characterized by: Effect of the Invention

[0008] According to the above embodiment, it is possible to increase the interest in the game. [Brief description of the drawings]

[0009] [Figure 1] 1 is a perspective view of a pachinko machine according to a first embodiment. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3] FIG. [Figure 4] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Diagram 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Figure 7] An explanatory diagram showing the contents of a win / lose table. [Figure 8] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 9]An explanatory diagram showing the contents of a drop-off lottery win / loss table used when conducting a drop-off lottery. [Figure 10] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 11] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 12] 13 is a timing chart illustrating an example of processing when a drop-out lottery is won in a play before the guaranteed number of plays is reached. [Figure 13] 13 is a timing chart illustrating an example of processing when a jackpot is won in a winning lottery in a play count before the guaranteed number of plays is reached. [Figure 14] This is a timing chart explaining an example of the processing when a player does not win the fall lottery and does not win the jackpot in the win 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 15] 13 is an explanatory diagram showing the display surface of the symbol display device when a battle performance or a result announcement performance is being executed. FIG. [Figure 16] FIG. 11 is an explanatory diagram illustrating an example of a battle effect. [Figure 17] FIG. 13 is an explanatory diagram illustrating an example of a result announcement effect executed after a battle effect. [Figure 18] 13 is a timing chart illustrating an example of processing when a drop-out lottery is won in a play round after the guaranteed number of plays has been reached. [Figure 19] This is a timing chart explaining the processing in the pachinko machine of Comparative Example 1 in the case where, in a play round after the guaranteed number of plays is reached, the player does not win the fall-out lottery but wins the jackpot in the win lottery. [Figure 20] This is a timing chart explaining the processing in the case where, in a pachinko machine of Comparative Example 2, in a play round after the guaranteed number of plays is reached, the player does not win the fall lottery but wins the jackpot in the win lottery. [Figure 21]This is a timing chart that explains an example of the processing when, in a play round after the guaranteed number of plays is reached, a player does not win the drop-out lottery, wins a jackpot in the win lottery, and wins the first-drop mode in the mode selection lottery. [Figure 22] This is a timing chart that explains an example of the processing when, in a play round after the guaranteed number of plays is reached, a player does not win the drop-out lottery, wins a jackpot in the win lottery, and wins the late drop mode in the mode selection lottery. [Figure 23] This is a timing chart that explains an example of the processing that is performed when, in a play round after the guaranteed number of plays is 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 judgment. [Figure 24] 13 is a flowchart showing a timer interrupt process. [Diagram 25] A flowchart showing the ball entry processing for the starting hole. [Figure 26] 13 is a flowchart showing a destination determination process. [Figure 27] 13 is a flowchart showing a through ball entry process. [Figure 28] 13 is a flowchart showing a normal process. [Figure 29] 13 is a flowchart showing a game play control process. [Diagram 30] 13 is a flowchart showing a fluctuation start process. [Diagram 31] 13 is a flowchart showing a hold information shift process. [Diagram 32] 13 is a flowchart showing a gaming state determination process. [Diagram 33] 13 is a flowchart showing a fall determination process. [Diagram 34] 13 is a flowchart showing a hit determination process. [Diagram 35] 13 is a flowchart showing a variable time setting process. [Diagram 36] 13 is a flowchart showing a variable time setting process before the guaranteed number of games. [Figure 37]13 is a flowchart showing a variable time setting process after a guaranteed number of plays. [Figure 38] 13 is a flowchart showing a fluctuation end process. [Figure 39] 13 is a flowchart showing a game state transition process. [Diagram 40] A flowchart showing the process of opening and closing the large prize opening. [Diagram 41] 13 is a flowchart showing a transition process at the end of an ending period. [Diagram 42] 13 is a flowchart showing a process for electric utility support. [Diagram 43] 4 is a flowchart showing an electric utility opening / closing control process. [Diagram 44] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Diagram 45] 13 is a flowchart showing processing for game play presentation. [Figure 46] 13 is a flowchart showing the game play presentation setting process. [Figure 47] 13 is a flowchart showing a performance pattern setting process. [Figure 48] 13 is a flowchart showing a presentation pattern setting process before the guaranteed number of plays. [Figure 49] 13 is a flowchart showing the process of setting a presentation pattern after a guaranteed number of plays. [Figure 50] 13 is a flowchart showing processing for executing game play presentations. [Figure 51] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 52] 13 is a flowchart showing a command interrupt process. [Diagram 53] 13 is a flowchart showing a V interrupt process. [Figure 54] An explanatory diagram showing the contents of a win / lose table for a high probability mode provided in a pachinko machine of variant example 1. [Figure 55] 11 is an explanatory diagram showing the contents of a mode selection table provided in a pachinko machine of the second modified example. FIG. [Figure 56] FIG. 11 is a perspective view of a pachinko machine according to a second embodiment. [Figure 57] FIG. [Figure 58] 1 is an explanatory diagram showing the decorative patterns that are variably displayed on the pattern display device and the display surface of the pattern display device. FIG. [Figure 59] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 60] This is an explanatory diagram showing the contents of various counters used in special lotteries, regular lotteries, etc. [Figure 61] An explanatory diagram showing the contents of the special drawing correctness determination table. [Figure 62] An explanatory diagram showing the contents of the special chart type determination table. [Figure 63] An explanatory diagram showing the contents of the special line opening and closing scenario selection table. [Figure 64] FIG. 13 is an explanatory diagram showing the contents of the general drawing pass / fail determination table. [Figure 65] An explanatory diagram showing the contents of a general map type determination table. [Figure 66] FIG. 2 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 67] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 68] 13 is a timing chart showing an example of a processing flow executed in a pachinko machine of a second embodiment. [Figure 69] FIG. 11 is an explanatory diagram showing an example of a presentation executed in the pachinko machine of the second embodiment. [Figure 70] FIG. 11 is an explanatory diagram showing an example of a presentation executed in the pachinko machine of the second embodiment. [Figure 71] 13 is a flowchart showing a timer interrupt process. [Figure 72] 13 is a flowchart showing the ball entry processing for a normal start gate. [Figure 73] This is a flowchart showing the ball entry processing for the special chart starting hole. [Figure 74]A flowchart showing the ball entry processing for the V entry port. [Figure 75] 13 is a flowchart showing a normal process. [Figure 76] 13 is a flowchart showing a normal symbol control process. [Figure 77] 13 is a flowchart showing the normal pattern change start processing. [Figure 78] 13 is a flowchart showing a general variable time setting process. [Figure 79] 13 is a flowchart showing the normal pattern change stop processing. [Figure 80] 13 is a flowchart showing the normal electric device control process. [Figure 81] 13 is a flowchart showing normal power switching processing. [Figure 82] 13 is a flowchart showing a special symbol control process. [Figure 83] 13 is a flowchart showing the special pattern variation start processing. [Figure 84] 13 is a flowchart showing a special chart variation time setting process. [Figure 85] 13 is a flowchart showing the special pattern variation stop processing. [Figure 86] 13 is a flowchart showing a special electric feature control process. [Figure 87] 13 is a flowchart showing special line opening and closing processing. [Figure 88] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 89] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 90] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Figure 91] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Figure 92] FIG. 11 is an explanatory diagram illustrating an example of a presentation executed in a pachinko machine according to a modified example of the second embodiment. [Figure 93] FIG. 11 is an explanatory diagram illustrating an example of a presentation executed in a pachinko machine according to a modified example of the second embodiment. [Figure 94] FIG. 11 is a perspective view of a pachinko gaming machine according to a third embodiment of the present invention. [Figure 95] 1 is a rear view of the pachinko machine 10. FIG. [Figure 96] FIG. [Figure 97] An explanatory diagram explaining the delay mechanism 202 and the V winning mechanism 210. [Figure 98] 1 is an explanatory diagram showing a liquid crystal pattern and a display surface 41a that are variably displayed on a pattern display device 41. FIG. [Figure 99] 2 is a block diagram showing the electrical configuration of the pachinko machine 10. FIG. [Figure 100] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Figure 101] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 102] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 103] An explanatory diagram showing the contents of the distribution table for the first starting port. [Figure 104] An explanatory diagram showing the contents of the distribution table for the second starting port. [Figure 105] This is an explanatory diagram explaining the type of jackpot that is determined when a gaming ball enters a V winning port (first V winning port V1, second V winning port V2). [Fig. 106] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 107] 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 108] 1 is an explanatory diagram illustrating the flow of a game in the pachinko machine 10 of this embodiment. [Fig. 109] An explanatory diagram showing an example of a specific suggestion presentation. [Figure 110]13 is a flowchart showing an overview of a process for setting the effects in a game round (also called a game round effect setting process). [Figure 111] 13 is a flowchart showing a timer interrupt process. [Figure 112] A flowchart showing the ball entry processing for the starting hole. [Figure 113] 13 is a flowchart showing a destination determination process. [Fig. 114] 13 is a flowchart showing a through ball entry process. [Fig. 115] A flowchart showing the ball entry processing for the V entry port. [Fig. 116] 13 is a flowchart showing a normal process. [Figure 117] 13 is a flowchart showing a game play control process. [Figure 118] 13 is a flowchart showing a fluctuation start process. [Figure 119] 13 is a flowchart showing a hold information shift process. [Figure 120] 13 is a flowchart showing a hit determination process. [Figure 121] 13 is a flowchart showing a variable time setting process. [Figure 122] 13 is a flowchart showing a fluctuation end process. [Figure 123] 13 is a flowchart showing a game state transition process. [Figure 124] 13 is a flowchart showing an opening / closing scenario setting process. [Fig. 125] A flowchart showing the process of opening and closing the large prize opening. [Fig. 126] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 127] 13 is a flowchart showing a process for electric utility support. [Figure 128] 11 is a flowchart showing an electric utility switching process. [Figure 129] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU 92. [Fig. 130] 13 is a flowchart showing processing for game play presentation. [Fig. 131] 13 is a flowchart showing a game play presentation pattern setting process. [Fig. 132] 13 is a flowchart showing a game ball circulation pattern detection process. [Fig. 133] An explanatory diagram explaining the game ball count memory area. [Fig. 134] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Fig. 135] 4 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Fig. 136] 4 is a flowchart showing a V interrupt process executed in the MPU 102 of the display control device 100. [Fig. 137] This is an explanatory diagram that explains a specific suggestion effect that drives a driving part. [Figure 138] FIG. 4 is an explanatory diagram showing an example of an arrangement position of a detection sensor. [Figure 139] FIG. 13 is an explanatory diagram showing an example of Modification 5. [Fig. 140] FIG. 13 is an explanatory diagram showing an example of Modification 6. [Fig. 141] FIG. 13 is an explanatory diagram showing an example of Modification 7. [Fig. 142] FIG. 11 is a perspective view of a pachinko machine according to a fourth embodiment. [Fig. 143] FIG. 2 is a rear view of the pachinko machine. [Fig. 144] FIG. [Fig. 145] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 146] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 147] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 148] An explanatory diagram showing the contents of a win / lose table. [Figure 149]FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 150] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 151] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 152] An explanatory diagram showing an example of changes in the first starting port holding area and the held digestion area. [Fig. 153] An explanatory diagram showing an example of changes in the second start port holding area and the held digestion area. [Fig. 154] An explanatory diagram illustrating the display mode of the hold display icon. [Fig. 155] 10 is an explanatory diagram showing the appearance when petals are displayed on the display surface of the pattern display device. FIG. [Fig. 156] FIG. 1 is an explanatory diagram showing a method for displaying first to fourth types of petals. [Fig. 157] FIG. 11 is an explanatory diagram showing the behavior of a third type of petal. [Fig. 158] This is an explanatory diagram showing the appearance of the first hold display icon when the petal for special hold 1 moves along the target hold arrival trajectory. [Fig. 159] This is an explanatory diagram showing how the fourth type of petals act on the pattern displayed on the display surface of the pattern display device. [Fig. 160] 13 is a flowchart showing a timer interrupt process. [Fig. 161] A flowchart showing the ball entry processing for the starting hole. [Fig. 162] 13 is a flowchart showing a destination determination process. [Fig. 163] 13 is a flowchart showing a through ball entry process. [Fig. 164] 13 is a flowchart showing a normal process. [Fig. 165] 13 is a flowchart showing a game play control process. [Fig. 166] 13 is a flowchart showing a fluctuation start process. [Fig. 167]13 is a flowchart showing a hold information shift process. [Fig. 168] 13 is a flowchart showing a hit determination process. [Fig. 169] 13 is a flowchart showing a variable time setting process. [Fig. 170] 13 is a flowchart showing a fluctuation end process. [Fig. 171] 13 is a flowchart showing a game state transition process. [Fig. 172] A flowchart showing the process of opening and closing the large prize opening. [Fig. 173] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 174] 13 is a flowchart showing a process for electric utility support. [Fig. 175] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 176] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 177] 13 is a flowchart showing a pending command handling process. [Fig. 178] 13 is a flowchart showing an update process when a ball goes in. [Fig. 179] An explanatory diagram explaining the memory area for hold effects. [Fig. 180] 13 is a flowchart showing a parameter setting process for hold effect. [Fig. 181] 13 is a flowchart showing a display level upper limit setting process. [Fig. 182] FIG. 13 is an explanatory diagram showing an upper limit table. [Fig. 183] 13 is a flowchart showing the game play presentation setting process. [Fig. 184] 13 is a flowchart showing a performance pattern setting process. [Fig. 185] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 186] 13 is a flowchart showing a third type petal effect setting process. [Fig. 187]13 is a flowchart showing the process of setting the third type of petal effect for the first start port hold. [Fig. 188] This is a flowchart showing the petal effect setting process for Special 1 and Hold 1. [Fig. 189] FIG. 13 is an explanatory diagram showing a petal trajectory lottery table. [Fig. 190] This is a flowchart showing the petal effect setting process for Special 1 and Hold 2. [Fig. 191] This is a flowchart showing the petal effect setting process for Special 1 and Hold 3. [Fig. 192] This is a flowchart showing the petal effect setting process for Special 1 and Hold 4. [Fig. 193] 13 is a flowchart showing the process of setting the third type of petal effect for the second start port hold. [Fig. 194] A flowchart showing the hold display change setting process. [Fig. 195] A flowchart showing the first start port hold display change setting process. [Fig. 196] A flowchart showing the second start port hold display change setting process. [Figure 197] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 198] 13 is a flowchart showing a command interrupt process. [Figure 199] 13 is a flowchart showing a V interrupt process. [Figure 200] A flowchart showing the first start port hold display change setting process in variant example 1. [Figure 201] 13 is a flowchart showing a petal display change process. [Fig. 202] FIG. 11 is a perspective view of a pachinko machine according to a fifth embodiment. [Fig. 203] FIG. 2 is a rear view of the pachinko machine. [Fig. 204] FIG. [Fig. 205] FIG. 2 is an explanatory diagram showing a display surface of the pattern display device. [Fig. 206]FIG. 2 is an explanatory diagram showing a pattern that is variably displayed on a pattern display device. [Fig. 207] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 208] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Fig. 209] An explanatory diagram showing the contents of a win / lose table. [Fig. 210] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 211] FIG. 13 is an explanatory diagram showing a win / loss table for reach determination. [Fig. 212] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 213] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 214] FIG. 11 is an explanatory diagram illustrating an example of a character stage. [Fig. 215] FIG. 11 is an explanatory diagram illustrating a non-character stage. [Fig. 216] 11 is an explanatory diagram showing an example of a battle effect and a result notification effect. FIG. [Fig. 217] 13 is a timing chart showing the display modes of the changing and stopping symbols, the special reach screen effects, and the background images. [Fig. 218] FIG. 2 is an explanatory diagram showing a schematic diagram of stage transitions executed in a pachinko machine. [Fig. 219] FIG. 13 is an explanatory diagram showing the manner of stage transition in a character stage. [Fig. 220] FIG. 13 is an explanatory diagram showing the manner of stage transition in a non-character stage. [Fig. 221] 13 is a flowchart showing a timer interrupt process. [Fig. 222] A flowchart showing the ball entry processing for the starting hole. [Fig. 223] 13 is a flowchart showing a destination determination process. [Fig. 224]13 is a flowchart showing a through ball entry process. [Fig. 225] 13 is a flowchart showing a normal process. [Fig. 226] 13 is a flowchart showing a game play control process. [Fig. 227] 13 is a flowchart showing a fluctuation start process. [Fig. 228] 13 is a flowchart showing a hold information shift process. [Fig. 229] 13 is a flowchart showing a hit determination process. [Fig. 230] 13 is a flowchart showing a variable time setting process. [Fig. 231] 13 is a flowchart showing a fluctuation end process. [Fig. 232] 13 is a flowchart showing a game state transition process. [Fig. 233] A flowchart showing the process of opening and closing the large prize opening. [Fig. 234] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 235] 13 is a flowchart showing a process for electric utility support. [Fig. 236] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 237] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 238] 13 is a flowchart showing a pending command handling process. [Fig. 239] 13 is a flowchart showing an update process when a ball goes in. [Fig. 240] 13 is a flowchart showing the game play presentation setting process. [Fig. 241] 13 is a flowchart showing a performance pattern setting process. [Fig. 242] A flowchart showing the process of setting a presentation pattern for a big win. [Fig. 243] FIG. 13 is an explanatory diagram showing the contents of a reach allocation table. [Fig. 244]13 is a flowchart showing a process for setting an effect pattern when a reach occurs or fails. [Fig. 245] 13 is a flowchart showing the process of referring to the performance pattern table when a super reach fails. [Fig. 246] FIG. 13 is an explanatory diagram showing the contents of a warrior character lottery table. [Fig. 247] FIG. 13 is an explanatory diagram showing the contents of a warrior character judgment value correspondence table. [Fig. 248] 13 is a flowchart showing the process of referring to the performance pattern table when a special reach fails. [Fig. 249] 13 is a flowchart showing the process of setting a presentation pattern for when a reach does not occur or is missed. [Fig. 250] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 251] 13 is a flowchart showing a stage production process. [Fig. 252] 13 is a flowchart showing a stage transition process in a character stage. [Fig. 253] FIG. 13 is an explanatory diagram showing the contents of a stage lottery table. [Fig. 254] 13 is a flowchart showing stage transition processing in a non-character stage. [Figure 255] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 256] 13 is a flowchart showing a command interrupt process. [Fig. 257] 13 is a flowchart showing a V interrupt process. [Fig. 258] 13 is a block diagram showing mainly the electrical configuration of the sound and light emission control device 90 and the display control device 100 in a pachinko machine 10 of a sixth embodiment. [Fig. 259] FIG. 1 is an explanatory diagram showing an example of music piece data and its performance form as the background art. [Fig. 260] FIG. 2 is an explanatory diagram illustrating a typical data structure of data stored in a ROM for audio data; [Fig. 261] 2 is an explanatory diagram showing the configurations of first data A1 of song A and second data A2 of song A. FIG. [Fig. 262] 1 is an explanatory diagram showing the configurations of first data B1 of a piece of music B and second data B2 of a piece of music B. FIG. [Fig. 263] 13 is a timing chart showing a reproduction procedure for a piece of music A in the sound output LSI 97. [Fig. 264] 13 is a timing chart showing a reproduction procedure for music piece B in the sound output LSI 97. [Fig. 265] 1 is an explanatory diagram showing the data structure and performance form of a piece of music A in a reference example. FIG. [Fig. 266] 13 is a flowchart showing a timer interrupt process executed in an MPU 92 of the audio and light emission control device 90. [Fig. 267] 13 is a flowchart showing a BGM process. [Fig. 268] 13 is a flowchart showing a BGM playback start process. [Fig. 269] 13 is a flowchart showing a BGM continuous playback process. [Fig. 270] 13 is a flowchart showing a playback start execution process executed in the sound output LSI 97. [Fig. 271] 13 is a timing chart showing a reproduction procedure for a piece of music A by the sound output LSI 97 in the first modification. [Fig. 272] 13 is a flowchart showing a BGM continuous playback process. [Fig. 273] 13 is a flowchart showing a first second data reproduction process. [Fig. 274] 13 is a flowchart showing second data reproduction processing from the second time onwards. [Fig. 275] 13 is a flowchart showing a playback start execution process executed in the sound output LSI 97. [Fig. 276] FIG. 13 is an explanatory diagram showing a predetermined period that defines the transmission timing in Modification 5. [Fig. 277] FIG. 13 is a perspective view of a pachinko machine according to a seventh embodiment. [Fig. 278] FIG. 2 is a rear view of the pachinko machine. [Fig. 279] FIG. [Fig. 280] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 281] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 282] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Fig. 283] An explanatory diagram showing the contents of a win / lose table. [Fig. 284] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 285] An explanatory diagram showing the contents of a winning / losing table for the lottery for opening electric gimmicks. [Fig. 286] FIG. 13 is a block diagram showing the electrical configuration of the audio and light emission control device and the display control device of the seventh embodiment. [Fig. 287] FIG. 13 is an explanatory diagram illustrating a power switch according to a seventh embodiment. [Fig. 288] FIG. 11 is an explanatory diagram illustrating another example of the power switch. [Fig. 289] FIG. 11 is an explanatory diagram illustrating another example of the power switch. [Fig. 290] 13 is a flowchart showing a main process executed by a main MPU of the seventh embodiment when the power is turned on. [Fig. 291] 23 is a flowchart showing a setting change process executed by a main MPU in the seventh embodiment. [Fig. 292] 23 is a flowchart showing a setting confirmation process executed by a main MPU in the seventh embodiment. [Fig. 293] 23 is a flowchart showing a timer interrupt process executed by a main MPU in the seventh embodiment. [Fig. 294] 23 is a flowchart showing a power supply monitoring process executed by a main MPU in the seventh embodiment. [Fig. 295] A flowchart showing the ball entry processing for the starting hole performed by the main MPU of the seventh embodiment. [Fig. 296] 23 is a flowchart showing a destination determination process executed by a master MPU in the seventh embodiment. [Fig. 297] 23 is a flowchart showing the ball entry processing for the through gate executed by the main MPU of the seventh embodiment. [Figure 298] 13 is a flowchart showing the game round control processing executed by the main MPU of the seventh embodiment. [Figure 299] 13 is a flowchart showing the pending information shift processing executed by the main MPU of the seventh embodiment. [Figure 300] 13 is a flowchart showing the fluctuation start processing executed by the master MPU of the seventh embodiment. [Fig. 301] 23 is a flowchart showing a hit determination process executed by a master MPU in the seventh embodiment. [Fig. 302] 23 is a flowchart showing a variable time setting process executed by a master MPU in the seventh embodiment. [Fig. 303] 13 is a flowchart showing the game state transition processing executed by the main MPU of the seventh embodiment. [Fig. 304] 13 is a flowchart showing the large prize opening and closing process executed by the main MPU in the seventh embodiment. [Fig. 305] 13 is a flowchart showing a transition process at the end of an ending period executed by a main MPU in the seventh embodiment. [Fig. 306] 13 is a flowchart showing the electric utility support process executed by the main MPU of the seventh embodiment. [Fig. 307] 13 is a flowchart showing an electric utility switching control process executed by a main MPU of the seventh embodiment. [Fig. 308] 23 is a flowchart showing main processing executed by an audio / optical side MPU in the seventh embodiment. [Fig. 309] 23 is a flowchart showing a startup date and time information storage process executed by the sound and light side MPU of the seventh embodiment. [Fig. 310] 23 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU of the seventh embodiment. [Fig. 311]23 is a flowchart showing an activation type determination process executed by an audio / optical side MPU of the seventh embodiment. [Fig. 312] 23 is a flowchart showing an audio / optical side abnormality / power interruption flag response process executed by the audio / optical side MPU of the seventh embodiment. [Fig. 313] 23 is a flowchart showing a timer interrupt process executed by the sound and light side MPU of the seventh embodiment. [Fig. 314] 23 is a flowchart showing an audio / optical side power cut-off process executed by an audio / optical side MPU in the seventh embodiment. [Fig. 315] 23 is a flowchart showing the RTC performance process executed by the sound and light side MPU of the seventh embodiment. [Fig. 316] FIG. 13 is an explanatory diagram illustrating the RTC performance execution determination table. [Fig. 317] A flowchart showing the processing for stationary suggestion performance executed by the sound and light side MPU of the seventh embodiment. [Fig. 318] FIG. 23 is an explanatory diagram illustrating a movable object for presentation provided in a pachinko machine according to a first modified example of the seventh embodiment. [Fig. 319] FIG. 23 is an explanatory diagram illustrating a movable object for presentation provided in a pachinko machine according to a first modified example of the seventh embodiment. [Fig. 320] 23 is a flowchart showing a main process executed by a main MPU in a twelfth modification of the seventh embodiment. [Fig. 321] 23 is a flowchart showing a power supply monitoring process executed by a main MPU in a twelfth modification of the seventh embodiment. [Fig. 322] 23 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU in the twelfth modified example of the seventh embodiment. [Figure 323] 23 is a flowchart showing an audio / optical side power cut-off process executed by an audio / optical side MPU in a twelfth modified example of the seventh embodiment. [Fig. 324] 23 is a flowchart showing a power supply monitoring process executed by a main MPU in a thirteenth modification of the seventh embodiment. [Fig. 325] 23 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU in the thirteenth modification of the seventh embodiment. [Fig. 326] 23 is a flowchart showing an audio / optical side power cut-off process executed by an audio / optical side MPU in a thirteenth modified example of the seventh embodiment. [Figure 327] FIG. 13 is a perspective view of a pachinko machine according to an eighth embodiment. [Fig. 328] FIG. 2 is a rear view of the pachinko machine. [Fig. 329] FIG. [Fig. 330] FIG. 2 is an explanatory diagram showing the starting port unit. [Fig. 331] 13 is an explanatory diagram showing the flow of game balls when the distribution piece is in the first position Q1. [Fig. 332] An explanatory diagram showing the flow of game balls when the distribution piece is in the second position Q2. [Figure 333] An explanatory diagram showing the first route in the starting port unit. [Fig. 334] An explanatory diagram showing the second route in the starting port unit. [Figure 335] An explanatory diagram showing the third route in the starting port unit. [Fig. 336] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 337] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 338] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Figure 339] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 340] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 341] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 342] FIG. 13 is an explanatory diagram showing a win / loss table for reach determination. [Figure 343] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 344] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 345] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Fig. 346] FIG. 13 is an explanatory diagram showing various aspects of a low-probability low-support state, a low-probability high-support state, a high-probability high-support state, and a high-probability low-support state. [Figure 347] 13 is a flowchart showing a timer interrupt process. [Fig. 348] A flowchart showing the ball entry processing for the starting hole. [Figure 349] 13 is a flowchart showing ball entry processing for a fall entrance. [Fig. 350] 13 is a flowchart showing a normal process. [Fig. 351] 13 is a flowchart showing a game play control process. [Fig. 352] A flowchart showing the fluctuation start processing for the first starting port. [Figure 353] A flowchart showing the pending information shift processing for the first starting port. [Fig. 354] 13 is a flowchart showing the determination process for the first starting port. [Figure 355] A flowchart showing the process of setting the variable time for the first starting port. [Figure 356] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the first starting port. [Figure 357] A flowchart showing the process of acquiring variable time information during a low probability high support state for the first starting port. [Figure 358] A flowchart showing the process of acquiring variable time information during a high probability high support state for the first starting port. [Figure 359] A flowchart showing the process of acquiring variable time information during a high probability low support state for the first starting port. [Figure 360] 13 is a flowchart showing the first fluctuation stop processing. [Fig. 361] A flowchart showing the fluctuation start processing for the second starting port. [Fig. 362] A flowchart showing the pending information shift processing for the second starting port. [Figure 363] A flowchart showing the determination process for the second starting port. [Figure 364] A flowchart showing the process of setting the variable time for the second starting port. [Figure 365] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the second starting port. [Fig. 366] A flowchart showing the process of acquiring variable time information during a low probability high support state for the second starting port. [Figure 367] A flowchart showing the process of acquiring variable time information during a high probability high support state for the second starting port. [Figure 368] A flowchart showing the process of acquiring variable time information during a high probability low support state for the second starting port. [Fig. 369] 13 is a flowchart showing a second fluctuation stop process. [Figure 370] 13 is a flowchart showing a game state transition process. [Fig. 371] 13 is a flowchart showing an opening / closing scenario setting process. [Fig. 372] 13 is a flowchart showing an opening time setting process. [Fig. 373] 13 is a flowchart showing a process performed when an opening period flag is ON. [Fig. 374] 13 is a flowchart showing a process when an opening / closing process period flag is ON. [Figure 375] A flowchart showing the process of opening and closing the large prize opening. [Figure 376] 13 is a flowchart showing a process when an ending period flag is ON. [Figure 377] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 378] 13 is a flowchart showing a process for electric utility support. [Figure 379] 11 is a flowchart showing an electric utility switching process. [Figure 380] 13 is a flowchart showing a game ball distribution control process. [Figure 381]13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 382] 13 is a flowchart showing a pending command handling process. [Figure 383] 13 is a flowchart showing an update process when a ball goes in. [Figure 384] 13 is a flowchart showing the game play presentation setting process. [Figure 385] 13 is a flowchart showing a display mode switching process. [Figure 386] 13 is a flowchart showing the process for setting the special 1 game play presentation. [Figure 387] 13 is a flowchart showing a first effect pattern setting process. [Figure 388] This is a flowchart showing the process of setting the presentation pattern for the first starting port in a low-probability, low-support state. [Figure 389] This is a flowchart showing the process of setting the presentation pattern when in a low probability high support state for the first starting port. [Figure 390] This is a flowchart showing the process of setting the presentation pattern during a high probability high support state for the first starting port. [Figure 391] This is a flowchart showing the process of setting the presentation pattern when in a high probability low support state for the first starting port. [Figure 392] 13 is a flowchart showing the process for setting the performance of special game round 2. [Figure 393] 13 is a flowchart showing a second effect pattern setting process. [Figure 394] A flowchart showing the process of setting the presentation pattern for the second starting port in a low-probability, low-support state. [Figure 395] A flowchart showing the process of setting the presentation pattern for the second starting port in a low probability high support state. [Figure 396] A flowchart showing the process of setting the presentation pattern during a high probability high support state for the second starting port. [Figure 397] A flowchart showing the process of setting the presentation pattern for the second starting port in a high probability low support state. [Figure 398]4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 399] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Figure 400] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Fig. 401] An explanatory diagram showing a starting port unit in a modified example. [Fig. 402] FIG. 13 is a perspective view of a pachinko machine according to a ninth embodiment. [Fig. 403] FIG. 2 is a rear view of the pachinko machine. [Fig. 404] FIG. [Fig. 405] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 406] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 407] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 408] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 409] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 410] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 411] An explanatory diagram showing the contents of a win / lose table for a drop lottery. [Fig. 412] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 413] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 414] FIG. 2 is an explanatory diagram showing the flow of play in a pachinko machine. [Fig. 415] 13 is a flowchart showing a timer interrupt process. [Fig. 416] A flowchart showing the ball entry processing for the starting hole. [Fig. 417] 13 is a flowchart showing a destination determination process. [Fig. 418] 13 is a flowchart showing a through ball entry process. [Fig. 419] 13 is a flowchart showing a normal process. [Fig. 420] 13 is a flowchart showing a game play control process. [Fig. 421] 13 is a flowchart showing a fluctuation start process. [Fig. 422] 13 is a flowchart showing a hold information shift process. [Fig. 423] 13 is a flowchart showing a fall determination process. [Fig. 424] 13 is a flowchart showing a hit determination process. [Fig. 425] 13 is a flowchart showing a variable time setting process. [Fig. 426] 13 is a flowchart showing a fluctuation end process. [Fig. 427] 13 is a flowchart showing a time-saving granting process. [Fig. 428] 13 is a flowchart showing a game state transition process. [Fig. 429] A flowchart showing the process of opening and closing the large prize opening. [Fig. 430] 13 is a flowchart showing a shutter opening / closing process. [Fig. 431] A flowchart showing the V prize determination process. [Fig. 432] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 433] 13 is a flowchart showing a process for electric utility support. [Fig. 434] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 435] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 436] 13 is a flowchart showing a pending command handling process. [Fig. 437]13 is a flowchart showing the game play presentation setting process. [Fig. 438] 13 is a flowchart showing a performance pattern setting process. [Fig. 439] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 440] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 441] 13 is a flowchart showing a command interrupt process. [Fig. 442] 13 is a flowchart showing a V interrupt process. [Figure 443] FIG. 13 is a perspective view of a pachinko machine according to the tenth embodiment. [Figure 444] FIG. 2 is a rear view of the pachinko machine. [Figure 445] FIG. [Fig. 446] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Figure 447] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 448] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Figure 449] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 450] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 451] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 452] An explanatory diagram showing the contents of a win / lose table for a drop lottery. [Fig. 453] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 454] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 455] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Fig. 456]13 is a flowchart showing a timer interrupt process. [Fig. 457] A flowchart showing the ball entry processing for the starting hole. [Fig. 458] 13 is a flowchart showing a destination determination process. [Fig. 459] 13 is a flowchart showing a through ball entry process. [Fig. 460] 13 is a flowchart showing a normal process. [Fig. 461] 13 is a flowchart showing a game play control process. [Fig. 462] 13 is a flowchart showing a fluctuation start process. [Fig. 463] 13 is a flowchart showing a hold information shift process. [Fig. 464] 13 is a flowchart showing a fall determination process. [Fig. 465] 13 is a flowchart showing a hit determination process. [Fig. 466] 13 is a flowchart showing a variable time setting process. [Fig. 467] 13 is a flowchart showing a fluctuation end process. [Fig. 468] 13 is a flowchart showing a time-saving granting process. [Fig. 469] 13 is a flowchart showing a game state transition process. [Fig. 470] A flowchart showing the large prize opening and closing process. [Fig. 471] 13 is a flowchart showing a shutter opening / closing process. [Fig. 472] A flowchart showing the V prize determination process. [Fig. 473] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 474] 13 is a flowchart showing a process for electric utility support. [Fig. 475] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 476] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 477] 13 is a flowchart showing a pending command handling process. [Fig. 478] 13 is a flowchart showing the game play presentation setting process. [Fig. 479] 13 is a flowchart showing a performance pattern setting process. [Fig. 480] 13 is a flowchart showing an update process at the start of fluctuation. [Figure 481] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 482] 13 is a flowchart showing a command interrupt process. [Figure 483] 13 is a flowchart showing a V interrupt process. [Figure 484] FIG. 13 is an explanatory diagram showing the flow of a game in a pachinko machine of modified example 1. [Figure 485] An explanatory diagram showing the contents of a distribution table for a first starting hole provided in a pachinko machine of the modified example 2. [Figure 486] An explanatory diagram showing the flow of play in a pachinko machine of modified example 2. [Figure 487] An explanatory diagram showing the contents of the hit / lose table (for low probability mode) for the second starting port in variant example 3. [Figure 488] FIG. 11 is an explanatory diagram showing the flow of the game in a pachinko machine of modified example 3. [Figure 489] This is a timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 13. [Fig. 490] A timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 14. [Figure 491] A timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 15. [Fig. 492] FIG. 23 is a front view of the game board in variant example 18. [Figure 493] FIG. 15 is a perspective view of a pachinko machine according to an eleventh embodiment. [Figure 494] FIG. 2 is a rear view of the pachinko machine. [Fig. 495] FIG. [Fig. 496] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Figure 497] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 498] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Figure 499] An explanatory diagram showing the contents of a win / lose table. [Figure 500] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 501] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 502] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 503] An explanatory diagram showing an example of changes in the first starting port holding area and the held digestion area. [Figure 504] An explanatory diagram showing an example of changes in the second start port holding area and the held digestion area. [Figure 505] This is an explanatory diagram showing a case where a jackpot is included in the special 1 reservation during normal play. [Figure 506] This is an explanatory diagram showing the changing display and premonition preview performance (first time) for Special 1 Reserve 1. [Figure 507] This is an explanatory diagram showing the changing display and premonition preview performance (second time) for Special 1 Reserve 2. [Figure 508] This is an explanatory diagram showing the changing display and premonition preview performance (3rd time) for Special 1 Reserve 3. [Figure 509] An explanatory diagram showing the relationship between the number of times a premonition notice effect appears and the scheduled execution of an effect. [Fig. 510] This is an explanatory diagram showing the variable display, reach performance, and stop display for Special 1 Reserve 4. [Figure 511] This is a time chart showing a series of performances for Special 1 Reserve 1 to Special 1 Reserve 4 on a timeline. [Figure 512] An explanatory diagram showing the basic concept of the continuous hold presentation adopted in the pachinko machine 10 of the eleventh embodiment. [Figure 513] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 1. [Figure 514] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 1, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Figure 515] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 2. [Fig. 516] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 2, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Figure 517] An explanatory diagram showing the relationship between the color of the same pattern and the scheduled performance. [Figure 518] This is an explanatory diagram showing a series of presentations executed during a game round for Special 2 Reserve 1. [Figure 519] 4 is a time chart showing Comparative Example 1. [Fig. 520] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 3. [Fig. 521] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 3, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Figure 522] 13 is an explanatory diagram showing the content of the charge performance. [Figure 523] This is an explanatory diagram showing a series of presentations executed during a game round for Special 2 Reserve 1. [Figure 524] 13 is a flowchart showing a timer interrupt process. [Figure 525] A flowchart showing the ball entry processing for the starting hole. [Fig. 526] 13 is a flowchart showing a destination determination process. [Figure 527]13 is a flowchart showing a through ball entry process. [Figure 528] 13 is a flowchart showing a normal process. [Figure 529] 13 is a flowchart showing a game play control process. [Fig. 530] 13 is a flowchart showing a fluctuation start process. [Fig. 531] 13 is a flowchart showing a hold information shift process. [Figure 532] 13 is a flowchart showing a hit determination process. [Figure 533] 13 is a flowchart showing a variable time setting process. [Fig. 534] 13 is a flowchart showing a fluctuation end process. [Fig. 535] 13 is a flowchart showing a game state transition process. [Fig. 536] A flowchart showing the process of opening and closing the large prize opening. [Figure 537] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 538] 13 is a flowchart showing a process for electric utility support. [Figure 539] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 540] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 541] 13 is a flowchart showing a pending command handling process. [Fig. 542] 13 is a flowchart showing the game play presentation setting process. [Figure 543] 13 is a flowchart showing a performance pattern setting process. [Fig. 544] 13 is a flowchart showing an update process at the start of fluctuation. [Figure 545] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 546] 13 is a flowchart showing a command interrupt process. [Figure 547]13 is a flowchart showing a V interrupt process. [Figure 548] An explanatory diagram conceptually showing the state of special 1 reservation in variant example 10. [Figure 549] A time chart explaining the presentation for special 1 hold executed by special 1 hold continuous presentation processing and the presentation for special 2 hold executed by special 2 hold presentation processing in variant example 10. [Fig. 550] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing and the presentation for special 2 hold executed by special 2 hold presentation processing in variant example 11. [Fig. 551] FIG. 23 is a perspective view of a pachinko machine according to a twelfth embodiment. [Figure 552] FIG. 2 is a rear view of the pachinko machine. [Figure 553] FIG. [Fig. 554] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Figure 555] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 556] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Figure 557] An explanatory diagram showing the contents of a win / lose table. [Figure 558] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 559] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 560] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 561] An explanatory diagram showing a display surface on which the first reservation relationship information is displayed in a sub-area. [Fig. 562] This is an explanatory diagram showing how the unexecuted hold display area, the variable execution hold display area, and the executed hold display area change as the game progresses. [Fig. 563]An explanatory diagram showing a display surface on which second reservation relationship information is displayed in a sub-area. [Fig. 564] An explanatory diagram illustrating an example of a reservation change pattern lottery table for reference conditions. [Fig. 565] An explanatory diagram showing an example of a change in display color due to a hold change notice. [Fig. 566] This is an explanatory diagram explaining the data structure of the memory area for special 1 hold performance. [Figure 567] 13 is a flowchart showing an overview of the process for notifying already executed pending operations. [Figure 568] 13 is a flowchart showing a process for removing the same color when the color is not matched. [Fig. 569] An explanatory diagram showing how each pending display area changes in case 1. [Fig. 570] An explanatory diagram showing how each pending display area changes in case 2. [Fig. 571] An explanatory diagram showing how each pending display area changes in case 3. [Fig. 572] An explanatory diagram showing how each pending display area changes in case 4. [Fig. 573] An explanatory diagram showing how each pending display area changes in case 5. [Figure 574] An explanatory diagram showing how each pending display area changes in case 6. [Figure 575] An explanatory diagram showing how each pending display area changes in case 7. [Fig. 576] 13 is a flowchart showing a timer interrupt process. [Figure 577] A flowchart showing the ball entry processing for the starting hole. [Figure 578] 13 is a flowchart showing a destination determination process. [Fig. 579] 13 is a flowchart showing a through ball entry process. [Fig. 580] 13 is a flowchart showing a normal process. [Fig. 581] 13 is a flowchart showing a game play control process. [Fig. 582] 13 is a flowchart showing a fluctuation start process. [Fig. 583] 13 is a flowchart showing a hold information shift process. [Fig. 584] 13 is a flowchart showing a hit determination process. [Figure 585] 13 is a flowchart showing a variable time setting process. [Fig. 586] 13 is a flowchart showing a fluctuation end process. [Figure 587] 13 is a flowchart showing a game state transition process. [Figure 588] A flowchart showing the process of opening and closing the large prize opening. [Figure 589] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 590] 13 is a flowchart showing a process for electric utility support. [Fig. 591] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 592] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 593] 13 is a flowchart showing a pending command handling process. [Figure 594] 13 is a flowchart showing the game play presentation setting process. [Fig. 595] 13 is a flowchart showing a performance pattern setting process. [Fig. 596] 13 is a flowchart showing an update process at the start of fluctuation. [Figure 597] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 598] 13 is a flowchart showing a command interrupt process. [Figure 599] 13 is a flowchart showing a V interrupt process. [Figure 600] An explanatory diagram showing how each pending display area changes in case 8. [Fig. 601] An explanatory diagram showing how each pending display area changes in case A. [Fig. 602] An explanatory diagram showing how each pending display area changes in case A. [Figure 603] An explanatory diagram showing how each pending display area changes in case A. [Figure 604] An explanatory diagram showing how each pending display area changes in case B. [Fig. 605] An explanatory diagram showing how each pending display area changes in case B. [Fig. 606] An explanatory diagram showing how each pending display area changes in case B. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. <1> First embodiment (mainly corresponds to the feature group lA to the feature group lH of <Z> below): <2> Second embodiment (mainly corresponds to the feature group mA to feature group mR of <Z> below): <3> Third embodiment (mainly corresponds to the feature group nA to feature group nN of <Z> below): <4> Fourth embodiment (mainly corresponds to the features oA group to oJ group of <Z> below): <5> Fifth embodiment (mainly corresponds to the feature group pA to the feature group pL of <Z> below): <6> Sixth embodiment (mainly corresponds to the feature group qA to feature group qM in <Z> below): <7> Seventh embodiment (mainly corresponds to the group of features rA to rV in <Z> below): <8> Eighth embodiment (mainly corresponds to the features SA group to SV group of <Z> below): <9> Ninth embodiment (mainly corresponds to the features tA group to feature tP group of <Z> below): {10} Tenth embodiment (mainly corresponds to the feature group uA to feature group uU and the feature group uIA to feature group uIM in {Z} below): Eleventh embodiment (mainly corresponds to the features vA group to vR group in the following Z): <12> Twelfth embodiment (mainly corresponds to the feature group wA to the feature group wT in <Z> below): 《Y》Application to other configurations: Regarding the group of features extracted from the above embodiments:

[0011] 1. First embodiment: 1-1 Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko game machine (hereinafter, also referred to as a "pachinko machine") according to a first embodiment of the present invention. The pachinko machine 10 includes a wooden outer frame 11 assembled into a substantially rectangular shape. When the pachinko machine 10 is installed in a game hall, the outer frame 11 is fixed to the island equipment of the game hall. The pachinko machine 10 also includes a pachinko machine main body 12 rotatably supported by the outer frame 11. The pachinko machine main body 12 includes an inner frame 13 and a front door frame 14 disposed in front of the inner frame 13. The inner frame 13 is rotatably supported by a metal hinge 15 relative to the outer frame 11. The front door frame 14 is rotatably supported by a metal hinge 16 relative to the inner frame 13. On the back of the inner frame 13, control devices for controlling the pachinko machine main body 12, such as a main control device, a sound and light emission control device, and a display control device, are disposed. Details of these control devices will be described later. Furthermore, the pachinko machine 10 is provided with a cylinder lock 17. The cylinder lock 17 has a function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and a function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.

[0012] An open window 18 is formed in the approximate center of the front door frame 14. Resin parts and electric parts for decorating the pachinko machine 10 are provided around the window 18. The electric parts are composed of light-emitting means consisting of various lamps such as LEDs. The light-emitting means plays a role in enhancing the presentation effect by lighting or blinking each game played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. In addition, a glass unit 19 consisting of two sheets of glass is arranged on the back side of the front door frame 14, and the open window 18 is sealed by the glass unit 19. A game board described later is detachably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board through the glass unit 19 from the front of the pachinko machine 10. Details of the game board will be described later.

[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open top, and stores game balls such as loan balls loaned from a loaning machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the operation of the operation handle 25 by the player, and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is disposed below the upper tray 20 and is formed in a box shape with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. A discharge port 22 for discharging the game balls stored in the lower tray 21 is formed on the bottom surface of the lower tray 21. A lever 23 is provided below the discharge port 22, and the player can switch the discharge port 22 between a closed state and an open state by operating the lever 23. When the player operates the lever 23 to open the discharge port 22, the game balls fall from the discharge port 22 and are discharged from the lower tray 21 to the outside.

[0014] A performance operation button 24 is provided in front of the periphery of the upper tray 20. The performance operation button 24 is an operation unit that allows the player to perform input operations for the game performance performed by the pachinko machine 10. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game performance that reflects the operation.

[0015] An operating handle 25 for a player to operate is provided on the right side of the front door frame 14 as viewed from the front (hereinafter, simply referred to as the "right side"). When the player operates (rotates) the operating handle 25, game balls are launched from the game ball launching mechanism to the front of the game board in conjunction with the operation. Inside the operating handle 25, a touch sensor 25a for permitting the operation of the game ball launching mechanism, a wait button 25b for stopping the launch of game balls by the game ball launching mechanism when pressed by the player, and a variable resistor 25c for detecting the amount of rotation of the operating handle 25 by a change in electrical resistance are provided. When the player grips the operating handle 25, the touch sensor 25a is turned on, and when the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes corresponding to the amount of rotation, and game balls are launched from the game ball launching mechanism to the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c.

[0016] A game ball launch button 26 for a player to operate is provided on the left side of the periphery of the upper tray 20 when viewed from the front (hereinafter, simply referred to as the "left side"). When the game ball launch button 26 is operated by the player, a game ball is launched to the front of the game board with a predetermined launch strength, regardless of the amount of rotation of the operation handle 25 by the player. Specifically, when the player operates the game ball launch button 26, the game ball is launched to the front of the game board with the same launch strength as when the rotation amount of the operation handle 25 is maximum. In the case of this embodiment, when the game ball is launched by operating the game ball launch button 26, the game ball flows to the right side of the game board when viewed from the front, and flows down the right side of the game board. That is, by operating the game ball launch button 26, the player can perform a so-called "right shot". In the pachinko machine 10 of this embodiment, when the game ball launch button 26 is operated, the game ball is launched onto the game board on the condition that the touch sensor 25a is on. That is, the player can realize the launch of the game ball triggered by operating the game ball launch button 26 by gripping the operation handle 25 to turn on at least the touch sensor 25a and then operating the game ball launch button 26.

[0017] Next, we will explain the configuration of the back surface of the pachinko machine 10. On the back surface of the pachinko machine 10, control devices for controlling the operation of the pachinko machine 10 are arranged.

[0018] 2 is a rear view of the pachinko machine 10. As shown in the figure, the pachinko machine 10 includes a first control unit 51, a second control unit 52, a third control unit 53, and a power supply unit 58. Specifically, these units are provided on the rear surface of the inner frame 13.

[0019] The first control unit 51 includes a main control device 60. The main control device 60 has a main control board that has the function of controlling the main part of the game. The main control board is housed in a board box made of a transparent resin material. This board box is configured so that traces of opening and closing are left behind. For example, a seal sticker is affixed to an openable portion, and the word "opened" appears when the board box is opened.

[0020] The second control unit 52 includes an audio / light emission control device 90 and a display control device 100. The audio / light emission control device 90 controls light emission means such as speakers and various lamps provided on the front of the pachinko machine 10 based on commands sent from the main control device 60. The display control device 100 controls the pattern display device based on commands sent from the audio / light emission control device 90. The pattern display device includes a liquid crystal display that displays patterns and images for performances.

[0021] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 performs payout control for paying out prize balls. When an instruction to launch game balls is input from the main control device 60, the launch control device 80 controls the game ball launch mechanism to launch game balls with a strength corresponding to the amount of rotation of the operation handle 25 by the player. In addition, on the back side of the inner frame 13, a tank 54 to which game balls supplied from the island equipment of the game hall are sequentially replenished, a tank rail 55 connected below the tank 54 and having a gently inclined slope so that the game balls flow downstream, a case rail 56 connected vertically to the downstream side of the tank rail 55, and a payout device 71 that receives the supply of game balls from the case rail 56 and pays out a predetermined number of game balls according to an instruction from the payout control device 70 are provided.

[0022] The power supply unit 58 includes a power supply device 85 and a power switch 88. The power supply device 85 supplies the power necessary for the operation of the pachinko machine 10. The power supply device 85 is connected to the power switch 88. By turning the power switch 88 ON / OFF, a supply state in which power is supplied to the pachinko machine 10 and a non-supply state in which power is not supplied to the pachinko machine 10 are switched.

[0023] Next, the game board will be described. The game board is detachably attached to the front surface of the inner frame 13.

[0024] FIG. 3 is a front view of the game board 30. The game board 30 is made of plywood, and a game area PA is formed on the front surface of the game board 30. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a part of the outer edge of the game area PA. A guide rail 31 for guiding game balls is formed between the inner rail portion 31a and the outer rail portion 31b. The game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. In the game area PA, a plurality of nails 42 are planted substantially perpendicular to the game board 30, and various accessories such as windmills are arranged. These nails 42 and windmills disperse and organize the falling direction of the game balls flowing down the game area PA.

[0025] The game board 30 has a plurality of openings formed therethrough in the front-rear direction. Each opening has a general winning opening 32, a first starting opening 33, a second starting opening 34, a through gate 35, and a variable winning device 36. The game balls that enter the general winning opening 32, the first starting opening 33, the second starting opening 34, the through gate 35, and the variable winning device 36 are guided to the individual openings formed in the game board 30. The game board 30 also has a variable display unit 40 and a main display section 45. The main display section 45 has a special chart unit 37, a general chart unit 38, and a round display section 39.

[0026] As shown in the figure, the general winning opening 32 is a ball entry opening member that forms an entry opening into which a game ball can enter, and a plurality of such openings are provided on the game board 30. In this embodiment, when a game ball enters the general winning opening 32, ten game balls are paid out as prize balls from a payout device 71 (FIG. 2).

[0027] The first starting hole 33 is a ball entry hole member that forms a ball entry hole through which a game ball can enter. The first starting hole 33 is provided at the center lower part of the game board 30. In this embodiment, when a game ball enters the first starting hole 33, three game balls are paid out as prize balls, and a winning lottery, which will be described later, is executed.

[0028] The second starting hole 34 is a ball entrance member that forms a ball entrance into which the game ball can enter, and is provided on the right side of the game board 30. In this embodiment, when a game ball enters the second starting hole 34, three game balls are paid out as prize balls, and a winning lottery, which will be described later, is executed. In addition, the second starting hole 34 is provided with an electric device 34a.

[0029] The through gate 35 has a through hole that penetrates vertically. The through gate 35 is a through gate that triggers a lottery to open the electric role 34a. Specifically, when a game ball passes through the through gate 35, the main control device 60 uses the passing as a trigger to perform an internal lottery (electric role opening lottery). If the electric role opening is selected as a result of the internal lottery, the electric role 34a transitions to an electric role opening state in which the electric role 34a is opened in a predetermined manner. Since the through gate 35 is disposed upstream of the second start port 34 in the flow direction of the game ball, the game ball that has passed through the through gate 35 can flow down the game area PA after passing through and enter the second start port 34. In this embodiment, even if the game ball passes through the through gate 35, the prize ball is not paid out.

[0030] The variable winning device 36 is provided with a large winning opening 36a that leads to the back side of the game board 30, and an opening / closing door 36b that opens and closes the large winning opening 36a. The opening / closing door 36b is usually in a closed state in which the game ball cannot enter the large winning opening 36a. When a large winning is won as a result of an internal lottery (winning lottery) by the main control device 60 and the mode shifts to an opening / closing execution mode, the opening / closing door 36b repeats an open state in which the game ball can enter and a closed state. The opening / closing execution mode is a mode that is shifted to when a large winning is won as a result of a winning lottery by the main control device 60 triggered by a ball entering the first starting hole 33 or the second starting hole 34, and the opening / closing door 36b repeats an open state and a closed state. In other words, when a large winning is won as a result of a winning lottery based on a ball entering the first starting hole 33, the mode shifts to an opening / closing execution mode in which a ball can enter the large winning opening 36a of the variable winning device 36. Similarly, when a big win is won as a result of a winning lottery based on the ball entering the second starting hole 34, the game machine transitions to an opening / closing execution mode in which the ball can enter the large winning hole 36a of the variable winning device 36. In this embodiment, when a game ball enters the large winning hole 36a of the variable winning device 36, 15 game balls are paid out as prize balls by the payout device 71.

[0031] An outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the general winning hole 32, the first starting hole 33, the second starting hole 34, or the variable winning device 36 are discharged from the game area PA through the outlet 43.

[0032] The special symbol unit 37 includes a first symbol display section 37a and a second symbol display section 37b. The first symbol display section 37a and the second symbol display section 37b are each configured by a segment display device in which a plurality of segment light emitting sections are arranged in a predetermined manner.

[0033] The first pattern display unit 37a is a display unit for displaying a first pattern. The first pattern refers to a pattern that is displayed variably or stationarily based on a winning lottery triggered by a game ball entering the first starting hole 33. When a winning lottery triggered by a game ball entering the first starting hole 33 is performed, the first pattern display unit 37a causes the segment display to display a first pattern variably as a display mode until a display corresponding to the lottery result is performed. When the lottery is completed, the first pattern display unit 37a causes the segment display to display a first pattern corresponding to the lottery result in a stationary display.

[0034] The second pattern display unit 37b is a display unit for displaying a second pattern. The second pattern refers to a pattern that is displayed variably or stationarily based on a winning lottery triggered by a game ball entering the second starting hole 34. When a winning lottery triggered by a game ball entering the second starting hole 34 is performed, the second pattern display unit 37b causes the segment display to display the second pattern variably as a display mode until a display corresponding to the lottery result is performed. When the lottery is completed, the second pattern display unit 37b causes the segment display to display the second pattern corresponding to the lottery result stationarily.

[0035] The time from when the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts to when it stops is also called the change time. Specifically, the time from when the first symbol displayed on the first symbol display section 37a starts to when it stops is also called the first change time, and the time from when the second symbol displayed on the second symbol display section 37b starts to when it stops is also called the second change time.

[0036] The special symbol unit 37 further includes a first reserved display section 37c and a second reserved display section 37d, which are made of LED lamps, at positions adjacent to the first symbol display section 37a and the second symbol display section 37b. In this embodiment, up to four game balls that have entered the first starting hole 33 are reserved. The first reserved display section 37c displays the number of reserved balls in the first starting hole 33 by the color and combination of the LED lamps that are turned on. In this embodiment, up to four game balls that have entered the second starting hole 34 are reserved. The second reserved display section 37d displays the number of reserved balls in the second starting hole 34 by the color and combination of the LED lamps that are turned on.

[0037] The general map unit 38 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner. When a lottery for opening an electric role is held triggered by passing through the through gate 35, the general map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery for opening an electric role is completed, the general map unit 38 displays in a predetermined manner corresponding to the lottery result.

[0038] The round display unit 39 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner, and displays the number of rounds of play occurring in the open / close execution mode, or a display corresponding thereto. A round game is a game in which the open / close door 36b continues to be open until one of the following conditions is met: a predetermined upper limit duration has elapsed, or a predetermined upper limit number of game balls have entered the variable winning device 36. The number of rounds of play varies depending on the type of big win that triggered the transition. The round display unit 39 starts displaying the number of rounds of play when the open / close execution mode is started, and ends when the open / close execution mode ends and a new game round begins.

[0039] In addition, the special chart unit 37, the general chart unit 38, and the round display unit 39 are not limited to being composed of segment displays or light-emitting displays using LED lamps, and may be composed of various display devices capable of showing the lottery in progress and the lottery results, such as a liquid crystal display device, an organic EL display device, a CRT or a dot matrix display.

[0040] The variable display unit 40 is disposed approximately in the center of the play area PA. The variable display unit 40 includes a pattern display device 41. The pattern display device 41 includes a liquid crystal display. The display content of the pattern display device 41 is controlled by the display control device 100. The pattern display device 41 may be replaced with various display devices, such as a plasma display device, an organic EL display device, or a CRT.

[0041] When the first pattern display unit 37a performs a variable display or a predetermined display based on a ball entering the first starting hole 33, the pattern display unit 41 performs a variable display or a predetermined display of the pattern accordingly. When the second pattern display unit 37b performs a variable display or a predetermined display based on a ball entering the second starting hole 34, the pattern display unit 41 performs a variable display or a predetermined display of the pattern accordingly. The pattern display unit 41 is not limited to display performance triggered by a ball entering the first starting hole 33 or the second starting hole 34, but also performs display performance during the opening and closing execution mode to which the mode shifts when a jackpot is won. Details of the pattern display unit 41 will be described below.

[0042] Fig. 4 is an explanatory diagram showing the patterns and display surface 41a variably displayed on the pattern display device 41. Fig. 4(a) is an explanatory diagram showing the patterns variably displayed on the pattern display device 41. As shown in Fig. 4(a), patterns showing the numbers 1 to 8 are variably displayed on the pattern display device 41. Note that as the patterns variably displayed, patterns in which the patterns showing the numbers 1 to 8 are each provided with an image of a character or the like may be adopted.

[0043] FIG. 4(b) is an explanatory diagram showing the display surface 41a of the pattern display device 41. As shown in the figure, three pattern columns Z1, Z2, and Z3, left, center, and right, are displayed on the display surface 41a. In each of the pattern columns Z1 to Z3, the numbers 1 to 8 shown in FIG. 4(a) are arranged in ascending or descending order of the numbers, and each pattern column is displayed in a variable display in which it scrolls from top to bottom or bottom to top with periodicity. As shown in FIG. 4(b), after the variable display by scrolling, one pattern is displayed in a stopped state on the pay line L for each pattern column. Specifically, when a game ball enters the first start hole 33 or the second start hole 34, a variable display is started in which the patterns of each pattern column Z1 to Z3 are scrolled in a predetermined direction with periodicity. Then, the scrolling symbols are switched from variable display to standby display in the order of symbol row Z1, symbol row Z3, and symbol row Z2, and finally, each symbol row Z1 to Z3 is in a state where a predetermined symbol is displayed stationary. When the variable display of the symbols ends and the state where the symbols are displayed stationary is reached, if the result of the winning lottery by the main control device 60 is a big win, a predetermined combination of symbols is formed on the effective line L. For example, a combination of the same symbols is formed on the effective line L. Note that the manner of the variable display of the symbols in the symbol display device 41 is not limited to the above-mentioned manner, and various manners of the variable display of the symbols can be adopted, such as the number of symbol rows, the number of effective lines, the direction of the variable display of the symbols in the symbol rows, and the number of symbols in each symbol row.

[0044] Here, the term "game round" refers to the period from when the first symbol display section 37a or the second symbol display section 37b starts to change to a stationary display, and the period from when the changeable display ends to when the stationary display ends, and is one unit of processing for notifying the player of the lottery result of the winning lottery for the special information acquired based on the entry of the game ball into either the first start hole 33 or the second start hole 34. In other words, the pachinko machine 10 notifies the player of the lottery result of one winning lottery for one special information for each game round. When the pachinko machine 10 of this embodiment acquires special information based on the entry of the game ball into either the first start hole 33 or the second start hole 34, it causes the segment display to change and then stops displaying the segment display so that the display corresponds to the lottery result of the acquired special information in either the first symbol display section 37a or the second symbol display section 37b for each game round. In addition, when the pachinko machine 10 of this embodiment acquires special information based on the entry of a game ball into either the first start hole 33 or the second start hole 34, it variably displays a predetermined pattern sequence on the pattern display device 41 for each game, and then freezes and displays the pattern sequence so as to display a display corresponding to the lottery result of the acquired special information. The time required for one game is also called the unit game time. The unit game time is composed of the fluctuation time, which is the time from the start of the fluctuation display to the freeze-display of the predetermined lottery result, and the freeze-display time, which is the time during which the predetermined lottery result is frozen.

[0045] Furthermore, as shown in Fig. 4(b), a first reserved display area Ds1 and a second reserved display area Ds2 are displayed on the display surface 41a of the pattern display device 41. The first reserved display area Ds1 displays the number of reserved balls based on balls entering the first start hole 33. The second reserved display area Ds2 displays the number of reserved balls based on balls entering the second start hole 34. In this embodiment, as described above, the number of reserved game balls that have entered the first start hole 33 and the second start hole 34 is a maximum of four each.

[0046] 3, a pair of nails (so-called life nails, navel nails) 42 (42a, 42b) are provided above the first starting hole 33. The probability of a game ball entering the first starting hole 33 changes depending on the distance between the pair of nails 42a, 42b.

[0047] 1-2 Electrical configuration of the gaming machine: Next, a description will be given of the electrical configuration of the pachinko machine 10. In this description, the electrical configuration of the pachinko machine 10 will be described using a block diagram.

[0048] 5 is a block diagram showing the electrical configuration of the pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes a sound and light emission control device 90 and a display control device 100.

[0049] The main control device 60 includes a main control board 61 that mainly controls the game. The main control board 61 includes an MPU 62 that is composed of elements having multiple functions. The MPU 62 includes a CPU (not shown) that executes various control programs, a ROM 63 that records various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data and the like when executing the programs recorded in the ROM 63. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator. Note that some of the functions of the MPU 62 may be provided by other elements. Details of the various areas provided in the ROM 63 and the RAM 64 will be described later.

[0050] The main control board 61 is provided with an input port (not shown) and an output port (not shown). The input port of the main control board 61 is connected to the dispensing control device 70 and the power failure monitoring circuit 86 provided in the power supply device 85. The main control board 61 receives a stable 24V DC power supply from the power supply device 85 via the power failure monitoring circuit 86. The power supply device 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power source into the operating power required by the main control device 60, the dispensing control device 70, etc., and supplies power to each device. The power supply device 85 also includes a capacitor (not shown), and when a power failure occurs or when the power switch 88 (FIG. 2) is turned off, it continues to supply power to each device for a predetermined period of time.

[0051] In addition, various detection sensors 67a to 67e are connected to the input port of the main control board 61. Specifically, it is connected to a plurality of detection sensors provided at various winning ports such as the general winning port 32, the first start port 33, the second start port 34, the through gate 35, and the variable winning device 36. The MPU 62 of the main control board 61 judges whether or not the game ball flowing down the game area PA has entered each ball entry port and judges whether or not the game ball has passed through the through gate 35 based on the signals from the various detection sensors 67a to 67e. Furthermore, the MPU 62 executes a winning lottery based on the entry of the game ball into the first start port 33 and the second start port 34, and executes a lottery for opening an electric accessory based on the entry of the game ball into the through gate 35.

[0052] The output port of the main control board 61 is connected to a variable winning drive unit 36c that opens and closes the opening and closing door 36b of the variable winning device 36, an electric role drive unit 34b that opens and closes the electric role 34a of the second starting port 34, and the main display unit 45. Various driver circuits are provided on the main control board 61, and the MPU 62 executes drive control of various drive units through the driver circuits.

[0053] Specifically, in the opening and closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 36c so that the opening and closing door 36b is opened and closed. Also, if the electric role opening is won as a result of the electric role opening lottery, the MPU 62 executes drive control of the electric role drive unit 34b so that the electric role 34a is opened. In each game, the MPU 62 executes display control of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45. Also, when the type of big win is determined in the opening and closing execution mode and the number of round games to be performed in the opening and closing execution mode is determined, the MPU 62 executes display control of the round display unit 39 in the main display unit 45.

[0054] In addition, the payout control device 70 and the sound and light emission control device 90 are connected to the output port of the main control board 61. For example, the main control device 60 transmits a prize ball command to the payout control device 70 based on the winning judgment result. When the main control device 60 transmits the prize ball command, the MPU 62 of the main control board 61 refers to the command information storage area 63g of the ROM 63. Specifically, when a ball is entered into the general winning hole 32, a prize ball command corresponding to the payout of 10 game balls is transmitted from the main control device 60, when a ball is entered into the first starting hole 33, a prize ball command corresponding to the payout of 3 game balls is transmitted from the main control device 60, and when a ball is entered into the second starting hole 34, a prize ball command corresponding to the payout of 1 game ball is transmitted from the main control device 60. The payout control device 70 controls the payout device 71 to pay out the prize balls based on the prize ball command received from the main control device 60.

[0055] The payout control device 70 is connected to a launch control device 80. The launch control device 80 controls the launch of a game ball launch mechanism 81. The game ball launch mechanism 81 is driven when a predetermined launch condition is met. In addition, an operating handle 25 and a game ball launch button 26 are connected to the launch control device 80.

[0056] The audio and light emission control device 90 receives various commands transmitted from the main control device 60 and executes processing corresponding to the received various commands. When the main control device 60 transmits various commands, it refers to the command information storage area 63g of the ROM 63. Details of these various commands will be described later.

[0057] In addition, the audio and light emission control device 90 controls the driving of various lamps 47 consisting of light emitting means such as LEDs arranged on the front door frame 14, controls the driving of the speaker 46, and controls the display control device 100, based on various commands received from the main control device 60. In addition, the performance operation button 24 is connected to the audio and light emission control device 90, and when the performance operation button 24 is operated by a player at a predetermined timing, the audio and light emission control device 90 controls the various lamps 47, the speaker 46, the display control device 100, etc. to perform a game performance that reflects the operation.

[0058] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the sound and light emission control device 90. Specifically, the display control device 100 grasps the variation time of the symbols on the symbol display device 41 and the type of the symbol combination to be finally stopped and displayed based on various commands received from the sound and light emission control device 90, and grasps the presence or absence of a reach, the content of the reach performance, and the content of the notice performance executed in each game round. In this embodiment, the stop time, which is the time during which the symbol combination is stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game round, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.

[0059] FIG. 6 is an explanatory diagram showing the contents of various counters used for winning lottery etc. Various counter information is used when the MPU 62 performs winning lottery, setting of display of the main display unit 45, setting of pattern display of the pattern display device 41, etc. Specifically, a jackpot random number counter C1 is used for winning lottery. A jackpot type counter C2 is used for allocating jackpot types such as a guaranteed jackpot result and a normal jackpot result. A reach random number counter C3 is used for reach judgment as to whether or not a reach is generated when the pattern sequence displayed on the pattern display device 41 is changed out of the normal range. A fall random number counter CF is used for fall lottery as to whether or not to end the high probability mode (also called high probability game state). The "high probability mode" refers to a game state that is started by winning a guaranteed jackpot, and is a game state in which the probability of winning a jackpot in a winning lottery is relatively higher than that in a low probability mode.

[0060] A random number initial value counter CINI is used to set the initial value of the jackpot random number counter C1. A variation type counter CS is used to determine the variation time in the first and second symbol display sections 37a and 37b of the main display section 45 and the symbol display device 41. An electric role opening counter C4 is used for the electric role opening lottery to determine whether the electric role 34a of the second starting hole 34 is opened or not.

[0061] Each of the counters C1 to C4, CF, CINI, and CS is a loop counter that adds 1 to the counter value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 64a set in a predetermined area of ​​the RAM 64.

[0062] The RAM 64 is provided with a reserved information storage area 64b and a judgment process execution area 64c. The reserved information storage area 64b is provided with a first reserved area Ra and a second reserved area Rb. In this embodiment, when a game ball enters the first start hole 33, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF at the time of the ball entering are stored in chronological order in the first reserved area Ra of the reserved information storage area 64b. Also, when a game ball enters the second start hole 34, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF at the time of the ball entering are stored in chronological order in the second reserved area Rb of the reserved information storage area 64b.

[0063] The jackpot random number counter C1 will now be described in detail. The jackpot random number counter C1 is used for the winning lottery as described above. The jackpot random number counter C1 is configured to increment by 1 in sequence within the range of 0 to 1199, for example, and return to 0 after reaching a maximum value. When the jackpot random number counter C1 goes through one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 1199).

[0064] The jackpot random number counter C1 is updated periodically, and when a gaming ball enters the first starting hole 33, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a gaming ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.

[0065] The value of the jackpot random number counter C1 stored in the first reserve area Ra is moved to the execution area AE of the judgment process execution area 64c, and is compared with the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63 to determine whether or not it will be a jackpot. The value of the jackpot random number counter C1 stored in the second reserve area Rb is moved to the execution area AE of the judgment process execution area 64c, and is compared with the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63 to determine whether or not it will be a jackpot.

[0066] In the pachinko machine 10 of this embodiment, the value of the jackpot random number counter C1 stored in the first reserve area Ra or the second reserve area Rb is moved to the execution area AE of the judgment process execution area 64c in the order obtained by the game ball entering the first start hole 33 or the second start hole 34. Then, the jackpot random number counter C1 moved to the execution area AE is checked against the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63 to determine whether or not a jackpot will be obtained.

[0067] Next, the details of the big win type counter C2 will be described. The big win type counter C2 is used when determining the big win type. The big win type counter C2 is configured to be incremented by 1 in the range of 0 to 99 and to return to 0 after reaching the maximum value.

[0068] The jackpot type counter C2 is updated periodically, and the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time when the game ball enters the first starting hole 33, and is stored in the second holding area Rb of the holding information storage area 64b at the time when the game ball enters the second starting hole 34.

[0069] As described above, the MPU 62 performs a winning lottery using the value of the jackpot random number counter C1 stored in the judgment process execution area 64c, and when the result of the winning lottery is a jackpot, it judges the jackpot type using the value of the jackpot type counter C2 stored in the judgment process execution area 64c. Furthermore, the MPU 62 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. When making this decision, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.

[0070] Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is used to determine whether or not a reach occurs when the result of the winning lottery is not a big win. The reach random number counter C3 is configured to increment by 1 in sequence within the range of, for example, 0 to 238, and to return to 0 after reaching a maximum value.

[0071] The reach random number counter C3 is periodically updated, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the timing when the game ball enters the first start hole 33, and is stored in the second reserve area Rb of the reserve information storage area 64b at the timing when the game ball enters the second start hole 34. The value of the reach random number counter C3 stored in the first reserve area Ra is moved to the judgment process execution area 64c, and then compared with the reach judgment table stored in the reach judgment table storage area 63c of the ROM 63 to determine whether or not a reach occurs. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the judgment process execution area 64c, and then compared with the reach judgment table stored in the reach judgment table storage area 63c of the ROM 63 to determine whether or not a reach occurs. However, if the result of the winning lottery is a big win and the mode shifts to the open / close execution mode, the MPU 62 determines that a reach has occurred regardless of the value of the reach random number counter C3.

[0072] The term "reach" refers to a display state in which some combinations of symbols that may form a combination of symbols corresponding to a jackpot are displayed in a static state in some of the symbol rows among the multiple symbol rows displayed on the display screen of the symbol display device 41, and in this state, the remaining symbol rows are displayed in a variable state. In the pachinko machine 10 of this embodiment, the combination of symbols corresponding to a jackpot refers to a combination of the same symbols on a predetermined effective line. As a specific example, in the main display area MA of the display surface 41a of FIG. 4(b), a symbol is first displayed in the symbol row Z1, and then the same symbol as Z1 is displayed in the symbol row Z3 to form a reach line, and when the reach line is formed, the symbol is displayed in a variable state in the symbol row Z2, resulting in a reach. When a jackpot occurs, the same symbol as the symbol forming the reach line is displayed in the symbol row Z2.

[0073] The reach also includes a reach performance in which, when a reach line is formed, the remaining symbol rows are displayed in a variable manner and a predetermined character or the like is displayed as a moving image on the background screen, and a reach performance in which a combination of symbols on which a reach line is formed is displayed in a reduced size or is hidden and a predetermined character or the like is displayed as a moving image on substantially the entire display surface 41a. In addition, when a reach performance is being performed or before a reach display, a decision as to whether or not to display a notice using a predetermined image such as a predetermined character may be made using the reach random number counter C3 or other counters.

[0074] Next, the details of the fall random number counter CF will be described. The fall random number counter CF is used when performing a fall lottery, which is a judgment of whether or not to end the high probability mode, in a game state in which the lottery mode is the high probability mode. If the fall lottery is won, the lottery mode in the game round is changed from the high probability mode to the low probability mode.

[0075] The falling random number counter CF is configured to be incremented by 1 in the range of, for example, 0 to 99, and to return to 0 after reaching the maximum. The falling random number counter CF is periodically updated, and is stored in the reserved information storage area 64b of the RAM 64 at the timing when the game ball enters the first start hole 33 or the second start hole 34. Specifically, the updated value of the falling random number counter CF is stored in the first reserved area Ra of the RAM 64 at the timing when the game ball enters the first start hole 33, and the updated value of the falling random number counter CF is stored in the second reserved area Rb of the RAM 64 at the timing when the game ball enters the second start hole 34. Then, the value of the falling random number counter CF stored in the first reserved area Ra or the second reserved area Rb is moved to the execution area AE, and then compared with the winning / losing table (winning / losing table for falling lottery) stored in the falling lottery table storage area 63d of the ROM 63, and it is determined whether or not to end the high probability mode.

[0076] Next, the details of the variation type counter CS will be described. The variation type counter CS is used when the MPU 62 determines the variation time in the first and second symbol display units 37a and 37b, and the variation time of the symbol in the symbol display device 41. The variation type counter CS is configured to be incremented by 1 in sequence within the range of, for example, 0 to 198, and to return to 0 after reaching the maximum value.

[0077] The variation type counter CS is updated once each time the normal processing described later is executed, and is repeatedly updated during the remaining time in the normal processing. The buffer value of the variation type counter CS is acquired when the variation display in the first symbol display section 37a or the second symbol display section 37b starts and when the variation pattern is determined when the symbol display device 41 starts varying the symbol. When the variation time in the first symbol display section 37a and the second symbol display section 37b is determined, the variation time table stored in the variation time table storage area 63h of the ROM 63 is used.

[0078] Next, the details of the electric role opening counter C4 will be described. The electric role opening counter C4 is configured to be incremented by 1 in the range of, for example, 0 to 465, and to return to 0 after reaching the maximum value. The electric role opening counter C4 is periodically updated, and is stored in the electric role holding area 64d of the RAM 64 at the timing when the game ball enters the through gate 35. Then, at a predetermined timing, the value of the electric role opening counter C4 stored in the electric role holding area 64d is moved to the electric role execution area 64e, and then a lottery (hereinafter referred to as an electric role opening lottery) is performed in the electric role execution area 64e to determine whether or not to control the electric role 34a to the open state using the value of the electric role opening counter C4. Specifically, in the electric role execution area 64e, a win / loss table (win / loss table for electric role opening lottery) stored in the role lottery table storage area 63e of the ROM 63 is collated with the value of the electric role opening counter C4, and it is determined whether or not to control the electric role 34a to the open state.

[0079] At least one of the acquired values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric role opening counter C4, and the fall random number counter CF corresponds to special information in the present invention. At least one of the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF stored in the first reserve area Ra and the second reserve area Rb is also called reserved information.

[0080] Next, the hit / miss table will be explained. The hit / miss table is table data for checking against the jackpot random number counter C1 when a hit lottery is performed based on the jackpot random number counter C1. The pachinko machine 10 has a low probability mode and a high probability mode set as lottery modes for hit lottery, and when a hit lottery is performed in the low probability mode, the hit / miss table for the low probability mode is referenced, and when a hit lottery is performed in the high probability mode, the hit / miss table for the high probability mode is referenced.

[0081] Fig. 7 is an explanatory diagram showing the contents of the winning / losing table. Fig. 7(a) shows the winning / losing table for the low probability mode (for the low probability mode), and Fig. 7(b) shows the winning / losing table for the high probability mode.

[0082] As shown in FIG. 7(a), five values ​​from 0 to 4 are set as the value of the jackpot random number counter C1 that results in a jackpot in the low probability mode win / lose table. Among the values ​​from 0 to 1199, values ​​other than the five values ​​from 0 to 4 (5 to 1199) are misses. On the other hand, as shown in FIG. 7(b), sixteen values ​​from 0 to 15 are set as the value of the jackpot random number counter C1 that results in a jackpot in the win / lose table for the high probability mode. Among the values ​​from 0 to 1199, values ​​other than the sixteen values ​​from 0 to 15 (16 to 1199) are misses. In this way, the high probability mode has a higher probability of winning a jackpot in the win lottery than the low probability mode.

[0083] In this embodiment, the value group of the jackpot random number counter C1 set as the jackpot in the hit / miss table for the low probability mode is included in the value group of the jackpot random number counter C1 set as the jackpot in the hit / miss table for the high probability mode. However, as long as the probability of a jackpot being determined as a result of the winning lottery is higher in the high probability mode than in the low probability mode, the number and value of the random numbers set as the jackpot are arbitrary.

[0084] Although not adopted in the hit / miss table in this embodiment, a "small hit" may be provided as a result of the hit lottery.

[0085] A "small win" is a result that triggers a transition to the opening and closing execution mode in which the opening and closing door 36b of the variable winning device 36 is opened and closed, but does not trigger a transition to either the lottery mode or the support mode. In contrast, a "miss" is a result that does not trigger a transition to the opening and closing execution mode, and further does not trigger a transition to the lottery mode or the support mode.

[0086] Next, the types of big wins will be explained. Multiple types of big wins can be set in the pachinko machine 10. Specifically, multiple types of big wins can be set by providing differences in the following three aspects or modes, for example. (1) Aspects of opening and closing control of the variable winning device 36 in the opening and closing execution mode (2) Lottery mode for drawing the winning lottery after the opening and closing execution mode is completed (3) Support mode of the electric device 34a of the second starting port 34 after the opening / closing execution mode ends

[0087] In the pachinko machine 10, as the mode of the opening and closing control of the variable winning device 36 in the above (1) opening and closing execution mode, a high frequency winning mode and a low frequency winning mode can be set so that the frequency of winning in the variable winning device 36 is relatively high and low from the start to the end of the opening and closing execution mode. For example, in the high frequency winning mode, the opening and closing door 36b is opened and closed multiple times (for example, 16 times) from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 30 seconds have passed or until the number of balls that enter the opening and closing door 36b reaches 10. On the other hand, in the low frequency winning mode, the opening and closing door 36b is opened and closed twice from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 0.2 seconds have passed or until the number of balls that enter the opening and closing door 36b reaches 6.

[0088] When the operation handle 25 is operated by the player, the game ball launching mechanism 81 is controlled so that one game ball is launched toward the game area PA every 0.6 seconds. In the above specific example, in the low frequency winning mode, the opening time of the opening and closing door 36b is 0.2 seconds. In other words, in the low frequency winning mode, the opening time of the opening and closing door 36b is shorter than the game ball launching cycle. Therefore, in the opening and closing execution mode in the low frequency winning mode, the winning of the game ball does not actually occur. However, it may be set so that the winning of the game ball can occur even in the opening and closing execution mode in the low frequency winning mode.

[0089] In addition, the number of times the opening and closing door 36b is opened, the limit time for opening for one opening, and the limit number of openings for one opening are arbitrary as long as the frequency of winning in the variable winning device 36 from the start to the end of the opening and closing execution mode is higher in the high frequency winning mode than in the low frequency winning mode. Specifically, the number of times the opening and closing is greater, the limit time for opening for one opening is longer, or the limit number of openings for one opening is greater than in the low frequency winning mode. In order to clarify the difference between the high frequency winning mode and the low frequency winning mode, the opening and closing execution mode of the low frequency winning mode may be configured so that the variable winning device 36 does not actually win.

[0090] In the pachinko machine 10, as the above (2) lottery mode of the winning lottery after the opening / closing execution mode is finished, a high probability mode in which the winning lottery is performed using a high probability winning / losing table as the winning / losing table, and a low probability mode in which the winning lottery is performed using a low probability winning / losing table as the winning / losing table can be set. As explained with reference to FIG. 7, the probability of winning a jackpot is higher when the winning lottery is performed using the high probability winning / losing table than when the winning lottery is performed using the low probability winning / losing table.

[0091] In the pachinko machine 10, as the support mode of the electric device 34a of the second starting hole 34 after the above-mentioned (3) opening / closing execution mode ends, a high-frequency support mode and a low-frequency support mode can be set so that the frequency with which the electric device 34a of the second starting hole 34 opens per unit time is relatively high or low when compared with a situation in which the launch of game balls continues in a similar manner into the game area PA.

[0092] Specifically, the high frequency support mode and the low frequency support mode have different probabilities of winning the electric role opening lottery using the electric role opening counter C4. In the high frequency support mode, the probability of winning the electric role opening lottery is made higher than in the low frequency support mode. In addition, in the high frequency support mode, the opening time of the electric role 34a may be set longer when the electric role opening lottery is won than in the low frequency support mode.

[0093] Although not adopted in this embodiment, in the high frequency support mode, the number of times that the electric role 34a is opened when the electric role opening is won may be set to be greater than in the low frequency support mode. Furthermore, the configuration may be such that the opening time of the electric role 34a is set to be longer. Also, in the case where the electric role opening is won in the high frequency support mode and the electric role 34a is opened multiple times, the closing time from the end of one opening state to the start of the next opening state may be set to be shorter than the opening time of one. Furthermore, in the high frequency support mode, the time secured from the one electric role opening lottery to the next electric role opening lottery may be set to be relatively shorter than in the low frequency support mode.

[0094] As described above, in the high frequency support mode, the probability of the ball entering the second starting hole 34 is higher than in the low frequency support mode. In other words, the high frequency support mode functions as an auxiliary game state that assists in the establishment of the conditions for obtaining special information.

[0095] In this embodiment, when a jackpot is selected as a result of the winning lottery, the jackpot type is allocated using the jackpot type counter C2. The allocation of the jackpot type corresponding to the value of the jackpot type counter C2 is stored as an allocation table in the allocation table storage area 63b of the ROM 63.

[0096] FIG. 8 is an explanatory diagram showing the contents of the distribution table. FIG. 8(a) shows a distribution table for the first start port, and FIG. 8(b) shows a distribution table for the second start port. The distribution table for the first start port is referred to when a winning lottery is performed based on the entry of a game ball into the first start port 33, and the distribution table for the second start port is referred to when a winning lottery is performed based on the entry of a game ball into the second start port 34. Both distribution tables function as reference tables when distributing the big win type, but in this embodiment, they also function as reference tables for distributing the first-fall mode and the last-fall mode in the mode selection lottery. Details of the mode selection lottery will be described later.

[0097] As shown in the distribution table for the first starting hole in Figure 8 (a), the distribution table for the first starting hole has three types of jackpots set based on the entry of a game ball into the first starting hole 33: a 16R special jackpot, an 8R special jackpot, and an 8R normal jackpot.

[0098] The 16R and 8R probability variable jackpots are jackpots in which the open / close control of the variable winning device 36 in the open / close execution mode is a high frequency winning mode, the lottery mode (hereinafter also simply called the "lottery mode") of the winning lottery after the open / close execution mode ends is a high probability mode, and the support mode after the open / close execution mode ends is a high frequency support mode. The difference between the 16R probability variable jackpot and the 8R probability variable jackpot is the number of times the opening / closing door 36b of the variable winning device 36 is opened in the open / close execution mode, with the 16R probability variable jackpot being 16 times (16 rounds) and the 8R probability variable jackpot being 8 times (8 rounds).

[0099] The 8R normal jackpot is a jackpot in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is the high frequency winning mode, the lottery mode after the opening and closing execution mode ends is the low probability mode, and the support mode after the opening and closing execution mode ends is the high frequency support mode. The number of times the opening and closing door 36b of the variable winning device 36 is opened in the opening and closing execution mode is 8 times (8 rounds).

[0100] In the distribution table for the first starting port, of the values ​​of the jackpot type counter C2, which are "0 to 99", "0 to 64" corresponds to a 16R special jackpot, "65 to 89" corresponds to an 8R special jackpot, and "90 to 99" corresponds to an 8R regular jackpot.

[0101] As described above, in the pachinko machine 10 of this embodiment, three types of jackpots are set as the types of jackpots. Therefore, the form of jackpots is diversified. When comparing these three types of jackpots, the 16R variable jackpot is the most advantageous to the player, followed by the 8R variable jackpot, and finally the 8R normal jackpot. By setting multiple types of jackpots with different advantages to the player in this way, monotony of the game is suppressed and it is possible to increase the attention to the game.

[0102] As shown in the distribution table for the second starting hole in Fig. 8(b), the distribution table for the second starting hole has a 16R variable probability jackpot, an 8R variable probability jackpot, and an 8R normal jackpot set as jackpot types based on the entry of a game ball into the second starting hole 34. In the distribution table for the second starting hole, of the values ​​of the jackpot type counter C2 of "0 to 99", "0 to 74" corresponds to a 16R variable probability jackpot, "75 to 89" corresponds to an 8R variable probability jackpot, and "90 to 99" corresponds to an 8R normal jackpot.

[0103] In this way, in the pachinko machine 10 of this embodiment, the allocation manner of the type of jackpot when a jackpot is won differs between when the jackpot is won based on the ball landing in the first starting hole 33 and when the jackpot is won based on the ball landing in the second starting hole 34, and there is a clear difference in the advantage to the player.

[0104] In this embodiment, as described above, the type of jackpot set in the distribution table for the first starting port and the type of jackpot set in the distribution table for the second starting port are the same, but instead, they may be configured differently. Furthermore, the types of jackpots defined by each distribution table do not need to be limited to three types, and may be, for example, four types including a 16R normal jackpot, or two types, five types, or more. Furthermore, the number of times that the opening and closing door 36b of the variable winning device 36 is opened in the opening and closing execution mode does not need to be limited to 8R or 16R, and may be, for example, another number such as 4R or 5R.

[0105] In addition, if the winning lottery results in a loss, the game will not switch to the open / close execution mode, and the lottery mode and support mode will not change. If the jackpot type is a 16-variable jackpot or an 8R-variable jackpot, as explained above, the lottery mode after the open / close execution mode ends will be the high probability mode, but this high probability mode will continue until the next time the jackpot is won in the winning lottery or the fall lottery is won.

[0106] As described above, the MPU 62 performs a winning lottery using the value of the jackpot random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE, but further, the MPU 62 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. When making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.

[0107] FIG. 9 is an explanatory diagram showing the contents of a win / loss table for a fall lottery used when executing a fall lottery. As shown in FIG. 9, in the win / loss table for a fall lottery, three values, 0, 1, and 2, are set as the value of the fall random number counter CF that will be a win in the fall lottery. Ninety-seven values, 3 to 99, are set as the value of the fall random number counter CF that will be a loss. That is, in a game round in the high probability mode, the probability of a fall in which the fall lottery is won and the high probability mode ends and the mode becomes low probability is 3 / 100, and the probability of a fall lottery being lost and the high probability mode continuing is 97 / 100. In this embodiment, the fall lottery is not executed in a game round in the low probability mode.

[0108] FIG. 10 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for electric role opening lottery) used when executing an electric role opening lottery.

[0109] FIG. 10(a) shows a winning / losing table for the electric role opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 10(a), the winning / losing table for the electric role opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric role opening counter C4 that is a winning for the electric role opening. 464 values, from 2 to 465, are set as the value of the electric role opening counter C4 that is a losing result. That is, when the game ball passes through the through gate 35 in the low-frequency support mode and the electric role opening lottery is executed, the electric role opening is won with a probability of 1 / 233. In the pachinko machine 10 of this embodiment, when the electric role opening is won in the low-frequency support mode, the electric role opening is opened once, and the opening time is 1.4 seconds.

[0110] FIG. 10(b) shows a winning / losing table for the electric role opening lottery (for high frequency support mode) used in the high frequency support mode. As shown in FIG. 10(b), 462 values ​​from 0 to 461 are set as the value of the electric role opening counter C4 that is a winning electric role opening in the winning / losing table for the electric role opening lottery (for high frequency support mode). Four values ​​from 462 to 465 are set as the value of the electric role opening counter C4 that is a losing electric role opening. That is, when the game ball passes through the through gate 35 in the high frequency support mode and the electric role opening lottery is executed, the electric role opening is won with a probability of 231 / 233. In the pachinko machine 10 of this embodiment, when the electric role opening is won in the high frequency support mode, the electric role opening is opened once, and the opening time is 1.6 seconds.

[0111] In this way, the winning / losing table for the electric role opening lottery is set so that the high frequency support mode has a higher probability of causing the game ball to enter the second starting hole 34 than the low frequency support mode.

[0112] 1-3 Electrical configuration of the audio / light-emitting control device and the display control device: Next, the electrical configuration of the audio and light emission control device 90 and the display control device 100 will be described.

[0113] Fig. 11 is a block diagram mainly showing the electrical configuration of the audio and light emission control device 90 and the display control device 100. Note that some components such as the power supply device 85 (Fig. 5) are omitted. An MPU 92 is mounted on an audio and light emission control board 91 provided in the audio and light emission control device 90. The MPU 92 is an element incorporating a CPU, ROM 93, RAM 94, an interrupt circuit, a timer circuit, a data input / output circuit, etc.

[0114] The ROM 93 stores various control programs, fixed value data, tables, etc., which are executed by the MPU 92. For example, a performance pattern table storage area 93a, a variable display pattern table storage area 93b, etc. are provided in a part of the area of ​​the ROM 93. These will be described in detail later.

[0115] The RAM 94 is a memory for temporarily storing various data and the like when executing the control program stored in the ROM 93. For example, a various flag storage area 94a, various counter areas 94b, a lottery counter area 94c, and the like are provided in a part of the area of ​​the RAM 94. Note that it is not essential that the ROM 93 and the RAM 94 are integrated into a single chip for the MPU 92, and each may be integrated into an individual chip.

[0116] The MPU 92 is provided with an input port and an output port. The main control device 60 and the performance operation button 24 are connected to the input side of the MPU 92. Various commands are received from the main control device 60. The speaker 46 and various lamps 47 are connected to the output side of the MPU 92, as well as the display control device 100.

[0117] A display control board 101 provided in the display control device 100 is equipped with an MPU 102, which is an element in which a program ROM 103 and a work RAM 104 are integrated into a chip, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. Note that it is not essential that the program ROM 103 and the work RAM 104 are integrated into a single chip for the MPU 102, and each may be integrated into a separate chip.

[0118] The MPU 102 analyzes various commands received from the audio and light emission control device 90 or performs predetermined calculation processing based on the various received commands, thereby controlling the VDP 105 (specifically, generating internal commands for the VDP 105).

[0119] The program ROM 103 is a memory for storing various control programs executed by the MPU 102 and fixed value data, and also stores JPEG format image data for a background image.

[0120] The work RAM 104 is a memory for temporarily storing work data, flags, etc., used when the MPU 102 executes various programs.

[0121] The VDP 105 is a kind of drawing circuit, and directly operates an image processing device as a liquid crystal display driver built into the pattern display device 41. The VDP 105 is also called a "drawing chip" because it is made into an IC chip, and is a kind of microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 105 adjusts the timing of the MPU 102, video RAM 107, etc., and mediates data reading and writing, and reads image data to be stored in the video RAM 107 from the character ROM 106 at a predetermined timing and displays it on the pattern display device 41.

[0122] The character ROM 106 serves as an image data library for storing character data such as designs to be displayed on the design display device 41. Bitmap image data of various display designs, a color palette table to be referenced when determining the color to be expressed at each dot of the bitmap image, and the like are stored in the character ROM 106. It is also possible to provide a plurality of character ROMs 106, and have each character ROM 106 store image data and the like in a shared manner. It is also possible to configure the character ROM 106 to store JPEG image data for background images stored in the program ROM 103.

[0123] The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 41, and the display contents of the pattern display device 41 are changed by rewriting the contents of the video RAM 107.

[0124] In the following, the MPU 62, ROM 63, and RAM 64 of the main control unit 60 will be referred to as the main side MPU 62, main side ROM 63, and main side RAM 64, respectively, the MPU 92, ROM 93, and RAM 94 of the audio and light emission control unit 90 will be referred to as the audio and light side MPU 92, audio and light side ROM 93, and audio and light side RAM 94, respectively, and the MPU 102 of the display control unit 100 will be referred to as the display side MPU 102.

[0125] 1-4 Overview of processing by gaming machines: Next, an overview of the process executed by the pachinko machine 10 of this embodiment will be described. In the pachinko machine 10 of this embodiment, after the transition to the high-frequency support mode, the high-frequency support mode continues as a support mode until the number of plays reaches a predetermined guaranteed number of plays. The "guaranteed number of plays" is the number of plays guaranteed to be continuously performed in the high-frequency support mode, for example, 100 plays. That is, in the pachinko machine 10, after the transition to the high-frequency support mode, the high-frequency support mode is guaranteed up to the guaranteed number of plays of 100 plays. After the guaranteed number of plays of 100 plays is exceeded, if the low probability mode is set as the lottery mode at that time, the support mode is transitioned from the high-frequency support mode to the low-frequency support mode. Even after the number of plays in the high-frequency support mode reaches 100, if the high probability mode is continued as the lottery mode at that time, the high-frequency support mode continues as a support mode.

[0126] Fig. 12 is a timing chart for explaining an example of processing when a drop lottery is won in a game before the guaranteed number of games is reached. Fig. 12(a) shows the lottery mode state and the support mode state. In Fig. 12, the numbers in [ ] (e.g. [1],

[60] ) indicate the number of games executed since the high frequency support mode was started.

[0127] In the pachinko machine 10 of this embodiment, when a player wins a guaranteed jackpot by a winning lottery and the opening / closing execution mode ends, the lottery mode shifts to the high probability mode and the support mode shifts to the high frequency support mode. If the player wins the falling lottery in a game (60 times in the illustrated example) before the number of games played since the high frequency support mode started reaches the guaranteed number of games, the lottery mode shifts to the low probability mode. Then, from the 60th game, the winning lottery is executed in the low probability mode. On the other hand, even if the player wins the falling lottery in the 60th game, the high probability mode ends, and the support mode shifts to the low probability mode, the high frequency support mode continues until the 100th game is played since the high frequency support mode started.

[0128] Fig. 12(b) shows the respective states of the effects, lottery mode, and support mode executed by the pachinko machine 10 of this embodiment in the 60th game in which the falling lottery is won. In this example, since the falling lottery, the winning lottery, and the reach lottery are not won up to the 60th game (1st to 59th), a normal effect (also called a normal effect) that notifies the winning lottery result in each game and the lottery result is executed up to the 59th game. Then, in the 60th game in which the falling lottery is won, for example, a battle effect (hereinafter also called a battle effect) in which the player's character and the enemy's character face off against each other is executed.

[0129] The battle performance is a performance executed before the result announcement performance that announces the lottery results of the fall lottery and the winning lottery. In the pachinko machine 10 of this embodiment, three types of battle performances are prepared: a normal battle performance, a life and death battle performance, and a favorable battle performance. The normal battle performance is a performance that suggests that the result corresponds to one of the results advantageous to the player (win), the results disadvantageous to the player (lose), and the results that can be said to be neither advantageous nor disadvantageous to the player (draw). The life and death battle performance is a performance that suggests that the result corresponds to one of the results advantageous to the player (win) and the results disadvantageous to the player (lose). The favorable battle performance is a performance that suggests that the result corresponds to one of the results advantageous to the player (win) and the results that can be said to be neither advantageous nor disadvantageous to the player (draw). In the game times before the guaranteed number of games is reached, the normal battle performance is executed as the battle performance. That is, in the example of FIG. 12(b), the normal battle performance is executed as the battle performance.

[0130] Then, after executing the battle performance, a result notification performance is executed to notify the results of the fall lottery and the win lottery. In the result notification performance, a performance corresponding to the results of the fall lottery and the win lottery is executed. Specifically, if the fall lottery is won but the big win is not won in the win lottery, a defeat performance is executed in which the player's character is defeated. Regardless of the result of the fall lottery, if the big win is won in the win lottery, a victory performance is executed in which the player's character wins. If the fall lottery is not won and the big win is not won in the win lottery, and a reach occurs, a draw performance is executed in which the player's character and the enemy's character draw. In the example of FIG. 12(b), since the fall lottery is won in the 60th game, a defeat performance is executed as the result notification performance.

[0131] In addition, the timing of the transition from the high probability mode to the low probability mode as a result of winning the fall lottery in the 60th game is the same as the timing of the start of the 60th game in which the fall lottery was won. In other words, when the fall lottery is won in the 60th game, the lottery mode immediately transitions from the high probability mode to the low probability mode. As for the support mode, as described above, the high frequency support mode continues.

[0132] FIG. 13 is a timing chart for explaining an example of a process when a jackpot is won in a winning lottery in a game before the guaranteed number of games is reached.

[0133] Specifically, in the pachinko machine 10 of this embodiment, when a player wins a guaranteed jackpot by a winning lottery, the lottery mode shifts to a high probability mode and the support mode shifts to a high frequency support mode. Then, if a player wins a jackpot in a winning lottery in a game (60 times in the illustrated example) before the number of games played since the high frequency support mode is started reaches the guaranteed number of games, the lottery mode shifts from the high probability mode to the low probability mode at the timing when the 60th game is ended and the opening and closing execution mode is started (i.e., the timing immediately after the winning result announcement performance is ended). On the other hand, the support mode also shifts from the high frequency support mode to the low frequency support mode at the timing when the 60th game is ended and the opening and closing execution mode is started. In other words, if the guaranteed number of games has not been reached, both the lottery mode and the support mode are reset to the low side at the timing when the game in which the jackpot was won is ended and the opening and closing execution mode is started.

[0134] In the example of FIG. 13, the normal presentation is executed up to the 60th game (1st to 59th), since the falling lottery, the winning lottery, and the reach lottery are not won. Then, in the 60th game in which the big win is won in the winning lottery, a battle presentation and a result notification presentation that notifies the player that the big win has been won in the winning lottery are executed. As explained above, in the game before the guaranteed number of games is reached, a normal battle presentation is executed as the battle presentation, which is a presentation that suggests that the result will be either a win, a loss, or a draw. That is, in the example of FIG. 13, a normal battle presentation is executed as the battle presentation.

[0135] Fig. 14 is a timing chart for explaining an example of processing in the pachinko machine 10 of this embodiment when a reach (so-called miss reach) is determined to occur in the reach judgment without winning the fall lottery and without winning the jackpot in the win lottery in the game round before the guaranteed number of games is reached. Specifically, in the pachinko machine 10 of this embodiment, a sure-variable jackpot is won by the win lottery, and after the opening and closing execution mode ends, the lottery mode shifts to the high probability mode and the support mode to the high frequency support mode, and then, in the game round (60 times in the illustrated example) before the number of games reaches the guaranteed number of games, the fall lottery is not won and the jackpot is not won in the win lottery, and it is determined that a reach (miss reach) is determined to occur in the reach judgment.

[0136] In the 60th game in which the player does not win the falling lottery, does not win the jackpot in the winning lottery, and is determined to have a reach (miss reach) in the reach judgment, a normal battle presentation that may suggest either a win, a loss, or a draw is executed, and then a draw presentation in which the player's character does not win or lose is executed as the result announcement presentation. In the game in which the player does not win the falling lottery, and does not win the jackpot in the winning lottery, regardless of whether a reach occurs or not, the lottery mode remains in the high probability mode, and the support mode remains in the high frequency support mode.

[0137] FIG. 15 is an explanatory diagram showing the display surface 41a of the symbol display device 41 when the above-mentioned battle performance or result notification performance is being performed. When the battle performance or result notification performance is being performed, the display surface 41a is divided into a first display area 41aS and a second display area 41aL. Then, in the first display area 41aS, variable display and stationary display of symbols are performed. Specifically, in the unit game time, variable display of symbols is performed during the variable time, and stationary display of symbols is performed during the stationary time. Meanwhile, in the second display area 41aL, the battle performance or result notification performance is performed.

[0138] FIG. 16 is an explanatory diagram illustrating an example of a battle presentation. FIG. 16(a) shows an example of a normal battle presentation, FIG. 16(b) shows an example of a life-and-death battle presentation, and FIG. 16(c) shows an example of a superiority battle presentation. In the pachinko machine 10 of this embodiment, an image (moving image) in which a female character on the player's side and a male character on the enemy's side face off against each other is displayed as a battle presentation, but this image is different for each type of battle presentation. In the life-and-death battle shown in FIG. 16(b), the swords held by both characters are larger than those held by the normal battle shown in FIG. 16(a), suggesting that the outcome of the battle is only victory or defeat. In the superiority battle shown in FIG. 16(c), the sword held by the female character on the player's side is larger than that held by the male character on the enemy's side, suggesting that the player's side is superior and that the outcome of the battle is only victory or a draw (i.e., there is no loss). In each battle performance, the images shown in Figures 16(a) to 16(c) are displayed in the second display area 41aL of the display surface 41a, and sound and light accompanying the images are output from the speaker 46 and various lamps 47.

[0139] The images of the normal battle performance, the life and death battle performance, and the superiority battle performance described above are merely examples, and are not limited to these. In this embodiment, the overall composition of each battle performance is almost the same, in which a female character on the player's side and a male character on the enemy's side face off against each other, with only the swords held by the characters being different. Instead of this, the overall composition may also be completely different depending on the type of battle performance. In short, the normal battle performance is a performance that can suggest that the result of the battle is either a win, a defeat, or a draw, the life and death battle performance is a performance that can suggest that the result of the battle is either a win or a defeat, and the superiority battle performance can be any type of performance as long as it is a performance that can suggest that the result of the battle is either a win or a draw. Furthermore, even if the performance does not provide the above-mentioned suggestion, the normal battle performance, the life and death battle performance, and the superiority battle performance can be any type of performance as long as they are different from each other. The normal battle presentation, life and death battle presentation, and superiority battle presentation are all different in order to change the sense of tension and anticipation given to the player depending on the type of battle presentation, but if such changes are not desired, the normal battle presentation, life and death battle presentation, and superiority battle presentation can all have the same presentation content.

[0140] Fig. 17 is an explanatory diagram illustrating an example of a result notification effect executed after a battle effect. Fig. 17(a) shows a victory effect as a result notification effect, Fig. 17(b) shows a defeat effect as a result notification effect, and Fig. 17(c) shows a draw effect as a result notification effect. In the victory effect, as shown in Fig. 17(a), an image (moving image) of a female character on the player's side rejoicing in victory is displayed in the second display area 41aL (Fig. 15) of the display surface 41a, and sound and light accompanying the image are output from the speaker 46 and various lamps 47. In the example of Fig. 13 where a jackpot is won in the lottery, a victory effect is executed as a result notification effect.

[0141] In the defeat effect, as shown in Fig. 17(b), an image (moving image) of the female character on the player's side feeling sad about the defeat is displayed in the second display area 41aL of the display surface 41a, and sound and light accompanying the image are outputted from the speaker 46 and various lamps 47. In the example of Fig. 12 where the falling lottery is won, the defeat effect is executed as the result notification effect.

[0142] In the draw effect, as shown in FIG. 17(c), an image (moving image) informing the player that the female character on the player's side has not lost is displayed in the second display area 41aL (FIG. 15) of the display surface 41a, and sound and light accompanying the image are output from the speaker 46 and various lamps 47. In a game in which the number of games since the high frequency support mode was started has not reached the guaranteed number of games, the player has not won the fall lottery, and has not won the jackpot in the win lottery, and a reach has occurred, a draw effect is executed as a result notification effect. Note that the winning effect, losing effect, and draw effect can each be replaced with other images (moving images) instead of the images (moving images) shown in FIG. 17(a) to FIG. 17(c). In short, the victory presentation can be any image that can notify the player that the result is favorable to the player, the defeat presentation can be any image that can notify the player that the result is unfavorable to the player, and the draw presentation can be any image that can notify the player that the result is neither favorable nor unfavorable to the player.

[0143] Next, a case where a player wins the drop lottery and a case where a player wins the jackpot in the win lottery in a game after the guaranteed number of games has been reached will be described.

[0144] FIG. 18 is a timing chart for explaining an example of processing when a drop lottery is won in a game after the guaranteed number of games is reached. FIG. 18(a) shows a case where a sure-variable jackpot is won by a winning lottery, the lottery mode shifts to a high probability mode, the support mode shifts to a high frequency support mode after the opening and closing execution mode ends, and then, in a game after the number of games reaches the guaranteed number of games after the high frequency support mode starts (120 times in the illustrated example), a drop lottery is won, the lottery mode shifts to a low probability mode, and the support mode shifts to a low frequency support mode. Even if a drop lottery is won in the 120th game, the lottery result in the drop lottery is reflected in the lottery mode of the winning lottery in that game, just like when a drop lottery is won in the 60th game. That is, in the example of FIG. 18(a), a drop lottery is won in the 120th game, and the lottery mode shifts to a low probability mode. Then, from the 120th game, a winning lottery is executed in the low probability mode.

[0145] As described above, the support mode is switched to the low-frequency support mode when the number of plays reaches the guaranteed number of plays (100 times) after switching to the high-frequency support mode. However, even if the number of plays in the high-frequency support mode reaches 100 times, if the high-probability mode is continued as the lottery mode at that time, the high-frequency support mode is continued as the support mode. Therefore, in the example of FIG. 18(a), if the fall lottery is won at the 120th play, the high-probability mode continues until the 120th play, so the high-frequency support mode continues. Then, when the fall lottery is won at the 120th play, and the lottery mode switches from the high-probability mode to the low-probability mode, the support mode also switches from the high-frequency support mode to the low-frequency support mode.

[0146] FIG. 18(b) shows the effects, lottery mode, and support mode executed by the pachinko machine 10 of this embodiment in the 120th game round when the falling lottery is won. In this example, since neither the falling lottery nor the winning lottery is won until the 120th game round (1st to 119th), a normal effect (also called a normal effect) is executed up to the 120th game round, which notifies the result of the winning lottery in each game round and announces the lottery result. Then, in the 120th game round when the falling lottery is won, a battle effect is executed. Here, the life and death battle effect described above (see FIG. 16(b)) is executed as the battle effect.

[0147] Then, after executing the life and death battle presentation, a result announcement presentation is executed to announce the results of the fall lottery and the win lottery. In the result announcement presentation, a presentation corresponding to the results of the fall lottery and the win lottery is executed. Specifically, if the fall lottery is won but the big win is not won in the win lottery, a defeat presentation in which the player's character is defeated is executed as shown in FIG. 17(b). If the big win is won in the win lottery, regardless of the result of the fall lottery, a victory presentation in which the player's character wins is executed as shown in FIG. 17(a). In the case of FIG. 18(b), the fall lottery was won in the 120th play round, but the big win was not won in the win lottery, so a defeat presentation is executed as the result announcement presentation.

[0148] In addition, the timing of the transition from the high probability mode to the low probability mode as a result of winning the fall lottery in the 120th game run is the same as the timing of the start of the 120th game run in which the fall lottery was won. That is, when the fall lottery is won in the 120th game run, the lottery mode immediately transitions from the high probability mode to the low probability mode. In addition, as the lottery mode transitions to the low probability mode, the support mode transitions from the high frequency support mode to the low frequency support mode. The timing of the transition of the support mode to the low frequency support mode is almost simultaneous with the timing of the transition of the lottery mode to the low probability mode. Therefore, the transition to the low frequency support mode occurs almost simultaneously with the start of the 120th game run.

[0149] Next, a process when a jackpot is won in a winning lottery in a game after the guaranteed number of games is reached will be described. Prior to the description of the process executed by the pachinko machine 10 of the present embodiment, the process executed by the pachinko machines of Comparative Example 1 and Comparative Example 2 will be described below.

[0150] Fig. 19 is a timing chart for explaining the process when the player does not win the falling lottery but wins the jackpot in the winning lottery in the game after the guaranteed number of games is reached in the pachinko machine of Comparative Example 1. Specifically, Fig. 19 shows a case in which the player wins the guaranteed jackpot in the winning lottery in the pachinko machine of Comparative Example 1, the lottery mode shifts to the high probability mode and the support mode shifts to the high frequency support mode after the opening and closing execution mode ends, and then, in the game after the number of games after the high frequency support mode starts reaches the guaranteed number of games (120 times in the illustrated example), the player wins the jackpot in the winning lottery, and the lottery mode shifts to the low probability mode and the support mode shifts to the low frequency support mode at the start of the opening and closing execution mode.

[0151] In the 120th game in which the player does not win the fall lottery but wins the jackpot in the win lottery, a battle presentation is executed, and then a victory presentation in which the player's character wins is executed as the result notification presentation. Then, when the 120th game in which the jackpot was won ends and the opening and closing execution mode starts (i.e., when the victory result notification presentation ends), the lottery mode transitions from the high probability mode to the low probability mode, and the support mode transitions from the high frequency support mode to the low frequency support mode. In other words, when the game in which the jackpot was won ends and the opening and closing execution mode starts, both the lottery mode and the support mode are reset to the low side.

[0152] Here, in the pachinko machine of Comparative Example 1, when the player wins the falling lottery and does not win the jackpot in the winning lottery in the game round after the guaranteed number of games is reached, the game machine performs the same operation as the pachinko machine 10 of the present embodiment in terms of the lottery mode and the support mode, that is, the operation shown in FIG. 18. Comparing FIG. 18(b) with FIG. 19, it can be seen that the manner of change of the support mode is different between the two during the period from the start to the end of the 120th game round. During this period, when the player does not win the falling lottery and wins the jackpot in the winning lottery, the game machine is in the high frequency support mode as shown in FIG. 19, whereas when the player wins the falling lottery and does not win the jackpot in the winning lottery, the game machine is in the low frequency support mode as shown in FIG. 18(b). Therefore, assuming a pachinko machine of Comparative Example 1 that executes both the processing shown in Figure 18(b) and the processing shown in Figure 19, the player can recognize whether or not he has won the fall lottery in the 120th play by checking the open / closed state of the electric role 34a (Figure 3) to see whether the high-frequency support mode has ended and the low-frequency support mode has been entered before the result announcement performance is executed.

[0153] Specifically, if the player can confirm that the electric role 34a (FIG. 3) stops opening and closing before the result notification performance is executed in the 120th game, the player can predict that the high frequency support mode ends and the low frequency support mode starts at the timing when the 120th game starts, and that the player has won the fall lottery in the 120th game. As a result, the player can predict the type of result notification performance that will be executed after the battle performance is executed. In other words, when the game has been played 100 times or more in the high probability mode and the game is in the high frequency support mode, when the battle performance starts, it is not clear whether the player's character or the enemy's character will win until the result is announced (i.e., it is not clear whether the player will win the fall lottery or the big win in the winning lottery until the result is announced), but the player can predict during the battle performance that the player's character will lose the battle (win the fall lottery) by checking the open / closed state of the electric role 34a during the period when the battle performance is being performed. As a result, there are cases where the player cannot be given a sense of tension or expectation for the results of the fall lottery and the winning lottery in the 120th game by the battle performance and the result announcement performance. This is the problem of Comparative Example 1.

[0154] Fig. 20 is a timing chart for explaining the process when the player does not win the falling lottery but wins the jackpot in the winning lottery in the game after the guaranteed number of games is reached in the pachinko machine of Comparative Example 2. Specifically, in the pachinko machine of Comparative Example 2, the player wins the guaranteed jackpot in the winning lottery, the lottery mode shifts to the high probability mode, the support mode shifts to the high frequency support mode, and then, in the 120th game after the high frequency support mode is started, the player does not win the falling lottery but wins the jackpot in the winning lottery, and the lottery mode shifts to the low probability mode at the start of the opening and closing execution mode is shown in Fig. 20.

[0155] In the 120th game in which the player does not win the fall lottery but wins the jackpot in the win lottery, a battle performance is executed, and then a victory performance in which the player's character wins is executed as the result notification performance. The support mode shifts from the high frequency support mode to the low frequency support mode at the start of the 120th game in which the jackpot is won, and the lottery mode shifts from the high probability mode to the low probability mode at the end of the 120th game in which the jackpot is won and the opening / closing execution mode starts (i.e., immediately after the end of the victory result notification performance). In other words, when the number of play times in the high probability mode has been continuously executed for more than the guaranteed number of play times (100 times), and the fall-out lottery is not won, but a jackpot is won in the win lottery, the timing at which the support mode transitions from the high frequency support mode to the low frequency support mode is the timing at which the play time in which the jackpot was won ends and the opening / closing execution mode begins (see Figure 19) in the pachinko machine of comparison example 1, whereas in the pachinko machine of comparison example 2, the timing is the timing at which the play time in which the jackpot was won begins (i.e., at the start of the play time).

[0156] Comparing FIG. 18(b), which is an example of winning the falling lottery, with FIG. 20, which is an example of winning the jackpot in the winning lottery, it can be seen that the manner of change in the support mode is the same during the period from the start to the end of the 120th game. Therefore, the player cannot recognize whether the falling lottery or the jackpot in the winning lottery has been won in the 120th game from the open / close state of the electric role 34a (FIG. 3) before the result announcement performance is executed. In other words, the player cannot predict the type of result announcement performance (whether it is a winning performance or a losing performance) that will be executed after the battle performance is executed. Therefore, the pachinko machine of Comparative Example 2, which executes the process shown in FIG. 18(b) when the falling lottery has been won in the game after the guaranteed number of games has been reached, and executes the process shown in FIG. 20 when the jackpot has been won in the game after the guaranteed number of games has been reached, can solve the above-mentioned problem of Comparative Example 1.

[0157] However, even in the pachinko machine of Comparative Example 2, the following problem is apparent.

[0158] According to the pachinko machine of Comparative Example 2, in the case where the player wins the falling lottery or the big win in the winning lottery in the game round after the guaranteed number of games is reached, the support mode shifts from the high frequency support mode to the low frequency support mode at the timing when the game round starts, and the electric role 34a (FIG. 3) stops opening and closing. In the case where the player does not win the falling lottery and does not win the big win in the winning lottery in the game round after the guaranteed number of games is reached, the support mode remains in the high frequency support mode, and the electric role 34a (FIG. 3) continues opening and closing. Therefore, by confirming that the electric role 34a (FIG. 3) continues opening and closing even after the start of the game round, the player can predict that the player did not win the falling lottery and did not win the big win in the winning lottery in the game round after the guaranteed number of games is reached.

[0159] Therefore, according to the pachinko machine of Comparative Example 2, even if the battle presentation executed in the game after the guaranteed number of games is reached is a presentation that suggests that the player will not win the fall lottery and will not win the jackpot in the win lottery, specifically, a battle presentation of advantage, it becomes meaningless because it is possible to predict that the game will be a draw by confirming that the electric role 34a (FIG. 3) continues to open and close, that is, that the player will not win the fall lottery and will not win the jackpot in the win lottery. In other words, the battle presentation executed in the game after the guaranteed number of games is reached is only a life and death battle presentation in which the battle results are either victory or defeat. As a result, according to the pachinko machine of Comparative Example 2, there is a problem that the range of presentations for the battle presentation executed in the game after the guaranteed number of games is not widened.

[0160] The pachinko machine 10 of the present embodiment solves both the problems of Comparative Example 1 and Comparative Example 2 by adopting the following configuration.

[0161] The pachinko machine 10 of this embodiment has two modes for changing the support mode when a player wins a guaranteed jackpot by a winning lottery, the lottery mode changes to a high probability mode, and the support mode changes to a high frequency support mode. After that, in the game number after the guaranteed number of games is reached after the high frequency support mode is started (for example, the 120th game), the player wins a jackpot in the winning lottery. The two modes are hereinafter referred to as the "first-fall mode" and the "last-fall mode". In this embodiment, which of the first-fall mode and the last-fall mode is adopted is determined by a lottery (hereinafter referred to as a mode selection lottery), and the result of the allocation by the mode selection lottery is not notified to the player.

[0162] In this embodiment, when the winning lottery results in a jackpot, the jackpot type is allocated using the jackpot type counter C2, but also when the winning lottery results in a jackpot, the jackpot type counter C2 is used to allocate the first-fall mode or the last-fall mode in the mode selection lottery. When the winning lottery results in a jackpot based on the entry of a game ball into the first start hole 33, the allocation table for the first start hole shown in Figure 8(a) is used to allocate the first-fall mode or the last-fall mode, and when the winning lottery results in a jackpot based on the entry of a game ball into the second start hole 33, the allocation table for the second start hole shown in Figure 8(b) is used to allocate the first-fall mode or the last-fall mode.

[0163] In the distribution table for the first starting port, among the values ​​of the jackpot type counter C2 of "0-99", "0-39", "65-89", and "90-99" correspond to the first-fall mode, and "40-64" corresponds to the last-fall mode. That is, in the distribution table for the first starting port, among the values ​​of the jackpot type counter C2 of "0-64" to which the 16R variable probability jackpot is associated as the distribution result of the jackpot type, "0-39" corresponds to the first-fall mode, and "40-64" corresponds to the last-fall mode. The value of the jackpot type counter C2 of "65-89" to which the 8R variable probability jackpot is associated as the distribution result of the jackpot type corresponds to the first-fall mode. The value of the jackpot type counter C2 of "90-99" to which the 8R normal jackpot is associated as the distribution result of the jackpot type corresponds to the first-fall mode.

[0164] In the distribution table for the second starting port, among the values ​​of the jackpot type counter C2 of "0-99", "0-49", "75-89", and "90-99" correspond to the first-fall mode, and "50-74" corresponds to the last-fall mode. That is, in the distribution table for the second starting port, among the values ​​of the jackpot type counter C2 of "0-74" to which the 16R variable jackpot is associated as the distribution result of the jackpot type, "0-49" corresponds to the first-fall mode, and "50-74" corresponds to the last-fall mode. The value of the jackpot type counter C2 of "75-89" to which the 8R variable jackpot is associated as the distribution result of the jackpot type corresponds to the first-fall mode. The value of the jackpot type counter C2 of "90-99" to which the 8R normal jackpot is associated as the distribution result of the jackpot type corresponds to the first-fall mode.

[0165] In this embodiment, the allocation result of the mode selection lottery for the value of the type counter C2 specified in the allocation table for the first starting port is different from the allocation result of the mode selection lottery for the value of the type counter C2 specified in the allocation table for the second starting port, but they may also be configured to be the same.

[0166] Fig. 21 is a timing chart for explaining an example of processing in the pachinko machine 10 of this embodiment when, in a game after the guaranteed number of games is reached, the player does not win the falling lottery, wins a jackpot in the winning lottery, and wins the first-fall mode in the mode selection lottery. Specifically, in the pachinko machine 10 of this embodiment, a player wins a guaranteed jackpot in the winning lottery, and after the opening and closing execution mode ends, the lottery mode shifts to the high probability mode and the support mode to the high frequency support mode, and then, in a game after the number of games after the high frequency support mode starts reaches the guaranteed number of games (120 times in the illustrated example), the player does not win the falling lottery, wins a jackpot in the winning lottery, and wins the first-fall mode in the mode selection lottery, and the lottery mode shifts to the low probability mode at the start of the opening and closing execution mode is shown in Fig. 21.

[0167] In the 120th game round in which the player does not win the fall lottery but wins the jackpot in the win lottery and wins the first-to-fall mode in the mode selection lottery, a life-and-death battle performance (see FIG. 16(b)) that may suggest either victory or defeat is executed, and then a victory performance (see FIG. 17(a)) in which the player's character wins is executed as a result notification performance. In the case where the first-to-fall mode is won in the mode selection lottery, the support mode shifts from the high-frequency support mode to the low-frequency support mode at the timing when the 120th game round in which the jackpot was won starts (i.e., at the start of the game round), and the lottery mode shifts from the high-probability mode to the low-probability mode at the timing when the 120th game round in which the jackpot was won ends and the opening / closing execution mode starts (i.e., immediately after the winning result notification performance ends). These changes in the state of the performance, lottery mode, and support mode are consistent with the changes in the state of the performance, lottery mode, and support mode in the comparative example 2 shown in FIG. 20.

[0168] 22 is a timing chart for explaining an example of processing in the case where, in the pachinko machine 10 of this embodiment, in a game after the guaranteed number of games is reached, the player does not win the falling lottery, wins a jackpot in the winning lottery, and wins the late-fall mode in the mode selection lottery. Specifically, in the pachinko machine 10 of this embodiment, in a game after the guaranteed number of games is reached, the player does not win the falling lottery, wins a jackpot in the winning lottery, and wins the late-fall mode in the mode selection lottery, the lottery mode shifts to the high probability mode and the support mode shifts to the high frequency support mode after the opening and closing execution mode ends, and then, in the game after the number of games after the high frequency support mode starts reaches the guaranteed number of games (120 times in the illustrated example), the player does not win the falling lottery, wins a jackpot in the winning lottery, and wins the late-fall mode in the mode selection lottery, and the lottery mode shifts to the low probability mode at the start of the opening and closing execution mode is shown in FIG.

[0169] In the 120th game in which the player does not win the drop lottery but wins the jackpot in the win lottery and wins the late drop mode in the mode selection lottery, a battle of superiority performance (see FIG. 16(c)) that may suggest either a win or a draw is executed, and then a victory performance (see FIG. 17(a)) in which the player's character wins is executed as a result notification performance. In the case where the late drop mode is won in the mode selection lottery, the lottery mode shifts from the high probability mode to the low probability mode at the timing when the 120th game in which the player won the jackpot ends and the opening and closing execution mode starts (i.e., the timing immediately after the winning result notification performance ends), and the support mode shifts from the high frequency support mode to the low frequency support mode. These changes in the lottery mode and support mode are consistent with the changes in the lottery mode and support mode in the comparative example 1 shown in FIG. 19.

[0170] Comparing the case where the first-out mode is selected in the mode selection lottery (FIG. 21) with the case where the last-out mode is selected in the mode selection lottery (FIG. 22), when the game in the high probability mode has been continuously executed for the guaranteed number of games (100 times) or more, and when a jackpot is selected in the winning lottery, the battle performance executed in the game is a life-or-death battle performance that may suggest either a win or a loss in the first-out mode, whereas it is a superiority battle performance that may suggest either a win or a draw in the last-out mode. The difference is that the timing at which the support mode shifts from the high-frequency support mode to the low-frequency support mode is the timing at which the game in which the jackpot was won starts (i.e., the start of the game), when the first-out mode is selected, whereas it is the timing at which the game in which the jackpot was won ends and the opening / closing execution mode starts, when the last-out mode is selected.

[0171] Fig. 23 is a timing chart for explaining an example of processing in the pachinko machine 10 of this embodiment when a reach (so-called miss reach) is determined to occur in the reach judgment after the guaranteed number of plays is reached, without winning the fall lottery and without winning the jackpot in the win lottery. Specifically, in the pachinko machine 10 of this embodiment, a sure-variable jackpot is won by the win lottery, and after the opening and closing execution mode ends, the lottery mode shifts to the high probability mode, the support mode shifts to the high frequency support mode, and then, in the play number after the high frequency support mode starts reaching the guaranteed number of plays (120 times in the illustrated example), the fall lottery is not won, and the jackpot is not won in the win lottery, and it is determined that a reach (miss reach) is determined to occur in the reach judgment.

[0172] In the 120th game in which the player does not win the fall lottery, does not win the jackpot in the win lottery, and is determined to have a reach (miss reach) in the reach judgment, a battle of superiority presentation (see FIG. 16(c)) that may suggest either a win or a draw is executed, and then a draw presentation (see FIG. 17(c)) in which the player's character does not win or lose is executed as the result announcement presentation. In a game in which the player does not win the fall lottery, and does not win the jackpot in the win lottery, regardless of whether a reach occurs or not, the lottery mode remains in the high probability mode, and the support mode remains in the high frequency support mode.

[0173] In summary, the pachinko machine 10 of this embodiment performs the following in a game after the guaranteed number of games is reached: (A) is won in a drop-out draw (regardless of the outcome of a winning draw), or (B) If you do not win the drop lottery, but win the jackpot in the win lottery and also win the first drop mode in the mode selection lottery, A life-and-death battle presentation is executed as the battle presentation executed in the game round, and the support mode is shifted to a low-frequency support mode at the timing when the game round starts (i.e., at the start of the game round).

[0174] In addition, in the pachinko machine 10 of this embodiment, in the game after the guaranteed number of games is reached, (C) If you do not win the drop lottery and do not win the jackpot in the win lottery, but it is determined that a reach will occur in the reach determination, or (D) If you do not win the drop-out lottery, but win the jackpot in the win lottery and also win the late drop mode in the mode selection lottery, A superiority battle presentation is executed as a battle presentation executed in the game round, and the support mode is shifted to a low frequency support mode at the timing when the game round in which the big win was won ends and an opening / closing execution mode starts.

[0175] Therefore, according to the pachinko machine 10 of this embodiment, the support mode is shifted to the low-frequency support mode at the same timing in the above cases (A) and (B), so that it is possible to prevent the player from predicting that he / she has won the falling lottery during the battle performance in the game after the guaranteed number of games is reached from the open / closed state of the electric role 34a (FIG. 3). Furthermore, since it is possible to perform a life-and-death battle performance or a dominance battle performance in the game after the guaranteed number of games is reached, it is possible to widen the range of performances for the battle performances executed in the game after the guaranteed number of games is reached.

[0176] 1-5. Various processes executed by the main control device: Next, an example of specific control for executing the above-mentioned processing in the pachinko machine 10 of this embodiment will be described. First, the processing executed in the main control device 60 will be described, and then the processing executed in the sound and light emission control device 90 and the display control device 100 will be described.

[0177] In order to progress each game, the MPU 62 of the main control device 60 executes timer interrupt processing and normal processing. These processes are explained below. In addition to the timer interrupt processing and normal processing, the MPU 62 executes NMI interrupt processing that is started by input of a power failure signal, but the explanation of these processes is omitted.

[0178] <Timer interrupt processing> 24 is a flowchart showing the timer interrupt process. As described above, the timer interrupt process is started by the MPU 62 of the main control device 60 periodically (for example, every 2 msec).

[0179] In step Sl0101, the process of reading the various detection sensors 67a to 67e is executed. That is, the state of the various detection sensors 67a to 67e connected to the main control device 60 is read, the state of the sensor is determined, and the detection information (ball entry detection information) is saved. Then, the process proceeds to step Sl0102.

[0180] In step Sl0102, the random number initial value counter CINI is updated. Specifically, 1 is added to the random number initial value counter CINI, and when the counter value reaches the maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of ​​the RAM 64. After that, the process proceeds to step Sl0103.

[0181] In step Sl0103, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the fall random number counter CF, and the electric role opening counter C4 are updated. Specifically, 1 is added to each of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the fall random number counter CF, and the electric role opening counter C4, and when each counter value reaches its maximum value, each is cleared to 0. Then, the updated values ​​of each counter C1 to C4, CF are stored in the corresponding buffer area of ​​the RAM 64. Then, the process proceeds to step Sl0104. The value of the fluctuation type counter CS is updated in the normal processing (FIG. 28) described later.

[0182] In step Sl0104, a ball entry process for the starting hole is executed in association with the ball entering the first starting hole 33 and the second starting hole 34. The details of the ball entry process for the starting hole in step Sl0104 will be described later. After executing step Sl0104, the process proceeds to step Sl0105.

[0183] In step Sl0105, a through ball entry process is executed in response to a ball entering the through gate 35. The through ball entry process in step Sl0105 will be described in detail later. After executing step Sl0105, the MPU 62 ends the timer interrupt process.

[0184] <Starting ball entry processing> Next, the ball-entry process for the starting hole will be described. The ball-entry process for the starting hole is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 24: S10104).

[0185] 25 is a flow chart showing ball entry processing for the start hole. In step Sl0201, whether or not the game ball has entered the first start hole 33 (start ball entry) is determined based on the detection state of the detection sensor corresponding to the first start hole 33. In step Sl0201, if it is determined that the game ball has entered the first start hole 33 (Sl0201: YES), the process proceeds to step Sl0202, where a prize ball command is set to cause the payout control device 70 to pay out three game balls. Then, the process proceeds to step Sl0203.

[0186] In step Sl0203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a gaming ball has entered the first starting hole 33. After that, the process proceeds to step Sl0204.

[0187] In step Sl0204, the start pending number RaN (hereinafter also referred to as the first start pending number RaN), which is a value stored in the pending number storage area of ​​the first pending area Ra, is read out, 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 reserved balls based on balls entering the first start hole 33. Then, proceed to step Sl0209.

[0188] In step Sl0201, if it is determined that the game ball has not entered the first starting hole 33 (Sl0201: NO), the process proceeds to step Sl0205, and it is determined whether the game ball has entered the second starting hole 34 based on the detection state of the detection sensor corresponding to the second starting hole 34.

[0189] In step Sl0205, if it is determined that the game ball has entered the second starting hole 34 (Sl0205: YES), the process proceeds to step Sl0206, where a prize ball command is set to cause the payout control device 70 to pay out three game balls. Then, the process proceeds to step Sl0207. On the other hand, in step Sl0205, if it is determined that the game ball has not entered the second starting hole 34 (Sl0205: NO), the ball entry process for this starting hole is terminated.

[0190] In step Sl0207, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the second starting hole 34. After that, the process proceeds to step Sl0208.

[0191] In step Sl0208, the start reserved number RbN (hereinafter also referred to as the second start reserved number RbN), which is the value stored in the reserved number storage area of ​​the second reserved area Rb, is read out, and the second start reserved number RbN is set as the target of the processing described later. The second start reserved number RbN indicates the number of reserved balls based on balls entering the second start hole 34. Then, proceed to step Sl0209.

[0192] In step Sl0209, it is determined whether the start pending number N (RaN or RbN) set in the above-mentioned step Sl0204 or step Sl0208 is less than the upper limit (4 in this embodiment). In step Sl0209, if the start pending number N is not less than the upper limit (Sl0209: NO), the ball entry process for this start hole is terminated.

[0193] On the other hand, in step Sl0209, if the start pending number N is less than the upper limit (Sl0209: YES), the process proceeds to step Sl0210, where 1 is added to the start pending number N in the corresponding pending area, and then the process proceeds to step Sl0211, where 1 is added 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, the process proceeds to step Sl0212.

[0194] In step Sl0212, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF updated in step Sl0103 (FIG. 24) are stored in the first free memory area of ​​the corresponding reserve area, i.e., the memory area corresponding to the reserved number to which 1 was added in step Sl0210. Specifically, when the first start reserved number RaN is set as the processing target, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF updated in step Sl0103 are stored in the first free memory area of ​​the first reserve area Ra, i.e., the memory area corresponding to the first start reserved number RaN to which 1 was added in step Sl0210. In addition, when the second start pending number RbN is set as the processing target, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF updated in step Sl0103 are stored in the first free memory area of ​​the second pending area Rb, that is, the memory area corresponding to the second start pending number RbN to which 1 has been added in step Sl0210. After executing step Sl0212, proceed to step Sl0213.

[0195] In step Sl0213, a first determination process is executed. The first determination process is a process that executes a determination of the winning lottery result (lottery result), the type of the winning lottery, the occurrence or non-occurrence of the reaching, the falling lottery result, etc. based on the information (reserved information) of each value of the winning random number counter C1, the winning type counter C2, the reach random number counter C3, and the fall random number counter CF before the reserved information becomes the subject of the winning lottery by the main control device 60. The details of the first determination process will be described later. After executing step Sl0213, proceed to step Sl0214.

[0196] In step S10214, a process of setting a reserved command is executed. Specifically, the result of the determination process executed based on the information (reserved information) of each value of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF is set as a reserved command.

[0197] The hold command is a command for making the sub-side control device confirm the occurrence of a ball entering the first starting hole 33 or the second starting hole 34 and the judgment result (first judgment information) by the first judgment process based on the hold information acquired based on the ball entering, before the hold information becomes the subject of a winning lottery by the main control device 60. The hold command is transmitted to the audio and light emission control device 90 in the command output process (FIG. 28: step Sl0503) of the normal process described later.

[0198] In addition, when the voice and light emission control device 90 receives a hold command transmitted based on a ball entering the first starting hole 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 that receives 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 voice and light emission control device 90 receives a hold command transmitted based on a ball entering the second starting hole 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 that receives 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.

[0199] After executing step S10214, the MPU 62 of the main control device 60 ends the ball entry processing for this starting hole.

[0200] <First decision process> Next, the first-goal determination process will be described. The first-goal determination process is executed by the MPU 62 of the main control device 60 as a subroutine (FIG. 25: S10213) of the ball entry process for the starting hole.

[0201] 26 is a flowchart showing the first determination process. As described above, the first determination process is a process that executes the results of a winning lottery, a big win type, a reach occurrence, a falling lottery, and the like, based on the reserved information, before the reserved information becomes the subject of a winning lottery by the main control device 60.

[0202] In step Sl0301, the value of the jackpot random number counter C1 stored in the memory area by the ball entering the starting hole in the ball entry process for the starting hole (FIG. 25) is grasped. Then, proceed to step Sl0302, and determine the lottery mode at the time when the winning lottery by the current ball entry is executed as a game round. Specifically, the judgment result of the prior judgment process executed by the ball entry before the current ball entry is read from the corresponding memory area, and by grasping the presence or absence of a jackpot that occurs before the winning lottery by the current ball entry and the presence or absence of a win in the fall lottery, the lottery mode at the time when the winning lottery by the current ball entry is executed as a game round is determined.

[0203] In step Sl0302, when the lottery mode is determined to be the low probability mode at the time when the winning lottery due to the current ball entry is executed as a game round (Sl0302: YES), the process proceeds to step Sl0303, where the winning / losing table for the low probability mode stored in the winning / losing table storage area 63a is referenced. After that, the process proceeds to step Sl0308, where the result of reference to the winning / losing table for the low probability mode is used to determine whether the value information of the jackpot random number counter C1 grasped this time corresponds to a jackpot.

[0204] On the other hand, in step Sl0302, when the lottery mode is determined not to be the low probability mode at the time when the winning lottery due to this ball entry is executed as a game round (Sl0302: NO), the process proceeds to step Sl0304, where the value of the fall random number counter CF stored in the memory area due to this ball entry is grasped. After that, the process proceeds to step Sl0305, where the fall win / loss judgment table stored in the fall win / loss judgment table memory area 63d is referenced to judge whether or not the fall lottery has been won.

[0205] In step Sl0305, if it is determined that the player has won the drop lottery (Sl0305: YES), the process proceeds to step Sl0306, where the drop winning information is stored in the first determination process result storage area 64h, and the process proceeds to step Sl0303. In step Sl0303, as described above, the win / lose table for the low probability mode stored in the win / lose table storage area 63a is referenced. After that, the process proceeds to step Sl0308, where the result of referring to the win / lose table for the low probability mode is that the value of the jackpot random number counter C1 grasped this time is determined to correspond to a jackpot.

[0206] In step Sl0305, if it is determined that the player has not won the drop lottery (Sl0305: NO), the process proceeds to step Sl0307. In step Sl0307, ​​the process refers to the hit / miss table for the high probability mode and determines whether the value of the jackpot random number counter C1 currently grasped corresponds to a jackpot. After that, the process proceeds to step Sl0308, and the process refers to the hit / miss table for the high probability mode and determines whether the value of the jackpot random number counter C1 currently grasped corresponds to a jackpot.

[0207] In step Sl0308, if it is determined that the value of the jackpot random number counter C1 grasped this time corresponds to a jackpot (Sl0308: YES), the process proceeds to step Sl0309, where the value of the jackpot type counter C2 stored in the memory area due to the ball entering the start hole this time is grasped. Then, the process proceeds to step Sl0310, where the allocation table stored in the allocation table storage area 63b is referenced. Specifically, if the jackpot type counter C2 that is the subject of allocation this time is obtained based on a ball entering the first start hole 33, the allocation table for the first start hole is referenced, and if it is obtained based on a ball entering the second start hole 34, the allocation table for the second start hole is referenced. After executing step Sl0310, the process proceeds to step Sl0311.

[0208] In step Sl0311, the allocation table is referenced to determine whether the value of the jackpot type counter C2 currently grasped corresponds to a guaranteed jackpot. If it is determined in step Sl0311 that it corresponds to a guaranteed jackpot (Sl0311: YES), the process proceeds to step Sl0312, where the guaranteed jackpot information is stored in the first determination process result storage area 64h. The first determination process is then terminated. On the other hand, if it is determined in step Sl0311 that it does not correspond to a guaranteed jackpot (Sl0311: NO), the process proceeds to step Sl0313, where normal jackpot information is stored in the first determination process result storage area 64h. The first determination process is then terminated.

[0209] In step Sl0308, if it is determined that the value of the jackpot random number counter C1 does not correspond to a jackpot (Sl0308: NO), the process proceeds to step Sl0314, where the value of the reach random number counter C3 stored in the memory area due to the ball entering the starting hole this time is determined. Then, the process proceeds to step Sl0315, where the reach judgment table stored in the reach judgment table memory area 63c is referenced. Then, the process proceeds to step Sl0316, where the reach judgment table is referenced and it is determined whether the value of the reach random number counter C3 currently determined corresponds to a reach occurrence.

[0210] In step Sl0316, if it is determined that the reach is possible (Sl0316: YES), the process proceeds to step Sl0317, where the reach occurrence information is stored in the first determination process result storage area 64h. Then, the first determination process ends. On the other hand, in step Sl0316, if it is determined that the reach is not possible (Sl0316: NO), the first determination process ends.

[0211] <Ball entry processing for through balls> Next, the through ball entry process will be described. The through ball entry process is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 24: S10105).

[0212] FIG. 27 is a flow chart showing the ball entry process for through play. In step Sl0401, it is determined whether or not the game ball has entered the through gate 35. If it is determined in step Sl0401 that the game ball has entered the through gate 35 (Sl0401: YES), the process proceeds to step Sl0402, where it is determined whether or not the number of reserved accessory items SN is less than the upper limit (4 in this embodiment). The number of reserved accessory items SN is a value indicating the number of balls that have entered the through gate 35 reserved for the purpose of performing a lottery for opening an electric accessory item. In this embodiment, the maximum value of the number of reserved accessory items SN is 4. On the other hand, if it is determined in step Sl0401 that the game ball has not entered the through gate 35 (Sl0401: NO), the ball entry process for through play is terminated.

[0213] In step Sl0402, if it is determined that the number of reserved reels SN is less than the upper limit (less than 4) (Sl0402: YES), the process proceeds to step Sl0403, where the number of reserved reels SN is incremented by 1. After that, the process proceeds to step Sl0404.

[0214] In step Sl0404, the value of the electric role opening counter C4 updated in step Sl0103 (FIG. 24) is stored in the first free memory area of ​​the electric role reservation area 64d of the RAM 64. After that, the ball entry process for through is terminated.

[0215] On the other hand, in step Sl0402, if it is determined that the value of the number of reserved reels SN is not less than the upper limit (Sl0402: NO), that is, if it is determined that the value of the number of reserved reels SN is equal to or greater than the upper limit, the ball entry process for through is terminated without storing the value of the electric reel opening counter C4.

[0216] <Normal processing> Next, the normal processing will be described. The normal processing is a processing that is started by the MPU 62 of the main control device 60 when the power switch 88 is switched from the OFF state to the ON state (hereinafter, also referred to as "power-on"). In the normal processing, the main processing of the game is executed.

[0217] 28 is a flow chart showing normal processing. In step S10501, start-up processing is executed. Specifically, initial settings of each control device associated with power-on, and a determination of the validity of data stored and held in RAM 64 are executed. Then, the process proceeds to step S10502.

[0218] In step Sl0502, a start-up command is set. The start-up command is a command for causing each control device on the sub side to start a demo video when the power is turned on. Then, the process proceeds to step Sl0503.

[0219] In step Sl0503, the output data such as the start-up command set in step Sl0502, the timer interrupt processing, or the command set in the previously executed normal processing is sent to each control device on the sub side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 70. Also, if commands related to performance such as a start-up command, a variable command, a type command, or a hold command are set, they are sent to the sound and light emission control device 90. After executing step Sl0503, proceed to step Sl0504.

[0220] In step Sl0504, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of ​​the RAM 64. Then, the process proceeds to step Sl0505.

[0221] In step Sl0505, the winning ball count signal and payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Sl0506. In step Sl0506, a game round control process is executed to control the game in each game round. In the game round control process, a winning lottery is performed, the variable display of the patterns by the pattern display device 41 is set, and the display control of the first pattern display section 37a and the second pattern display section 37b is performed. The game round control process will be described in detail later. After executing step Sl0506, the process proceeds to step Sl0507.

[0222] In step Sl0507, 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, or the like. The game state transition process will be described in detail later. Then, the process proceeds to step Sl0508.

[0223] In step Sl0508, an electric role support process is executed to drive and control the electric role 34a provided in the second starting hole 34. In the electric role support process, it is determined whether or not the electric role 34a is opened. The details of the electric role support process will be described later. Then, the process proceeds to step Sl0509.

[0224] In step Sl0509, 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 Sl0503). In other words, it is determined whether the execution timing of the next normal processing has arrived. In step Sl0509, if it is determined that the predetermined time (4 msec) has not elapsed since the start of the current normal processing (Sl0509: NO), in steps Sl0510 and Sl0511, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated within the remaining time until the execution timing of the next normal processing. Specifically, in step Sl0510, 1 is added to the random number initial value counter CINI, and when the counter value reaches the maximum value, the counter is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of ​​the RAM 64. In addition, in step Sl0511, 1 is added to the fluctuation type counter CS, and when the counter value reaches the maximum value, the counter is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of ​​the RAM 64. On the other hand, if it is determined in step Sl0509 that the predetermined time (4 msec) has elapsed since the start of the current normal process (Sl0509: YES), the process returns to step Sl0503 and executes each process from step Sl0503 to step Sl0508.

[0225] Since the execution time of each process from step S10503 to step S10508 changes depending on the game state, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI and the variation type counter CS using the remaining time, the values ​​of these counters can be randomly updated.

[0226] <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. 28: S10506).

[0227] 29 is a flowchart showing the game play control process. In step S10601, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not the open / close execution mode flag in the various flag storage area 64g of the RAM 64 is ON. The open / close execution mode flag is turned ON when the game state is to be transitioned to the open / close execution mode in the game state transition process described later, and is turned OFF when the game state is to be terminated in the game state transition process.

[0228] In step Sl0601, if it is determined that the opening and closing execution mode is in progress (Sl0601: YES), this game round control process is terminated without executing any of the processes in steps Sl0602 and onward. In other words, if the opening and closing execution mode is in progress, a game round will not be started regardless of whether a ball has entered the first start hole 33 or the second start hole 34. On the other hand, in step Sl0601, if it is determined that the opening and closing execution mode is not in progress (Sl0601: NO), the process proceeds to step Sl0602.

[0229] In step Sl0602, it is determined whether the special symbol unit 37 is displaying a change. Specifically, it is determined whether either the first symbol display unit 37a or the second symbol display unit 37b provided in the special symbol unit 37 is displaying a change. This determination is made by determining whether the special symbol displaying flag in the special symbol displaying flag storage area in the various flag storage area 64g of the RAM 64 is ON. The special symbol displaying flag is turned ON when the change display is started for either the first symbol display unit 37a or the second symbol display unit 37b, and is turned OFF when the change display is ended.

[0230] In step Sl0602, if it is determined that the special chart unit 37 is not displaying a variable image (Sl0602: NO), the process proceeds to step Sl0603.

[0231] In step Sl0603, a change start process is executed to start the change display in the special chart unit 37 and the change display in the pattern display device 41. The details of the change start process will be described later. After executing step Sl0603, this game number control process is terminated.

[0232] On the other hand, in step Sl0602, if it is determined that the special chart unit 37 is undergoing a variable display (Sl0602: YES), the process proceeds to step Sl0604.

[0233] In step Sl0604, a change end process is executed to end the change display in the special chart unit 37 and the change display in the pattern display device 41. The details of the change end process will be described later. After executing step Sl0604, this game number control process is terminated.

[0234] <Change start processing> Next, the fluctuation start process will be described. The fluctuation start process is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control process (FIG. 29: S10603).

[0235] Fig. 30 is a flowchart showing the fluctuation start process. In step Sl0701, it is determined whether the total reserved number CRN exceeds "0". When the total reserved number CRN is "0" or less, it means that the start reserved number is "0" for both the first start port 33 and the second start port 34. Therefore, in step Sl0701, if it is determined that the total reserved number CRN is "0" or less (Sl0701: NO), this fluctuation start process is terminated. On the other hand, in step Sl0701, if it is determined that the total reserved number CRN exceeds "0" (Sl0701: YES), the process proceeds to step Sl0702.

[0236] In step S10702, a reserved information shift process is executed to set the reserved information stored in the first reserved area Ra or the second reserved area Rb to the state after the change has started, and the process proceeds to step S10703. The reserved information shift process will be described in detail later.

[0237] In step Sl0703, a game state determination process is performed to determine the game state. The game state determination process will be described in detail later. After executing step Sl0703, the process proceeds to step Sl0704.

[0238] In step S10704, a fall determination process is performed, including a process to be performed when the fall lottery is won. The details of the fall determination process will be described later. Next, the process proceeds to step S10705.

[0239] In step Sl0705, a win determination process is performed, including a process to be performed when a big win is won in the winning lottery. The details of the win determination process will be described later. After executing step Sl0705, the process proceeds to step Sl0706.

[0240] In step Sl0706, a variable time setting process is executed. The variable time setting process is a process for setting a variable time, which is the time required for the current game in the first symbol display section 37a or the second symbol display section 37b, based on the presence or absence of a jackpot or the occurrence or absence of a reach. The details of the variable time setting process will be described later. After executing step Sl0706, the process proceeds to step Sl0707.

[0241] In step Sl0707, a command for variation is set. The command for variation includes information indicating whether the current game round is related to the reserved information acquired based on the ball entering the first starting hole 33 or the reserved information acquired based on the ball entering the second starting hole 34, and also includes information on the occurrence of a reach and the information on the variation time set in step Sl0706. After executing step Sl0707, the process proceeds to step Sl0708.

[0242] In step S10708, a type command is set. The type command includes information on the presence or absence of a jackpot and the result of the allocation judgment. In other words, the type command includes information on the type of jackpot, such as 16R variable jackpot, 8R variable jackpot, 8R normal jackpot, or miss result.

[0243] The variation command and type command set in step Sl0707 and step Sl0708 are sent to the sound and light emission control device 90 in step Sl0503 in the normal processing (FIG. 28). The sound and light emission control device 90 determines the content of the presentation for that game round based on the received variation command and type command, and controls various devices so that the determined content of the presentation is executed. After executing step Sl0708, the process proceeds to step Sl0709.

[0244] In step Sl0709, the first symbol display section 37a or the second symbol display section 37b corresponding to the current game round is made to start displaying the varying symbols. Specifically, if the second symbol display section flag of the RAM64 is not ON, the symbol display section corresponding to the current game round is specified as the first symbol display section 37a and the varying display is started, and if the second symbol display section flag is ON, the symbol display section corresponding to the current game round is specified as the second symbol display section 37b and the varying display is started. After executing step Sl0709, the process proceeds to step Sl0710.

[0245] In step Sl0710, the special chart change display flag stored in the special chart change display flag storage area in the various flag storage area 64g of the RAM 64 is turned ON. After executing step Sl0710, this change start process is terminated.

[0246] <Retention information shift processing> Next, the reserved information shift process will be described. The reserved information shift process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 30: S10702).

[0247] Fig. 31 is a flowchart showing the reserved information shift process. In step Sl0801, it is determined whether the reserved area to be processed for executing the reserved information shift process is the first reserved area Ra. Specifically, if the earliest reserved information (reserved information stored in the first area of ​​the first reserved area Ra) among the reserved information stored in the first reserved area Ra (Fig. 6) in a chronological order is stored in the reserved area earlier than the earliest reserved information (reserved information stored in the first area of ​​the second reserved area Rb) among the reserved information stored in a chronological order in the second reserved area Rb (Fig. 6), it is determined that the reserved area to be processed is the first reserved area Ra. On the other hand, if the earliest reserved information among the reserved information stored in the second reserved area Rb in a chronological order is stored in the reserved area earlier than the earliest reserved information among the reserved information stored in the first reserved area Ra in a chronological order, it is determined that the reserved area to be processed is the second reserved area Rb. That is, by executing the process of step S10801, 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.

[0248] In step Sl0801, if it is determined that the retaining area to be processed is the first retaining area Ra (step Sl0801: YES), the retained information shift process for the first retaining area is executed in steps Sl0802 to Sl0807. On the other hand, in step Sl0801, if it is determined 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 Sl0801: NO), the retained information shift process for the second retaining area is executed in steps Sl0808 to Sl0813.

[0249] In step Sl0802, the first start reserved number RaN in the first reserved area Ra is decremented by 1, and then the process proceeds to step Sl0803, where the total reserved number CRN is decremented by 1. Then, the process proceeds to step Sl0804. In step Sl0804, the data stored in the first area of ​​the first reserved area Ra is moved to the execution area AE. Then, the process proceeds to step Sl0805.

[0250] In step Sl0805, a process is executed to shift the data stored in the memory area of ​​the first reserved area Ra. This data shift process is a process to shift the data stored in the first to fourth areas to the lower area side in order. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on. After executing step Sl0805, the process proceeds to step Sl0806.

[0251] In step Sl0806, if the second symbol display section flag in the various flag storage area 64g is ON, the flag is turned OFF, and if it is not ON, the state is maintained. The second symbol display section flag is information for identifying whether the target of the current variable display start is the first symbol display section 37a or the second symbol display section 37b. Then, proceed to step Sl0807.

[0252] In step Sl0807, a shift command is set. The shift command is a command including information for making the voice / light emission control device 90, which is the sub-side control device, recognize that the data of the reserved area has been shifted. In this case, a shift command including information that the reserved area that is the target of the data shift this time corresponds to the first reserved area Ra, that is, corresponds to the first starting port 33, is selected from the command information storage area 63g of the ROM 63, and the selected shift command is set as a command to be sent to the voice / light emission control device 90. Then, this reserved information shift process is terminated.

[0253] The shift command set in step Sl0807 is transmitted to the audio and light emission control device 90 in step Sl0503 in normal processing (FIG. 28). Based on the received shift command, the audio and light emission control device 90 transmits a command to the display control device 100 to change the display in the first reserved display area Ds1 of the pattern display device 41 in response to the reduction in the number of reserved items. The display control device 100, which has received the command, changes the display in the first reserved display area Ds1 of the pattern display device 41 in response to the reduction in the number of reserved items.

[0254] In step Sl0801, if it is determined that the reserved area to be processed is not the first reserved area Ra, that is, if it is determined that the reserved area to be processed is the second reserved area Rb (Sl0801: NO), the process proceeds to step Sl0808.

[0255] In step Sl0808, the second start reserved number RbN in the second reserved area Rb is decremented by 1. Then, the process proceeds to step Sl0809. In step Sl0809, the total reserved number CRN is decremented by 1, and the process proceeds to step Sl0810, where the data stored in the first area of ​​the second reserved area Rb is moved to the execution area AE. Then, the process proceeds to step Sl0811.

[0256] In step Sl0811, a process is executed to shift the data stored in the memory area of ​​the second reserved area Rb. This data shift process is a process to shift the data stored in the first to fourth areas to the lower area side in order. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on. After executing step Sl0811, the process proceeds to step Sl0812.

[0257] In step Sl0812, if the second symbol display section flag in the various flag storage area 64g is not ON, the flag is turned ON, and if it is ON, the state is maintained. After that, the process proceeds to step Sl0813.

[0258] In step S10813, a shift command is set. The shift command is a command including information for making the voice / light emission control device 90, which is the sub-side control device, recognize that the data of the reserved area has been shifted. In this case, a shift command including information that the reserved area that is the target of the current data shift corresponds to the second reserved area Rb, i.e., corresponds to the second starting port 34, is selected from the command information storage area 63g of the ROM 63, and the selected shift command is set as a command to be sent to the voice / light emission control device 90. Then, this reserved information shift process is terminated.

[0259] The shift command set in step Sl0813 is transmitted to the audio and light emission control device 90 in step Sl0503 in normal processing (FIG. 28). Based on the received shift command, the audio and light emission control device 90 transmits a command to the display control device 100 to change the display in the second hold display area Ds2 of the pattern display device 41 in response to the reduction in the number of reserved items. 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 in response to the reduction in the number of reserved items.

[0260] <Game Status Determination Processing> Next, the game state determination process will be described. The game state determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 30: S10703).

[0261] 32 is a flowchart showing the game state determination process. In step S10901, it is determined whether the lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flags storage area 64g of the RAM 64 is ON.

[0262] In step Sl0901, if it is determined that the support mode is the high probability mode (Sl0901: YES), the process proceeds to step Sl0902, where it is determined whether the support mode is the high frequency support mode. Specifically, it is determined whether the high frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON.

[0263] In step Sl0902, when it is determined that the mode is the high-frequency support mode (Sl0902: YES), the process proceeds to step Sl0903, where the high probability / high support flag is turned on. The high probability / high support flag is a flag for specifying in the MPU 62 whether or not the game state in which the lottery mode is the high probability mode and the support mode is the high-frequency support mode (high probability / high support state) is in effect, and is stored in the various flag storage area 64g of the RAM 64. When the high probability / high support flag is ON, the game state is in the high probability / high support state. When the high probability / high support flag is OFF, the game state is not in the high probability / high support state. According to step Sl0903, the determination result of whether or not the game state is in the high probability / high support state can be specified in the MPU 62 when this game state determination process is executed. After executing step Sl0903, the process proceeds to step Sl0904.

[0264] In step Sl0904, a high probability / high support command, which is a command including information for making the sub-side control device recognize that the game is in a high probability / high support state, is set as a command to be sent to the sound / light emission control device 90. After executing step Sl0904, the game state determination process is terminated.

[0265] On the other hand, if it is determined in step Sl0901 that the mode is not the high probability mode (Sl0901: NO), or if it is determined in step Sl0902 that the mode is not the high frequency support mode (Sl0902: NO), the game status determination process is terminated without executing steps Sl0903 and Sl0904.

[0266] <Fall detection process> Next, the fall determination process will be described. The fall determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 30: S10704).

[0267] 33 is a flowchart showing the fall determination process. In step Sl1001, it is determined whether the lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON. In step Sl1001, if it is determined that the lottery mode is the high probability mode (Sl1001: YES), the process proceeds to step Sl1002.

[0268] In step Sl1002, the winning / losing judgment of the falling lottery is executed by referring to the winning / losing table for the falling lottery. Specifically, it is judged whether the value of the falling random number counter CF stored in the execution area AE matches the value set as winning in the winning / losing table for the falling lottery (see FIG. 9) in the falling lottery table storage area 63d. In the following step Sl1003, if the result of the winning / losing judgment in step Sl1002 is winning in the falling lottery (Sl1003: YES), the process proceeds to step Sl1004.

[0269] In step Sl1004, the high probability mode flag is turned OFF. Then, the process proceeds to step Sl1005, where the fall flag stored in the various flag storage area 64g of the RAM 64 is turned ON. The fall flag is a flag for storing the result of the fall lottery. After executing step Sl1005, the process proceeds to step Sl1006.

[0270] In step Sl1006, it is determined whether the number of games continuously performed in the high frequency support mode is before the guaranteed number of games (for example, 100 times) (hereinafter simply referred to as "before the guaranteed number of games"). Specifically, it is determined whether the value of the guaranteed number of games counter PNC exceeds 0. Since the guaranteed number of games counter PNC indicates the remaining number of guaranteed games, it is possible to determine whether the number of games continuously performed in the high frequency support mode is before the guaranteed number of games by determining whether PNC>0. In step Sl1006, if it is determined that the value of the guaranteed number of games counter PNC is not above 0 (step Sl1006: NO), that is, if it is determined that it is not before the guaranteed number of games (=after the guaranteed number of games), it proceeds to step Sl1007 and turns off the high frequency support mode flag. After executing step Sl1007, this fall determination process is terminated.

[0271] On the other hand, if it is determined in step Sl1006 that the guaranteed play count is not reached (Sl1006: YES), the fall judgment process is immediately terminated. Also, if it is determined in step Sl1001 that the high probability mode is not reached (Sl1001: NO), or if the result of the win / loss judgment in step Sl1003 is that the player has not won the fall lottery (Sl1003: NO), the fall judgment process is immediately terminated.

[0272] By the fall determination process configured as above, the change of the lottery mode and the support mode at the time of the fall winning in FIG. 18 (fall winning after the guaranteed number of games) is realized.

[0273] <Collision detection processing> Next, the hit determination process will be described. The hit determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 30: S10705).

[0274] 34 is a flowchart showing the winning determination process. In step S11101, it is determined whether the lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flags storage area 64g of the RAM 64 is ON.

[0275] In step Sl1101, if it is determined that the mode is the high probability mode (Sl1101: YES), the process proceeds to step Sl1102, where a win / loss determination is performed by referring to the win / loss table for the high probability mode. Specifically, the process determines whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the high probability mode shown in FIG. 7(b). Then, the process proceeds to step Sl1104.

[0276] On the other hand, if it is determined in step Sl1101 that the mode is not the high probability mode (Sl1101: NO), the process proceeds to step Sl1103, where a win / loss determination is performed by referring to the win / loss table for the low probability mode. Specifically, the process determines whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the low probability mode shown in FIG. 7(a). Then, the process proceeds to step Sl1104.

[0277] In step Sl1104, it is determined whether or not the result of the hit / miss determination (winning lottery) in step Sl1102 or step Sl1103 is a big win. In step Sl1104, if the result of the hit / miss determination is a big win (Sl1104: YES), the process proceeds to step Sl1105.

[0278] In steps Sl1105 to Sl1109, a process for setting the game result in the case where a big win has been won and a process for setting the stop result are executed.

[0279] In step Sl1105, it is determined whether the second symbol display section flag in RAM 64 is ON. In step Sl1105, if it is determined that the second symbol display section flag is not ON (Sl1105: NO), it proceeds to step Sl1106, and performs allocation determination by referring to the allocation table for the first starting hole (see FIG. 8(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 16R variable probability jackpot, the numerical range of the 8R variable probability jackpot, or the numerical range of the 8R normal jackpot.

[0280] On the other hand, in step Sl1105, if it is determined that the second symbol display section flag is ON (Sl1105: YES), the process proceeds to step Sl1107, where an allocation determination is made by referring to the allocation table for the second starting hole (see FIG. 8(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of a 16R variable probability jackpot, the numerical range of an 8R variable probability jackpot, or the numerical range of an 8R normal jackpot. After executing the process of step Sl1106 or step Sl1107, the process proceeds to step Sl1108.

[0281] In step Sl1108, a flag (jackpot flag) corresponding to the type of jackpot allocated in step Sl1106 or step Sl1107 is turned ON. Specifically, if it is a 16R variable probability jackpot, the 16R variable probability jackpot flag is turned ON, if it is an 8R variable probability jackpot, the 8R variable probability jackpot flag is turned ON, and if it is an 8R normal jackpot, the 8R normal jackpot flag is turned ON. After executing step Sl1108, proceed to step Sl1109.

[0282] In step Sl1109, a process for setting a stop result for a jackpot is executed. Specifically, this process is for setting which stop result is displayed in the first symbol display section 37a or the second symbol display section 37b in the current game round in which a jackpot is won, and the variable display is to end. Specifically, by referring to the stop result table for a jackpot stored in the stop result table storage area 63f (FIG. 5), address information of the stop result data corresponding to the type of jackpot allocated in step Sl1106 or step Sl1107 is obtained, and the address information is stored in the stop result address storage area of ​​the RAM 64. After executing step Sl1109, the process proceeds to step Sl1110.

[0283] In step S1110, it is determined whether the support mode is the high frequency support mode or not, specifically, whether the high frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON or not.

[0284] In step Sl1110, if it is determined that the mode is the high frequency support mode (Sl1110: YES), the process proceeds to step Sl1111, where it is determined whether or not the number of games continuously executed in the high frequency support mode has not yet reached the guaranteed number of games (e.g., 100 games) (=before the guaranteed number of games). Specifically, it is determined whether or not the value of the guaranteed number of games counter PNC exceeds 0. In step Sl1111, if it is determined that the value of the guaranteed number of games counter PNC does not exceed 0 (step Sl1111: NO), that is, if it is determined that the value has not yet reached the guaranteed number of games (=after the guaranteed number of games), the process proceeds to step Sl1112.

[0285] In steps Sl1112 to Sl1116, various processes are executed when, after the guaranteed number of plays, the player does not win the fall lottery but wins the jackpot in the win lottery.

[0286] In step Sl1112, a command after the guaranteed number of plays is set. The set command after the guaranteed number of plays is sent to the sound and light emission control device 90 in step Sl0503 in the normal processing (FIG. 28). When the sound and light emission control device 90 receives this command after the guaranteed number of plays, it becomes possible for it to grasp that the current number of plays is the number of plays after the guaranteed number of plays. After executing step Sl1112, the process proceeds to step Sl1113.

[0287] In step Sl1113, it is determined whether the result of the allocation determination (mode selection lottery) in step Sl1106 or step Sl1107 is the first-to-fall mode. As previously explained, in step Sl1106 or step Sl1107, an allocation determination is performed to allocate the type of jackpot as an allocation determination, but in the game round after the guaranteed number of games is reached after the high-frequency support mode is started, a mode selection lottery is also performed to allocate the manner in which the support mode is changed when a jackpot is won in the win lottery without winning the fall lottery. Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE matches the value set as the first-to-fall mode in the allocation table for the first start port shown in FIG. 8(a) or the allocation table for the second start port shown in FIG. 8(b). Then, in step Sl1113, it is determined whether the result of the mode selection lottery in step Sl1106 or step Sl1107 is the first-to-fall mode (=last-to-fall mode).

[0288] In step Sl1113, if the result of the mode selection lottery is the first-to-drop mode (Sl1113: YES), the process proceeds to step Sl1114, where the high-frequency support mode flag is turned OFF. After that, the process proceeds to step Sl1115.

[0289] In step Sl1115, the process turns on a first-out mode flag stored in the various flag storage area 64g of the RAM 64. The first-out mode flag is a flag for storing the fact that the result of the mode selection lottery is the first-out mode. After executing step Sl1115, the process proceeds to step Sl1116.

[0290] In step Sl1116, a first-out mode command is set. The set first-out mode command is sent to the audio and light emission control device 90 in step Sl0503 in the normal processing (FIG. 28). When the audio and light emission control device 90 receives this first-out mode command, it can understand that the result of the mode selection lottery is the first-out mode. After executing step Sl1116, the winning judgment processing is terminated.

[0291] On the other hand, if it is determined in step Sl1110 that the mode is not the high frequency support mode (Sl1110: NO), if it is determined in step Sl1111 that the guaranteed number of plays is not yet reached (step Sl1111: YES), or if it is determined in step Sl1113 that the mode is not the first-fall mode, i.e., the last-fall mode (step Sl1113: NO), the winning determination process is immediately terminated. Note that if the falling lottery is won and the jackpot is won in the winning lottery, the process in steps Sl1111 to Sl1116 is not executed because the result in step Sl1110 is NO.

[0292] The above-mentioned processes from step Sl1101 to step Sl1107 and from step Sl1110 to step Sl1116 realize the change in the lottery mode and support mode at the time of winning the jackpot in FIG. 21 (after the guaranteed number of plays, winning the jackpot, winning the first-to-drop mode).

[0293] In step Sl1104, if the result of the winning lottery in step Sl1102 or step Sl1103 is not a big win (Sl1104: NO), the process proceeds to step Sl1117, where the reach determination table is referenced to determine whether or not a reach occurs in the game. Specifically, the process determines whether or not the value of the reach random number counter C3 stored in the execution area AE matches the value set as the reach occurrence in the reach determination table stored in the reach determination table storage area 63c (FIG. 5). Then, the process proceeds to step Sl1118.

[0294] In step Sl1118, if the result of the reach judgment in step Sl1117 is that a reach will occur in the game (Sl1118: YES), the process proceeds to step Sl1119, where the reach occurrence flag is turned ON. Specifically, the reach occurrence flag in the various flags storage area 64g of the RAM 64 is turned ON. After executing step Sl1119, the process proceeds to step Sl1120.

[0295] On the other hand, in step Sl1118, if the result of the reach judgment in step Sl1117 is that the reach will not occur in the game round (Sl1118: NO), the process proceeds to step Sl1120 without executing step Sl1119.

[0296] In step Sl1120, a process for setting a stop result for a loss is executed. Specifically, this is a process for setting which stop result is displayed in the first symbol display section 37a or the second symbol display section 37b in the current game round resulting in a loss, and the variable display is ended in that state. Specifically, by referring to the stop result table for a loss in the stop result table storage area 63f, address information of the stop result data corresponding to the value of the jackpot random number counter C1 stored in the execution area AE is obtained, and the address information is stored in the stop result address storage area of ​​the RAM 64. After executing step Sl1120, the win determination process is ended.

[0297] <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. 30: S10706).

[0298] 35 is a flow chart showing the variable time setting process. In step S11201, the value of the variable type counter CS stored in the variable type counter buffer in the lottery counter buffer 64a of the RAM 64 is obtained. Then, the process proceeds to step S11202.

[0299] In step Sl1202, it is determined whether or not it is in a high probability / high support state. Specifically, it is determined whether or not the high probability / high support flag stored in the various flag storage area 64g of the RAM 64 is ON. The high probability / high support flag is a flag that is turned ON in step Sl0903 of FIG. 32. In step Sl1202, if it is determined that the high probability / high support flag is not ON (Sl1202: NO), the process proceeds to step Sl1203.

[0300] In steps Sl1203 to Sl1209, processing is executed to set the variable time in a game state other than the high probability / high support state (a game state in which the lottery mode is the high probability mode and the support mode is the high frequency support mode).

[0301] In step Sl1203, it is determined whether the result of the winning lottery for the current game is a jackpot win. Specifically, it is determined whether any of the 16R variable jackpot flag, 8R variable jackpot flag, and 8R normal jackpot flag in RAM64 is ON, and if any of the flags is ON, it is determined that the jackpot win has occurred (Sl1203: YES), and it proceeds to step Sl1204.

[0302] In step S11204, the variable time table for big win stored in the variable time table storage area 63h of the ROM 63 is referred to, and the variable time information corresponding to the value of the current variable type counter CS is acquired. Then, the process proceeds to step S11205, and the acquired variable time information is set in the variable time counter area provided in the various counter area 64f of the RAM 64. Then, this variable time setting process is terminated.

[0303] In step Sl1203, if it is determined that the result of the winning lottery for the current game round is not a jackpot win (Sl1203: NO), the process proceeds to step Sl1206, where it is determined whether or not a reach occurs in the current game round. Since this process (Sl1206) is executed if the winning lottery for the current game round does not result in a jackpot win in step Sl1203, in Sx1206, it is determined whether or not a reach (so-called miss reach) occurs among the game rounds in which the winning lottery does not result in a jackpot win. Specifically, it is determined whether or not a reach occurrence flag stored in the various flag storage area 64g of the RAM 64 is ON, and if it is ON, it is determined that a reach occurs (Sl1206: YES), and the process proceeds to step Sl1207.

[0304] In step Sl1207, the reach occurrence flag stored in the various flag storage area 64g of the RAM 64 is shifted from ON to OFF. After that, the process proceeds to step Sl1208.

[0305] In step S11208, the reach occurrence variable time table stored in the variable time table storage area 63h 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 S11205 described above, and the acquired variable time information is set in the variable time counter area provided in the various counter area 64f of the RAM 64. Then, this variable time setting process is terminated.

[0306] In step Sl1206, if it is determined that no reach will occur in the current game (Sl1206: NO), the process proceeds to step Sl1209, where the process refers to the reach non-occurrence variable time table stored in the variable time table storage area 63h to obtain the variable time corresponding to the current value of the variable type counter CS. The reach non-occurrence variable time table is a so-called miss variable time table. Then, the process proceeds to step Sl1205 described above, where the obtained 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.

[0307] In step Sl1202, when it is determined that the high probability / high support flag is ON (Sl1202: YES), the process proceeds to step Sl1210.

[0308] In steps Sl1210 to Sl1213, a process for setting a variable time is executed in a high probability / high support state in which the lottery mode is the high probability mode and the support mode is the high frequency support mode.

[0309] In step Sl1210, the high probability / high support flag is changed from ON to OFF. Then, the process proceeds to step Sl1211.

[0310] In step Sl1211, it is determined whether the number of games continuously executed in the high frequency support mode has not yet reached the guaranteed number of games (e.g., 100 games) (=before the guaranteed number of games). Specifically, it is determined whether the value of the guaranteed number of games counter PNC exceeds 0. In step Sl1211, if it is determined that the value of the guaranteed number of games counter PNC exceeds 0 (step Sl1211: YES), that is, if it is determined that the value has not yet reached the guaranteed number of games, the process proceeds to step Sl1212.

[0311] In step S11212, a variable time setting process before the guaranteed number of games is executed. The variable time setting process before the guaranteed number of games will be described later. After executing step S11212, this variable time setting process is terminated.

[0312] In step Sl1211, if it is determined that the value of the guaranteed number of games counter PNC is not greater than 0 (step Sl1211: NO), that is, if it is determined that the guaranteed number of games has passed, the process proceeds to step Sl1213, and variable time setting processing after the guaranteed number of games is executed. The variable time setting processing after the guaranteed number of games will be described later. After executing step Sl1213, this variable time setting processing is terminated.

[0313] <Variable time setting process before guaranteed number of games> Next, the variable time setting process before the guaranteed number of games will be described. The variable time setting process before the guaranteed number of games is executed by the MPU 62 of the main control device 60 as a subroutine of the variable time setting process (FIG. 35: S11212).

[0314] 36 is a flow chart showing the variable time setting process before the guaranteed number of games. In step Sl1301, it is determined whether the result of the winning lottery for the current game is a jackpot win. Specifically, it is determined whether any of the 16R variable jackpot flag, 8R variable jackpot flag, and 8R normal jackpot flag in RAM64 is ON, and if any of the flags is ON, it is determined that a jackpot win has occurred (Sl1301: YES), and the process proceeds to step Sl1302.

[0315] In step S11302, a variable time table for a big win is specified from a variable time table group for the guaranteed number of games or less stored in the variable time table storage area 63h of the ROM 63. The variable time table group for the guaranteed number of games or less includes: (i) A variable time table for a jackpot used when a jackpot is won in a winning lottery during a game before the guaranteed number of games is reached after the high frequency support mode is started (hereinafter referred to as the variable time table for a jackpot before the guaranteed number of games), (ii) A fluctuation time table for falling used when a player wins a falling lottery but does not win a jackpot in a winning lottery in a play count before the guaranteed number of plays after the high frequency support mode is started (hereinafter referred to as a "falling fluctuation time table before the guaranteed number of plays"); (iii) A variable time table for occurrence of a miss reach used when a reach (so-called miss reach) occurs without winning the fall lottery and without winning the jackpot in the win lottery in a play count before the guaranteed play count after the start of the high frequency support mode (hereinafter referred to as the variable time table for occurrence of a miss reach before the guaranteed play count), In step Sl1302, the variable time table for before the guaranteed number of plays and for the big win, which is (i), is specified from (i) to (iii). The variable time table for before the guaranteed number of plays and for the big win is, for example, a variable time table for executing a normal battle presentation as the battle presentation and a victory presentation as the result announcement presentation (see FIG. 13). After executing step Sl1302, the process proceeds to step Sl1303.

[0316] In step Sl1303, the variable time table specified in step Sl1302 is referenced to obtain variable time information corresponding to the value of the current variable type counter CS obtained in step Sl1201 of the variable time setting process (FIG. 35). In the following step Sl1304, the variable time information obtained in step Sl1303 is set in a variable time counter area provided in the various counter areas 64f of the RAM 64. Thereafter, the variable time setting process before the guaranteed number of games is terminated.

[0317] On the other hand, in step Sl1301, if it is determined that the result of the winning lottery for the current game round is not a big win (Sl1301: NO), the process proceeds to step Sl1305, where it is determined whether or not the fall lottery for the current game round has been won. Specifically, it is determined whether or not the fall flag stored in the various flags storage area 64g of the RAM 64 is ON. In step Sl1305, if it is determined that the fall flag is ON (Sl1305: YES), the process proceeds to step Sl1306.

[0318] In step Sl1306, a variable time table for falling is specified from a group of variable time tables for before the guaranteed number of games stored in the variable time table storage area 63h of the ROM 63. Specifically, the variable time table for before the guaranteed number of games and falling, which is (ii), is specified from the above-mentioned (i) to (iii). The variable time table for before the guaranteed number of games and falling is, for example, a variable time table for executing a normal battle presentation as a battle presentation and executing a defeat presentation as a result announcement presentation (see FIG. 12). After executing step Sl1306, the process proceeds to step Sl1303 described above, and the variable time table specified in step Sl1306 is referenced to obtain variable time information corresponding to the value of the current variation type counter CS. Then, the process proceeds to step Sl1304, and the obtained variable time information is set in a variable time counter area provided in the various counter area 64f of the RAM 64. Then, the variable time setting process for before the guaranteed number of games is terminated.

[0319] In step Sl1305, if it is determined that the player has not won the falling lottery for the current game round (Sl1305: NO), the process proceeds to step Sl1307, where it is determined whether or not a reach occurs in the current game round. If the player has not won the big win in the winning lottery for the current game round in step Sl1301, and if the player has not won the falling lottery for the current game round in step Sl1305, this process (step Sl1307) is executed. Therefore, in step Sl1307, it is determined whether or not a reach (so-called miss reach) occurs in the game round among the game rounds in which the player has not won the falling lottery and has not won the big win in the winning lottery. Specifically, it is determined whether or not the reach occurrence flag stored in the various flag storage area 64g of the RAM 64 is ON, and if it is ON, it is determined that a reach occurs (Sl1307: YES), and the process proceeds to step Sl1308.

[0320] In step Sl1308, the reach occurrence flag stored in the various flag storage area 64g of the RAM 64 is shifted from ON to OFF, and then the process proceeds to step Sl1309.

[0321] In step Sl1309, a variable time table for a loss reach occurrence is specified from a group of variable time tables for the time before the guaranteed number of games stored in the variable time table storage area 63h of the ROM 63. Specifically, a variable time table for the time before the guaranteed number of games and the loss reach occurrence, which is (iii), is specified from the above-mentioned (i) to (iii). The variable time table for the time before the guaranteed number of games and the loss reach occurrence is, for example, a variable time table for executing a normal battle presentation as a battle presentation and executing a draw presentation as a result announcement presentation (see FIG. 14). After executing step Sl1309, the process proceeds to step Sl1303, and the variable time table specified in step Sl1309 is referenced to obtain variable time information corresponding to the value of the current variation type counter CS. Then, the process proceeds to step Sl1304, and the obtained variable time information is set in a variable time counter area provided in the various counter area 64f of the RAM 64. Then, the variable time setting process for the time before the guaranteed number of games is terminated.

[0322] On the other hand, if it is determined in step Sl1307 that no reach will occur in the current game (Sl1307: NO), the process proceeds to step Sl1310, where the non-reach-occurrence variable time table stored in the variable time table storage area 63h is referenced to obtain the variable time corresponding to the current value of the variable type counter CS. The process in step Sl1310 is the same as the process in step Sl1209 of the variable time setting process (FIG. 35). Thereafter, the process proceeds to step Sl1304, where the obtained variable time information is set in the variable time counter area provided in the various counter area 64f of the RAM 64. Thereafter, the variable time setting process before the guaranteed number of games is terminated.

[0323] <Variable time setting process after guaranteed number of games> Next, the variable time setting process after the guaranteed number of games will be described. The variable time setting process after the guaranteed number of games is executed by the MPU 62 of the main control device 60 as a subroutine of the variable time setting process (FIG. 35: S11213).

[0324] 37 is a flow chart showing the variable time setting process after the guaranteed number of games. In step Sl1401, it is determined whether the result of the winning lottery for the current game is a jackpot win. Specifically, it is determined whether any of the 16R variable jackpot flag, 8R variable jackpot flag, and 8R normal jackpot flag in RAM64 is ON, and if any of the flags is ON, it is determined that the jackpot win has occurred (Sl1401: YES), and the process proceeds to step Sl1402.

[0325] In step Sl1402, it is determined whether or not the player has won the fall lottery for the current game. Specifically, it is determined whether or not the fall flag stored in the various flag storage area 64g of the RAM 64 is ON. In step Sl1402, if it is determined that the fall flag is not ON (Sl1402: NO), the process proceeds to step Sl1403.

[0326] In step Sl1403, it is determined whether the result of the mode selection lottery for the current game round is the first-to-fall mode. Specifically, it is determined whether the first-to-fall mode flag stored in the various flag storage area 64g of the RAM 64 is ON. In step Sl1403, if it is determined that the first-to-fall mode flag is ON (Sl1403: YES), the process proceeds to step Sl1404.

[0327] In step S1404, the first-fall mode flag stored in the various flag storage area 64g of the RAM 64 is shifted from ON to OFF, and then the process proceeds to step S1405.

[0328] In step S11405, a variable time table for the big win first-drop mode is specified from the variable time table group for after the guaranteed number of games stored in the variable time table storage area 63h of the ROM 63. The variable time table group for after the guaranteed number of games includes: (iv) A variable time table for a jackpot and first-out mode used when a jackpot is won in a winning lottery and a first-out mode is won in a mode selection lottery in a game after the number of games since the start of the high-frequency support mode has reached the guaranteed number of games (hereinafter referred to as a variable time table for the jackpot and first-out mode after the guaranteed number of games); (v) A variable time table for a jackpot and a drop-out mode used when a jackpot is won in a winning lottery and a drop-out mode is won in a mode selection lottery in a game after the number of games played since the start of the high-frequency support mode has reached the guaranteed number of games (hereinafter referred to as a variable time table for the jackpot drop-out mode after the guaranteed number of games), (vi) A fluctuation time table for falling used when a player wins a falling lottery but does not win a jackpot in a winning lottery in a play after the number of plays since the start of the high frequency support mode has reached the guaranteed number of plays (hereinafter referred to as the "falling fluctuation time table after the guaranteed number of plays"); (vii) A variable time table for occurrence of a miss reach used when a reach (so-called miss reach) occurs without winning the fall lottery and without winning the jackpot in the win lottery in a play after the number of plays since the start of the high frequency support mode has reached the guaranteed number of plays (hereinafter referred to as the variable time table for occurrence of a miss reach after the guaranteed number of plays), In step Sl1405, the variable time table for the after guaranteed number of plays / jackpot first-drop mode, which is (iv), is specified from (iv) to (vii). The variable time table for the after guaranteed number of plays / jackpot first-drop mode is, for example, a variable time table for executing a life-or-death battle presentation as the battle presentation and a victory presentation as the result announcement presentation (see FIG. 21). After executing step Sl1405, the process proceeds to step Sl1406.

[0329] In step Sl1406, the variable time table specified in step Sl1405 is referenced to obtain variable time information corresponding to the value of the current variable type counter CS obtained in step Sl1201 of the variable time setting process (FIG. 35). In the following step Sl1407, the variable time information obtained in step Sl1406 is set in a variable time counter area provided in the various counter areas 64f of the RAM 64. Thereafter, the variable time setting process after the guaranteed number of games is terminated.

[0330] On the other hand, in step Sl1403, if it is determined that the result of the mode selection lottery for the current game round is not the first-to-drop mode, that is, the last-to-drop mode (Sl1403: NO), the process proceeds to step Sl1408.

[0331] In step Sl1408, the variable time table for the jackpot post-drop mode is specified from the variable time table group for after the guaranteed number of games stored in the variable time table storage area 63h of the ROM 63. Specifically, the variable time table for after the guaranteed number of games / after the jackpot post-drop mode, which is (v), is specified from the above-mentioned (iv) to (vii). The variable time table for after the guaranteed number of games / after the jackpot post-drop mode is, for example, a variable time table for executing a superiority battle presentation as a battle presentation and executing a victory presentation as a result announcement presentation (see FIG. 22). After executing step Sl1408, the process proceeds to step Sl1406 described above, and the variable time table specified in step Sl1408 is referenced to obtain variable time information corresponding to the value of the current variation type counter CS. Then, the process proceeds to step Sl1407, and the obtained variable time information is set in a variable time counter area provided in the various counter area 64f of the RAM 64. Then, the variable time setting process after the guaranteed number of games is terminated.

[0332] In addition, in step Sl1402, if it is determined that the player wins the fall lottery for the current game (Sl1402: YES), the process proceeds to step Sl1405 without executing steps Sl1403 and Sl1404, and the variable time table for the after-guaranteed-game-count-and-first-drop-of-jackpot mode is specified. If the player wins the fall lottery for the game count after the guaranteed-game-count and wins the jackpot in the win lottery for the current game, the high-frequency support mode flag is turned OFF in step Sl1007 of the fall determination process (Fig. 33), and NO is determined in step Sl1110 of the win determination process (Fig. 34), so the first-drop mode flag is not turned ON by step Sl1115 of the win determination process (Fig. 34). For this reason, in the variable time setting process after the guaranteed number of plays, in order to avoid the process of step Sl1403, the process of step Sl1402 for determining the fall flag is provided between step Sl1401 and step Sl1403. Then, when the determination of step Sl1402 is YES, the process proceeds to step Sl1405, and the variable time table for the after guaranteed number of plays / jackpot first fall mode is specified.

[0333] In step Sl1401, if it is determined that the result of the winning lottery for the current game round is not a big win (Sl1401: NO), the process proceeds to step Sl1409, where it is determined whether or not the fall lottery for the current game round has been won. Specifically, it is determined whether or not the fall flag stored in the various flag storage area 64g of the RAM 64 is ON. In step Sl1409, if it is determined that the fall flag is ON (Sl1409: YES), the process proceeds to step Sl1410.

[0334] In step Sl1410, a fluctuation time table for falling is specified from a group of fluctuation time tables for after the guaranteed number of games stored in the fluctuation time table storage area 63h of the ROM 63. Specifically, the fluctuation time table for after the guaranteed number of games and falling, which is (vi), is specified from the above-mentioned (iv) to (vii). The fluctuation time table for after the guaranteed number of games and falling is, for example, a fluctuation time table for executing a life and death battle presentation as a battle presentation and executing a defeat presentation as a result announcement presentation (see FIG. 18). After executing step Sl1410, the process proceeds to step Sl1406, and referring to the fluctuation time table specified in step Sl1410, fluctuation time information corresponding to the current value of the fluctuation type counter CS is obtained. Then, the process proceeds to step Sl1407, and the obtained fluctuation time information is set in a fluctuation time counter area provided in the various counter area 64f of the RAM 64. Then, the process of setting the fluctuation time after the guaranteed number of games is terminated.

[0335] In step Sl1409, if it is determined that the player has not won the falling lottery for the current game round (Sl1409: NO), the process proceeds to step Sl1411, and it is determined whether or not a reach occurs in the current game round. If the player has not won the big win in the winning lottery for the current game round in step Sl1401, and if the player has not won the falling lottery for the current game round in step Sl1409, this process (step Sl1411) is executed. Therefore, in step Sl1411, it is determined whether or not a reach (so-called miss reach) occurs in the game round among the game rounds in which the player has not won the falling lottery and has not won the big win in the winning lottery. Specifically, it is determined whether or not the reach occurrence flag stored in the various flag storage area 64g of the RAM 64 is ON, and if it is ON, it is determined that a reach occurs (Sl1411: YES), and the process proceeds to step Sl1412.

[0336] In step Sl1412, the reach occurrence flag stored in the various flag storage area 64g of the RAM 64 is shifted from ON to OFF. After that, the process proceeds to step Sl1413.

[0337] In step Sl1413, a variable time table for a loss reach occurrence is specified from a group of variable time tables for after the guaranteed number of games stored in the variable time table storage area 63h of the ROM 63. Specifically, a variable time table for after the guaranteed number of games and a loss reach occurrence, which is (vii), is specified from the above-mentioned (iv) to (vii). The variable time table for after the guaranteed number of games and a loss reach occurrence is, for example, a variable time table for executing a superiority battle presentation as a battle presentation and executing a draw presentation as a result announcement presentation (see FIG. 23). After executing step Sl1413, the process proceeds to step Sl1406, and the variable time table specified in step Sl1413 is referenced to obtain variable time information corresponding to the value of the current variation type counter CS. Then, the process proceeds to step Sl1407, and the obtained variable time information is set in a variable time counter area provided in the various counter area 64f of the RAM 64. Then, the variable time setting process after the guaranteed number of games is terminated.

[0338] On the other hand, if it is determined in step Sl1411 that no reach will occur in the current game (Sl1411: NO), the process proceeds to step Sl1414, where the non-reach-occurrence variable time table stored in the variable time table storage area 63h is referenced to obtain the variable time corresponding to the current value of the variable type counter CS. The process of step Sl1414 is the same as the process of step Sl1209 in the variable time setting process (FIG. 35). Then, the process proceeds to step Sl1407, where the obtained 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 after the guaranteed number of games is terminated.

[0339] <Variable end processing> Next, the fluctuation end process will be described. The fluctuation end process is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control process (FIG. 29: S10604).

[0340] FIG. 38 is a flow chart showing the variation end process. In step Sl1501, it is determined whether or not the variation time for the current game has elapsed. As described above, the variation time is the time from when the pattern rows start to vary until all the pattern rows stop, and is part of the unit game time. Specifically, in step Sl1501, it is determined whether or not the value of the variation time information stored in the variation time counter area (various counter area 64f) of RAM 64 has become "0". The value of the variation time information is set in the variation time setting process (FIG. 35) described above. The value of this set variation time information is decremented by 1 each time the timer interrupt process is started.

[0341] In step Sl1501, if it is determined that the fluctuation time has not elapsed (Sl1501: NO), this fluctuation end process is ended.

[0342] In step Sl1501, if it is determined that the change time has elapsed (Sl1501: YES), the process proceeds to step Sl1502, and a process is performed to end the change of the symbols in the symbol display section corresponding to the current game round among the first symbol display section 37a and the second symbol display section 37b. In the following step Sl1503, the special symbol change display flag stored in the special symbol change display flag storage area in the various flag storage area 64g of the RAM 64 is turned OFF. After executing step Sl1503, the process proceeds to step Sl1504.

[0343] In step Sl1504, it is determined whether the result of the winning lottery for the current game is a jackpot win. Specifically, it is determined whether any of the 16R variable jackpot flag, the 8R variable jackpot flag, and the 8R normal jackpot flag in RAM64 is ON. In step Sl1504, if none of the above flags is ON, that is, if it is determined that the result of the winning lottery for the current game is not a jackpot win (Sl1504: NO), it proceeds to step Sl1505.

[0344] In step S11505, it is determined whether the support mode is the high-frequency support mode or not, specifically, whether the high-frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON or not.

[0345] In step Sl1505, if it is determined that the high frequency support mode flag is ON (Sl1505: YES), the process proceeds to step Sl1506, where it is determined whether the value of the guaranteed play count counter PNC exceeds 0. In step Sl1506, if it is determined that the value of the guaranteed play count counter PNC exceeds 0 (Sl1506: YES), the process proceeds to step Sl1507, where the value of the guaranteed play count counter PNC is decremented by 1. After executing step Sl1507, the process proceeds to step Sl1508. On the other hand, in step Sl1506, if it is determined that the value of the guaranteed play count counter PNC is 0 or less (Sl1506: NO), the process proceeds to step Sl1508 without executing step Sl1507.

[0346] In step S11508, it is determined whether the lottery mode is the high probability mode or not. Specifically, it is determined whether the high probability mode flag in the various flags storage area 64g of the RAM 64 is ON or not.

[0347] In step S1508, if it is determined that the high probability mode flag is not ON (S1508: NO), the process proceeds to step S1509, where it is determined whether or not the number of games continuously executed in the high frequency support mode has not yet reached the guaranteed number of games (for example, 100 games) (=before the guaranteed number of games). Specifically, it is determined whether or not the value of the guaranteed number of games counter PNC exceeds 0.

[0348] In step Sl1509, if it is determined that the value of the guaranteed play counter PNC is not greater than 0 (step Sl1509: NO), that is, if it is determined that the guaranteed play count is not reached, the process proceeds to step Sl1510, where the high frequency support mode flag is turned OFF. After executing step Sl1510, the process proceeds to step Sl1511.

[0349] In step Sl1511, it is determined whether or not the fall flag stored in the various flag storage area 64g of the RAM 64 is ON. If it is determined in step Sl1511 that the fall flag is ON (Sl1511: YES), the process proceeds to step Sl1512, where the fall flag is turned OFF. After executing step Sl1512, this variable time end process is terminated.

[0350] If it is determined in step Sl1508 that the high probability mode flag is ON (Sl1508: YES), or if it is determined in step Sl1509 that the guaranteed number of games has not yet been reached (Sl1509: YES), this variable time end process is terminated without executing steps Sl1510 to Sl1512. Also, if it is determined in step Sl1511 that the fall flag is not ON (Sl1511: NO), this variable time end process is terminated without executing step Sl1512.

[0351] On the other hand, if it is determined in step Sl1505 that the high frequency support mode flag is not ON (Sl1505: NO), the process proceeds to step Sl1513.

[0352] In step Sl1513, it is determined whether or not the fall flag stored in the various flag storage area 64g of the RAM 64 is ON. If it is determined in step Sl1513 that the fall flag is ON (Sl1513: YES), the process proceeds to step Sl1514, where the fall flag is turned OFF. After executing step Sl1514, this variable time end process is terminated.

[0353] In step Sl1513, if it is determined that the fall flag is not ON (Sl1513: NO), this variable time ending process is ended without executing step Sl1514.

[0354] In step Sl1504, if any of the 16R probability variable jackpot flag, 8R probability variable jackpot flag, and 8R normal jackpot flag is ON, that is, if it is determined that the result of the winning lottery for this game round is a jackpot win (Sl1504: YES), the process proceeds to step Sl1515, and the open / close execution mode flag in the various flag storage area 64g of the RAM 64 is turned ON. After executing step Sl1515, this variable time end process is terminated.

[0355] <Game state transition processing> Next, the game state transition process will be described. The game state transition process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 28: S10507).

[0356] Fig. 39 is a flow chart showing the game state transition process. In step Sl1601, it is determined whether the ending period flag is ON or not. The ending period flag is turned ON at the end of the large prize opening opening and closing processing period in the opening and closing execution mode (at the start of the ending period), and is turned OFF at the end of the ending period. The ending period is a period for executing the ending performance in the opening and closing execution mode.

[0357] In step Sl1601, if it is determined that the ending period flag is not ON (Sl1601: NO), the process proceeds to step Sl1602, where it is determined whether the opening / closing processing period flag is ON. The opening / closing processing period flag is turned ON when the opening period ends during the opening / closing execution mode and the large prize opening opening / closing processing period, which is the period during which the opening / closing operation of the opening / closing door 36b of the variable prize winning device 36 is executed, begins, and is turned OFF when the opening / closing operation of the opening / closing door 36b ends.

[0358] In step S1602, if it is determined that the opening / closing processing period flag is not ON (S1602: NO), the process proceeds to step S1603, 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 is set to OFF at the end of the opening period.

[0359] In step Sl1603, if it is determined that the opening period flag is not ON (Sl1603: NO), the process proceeds to step Sl1604, where it is determined whether the opening / closing execution mode flag is ON. In step Sl1604, if it is determined that the opening / closing execution mode flag is ON (Sl1604: YES), the process proceeds to step Sl1605. On the other hand, in step Sl1604, if it is determined that the opening / closing execution mode flag is OFF (Sl1604: NO), the game state transition process is terminated as it is.

[0360] In step S1605, the high probability mode flag is turned OFF. Then, the process proceeds to step S1606. In step S1606, the high frequency support mode flag is turned OFF. Then, the process proceeds to step S1607.

[0361] In step S11607, an opening / closing scenario setting process is executed to set an opening / closing scenario. The opening / closing scenario determines the pattern of the opening / closing operation of the opening / closing door 36b in a round of play, and in this embodiment, it is a program in which the conditions for transitioning the opening / closing door 36b from a closed state to an open state (hereinafter also referred to as "opening conditions") and the conditions for transitioning the opening / closing door 36b from an open state to a closed state (hereinafter also referred to as "closing conditions"). The opening / closing scenario is stored in the opening / closing scenario storage area 63i of the ROM 63.

[0362] The release conditions are, for example, as follows: The current state of the pachinko machine 10 is the timing to start each round of play in the open / close execution mode. When one of the above items is met, the opening and closing door 36b transitions from the closed state to the open state.

[0363] The closing conditions are, for example, as follows: The time elapsed since the start of each round of play exceeds a predetermined maximum duration (for example, 15 seconds). The number of game balls entering the big prize opening 36a after the start of each round of play exceeds the predetermined upper limit. When either one of the above two conditions is met, the opening and closing door 36b transitions from an open state to a closed state.

[0364] After executing step S11607, the process proceeds to step S11608 described above.

[0365] In step Sl1608, an opening time setting process is executed. The opening time setting process is a process for setting the time length of the opening period in the opening / closing execution mode (hereinafter also referred to as the opening time). In this embodiment, the same fixed opening time is set for each opening period. Specifically, "3000" (i.e., 6 sec) is set in the third timer counter area T3 that determines the opening time. The third timer counter area T3 is provided in the various counter area 64f of the RAM 64. After executing step Sl1608, the process proceeds to step Sl1609.

[0366] In step Sl1609, an opening command is set. The set opening command is sent to the sound and light emission control device 90 in step Sl0503 in the normal processing (FIG. 28). This opening command includes information on the set opening time and the number of rounds in the current opening / closing execution mode. Based on the received opening command, the sound and light emission control device 90 determines the content of the performance corresponding to the opening time and the large prize opening / closing processing period, and controls various devices so that the determined content is executed. After executing step Sl1609, the process proceeds to step Sl1610, where the opening period flag is turned ON. After that, the game state transition process ends.

[0367] In step Sl1603, if it is determined that the opening period flag is ON (Sl1603: YES), the process proceeds to step Sl1611.

[0368] In step Sl1611, 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 Sl1611 that the opening period has ended (Sl1611: YES), the process proceeds to step Sl1612, where the opening period flag is turned OFF. Then, the process proceeds to step Sl1613.

[0369] In step Sl1613, a process for starting a round display for notifying the type of the current open / close execution mode is executed. Specifically, the address information stored in the stop result address storage area of ​​the RAM 64 is confirmed. Then, based on the confirmed address information, the stop result data corresponding to the address information is specified from the stop result data group stored in the ROM 63, and the content of the number of rounds is confirmed from the specified stop result data. After that, the content of the confirmed number of rounds is output to the round display section 39 in the main display section 45. As a result, the round information related to the above output is displayed in the round display section 39. After executing step Sl1613, the process proceeds to step Sl1614.

[0370] In step Sl1614, the opening / closing processing period flag is turned ON. In the following step Sl1615, an opening / closing processing start command is set. The opening / closing processing start command is a command for making the sub-side control device recognize that the opening / closing processing period has started. The opening / closing processing start command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 28: step Sl0503). After executing step Sl1615, this game state transition process is terminated.

[0371] In step Sl1602, if it is determined that the open / close processing period flag is ON (Sl1602: YES), the process proceeds to step Sl1616, where the special prize opening open / close processing is executed. The special prize opening open / close processing will be described later. After executing step Sl1616, the process proceeds to step Sl1617.

[0372] In step Sl1617, it is determined whether the special prize opening / closing process has been completed. Specifically, it is determined whether the special prize opening / closing process has been completed based on whether the value of the first round counter area RC1 for counting the number of times the opening / closing door 36b has been opened is "0". If it is determined in step Sl1617 that the special prize opening / closing process has been completed (Sl1617: YES), the process proceeds to step Sl1618. On the other hand, if it is determined in step Sl1617 that the special prize opening / closing process has not been completed (Sl1617: NO), the game state transition process is terminated as is.

[0373] In step S1618, the opening / closing process period flag is turned OFF, and then the process proceeds to step S1619.

[0374] In step Sl1619, a process for ending the round display is executed. In this process, the 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 Sl1619, the process proceeds to step Sl1620.

[0375] In step Sl1620, an ending time setting process is executed. The ending time setting process is a process for setting the time length of the ending period in the opening / closing execution mode (hereinafter also referred to as the ending time). In this embodiment, the same fixed ending time is set for each ending period. Specifically, "3000" (i.e., 6 sec) is set in the fourth timer counter area T4 that determines the ending time. The fourth timer counter area T4 is provided in the various counter area 64f of the RAM 64. After executing step Sl1620, the process proceeds to step Sl1621.

[0376] In step Sl1621, an ending command is set. This set ending command is sent to the sound and light emission control device 90 in step Sl0503 in the normal processing (FIG. 28). In the sound and light emission control device 90, the performance corresponding to the opening / closing execution mode is ended based on receiving the ending command. After executing step Sl1621, the process proceeds to step Sl1622.

[0377] In step S11622, the ending period flag is turned ON. Then, the game state transition process is terminated.

[0378] In step Sl1601, when it is determined that the ending period flag is ON (Sl1601: YES), the process proceeds to step Sl1623.

[0379] In step Sl1623, 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 (Sl1620) is "0". If it is determined in step Sl1620 that the value of the fourth timer counter area T4 set as the ending time is "0" (Sl1623: YES), the process proceeds to step Sl1624.

[0380] In step Sl1624, the ending period flag is turned OFF. After that, the process proceeds to step Sl1625, where the transition process at the end of the ending period is executed. The transition process at the end of the ending period is a process for setting various modes for the game round after the current ending period ends. The details of the transition process at the end of the ending period will be described later. After executing step Sl1625, the process proceeds to step Sl1626, where the open / close execution mode flag is turned OFF. After executing step Sl1626, the process proceeds to step Sl1627.

[0381] In step Sl1627, it is determined whether the total reserved number CRN is "0". If the total reserved number CRN is "0", it means that the start reserved number is "0" for both the first start port 33 and the second start port 34. In step Sl1627, if it is determined that the total reserved number CRN is "0" (Sl1627: YES), proceed to step Sl1628.

[0382] In step Sl1628, a customer waiting command is set. The customer waiting command is a command including information for making the audio and light emitting control device 90, which is the sub-side control device, recognize that no reserved information is stored in the reserved information storage area 64b at the time when the variation of the symbols (game round) is finished. This set customer waiting command is transmitted to the audio and light emitting control device 90 in step Sl1628 in the normal processing (FIG. 28). After executing step Sl1628, this game round control processing is terminated.

[0383] On the other hand, in step Sl1627, if it is determined that the total reserved number CRN is not "0" (Sl1627: NO), the game number control process ends. Also, in step Sl1623, if it is determined that the value of the fourth timer counter area T4 set as the ending time is not "0" (Sl1623: NO), the game state transition process ends.

[0384] <Big prize opening and closing process> Next, the special prize opening / closing process will be described. The special prize opening / closing process is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 39: S11616).

[0385] Fig. 40 is a flow chart showing the large prize opening / closing process. In step Sl1701, it is determined whether the opening / closing door 36b is open or not. Specifically, the determination is made based on the drive state of the variable prize drive unit 36c. In step Sl1701, if it is determined that the opening / closing door 36b is not open (Sl1701: NO), the process proceeds to step Sl1702.

[0386] In step S11702, it is determined whether the opening condition of the opening door 36b is satisfied. Specifically, the opening scenario set by the opening scenario setting process is read, and it is determined whether it is the timing to open the opening door 36b. In step S11702, if it is determined that the opening condition of the opening door 36b is satisfied (S11702: YES), the process proceeds to step S11703.

[0387] In step S11703, the door 36b is opened, and then the process proceeds to step S11704.

[0388] In step Sl1704, a door open command is set. The door open command is a command for making the sub-side control device recognize that the door 36b has been opened. The door open command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 28: step Sl0503). After step Sl1704 is executed, the big prize opening open process is terminated.

[0389] In step Sl1702, when it is determined that the opening condition for the opening / closing door 36b is not satisfied (Sl1702: NO), the big prize opening...

Claims

[Claim 1] a game process execution means capable of executing a predetermined game process when a predetermined power is supplied; a power interruption processing execution means capable of executing a predetermined power interruption processing when it is determined that the predetermined power is interrupted in a predetermined state; Equipped with A gaming machine that can be put into a playable state when the predetermined power is supplied in a predetermined manner after a power outage, a displacement means that is displaceable between a first position and a second position, and that can be in a predetermined non-energized state when located at the first position and can be in a predetermined energized state when located at the second position; A storage means capable of holding predetermined information during a power outage; an initialization switch that is displaceable between a pressed state and an unpressed state, and that can initialize at least a part of the information stored in the storage means when the predetermined power is supplied in the pressed state; a means for determining the predetermined information stored in the storage means when the predetermined power is supplied after a power interruption; a state determination means for determining a state of the displacement means when the predetermined power is supplied to the gaming machine; a process execution means for determining information corresponding to a position of the displacement means by the state determination means at a predetermined timing after the predetermined power is supplied to the gaming machine, executing a first process in a first case where it is determined by the determination that information corresponding to the displacement means being located at the first position is set, and executing a second process which is different from the first process and is for displacing the displacement means to the first position in a second case where it is determined by the determination that information corresponding to the displacement means being located at the first position is not set; Equipped with This gaming machine is A launch permission condition determination means for determining whether a predetermined launch permission condition is satisfied; a launching means for launching a game ball based on a predetermined launching operation being performed; Equipped with In the first case, when the launch permission condition determination means determines that the predetermined launch permission condition is satisfied, the launch means is configured to launch the game ball; This gaming machine is an acquisition possibility condition determination means for determining whether or not an acquisition possibility condition for obtaining predetermined lottery information is satisfied; a lottery information storage means capable of storing the predetermined lottery information up to a predetermined upper limit number; Equipped with the lottery information storage means is configured to store the predetermined lottery information when the acquisition condition determination means determines that the acquisition condition is satisfied in the first case, This gaming machine is A variable execution enabling condition judging means for judging whether or not a variable execution enabling condition for executing a predetermined variable display is established; A variable display means for executing the predetermined variable display; Equipped with When the variable execution enabling condition determination means determines that the variable execution enabling condition is satisfied in the first case, the variable display means is configured to execute the predetermined variable display, This gaming machine is A ball entry detection means for detecting a game ball entering a predetermined ball entry means; a ball entry detection condition determining means for determining whether or not a ball entry detection condition for detecting a game ball entering the predetermined ball entry means is satisfied; Equipped with In the first case, when the ball entry detection condition determination means determines that the ball entry detection condition is satisfied, the ball entry into the predetermined ball entry means is detected. This gaming machine is a bonus-giving mode execution means for executing a bonus-giving mode capable of granting a predetermined bonus to a player; In the second case, the bonus-granting mode is executed by the bonus-granting mode execution means when a predetermined condition is satisfied in a predetermined game state after the supply of the predetermined power is started. A gaming machine characterized by:

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