Pachinko machine
Patent Information
- Application Number
- JP2024025537
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-22
- Publication Date
- 2025-07-01
- Estimated Expiration
- 2040-02-28
AI Technical Summary
Existing gaming machines lack improvements in increasing player interest, reducing processing load, optimizing processing, simplifying control, and simplifying structure while deterring fraudulent actions and unauthorized modifications.
The gaming machine incorporates a first and second ball entry means, information acquisition and storage, determination means, game round execution, auxiliary means for ball entry, state transition control, and display means for continuous and varied special effect images based on predetermined conditions.
Enhances player interest through varied game experiences and improved control mechanisms, while reducing processing load and simplifying structure, and deters fraudulent actions.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In gaming machines such as pachinko machines and slot machines, technical improvements are being made from various perspectives such as structure, control, and presentation, with the aim of increasing the enjoyment of the game, reducing the processing load of the gaming machine, optimizing processing, simplifying control, and simplifying the structure (for example, Patent Document 1).
[0003] Additionally, various technical improvements have been made with the aim of improving the soundness of gaming, such as by detecting and preventing fraudulent acts by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2011-172988 A Summary of the Invention [Problem to be solved by the invention]
[0005] In gaming machines such as those described above, further technological improvements are desired in order to increase the enjoyment of the game, reduce the processing load of the gaming machine, optimize processing, simplify control, simplify the structure, and provide a more sound game experience. [Means for solving the problem]
[0006] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized in the following forms.
[0007] [Mode] (This mode is mainly based on the 16th embodiment and its modified examples below) A first ball entry means through which a game ball can enter; A second ball entry means through which the game ball can enter; An information acquisition means for acquiring special information in response to a game ball entering the first ball entry means or the second ball entry means; an acquired information storage means for respectively storing first special information, which is the special information acquired when a gaming ball enters the first ball entry means, and second special information, which is the special information acquired when a gaming ball enters the second ball entry means; A determination means for determining whether the special information stored in the acquired information storage means satisfies a first predetermined condition, the determination being made with priority to the second special information over the determination being made with respect to the first special information; a game round execution means for executing a game round when a game round is defined as a period from the start of a game operation for notifying the result of the judgment by the judgment means to the end of the game operation; An assisting means for assisting the game ball to enter the second ball entry means; A state transition means for transitioning the state of the assistance means between a first state which makes it impossible or difficult for the game ball to enter the second ball entry means and a second state which makes it possible or easy for the game ball to enter the second ball entry means; A control means for controlling the state transition means, the control means having at least a first control mode and a second control mode in which it is easier for a game ball to enter the second ball entry means than in the first control mode, as control modes in which the state transition means transitions the state of the auxiliary means; In a gaming machine comprising: the control means includes means for switching a state of the assistance means from the first state to the second state with a predetermined probability when a predetermined condition is established in a predetermined game state; The gaming machine is capable of displaying a specific effect image for the first special information in a predetermined number of consecutive game times in the predetermined game state, a first display means capable of displaying the specific effect image in a specific number of game times for the second special information, the number being equal to or less than an upper limit number of the second special information that can be stored in the acquired information storage means in the predetermined game state; A second display means capable of displaying the specific effect image in the game for the first special information, which is executed continuously after the game for the second special information of the specific number of times is completed; a presentation image switching means for switching the specific presentation image to a predetermined presentation image when a specific condition is established in the game for the first special information, which is executed continuously after the end of the game for the second special information of the specific number of times; Equipped with The effect image switching means is a means for displaying the predetermined effect image with a degree of expectation higher than the degree of expectation when the specific effect image is displayed; 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 10 according to a first embodiment. [Diagram 2] FIG. [Diagram 3] FIG. 2 is an explanatory diagram for explaining a distribution mechanism 120. [Figure 4] 13 is an explanatory diagram illustrating a normal electric accessory 53. FIG. [Diagram 5] 1 is an explanatory diagram showing the symbols and the display surface 41a variably displayed on the liquid crystal display device 41. FIG. [Figure 6] 2 is a block diagram showing the electrical configuration of the pachinko machine 10. FIG. [Figure 7] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Figure 8]An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 9] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 10] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 11] FIG. 13 is an explanatory diagram showing the contents of a win / loss table (win / loss table for electric reel opening lottery) used when conducting an electric reel opening lottery. [Figure 12] 1 is an explanatory diagram illustrating the types of support modes that the pachinko machine 10 can execute. [Figure 13] An explanatory diagram illustrating the manner in which game balls are circulated when the low frequency support mode is executed. [Figure 14] An explanatory diagram showing the manner in which game balls are circulated when high frequency support mode A is executed. [Figure 15] An explanatory diagram showing the manner in which game balls are circulated when high frequency support mode B is executed. [Figure 16] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 17] 13 is a flowchart showing a timer interrupt process. [Figure 18] A flowchart showing the ball entry processing for the starting hole. [Figure 19] 13 is a flowchart showing a destination determination process. [Figure 20] 13 is a flowchart showing a jackpot / reach information acquisition process. [Figure 21] 13 is a flowchart showing a variable time information acquisition process. [Figure 22] 13 is a flowchart showing a through ball entry process. [Figure 23] 13 is a flowchart showing a normal process. [Figure 24] 13 is a flowchart showing a game play control process. [Diagram 25] 13 is a flowchart showing a data setting process. [Figure 26] 13 is a flowchart showing a fluctuation start process. [Figure 27] 13 is a flowchart showing a variable time setting process. [Figure 28] 13 is a flowchart showing a game state transition process. [Figure 29] A flowchart showing the process of opening and closing the large prize opening. [Diagram 30] 13 is a flowchart showing a transition process at the end of an ending period. [Diagram 31] 13 is a flowchart showing a process for electric utility support. [Diagram 32] 11 is a flowchart showing an electric utility switching process. [Diagram 33] 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. [Diagram 34] 13 is a flowchart showing a timer interrupt process executed in an MPU 92 of the audio and light emission control device 90. [Diagram 35] 13 is a flowchart showing a state storage process. [Diagram 36] 13 is a flowchart showing a support mode effect process. [Figure 37] 13 is a flowchart showing processing for game play presentation. [Figure 38] 13 is a flowchart showing a process for setting a performance pattern. [Figure 39] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Diagram 40] 4 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Diagram 41] 4 is a flowchart showing a V interrupt process executed in the MPU 102 of the display control device 100. [Diagram 42] 13 is an explanatory diagram showing the distribution mechanism 120, the normal electric device 53, and each starting port in the first modified example. FIG. [Diagram 43] FIG. 13 is an explanatory diagram illustrating a high frequency support mode A in the first modification example. [Diagram 44]FIG. 13 is an explanatory diagram illustrating a high frequency support mode B in the first modification example. [Diagram 45] 13 is an explanatory diagram showing the distribution mechanism 120, the normal electric device 53, and each starting port in the second modified example. FIG. [Figure 46] FIG. 11 is an explanatory diagram illustrating a high frequency support mode A in the second modification example. [Figure 47] FIG. 11 is an explanatory diagram illustrating a high frequency support mode B in the second modification example. [Figure 48] 13 is an explanatory diagram showing the distribution mechanism 120, the normal electric device 53, and each starting port in the third modified example. FIG. [Figure 49] FIG. 13 is an explanatory diagram illustrating a high frequency support mode A in the third modified example. [Figure 50] FIG. 13 is an explanatory diagram illustrating a high frequency support mode B in the third modification example. [Figure 51] 13 is an explanatory diagram showing the distribution mechanism 120, the normal electric device 53, and each starting port in the fourth modified example. FIG. [Figure 52] FIG. 13 is an explanatory diagram illustrating a high frequency support mode A in the fourth modified example. [Figure 53] FIG. 13 is an explanatory diagram illustrating a high frequency support mode B in the fourth modified example. [Figure 54] 13 is an explanatory diagram showing the distribution mechanism 120, the normal electric device 53, and each starting port in the fifth modified example. FIG. [Figure 55] FIG. 13 is an explanatory diagram illustrating a high frequency support mode A in the fifth modified example. [Figure 56] FIG. 13 is an explanatory diagram illustrating a high frequency support mode B in the fifth modified example. [Figure 57] 13 is an explanatory diagram showing the distribution mechanism 120, the normal electric device 53, and each starting port in the sixth modified example. FIG. [Figure 58] FIG. 23 is an explanatory diagram illustrating a high frequency support mode A in the sixth modified example. [Figure 59] FIG. 23 is an explanatory diagram illustrating a high frequency support mode B in the sixth modification example. [Figure 60] 1 is an explanatory diagram showing an example of the configuration of a normal electric device 53. FIG. [Figure 61] 23 is a flowchart showing a variable time setting process in Modification 12. [Figure 62] 13 is a flowchart showing a variable time setting process for a low frequency support mode. [Figure 63] 13 is a flowchart showing a variable time setting process for high frequency support mode A. [Figure 64] 13 is a flowchart showing a variable time setting process for high frequency support mode B. [Figure 65] 23 is a flowchart showing a process for setting a presentation pattern in the twelfth modification example. [Figure 66] 13 is a flowchart showing a performance pattern setting process for a low-frequency support mode. [Figure 67] 13 is a flowchart showing the effect pattern setting process for high frequency support mode A. [Figure 68] This is an explanatory diagram explaining the presentation pattern in the first starting port play in high frequency support mode A. [Figure 69] This is an explanatory diagram explaining the continuous presentation in the first starting port play in high frequency support mode A. [Figure 70] This is an explanatory diagram explaining the presentation pattern in the second starting port play in high frequency support mode A. [Figure 71] 13 is a flowchart showing the effect pattern setting process for high frequency support mode B. [Figure 72] FIG. 11 is a perspective view of a pachinko machine according to a second embodiment. [Figure 73] FIG. 2 is a rear view of the pachinko machine. [Figure 74] FIG. [Figure 75] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Figure 76] FIG. 2 is an explanatory diagram showing the V acquisition challenge mechanism. [Figure 77] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 78]FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Figure 79] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 80] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 81] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 82] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 83] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 84] 11 is a timing chart for explaining a first opening and closing scenario. [Figure 85] An explanatory diagram showing the movement of the game ball in the V acquisition challenge mechanism. [Figure 86] An explanatory diagram showing the movement of the game ball in the V acquisition challenge mechanism. [Figure 87] An explanatory diagram showing the movement of the game ball in the V acquisition challenge mechanism. [Figure 88] 11 is a timing chart for explaining a second opening and closing scenario. [Figure 89] 13 is a timing chart for explaining a third opening and closing scenario. [Figure 90] 13 is a flowchart showing a timer interrupt process. [Figure 91] A flowchart showing the ball entry processing for the starting hole. [Figure 92] 13 is a flowchart showing a destination determination process. [Figure 93] 13 is a flowchart showing a through ball entry process. [Figure 94] 13 is a flowchart showing a normal process. [Figure 95] 13 is a flowchart showing a game play control process. [Figure 96] 13 is a flowchart showing a data setting process. [Figure 97] 13 is a flowchart showing a fluctuation start process. [Figure 98] 13 is a flowchart showing a hit determination process. [Figure 99] 13 is a flowchart showing a variable time setting process. [Figure 100] 13 is a flowchart showing a game state transition process. [Figure 101] A flowchart showing the process of opening and closing the large prize opening. [Figure 102] 13 is a flowchart showing a shutter opening / closing process. [Figure 103] A flowchart showing the V prize determination process. [Figure 104] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 105] 13 is a flowchart showing a process for electric utility support. [Fig. 106] 4 is a flowchart showing an electric utility opening / closing control process. [Figure 107] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 108] 13 is a flowchart showing a command response process. [Fig. 109] 13 is a flowchart showing a pending command handling process. [Figure 110] 13 is a flowchart showing an update process when a ball goes in. [Figure 111] 13 is a flowchart showing the game play presentation setting process. [Figure 112] 13 is a flowchart showing a performance pattern setting process. [Figure 113] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 114] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 115] 13 is a flowchart showing a command interrupt process. [Fig. 116] 13 is a flowchart showing a V interrupt process. [Figure 117] An explanatory diagram showing a delay unit provided in a pachinko machine of modified example 2. [Fig. 118] An explanatory diagram showing a variable winning device provided in a pachinko machine of variant example 19. [Figure 119] FIG. 23 is an explanatory diagram showing the contents of a distribution table in Modification 22. [Figure 120] FIG. 11 is a perspective view of a pachinko machine according to a third embodiment. [Figure 121] FIG. 2 is a rear view of the pachinko machine. [Figure 122] FIG. [Figure 123] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Figure 124] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 125] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 126] An explanatory diagram showing the contents of a win / lose table. [Figure 127] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 128] An explanatory diagram showing the contents of a drop-off lottery win / loss table used when conducting a drop-off lottery. [Figure 129] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 130] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 131] This is a timing chart explaining the processing when a drop-out lottery is won in a play after the guaranteed number of plays has been reached. [Fig. 132] 13 is an explanatory diagram illustrating the display surface of the symbol display device when a battle performance or a result announcement performance is being executed. FIG. [Fig. 133] 11 is an explanatory diagram showing an example of a battle effect and a result notification effect. FIG. [Fig. 134]13 is a timing chart for explaining the processing performed when a jackpot is won in a winning lottery in a play after the guaranteed number of plays has been reached in the pachinko machine of Comparative Example 1. [Fig. 135] 13 is a timing chart for explaining the processing when a jackpot is won in a winning lottery in a play after the guaranteed number of plays has been reached in a pachinko machine of the third embodiment. [Fig. 136] An explanatory diagram showing game state judgment values for each flag value of the high probability mode flag, the high frequency support mode flag, and the fall flag. [Fig. 137] 13 is a timing chart explaining the procedure of processing in a game after the guaranteed number of games is reached in a pachinko machine of a third embodiment. [Figure 138] 13 is a flowchart showing a timer interrupt process. [Figure 139] A flowchart showing the ball entry processing for the starting hole. [Fig. 140] 13 is a flowchart showing a destination determination process. [Fig. 141] 13 is a flowchart showing a through ball entry process. [Fig. 142] 13 is a flowchart showing a normal process. [Fig. 143] 13 is a flowchart showing a game play control process. [Fig. 144] 13 is a flowchart showing a fluctuation start process. [Fig. 145] 13 is a flowchart showing a hold information shift process. [Fig. 146] 13 is a flowchart showing a fall determination process. [Fig. 147] 13 is a flowchart showing a hit determination process. [Fig. 148] 13 is a flowchart showing a gaming state determination process. [Figure 149] 13 is a flowchart showing a variable time setting process. [Fig. 150] 13 is a flowchart showing a variable time setting process for a low probability and low frequency state. [Fig. 151]13 is a flowchart showing a variable time setting process for a low probability, high frequency state. [Fig. 152] 13 is a flowchart showing a variable time setting process for a high probability and high frequency state. [Fig. 153] 13 is a flowchart showing a variable time setting process for a low fall probability / high frequency state. [Fig. 154] 13 is a flowchart showing a variable time setting process for a low fall probability and low frequency state. [Fig. 155] 13 is a flowchart showing a fluctuation end process. [Fig. 156] 13 is a flowchart showing a game state transition process. [Fig. 157] A flowchart showing the process of opening and closing the large prize opening. [Fig. 158] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 159] 13 is a flowchart showing a process for electric utility support. [Fig. 160] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 161] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 162] 13 is a flowchart showing processing for game play presentation. [Fig. 163] 13 is a flowchart showing the game play presentation setting process. [Fig. 164] 13 is a flowchart showing a performance pattern setting process. [Fig. 165] 13 is a flowchart showing a process for setting a presentation pattern for a low probability, low frequency state. [Fig. 166] 13 is a flowchart showing a presentation pattern setting process for a low probability, high frequency state. [Fig. 167] 13 is a flowchart showing a presentation pattern setting process for a high probability and high frequency state. [Fig. 168] 13 is a flowchart showing a process for setting a presentation pattern for a low probability / high frequency fall state. [Fig. 169]13 is a flowchart showing a process for setting a presentation pattern for a low probability and low frequency fall state. [Fig. 170] 13 is a flowchart showing processing for executing game play presentations. [Fig. 171] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 172] 13 is a flowchart showing a command interrupt process. [Fig. 173] 13 is a flowchart showing a V interrupt process. [Fig. 174] 13 is a timing chart illustrating the processing procedure for a game play after the guaranteed number of games is reached in the pachinko machine of the first modified example. [Fig. 175] 13 is a flowchart showing a fluctuation start process. [Fig. 176] 13 is a flowchart showing a hit determination process. [Fig. 177] 13 is a flowchart showing a gaming state determination process. [Fig. 178] 23 is a flowchart showing a hit determination process in Modification 16. [Fig. 179] 13 is a flowchart showing a gaming state determination process. [Fig. 180] 13 is a flowchart showing a variable time setting process. [Fig. 181] 13 is a flowchart showing a variable time setting process for a high probability low frequency state. [Fig. 182] 13 is a flowchart showing a performance pattern setting process. [Fig. 183] 13 is a flowchart showing a presentation pattern setting process for a high probability low frequency state. [Fig. 184] 13 is a flowchart showing the game round presentation setting process in variant example 18. [Fig. 185] 13 is a flowchart showing a performance pattern setting process. [Fig. 186] 13 is a flowchart showing a presentation pattern setting process for a high probability, low frequency state during a latent probability change. [Fig. 187]13 is a flowchart showing the process of setting a presentation pattern for a high probability, low frequency state when the support mode is simulated. [Fig. 188] FIG. 11 is a perspective view of a pachinko game machine according to a fourth embodiment. [Fig. 189] 1 is a rear view of the pachinko machine 10. FIG. [Fig. 190] FIG. [Fig. 191] FIG. 4 is an explanatory diagram showing a liquid crystal pattern and a display surface 41a. [Fig. 192] 2 is a block diagram showing the electrical configuration of the pachinko machine 10. FIG. [Fig. 193] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Fig. 194] An explanatory diagram showing the contents of a win / lose table. [Fig. 195] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 196] An explanatory diagram showing the contents of a win / lose table for a drop lottery. [Figure 197] An explanatory diagram showing the contents of a winning / losing table for the lottery for opening electric gimmicks. [Figure 198] 2 is a block diagram showing the electrical configuration of the audio and light emission control device 90 and the display control device 100. FIG. [Figure 199] 1 is a time chart for explaining an outline of the process (Case 1). [Figure 200] FIG. 13 is an explanatory diagram illustrating an example of a fall-back jackpot presentation. [Figure 201] This is an explanatory diagram illustrating an example of a most advantageous jackpot opening presentation for a fall-back. [Fig. 202] 13 is a time chart for explaining an outline of the process (Case 2). [Fig. 203] 13 is a time chart for explaining an outline of the process (Case 3). [Fig. 204] 13 is a flowchart showing a timer interrupt process. [Fig. 205] A flowchart showing the ball entry processing for the starting hole. [Fig. 206]13 is a flowchart showing a destination determination process. [Fig. 207] 13 is a flowchart showing a through ball entry process. [Fig. 208] 13 is a flowchart showing a normal process. [Fig. 209] 13 is a flowchart showing a game play control process. [Fig. 210] 13 is a flowchart showing a fluctuation start process. [Fig. 211] 13 is a flowchart showing a hold information shift process. [Fig. 212] 13 is a flowchart showing a fall determination process. [Fig. 213] 13 is a flowchart showing a hit determination process. [Fig. 214] 13 is a flowchart showing a gaming state determination process. [Fig. 215] 13 is an explanatory diagram illustrating the details of the game state judgment value. FIG. [Fig. 216] 13 is a flowchart showing a variable time setting process. [Fig. 217] 13 is a flowchart showing a variable time setting process for a low probability and low frequency state. [Fig. 218] 13 is a flowchart showing a variable time setting process for a low probability, high frequency state. [Fig. 219] 13 is a flowchart showing a variable time setting process for a high probability and high frequency state. [Fig. 220] 13 is a flowchart showing a variable time setting process for a low fall probability / high frequency state. [Fig. 221] 13 is a flowchart showing a variable time setting process for a low fall probability and low frequency state. [Fig. 222] 13 is a flowchart showing a fluctuation end process. [Fig. 223] 13 is a flowchart showing a game state transition process. [Fig. 224] 13 is a flowchart showing an opening time setting process. [Fig. 225] A flowchart showing the process of opening and closing the large prize opening. [Fig. 226] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 227] 13 is a flowchart showing a process for electric utility support. [Fig. 228] 11 is a flowchart showing an electric utility switching process. [Fig. 229] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU 92. [Fig. 230] 13 is a flowchart showing processing for game play presentation. [Fig. 231] 13 is a flowchart showing a performance pattern setting process. [Fig. 232] 13 is a flowchart showing a process for setting a presentation pattern for a low probability, low frequency state. [Fig. 233] 13 is a flowchart showing a presentation pattern setting process for a low probability, high frequency state. [Fig. 234] 13 is a flowchart showing a presentation pattern setting process for a high probability and high frequency state. [Fig. 235] 13 is a flowchart showing a process for setting a presentation pattern for a low probability / high frequency fall state. [Fig. 236] 13 is a flowchart showing a process for setting a presentation pattern for a low probability and low frequency fall state. [Fig. 237] 13 is a flowchart showing an opening / closing execution mode performance setting process. [Fig. 238] 13 is a flowchart showing an opening effect process. [Fig. 239] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Fig. 240] 4 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Fig. 241] 4 is a flowchart showing a V interrupt process executed in the MPU 102 of the display control device 100. [Fig. 242] FIG. 23 is an explanatory diagram for explaining a modified example 10. [Fig. 243]FIG. 11 is a perspective view of a pachinko machine according to a fifth embodiment. [Fig. 244] FIG. 2 is a rear view of the pachinko machine. [Fig. 245] FIG. [Fig. 246] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 247] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 248] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 249] An explanatory diagram showing the contents of the win / lose table for the low probability mode. [Fig. 250] An explanatory diagram showing the contents of the win / loss table for the high probability mode. [Fig. 251] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 252] An explanatory diagram showing the contents of a hit / miss table for reach determination. [Fig. 253] An explanatory diagram showing the contents of a win / lose table for the lottery to open electric gimmicks. [Fig. 254] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 255] FIG. 4 is an explanatory diagram illustrating an example of a setting information display unit. [Fig. 256] FIG. 13 is an explanatory diagram showing an ending presentation displayed on a pattern display device. [Fig. 257] FIG. 13 is an explanatory diagram showing the correspondence relationship when the first miss occurs. [Fig. 258] An explanatory diagram showing the correspondence relationship for the first normal reach. [Fig. 259] An explanatory diagram showing the correspondence relationship for the first super reach. [Fig. 260] An explanatory diagram showing an example of an ending presentation including a setting suggestion presentation. [Fig. 261] 13 is a flowchart showing a timer interrupt process. [Fig. 262] A flowchart showing the ball entry processing for the starting hole. [Fig. 263] 13 is a flowchart showing a destination determination process. [Fig. 264] 13 is a flowchart showing a through ball entry process. [Fig. 265] 13 is a flowchart showing a normal process. [Fig. 266] 13 is a flowchart showing a setting change process. [Fig. 267] 13 is a flowchart showing a game play control process. [Fig. 268] 13 is a flowchart showing a fluctuation start process. [Fig. 269] 13 is a flowchart showing a hold information shift process. [Fig. 270] 13 is a flowchart showing a hit determination process. [Fig. 271] 13 is a flowchart showing a variable time setting process. [Fig. 272] 13 is a flowchart showing a fluctuation end process. [Fig. 273] 13 is a flowchart showing a game state transition process. [Fig. 274] A flowchart showing the process of opening and closing the large prize opening. [Fig. 275] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 276] 13 is a flowchart showing a process for electric utility support. [Fig. 277] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 278] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 279] 13 is a flowchart showing a command response process. [Fig. 280] 13 is a flowchart showing a pending command handling process. [Fig. 281] 13 is a flowchart showing an update process when a ball goes in. [Fig. 282] 13 is a flowchart showing the game play presentation setting process. [Fig. 283]13 is a flowchart showing a performance pattern setting process. [Fig. 284] 13 is a flowchart showing a reach-time presentation pattern setting process. [Fig. 285] FIG. 13 is an explanatory diagram showing the contents of a reach allocation table. [Fig. 286] 13 is a flowchart showing the process of setting a presentation pattern for a normal jackpot. [Fig. 287] This is a flowchart showing the process of setting a presentation pattern for a special jackpot. [Fig. 288] 13 is a flowchart showing the process of setting a performance pattern for when a player misses a win. [Fig. 289] 13 is a flowchart showing an ending performance setting process. [Fig. 290] This is an explanatory diagram showing a table group of setting suggestion correct / incorrect settings when the first miss occurs. [Fig. 291] An explanatory diagram showing a group of setting suggestion success / failure tables for the first normal reach. [Fig. 292] This is an explanatory diagram showing a group of setting suggestion success / failure tables for the first super reach. [Fig. 293] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 294] 13 is a flowchart showing a command interrupt process. [Fig. 295] 13 is a flowchart showing a V interrupt process. [Fig. 296] 13 is a flowchart showing a reach-time presentation pattern setting process in Modification 1. [Fig. 297] 13 is a flowchart showing the process of referring to a performance pattern table for a normal reach. [Fig. 298] 13 is a flowchart showing the process of referring to a performance pattern table for a super reach. [Figure 299] 13 is a flowchart showing the process of setting a presentation pattern for a normal jackpot. [Figure 300] This is a flowchart showing the process of referring to the performance pattern table for normal reaches and regular jackpots. [Fig. 301] This is a flowchart showing the process of referring to the performance pattern table for super reach and normal jackpot. [Fig. 302] This is a flowchart showing the process of setting a presentation pattern for a special jackpot. [Fig. 303] This is a flowchart showing the process of referring to the performance pattern table for normal reach and special jackpot. [Fig. 304] This is a flowchart showing the process of referring to the performance pattern table for super reach and special jackpot. [Fig. 305] 13 is a flowchart showing the process of setting a performance pattern for when a player misses a win. [Fig. 306] 13 is a flowchart showing the process of referring to the performance pattern table for when a player misses a win. [Fig. 307] 13 is a flowchart showing an ending performance setting process. [Fig. 308] A front view of a game board provided in a pachinko machine of modified example 2. [Fig. 309] 11 is an explanatory diagram showing how the distribution mechanism distributes game balls. FIG. [Fig. 310] 13 is a flowchart showing an update process when a ball goes in. [Fig. 311] 13 is a flowchart showing a reach-time presentation pattern setting process. [Fig. 312] 13 is a flowchart showing the process of setting a presentation pattern for a normal jackpot. [Fig. 313] This is a flowchart showing the process of setting a presentation pattern for a special jackpot. [Fig. 314] 13 is a flowchart showing the process of setting a performance pattern for when a player misses a win. [Fig. 315] 13 is a flowchart showing an ending performance setting process. [Fig. 316] This is an explanatory diagram showing a group of setting suggestion correct / incorrect tables for the first variation of the first pattern. [Fig. 317] This is an explanatory diagram showing a group of setting suggestion correct / incorrect tables for the second pattern of the first change. [Fig. 318]FIG. 13 is an explanatory diagram showing the contents of an allocation table for occurrence probability lottery in Modification Example 4. [Fig. 319] 13 is a flowchart showing an ending performance setting process. [Fig. 320] An explanatory diagram showing the contents of an allocation table for appearance period lottery. [Fig. 321] 20 is a flowchart showing an ending effect setting process in Modification 6. [Fig. 322] This is an explanatory diagram showing the contents of the setting suggestion correct / incorrect table for the first time incorrect. [Figure 323] This is an explanatory diagram showing the contents of the setting suggestion success / failure table for the first normal reach. [Fig. 324] This is an explanatory diagram showing the contents of the setting suggestion success / failure table for the first super reach. [Fig. 325] FIG. 13 is a perspective view of a pachinko machine according to a sixth embodiment. [Fig. 326] FIG. 2 is a rear view of the pachinko machine. [Fig. 327] FIG. [Fig. 328] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 329] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 330] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 331] An explanatory diagram showing the contents of a win / lose table. [Fig. 332] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 333] An explanatory diagram showing the contents of a drop-off lottery win / loss table used when conducting a drop-off lottery. [Fig. 334] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 335] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 336]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 337] 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 338] 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 339] 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. [Fig. 340] FIG. 11 is an explanatory diagram illustrating an example of a battle effect. [Fig. 341] FIG. 13 is an explanatory diagram illustrating an example of a result announcement effect executed after a battle effect. [Fig. 342] 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 343] 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. [Fig. 344] 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 345] 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. [Fig. 346] 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 347] 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. [Fig. 348] 13 is a flowchart showing a timer interrupt process. [Figure 349] A flowchart showing the ball entry processing for the starting hole. [Fig. 350] 13 is a flowchart showing a destination determination process. [Fig. 351] 13 is a flowchart showing a through ball entry process. [Fig. 352] 13 is a flowchart showing a normal process. [Fig. 353] 13 is a flowchart showing a game play control process. [Fig. 354] 13 is a flowchart showing a fluctuation start process. [Figure 355] 13 is a flowchart showing a hold information shift process. [Figure 356] 13 is a flowchart showing a gaming state determination process. [Figure 357] 13 is a flowchart showing a fall determination process. [Figure 358] 13 is a flowchart showing a hit determination process. [Figure 359] 13 is a flowchart showing a variable time setting process. [Figure 360] 13 is a flowchart showing a variable time setting process before the guaranteed number of games. [Fig. 361] 13 is a flowchart showing a variable time setting process after a guaranteed number of plays. [Fig. 362] 13 is a flowchart showing a fluctuation end process. [Figure 363] 13 is a flowchart showing a game state transition process. [Figure 364] A flowchart showing the process of opening and closing the large prize opening. [Figure 365] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 366] 13 is a flowchart showing a process for electric utility support. [Figure 367] 4 is a flowchart showing an electric utility opening / closing control process. [Figure 368] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 369] 13 is a flowchart showing processing for game play presentation. [Figure 370] 13 is a flowchart showing the game play presentation setting process. [Fig. 371] 13 is a flowchart showing a performance pattern setting process. [Fig. 372] 13 is a flowchart showing a presentation pattern setting process before the guaranteed number of plays. [Fig. 373] 13 is a flowchart showing the process of setting a presentation pattern after a guaranteed number of plays. [Fig. 374] 13 is a flowchart showing processing for executing game play presentations. [Figure 375] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 376] 13 is a flowchart showing a command interrupt process. [Figure 377] 13 is a flowchart showing a V interrupt process. [Figure 378] 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 379] 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 380] FIG. 13 is a perspective view of a pachinko machine according to a seventh embodiment. [Figure 381] FIG. [Figure 382] 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 383] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 384]This is an explanatory diagram showing the contents of various counters used in special lotteries, regular lotteries, etc. [Figure 385] An explanatory diagram showing the contents of the special drawing correctness determination table. [Figure 386] An explanatory diagram showing the contents of the special chart type determination table. [Figure 387] An explanatory diagram showing the contents of the special line opening and closing scenario selection table. [Figure 388] FIG. 13 is an explanatory diagram showing the contents of the general drawing pass / fail determination table. [Figure 389] An explanatory diagram showing the contents of a general map type determination table. [Figure 390] FIG. 2 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 391] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 392] 13 is a timing chart showing an example of a processing flow executed in a pachinko machine of the seventh embodiment. [Figure 393] FIG. 13 is an explanatory diagram showing an example of a presentation executed in the pachinko machine of the seventh embodiment. [Figure 394] FIG. 13 is an explanatory diagram showing an example of a presentation executed in the pachinko machine of the seventh embodiment. [Figure 395] 13 is a flowchart showing a timer interrupt process. [Figure 396] 13 is a flowchart showing the ball entry processing for a normal start gate. [Figure 397] This is a flowchart showing the ball entry processing for the special chart starting hole. [Figure 398] A flowchart showing the ball entry processing for the V entry port. [Figure 399] 13 is a flowchart showing a normal process. [Figure 400] 13 is a flowchart showing a normal symbol control process. [Fig. 401] 13 is a flowchart showing the normal pattern change start processing. [Fig. 402] 13 is a flowchart showing a general variable time setting process. [Fig. 403] 13 is a flowchart showing the normal pattern change stop processing. [Fig. 404] 13 is a flowchart showing the normal electric device control process. [Fig. 405] 13 is a flowchart showing normal power switching processing. [Fig. 406] 13 is a flowchart showing a special symbol control process. [Fig. 407] 13 is a flowchart showing the special pattern variation start processing. [Fig. 408] 13 is a flowchart showing a special chart variation time setting process. [Fig. 409] 13 is a flowchart showing the special pattern variation stop processing. [Fig. 410] 13 is a flowchart showing a special electric feature control process. [Fig. 411] 13 is a flowchart showing special line opening and closing processing. [Fig. 412] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 413] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 414] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Fig. 415] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Fig. 416] FIG. 13 is an explanatory diagram illustrating an example of a presentation executed in a pachinko machine according to a modified example of the seventh embodiment. [Fig. 417] FIG. 13 is an explanatory diagram illustrating an example of a presentation executed in a pachinko machine according to a modified example of the seventh embodiment. [Fig. 418] FIG. 13 is a perspective view of a pachinko game machine according to an eighth embodiment of the present invention. [Fig. 419] 1 is a rear view of the pachinko machine 10. FIG. [Fig. 420] FIG. [Fig. 421]An explanatory diagram explaining the delay mechanism 202 and the V winning mechanism 210. [Fig. 422] 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. [Fig. 423] 2 is a block diagram showing the electrical configuration of the pachinko machine 10. FIG. [Fig. 424] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Fig. 425] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 426] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 427] An explanatory diagram showing the contents of the distribution table for the first starting port. [Fig. 428] An explanatory diagram showing the contents of the distribution table for the second starting port. [Fig. 429] 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. 430] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 431] 1 is a block diagram mainly showing the electrical configuration of an audio and light emission control device 90 and a display control device 100. FIG. [Fig. 432] 1 is an explanatory diagram illustrating the flow of a game in the pachinko machine 10 of this embodiment. [Fig. 433] An explanatory diagram showing an example of a specific suggestion presentation. [Fig. 434] 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). [Fig. 435] 13 is a flowchart showing a timer interrupt process. [Fig. 436] A flowchart showing the ball entry processing for the starting hole. [Fig. 437] 13 is a flowchart showing a destination determination process. [Fig. 438]13 is a flowchart showing a through ball entry process. [Fig. 439] A flowchart showing the ball entry processing for the V entry port. [Fig. 440] 13 is a flowchart showing a normal process. [Fig. 441] 13 is a flowchart showing a game play control process. [Fig. 442] 13 is a flowchart showing a fluctuation start process. [Figure 443] 13 is a flowchart showing a hold information shift process. [Figure 444] 13 is a flowchart showing a hit determination process. [Figure 445] 13 is a flowchart showing a variable time setting process. [Fig. 446] 13 is a flowchart showing a fluctuation end process. [Figure 447] 13 is a flowchart showing a game state transition process. [Figure 448] 13 is a flowchart showing an opening / closing scenario setting process. [Figure 449] A flowchart showing the process of opening and closing the large prize opening. [Fig. 450] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 451] 13 is a flowchart showing a process for electric utility support. [Fig. 452] 11 is a flowchart showing an electric utility switching process. [Fig. 453] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU 92. [Fig. 454] 13 is a flowchart showing processing for game play presentation. [Fig. 455] 13 is a flowchart showing a game play presentation pattern setting process. [Fig. 456] 13 is a flowchart showing a game ball circulation pattern detection process. [Fig. 457] An explanatory diagram explaining the game ball count memory area. [Fig. 458]4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Fig. 459] 4 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Fig. 460] 4 is a flowchart showing a V interrupt process executed in the MPU 102 of the display control device 100. [Fig. 461] This is an explanatory diagram that explains a specific suggestion effect that drives a driving part. [Fig. 462] FIG. 4 is an explanatory diagram showing an example of an arrangement position of a detection sensor. [Fig. 463] FIG. 13 is an explanatory diagram showing an example of Modification 5. [Fig. 464] FIG. 13 is an explanatory diagram showing an example of Modification 6. [Fig. 465] FIG. 13 is an explanatory diagram showing an example of Modification 7. [Fig. 466] FIG. 13 is a perspective view of a pachinko machine according to a ninth embodiment. [Fig. 467] FIG. 2 is a rear view of the pachinko machine. [Fig. 468] FIG. [Fig. 469] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 470] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 471] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 472] An explanatory diagram showing the contents of a win / lose table. [Fig. 473] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 474] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 475] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 476] An explanatory diagram showing an example of changes in the first starting port holding area and the held digestion area. [Fig. 477] An explanatory diagram showing an example of changes in the second start port holding area and the held digestion area. [Fig. 478] An explanatory diagram illustrating the display mode of the hold display icon. [Fig. 479] 10 is an explanatory diagram showing the appearance when petals are displayed on the display surface of the pattern display device. FIG. [Fig. 480] FIG. 1 is an explanatory diagram showing a method for displaying first to fourth types of petals. [Figure 481] FIG. 11 is an explanatory diagram showing the behavior of a third type of petal. [Figure 482] 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. [Figure 483] 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. [Figure 484] 13 is a flowchart showing a timer interrupt process. [Figure 485] A flowchart showing the ball entry processing for the starting hole. [Figure 486] 13 is a flowchart showing a destination determination process. [Figure 487] 13 is a flowchart showing a through ball entry process. [Figure 488] 13 is a flowchart showing a normal process. [Figure 489] 13 is a flowchart showing a game play control process. [Fig. 490] 13 is a flowchart showing a fluctuation start process. [Figure 491] 13 is a flowchart showing a hold information shift process. [Fig. 492] 13 is a flowchart showing a hit determination process. [Figure 493] 13 is a flowchart showing a variable time setting process. [Figure 494] 13 is a flowchart showing a fluctuation end process. [Fig. 495] 13 is a flowchart showing a game state transition process. [Fig. 496] A flowchart showing the process of opening and closing the large prize opening. [Figure 497] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 498] 13 is a flowchart showing a process for electric utility support. [Figure 499] 4 is a flowchart showing an electric utility opening / closing control process. [Figure 500] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 501] 13 is a flowchart showing a pending command handling process. [Figure 502] 13 is a flowchart showing an update process when a ball goes in. [Figure 503] An explanatory diagram explaining the memory area for hold effects. [Figure 504] 13 is a flowchart showing a parameter setting process for hold effect. [Figure 505] 13 is a flowchart showing a display level upper limit setting process. [Figure 506] FIG. 13 is an explanatory diagram showing an upper limit table. [Figure 507] 13 is a flowchart showing the game play presentation setting process. [Figure 508] 13 is a flowchart showing a performance pattern setting process. [Figure 509] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 510] 13 is a flowchart showing a third type petal effect setting process. [Figure 511] 13 is a flowchart showing the process of setting the third type of petal effect for the first start port hold. [Figure 512] This is a flowchart showing the petal effect setting process for Special 1 and Hold 1. [Figure 513] FIG. 13 is an explanatory diagram showing a petal trajectory lottery table. [Figure 514] This is a flowchart showing the petal effect setting process for Special 1 and Hold 2. [Figure 515]This is a flowchart showing the petal effect setting process for Special 1 and Hold 3. [Fig. 516] This is a flowchart showing the petal effect setting process for Special 1 and Hold 4. [Figure 517] 13 is a flowchart showing the process of setting the third type of petal effect for the second start port hold. [Figure 518] A flowchart showing the hold display change setting process. [Figure 519] A flowchart showing the first start port hold display change setting process. [Fig. 520] A flowchart showing the second start port hold display change setting process. [Fig. 521] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 522] 13 is a flowchart showing a command interrupt process. [Figure 523] 13 is a flowchart showing a V interrupt process. [Figure 524] A flowchart showing the first start port hold display change setting process in variant example 1. [Figure 525] 13 is a flowchart showing a petal display change process. [Fig. 526] FIG. 13 is a perspective view of a pachinko machine according to the tenth embodiment. [Figure 527] FIG. 2 is a rear view of the pachinko machine. [Figure 528] FIG. [Figure 529] FIG. 2 is an explanatory diagram showing a display surface of the pattern display device. [Fig. 530] FIG. 2 is an explanatory diagram showing a pattern that is variably displayed on a pattern display device. [Fig. 531] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 532] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Figure 533] An explanatory diagram showing the contents of a win / lose table. [Fig. 534] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 535] FIG. 13 is an explanatory diagram showing a win / loss table for reach determination. [Fig. 536] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 537] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 538] FIG. 11 is an explanatory diagram illustrating an example of a character stage. [Figure 539] FIG. 11 is an explanatory diagram illustrating a non-character stage. [Fig. 540] 11 is an explanatory diagram showing an example of a battle effect and a result notification effect. FIG. [Figure 541] 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. 542] FIG. 2 is an explanatory diagram showing a schematic diagram of stage transitions executed in a pachinko machine. [Figure 543] FIG. 13 is an explanatory diagram showing the manner of stage transition in a character stage. [Fig. 544] FIG. 13 is an explanatory diagram showing the manner of stage transition in a non-character stage. [Figure 545] 13 is a flowchart showing a timer interrupt process. [Figure 546] A flowchart showing the ball entry processing for the starting hole. [Figure 547] 13 is a flowchart showing a destination determination process. [Figure 548] 13 is a flowchart showing a through ball entry process. [Figure 549] 13 is a flowchart showing a normal process. [Fig. 550] 13 is a flowchart showing a game play control process. [Fig. 551] 13 is a flowchart showing a fluctuation start process. [Figure 552] 13 is a flowchart showing a hold information shift process. [Figure 553]13 is a flowchart showing a hit determination process. [Fig. 554] 13 is a flowchart showing a variable time setting process. [Figure 555] 13 is a flowchart showing a fluctuation end process. [Fig. 556] 13 is a flowchart showing a game state transition process. [Figure 557] A flowchart showing the process of opening and closing the large prize opening. [Figure 558] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 559] 13 is a flowchart showing a process for electric utility support. [Fig. 560] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 561] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 562] 13 is a flowchart showing a pending command handling process. [Fig. 563] 13 is a flowchart showing an update process when a ball goes in. [Fig. 564] 13 is a flowchart showing the game play presentation setting process. [Fig. 565] 13 is a flowchart showing a performance pattern setting process. [Fig. 566] A flowchart showing the process of setting a presentation pattern for a big win. [Figure 567] FIG. 13 is an explanatory diagram showing the contents of a reach allocation table. [Figure 568] 13 is a flowchart showing a process for setting an effect pattern when a reach occurs or fails. [Fig. 569] 13 is a flowchart showing the process of referring to the performance pattern table when a super reach fails. [Fig. 570] FIG. 13 is an explanatory diagram showing the contents of a warrior character lottery table. [Fig. 571] FIG. 13 is an explanatory diagram showing the contents of a warrior character judgment value correspondence table. [Fig. 572]13 is a flowchart showing the process of referring to the performance pattern table when a special reach fails. [Fig. 573] 13 is a flowchart showing the process of setting a presentation pattern for when a reach does not occur or is missed. [Figure 574] 13 is a flowchart showing an update process at the start of fluctuation. [Figure 575] 13 is a flowchart showing a stage production process. [Fig. 576] 13 is a flowchart showing a stage transition process in a character stage. [Figure 577] FIG. 13 is an explanatory diagram showing the contents of a stage lottery table. [Figure 578] 13 is a flowchart showing stage transition processing in a non-character stage. [Fig. 579] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 580] 13 is a flowchart showing a command interrupt process. [Fig. 581] 13 is a flowchart showing a V interrupt process. [Fig. 582] 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 the eleventh embodiment. [Fig. 583] FIG. 1 is an explanatory diagram showing an example of music piece data and its performance form as the background art. [Fig. 584] FIG. 2 is an explanatory diagram illustrating a typical data structure of data stored in a ROM for audio data; [Figure 585] 2 is an explanatory diagram showing the configurations of first data A1 of song A and second data A2 of song A. FIG. [Fig. 586] 1 is an explanatory diagram showing the configurations of first data B1 of a piece of music B and second data B2 of a piece of music B. FIG. [Figure 587] 13 is a timing chart showing a reproduction procedure for a piece of music A in the sound output LSI 97. [Figure 588]13 is a timing chart showing a reproduction procedure for music piece B in the sound output LSI 97. [Figure 589] 1 is an explanatory diagram showing the data structure and performance form of a piece of music A in a reference example. FIG. [Fig. 590] 13 is a flowchart showing a timer interrupt process executed in an MPU 92 of the audio and light emission control device 90. [Fig. 591] 13 is a flowchart showing a BGM process. [Fig. 592] 13 is a flowchart showing a BGM playback start process. [Fig. 593] 13 is a flowchart showing a BGM continuous playback process. [Figure 594] 13 is a flowchart showing a playback start execution process executed in the sound output LSI 97. [Fig. 595] 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. 596] 13 is a flowchart showing a BGM continuous playback process. [Figure 597] 13 is a flowchart showing a first second data reproduction process. [Figure 598] 13 is a flowchart showing second data reproduction processing from the second time onwards. [Figure 599] 13 is a flowchart showing a playback start execution process executed in the sound output LSI 97. [Figure 600] FIG. 13 is an explanatory diagram showing a predetermined period that defines the transmission timing in Modification 5. [Fig. 601] FIG. 23 is an oblique view of a pachinko machine according to a twelfth embodiment. [Fig. 602] FIG. 2 is a rear view of the pachinko machine. [Figure 603] FIG. [Figure 604] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 605] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 606]FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Fig. 607] An explanatory diagram showing the contents of a win / lose table. [Figure 608] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 609] An explanatory diagram showing the contents of a winning / losing table for the lottery for opening electric gimmicks. [Figure 610] FIG. 23 is a block diagram showing the electrical configuration of the audio and light emission control device and the display control device of the twelfth embodiment. [Figure 611] FIG. 23 is an explanatory diagram illustrating a power switch according to a twelfth embodiment. [Figure 612] FIG. 11 is an explanatory diagram illustrating another example of the power switch. [Figure 613] FIG. 11 is an explanatory diagram illustrating another example of the power switch. [Figure 614] 23 is a flowchart showing a main process executed by a main MPU of the twelfth embodiment when the power is turned on. [Fig. 615] 23 is a flowchart showing a setting change process executed by a main MPU in the twelfth embodiment. [Fig. 616] 23 is a flowchart showing a setting confirmation process executed by a main MPU in the twelfth embodiment. [Fig. 617] 23 is a flowchart showing a timer interrupt process executed by a main MPU in the twelfth embodiment. [Fig. 618] 23 is a flowchart showing a power supply monitoring process executed by a main MPU in the twelfth embodiment. [Fig. 619] A flowchart showing the ball entry processing for the starting hole performed by the main MPU of the 12th embodiment. [Fig. 620] 23 is a flowchart showing a destination determination process executed by a master MPU in the twelfth embodiment. [Fig. 621] 12 is a flowchart showing the ball entry processing for the through gate executed by the main MPU of the 12th embodiment. [Fig. 622] 13 is a flowchart showing the game round control processing executed by the main MPU of the 12th embodiment. [Fig. 623] 12 is a flowchart showing the pending information shift processing executed by the main MPU of the 12th embodiment. [Fig. 624] 23 is a flowchart showing the fluctuation start processing executed by the main MPU of the twelfth embodiment. [Fig. 625] 23 is a flowchart showing a hit determination process executed by a master MPU in the twelfth embodiment. [Fig. 626] 23 is a flowchart showing a variable time setting process executed by a master MPU in the twelfth embodiment. [Figure 627] 13 is a flowchart showing the game state transition processing executed by the main MPU of the 12th embodiment. [Fig. 628] A flowchart showing the large prize opening and closing process executed by the main MPU in the 12th embodiment. [Figure 629] 23 is a flowchart showing the transition process at the end of the ending period executed by the main MPU of the twelfth embodiment. [Fig. 630] 12 is a flowchart showing the power support processing executed by the main MPU of the 12th embodiment. [Fig. 631] 23 is a flowchart showing an electric utility switching control process executed by a main MPU of the twelfth embodiment. [Figure 632] 23 is a flowchart showing main processing executed by an audio / optical side MPU of the twelfth embodiment. [Figure 633] 23 is a flowchart showing a startup date and time information storage process executed by the audio / optical side MPU of the twelfth embodiment. [Figure 634] 23 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU of the twelfth embodiment. [Fig. 635] 23 is a flowchart showing an activation type determination process executed by the sound and light side MPU of the twelfth embodiment. [Fig. 636] 23 is a flowchart showing an audio / optical side abnormality / power interruption flag response process executed by the audio / optical side MPU of the twelfth embodiment. [Figure 637]23 is a flowchart showing a timer interrupt process executed by the sound / light side MPU of the twelfth embodiment. [Fig. 638] 23 is a flowchart showing an audio / optical side power cut-off process executed by the audio / optical side MPU of the twelfth embodiment. [Figure 639] 23 is a flowchart showing the RTC performance processing executed by the sound and light side MPU of the twelfth embodiment. [Fig. 640] FIG. 13 is an explanatory diagram illustrating the RTC performance execution determination table. [Fig. 641] A flowchart showing the processing for stationary suggestion performance executed by the sound and light side MPU of the 12th embodiment. [Fig. 642] FIG. 23 is an explanatory diagram illustrating a movable object for presentation provided in a pachinko machine according to variant example 1 of the twelfth embodiment. [Fig. 643] FIG. 23 is an explanatory diagram illustrating a movable object for presentation provided in a pachinko machine according to variant example 1 of the twelfth embodiment. [Fig. 644] 23 is a flowchart showing a main process executed by a main MPU in a twelfth modification of the twelfth embodiment. [Fig. 645] 23 is a flowchart showing a power supply monitoring process executed by a main MPU in a twelfth modification of the twelfth embodiment. [Fig. 646] 23 is a flowchart showing a power interruption type determination process executed by the sound / light side MPU in the twelfth modification of the twelfth embodiment. [Fig. 647] 23 is a flowchart showing an audio / optical side power cut-off process executed by an audio / optical side MPU in a twelfth modification of the twelfth embodiment. [Fig. 648] 23 is a flowchart showing a power supply monitoring process executed by a main MPU in a thirteenth modification of the twelfth embodiment. [Fig. 649] 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 twelfth embodiment. [Fig. 650] 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 twelfth embodiment. [Fig. 651] FIG. 23 is a perspective view of a pachinko machine according to the thirteenth embodiment. [Fig. 652]FIG. 2 is a rear view of the pachinko machine. [Fig. 653] FIG. [Fig. 654] FIG. 2 is an explanatory diagram showing the starting port unit. [Fig. 655] 13 is an explanatory diagram showing the flow of game balls when the distribution piece is in the first position Q1. [Fig. 656] An explanatory diagram showing the flow of game balls when the distribution piece is in the second position Q2. [Fig. 657] An explanatory diagram showing the first route in the starting port unit. [Fig. 658] An explanatory diagram showing the second route in the starting port unit. [Fig. 659] An explanatory diagram showing the third route in the starting port unit. [Fig. 660] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 661] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 662] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Figure 663] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 664] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 665] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 666] FIG. 13 is an explanatory diagram showing a win / loss table for reach determination. [Fig. 667] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 668] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 669] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Fig. 670] FIG. 13 is an explanatory diagram showing various aspects of a low-probability low-support state, a low-probability high-support state, a high-probability high-support state, and a high-probability low-support state. [Fig. 671] 13 is a flowchart showing a timer interrupt process. [Fig. 672] A flowchart showing the ball entry processing for the starting hole. [Fig. 673] 13 is a flowchart showing ball entry processing for a fall entrance. [Fig. 674] 13 is a flowchart showing a normal process. [Fig. 675] 13 is a flowchart showing a game play control process. [Fig. 676] A flowchart showing the fluctuation start processing for the first starting port. [Fig. 677] A flowchart showing the pending information shift processing for the first starting port. [Fig. 678] 13 is a flowchart showing the determination process for the first starting port. [Fig. 679] A flowchart showing the process of setting the variable time for the first starting port. [Fig. 680] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the first starting port. [Fig. 681] A flowchart showing the process of acquiring variable time information during a low probability high support state for the first starting port. [Fig. 682] A flowchart showing the process of acquiring variable time information during a high probability high support state for the first starting port. [Fig. 683] A flowchart showing the process of acquiring variable time information during a high probability low support state for the first starting port. [Fig. 684] 13 is a flowchart showing the first fluctuation stop processing. [Fig. 685] A flowchart showing the fluctuation start processing for the second starting port. [Fig. 686] A flowchart showing the pending information shift processing for the second starting port. [Fig. 687] A flowchart showing the determination process for the second starting port. [Figure 688] A flowchart showing the process of setting the variable time for the second starting port. [Figure 689]A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the second starting port. [Fig. 690] A flowchart showing the process of acquiring variable time information during a low probability high support state for the second starting port. [Fig. 691] A flowchart showing the process of acquiring variable time information during a high probability high support state for the second starting port. [Fig. 692] A flowchart showing the process of acquiring variable time information during a high probability low support state for the second starting port. [Fig. 693] 13 is a flowchart showing a second fluctuation stop process. [Fig. 694] 13 is a flowchart showing a game state transition process. [Fig. 695] 13 is a flowchart showing an opening / closing scenario setting process. [Fig. 696] 13 is a flowchart showing an opening time setting process. [Fig. 697] 13 is a flowchart showing a process performed when an opening period flag is ON. [Fig. 698] 13 is a flowchart showing a process when an opening / closing process period flag is ON. [Figure 699] A flowchart showing the process of opening and closing the large prize opening. [Fig. 700] 13 is a flowchart showing a process when an ending period flag is ON. [Fig. 701] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 702] 13 is a flowchart showing a process for electric utility support. [Fig. 703] 11 is a flowchart showing an electric utility switching process. [Fig. 704] 13 is a flowchart showing a game ball distribution control process. [Fig. 705] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 706] 13 is a flowchart showing a pending command handling process. [Fig. 707]13 is a flowchart showing an update process when a ball goes in. [Fig. 708] 13 is a flowchart showing the game play presentation setting process. [Fig. 709] 13 is a flowchart showing a display mode switching process. [Fig. 710] 13 is a flowchart showing the process for setting the special 1 game play presentation. [Fig. 711] 13 is a flowchart showing a first effect pattern setting process. [Fig. 712] This is a flowchart showing the process of setting the presentation pattern for the first starting port in a low-probability, low-support state. [Fig. 713] This is a flowchart showing the process of setting the presentation pattern when in a low probability high support state for the first starting port. [Fig. 714] This is a flowchart showing the process of setting the presentation pattern during a high probability high support state for the first starting port. [Fig. 715] This is a flowchart showing the process of setting the presentation pattern when in a high probability low support state for the first starting port. [Fig. 716] 13 is a flowchart showing the process for setting the performance of special game round 2. [Fig. 717] 13 is a flowchart showing a second effect pattern setting process. [Fig. 718] A flowchart showing the process of setting the presentation pattern for the second starting port in a low-probability, low-support state. [Fig. 719] A flowchart showing the process of setting the presentation pattern for the second starting port in a low probability high support state. [Fig. 720] A flowchart showing the process of setting the presentation pattern during a high probability high support state for the second starting port. [Fig. 721] A flowchart showing the process of setting the presentation pattern for the second starting port in a high probability low support state. [Fig. 722] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 723] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Fig. 724] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Fig. 725] An explanatory diagram showing a starting port unit in a modified example. [Fig. 726] FIG. 21 is an oblique view of a pachinko machine according to a fourteenth embodiment. [Fig. 727] FIG. 2 is a rear view of the pachinko machine. [Fig. 728] FIG. [Fig. 729] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 730] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 731] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 732] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 733] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 734] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 735] An explanatory diagram showing the contents of a win / lose table for a drop lottery. [Fig. 736] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 737] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 738] FIG. 2 is an explanatory diagram showing the flow of play in a pachinko machine. [Fig. 739] 13 is a flowchart showing a timer interrupt process. [Fig. 740] A flowchart showing the ball entry processing for the starting hole. [Fig. 741] 13 is a flowchart showing a destination determination process. [Fig. 742] 13 is a flowchart showing a through ball entry process. [Fig. 743]13 is a flowchart showing a normal process. [Fig. 744] 13 is a flowchart showing a game play control process. [Fig. 745] 13 is a flowchart showing a fluctuation start process. [Fig. 746] 13 is a flowchart showing a hold information shift process. [Fig. 747] 13 is a flowchart showing a fall determination process. [Fig. 748] 13 is a flowchart showing a hit determination process. [Fig. 749] 13 is a flowchart showing a variable time setting process. [Fig. 750] 13 is a flowchart showing a fluctuation end process. [Fig. 751] 13 is a flowchart showing a time-saving granting process. [Fig. 752] 13 is a flowchart showing a game state transition process. [Fig. 753] A flowchart showing the process of opening and closing the large prize opening. [Fig. 754] 13 is a flowchart showing a shutter opening / closing process. [Fig. 755] A flowchart showing the V prize determination process. [Fig. 756] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 757] 13 is a flowchart showing a process for electric utility support. [Fig. 758] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 759] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 760] 13 is a flowchart showing a pending command handling process. [Fig. 761] 13 is a flowchart showing the game play presentation setting process. [Fig. 762] 13 is a flowchart showing a performance pattern setting process. [Fig. 763] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 764] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 765] 13 is a flowchart showing a command interrupt process. [Fig. 766] 13 is a flowchart showing a V interrupt process. [Fig. 767] FIG. 21 is an oblique view of a pachinko machine according to the fifteenth embodiment. [Fig. 768] FIG. 2 is a rear view of the pachinko machine. [Fig. 769] FIG. [Fig. 770] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 771] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 772] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 773] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 774] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 775] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 776] An explanatory diagram showing the contents of a win / lose table for a drop lottery. [Fig. 777] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 778] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 779] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Fig. 780] 13 is a flowchart showing a timer interrupt process. [Fig. 781] A flowchart showing the ball entry processing for the starting hole. [Fig. 782] 13 is a flowchart showing a destination determination process. [Fig. 783]13 is a flowchart showing a through ball entry process. [Fig. 784] 13 is a flowchart showing a normal process. [Fig. 785] 13 is a flowchart showing a game play control process. [Fig. 786] 13 is a flowchart showing a fluctuation start process. [Fig. 787] 13 is a flowchart showing a hold information shift process. [Fig. 788] 13 is a flowchart showing a fall determination process. [Fig. 789] 13 is a flowchart showing a hit determination process. [Fig. 790] 13 is a flowchart showing a variable time setting process. [Fig. 791] 13 is a flowchart showing a fluctuation end process. [Fig. 792] 13 is a flowchart showing a time-saving granting process. [Fig. 793] 13 is a flowchart showing a game state transition process. [Fig. 794] A flowchart showing the process of opening and closing the large prize opening. [Fig. 795] 13 is a flowchart showing a shutter opening / closing process. [Fig. 796] A flowchart showing the V prize determination process. [Fig. 797] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 798] 13 is a flowchart showing a process for electric utility support. [Fig. 799] 4 is a flowchart showing an electric utility opening / closing control process. [Figure 800] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 801] 13 is a flowchart showing a pending command handling process. [Fig. 802] 13 is a flowchart showing the game play presentation setting process. [Fig. 803] 13 is a flowchart showing a performance pattern setting process. [Fig. 804] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 805] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 806] 13 is a flowchart showing a command interrupt process. [Fig. 807] 13 is a flowchart showing a V interrupt process. [Fig. 808] FIG. 13 is an explanatory diagram showing the flow of a game in a pachinko machine of modified example 1. [Fig. 809] An explanatory diagram showing the contents of a distribution table for a first starting hole provided in a pachinko machine of the modified example 2. [Fig. 810] An explanatory diagram showing the flow of play in a pachinko machine of modified example 2. [Fig. 811] An explanatory diagram showing the contents of the hit / lose table (for low probability mode) for the second starting port in variant example 3. [Fig. 812] FIG. 11 is an explanatory diagram showing the flow of the game in a pachinko machine of modified example 3. [Fig. 813] FIG. 21 is an oblique view of a pachinko machine according to the sixteenth embodiment. [Fig. 814] FIG. 2 is a rear view of the pachinko machine. [Fig. 815] FIG. [Fig. 816] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 817] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 818] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 819] An explanatory diagram showing the contents of a win / lose table. [Fig. 820] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 821] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 822]2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 823] An explanatory diagram showing an example of changes in the first starting port holding area and the held digestion area. [Fig. 824] An explanatory diagram showing an example of changes in the second start port holding area and the held digestion area. [Fig. 825] This is an explanatory diagram showing a case where a jackpot is included in the special 1 reservation during normal play. [Fig. 826] This is an explanatory diagram showing the changing display and premonition preview performance (first time) for Special 1 Reserve 1. [Fig. 827] This is an explanatory diagram showing the changing display and premonition preview performance (second time) for Special 1 Reserve 2. [Fig. 828] This is an explanatory diagram showing the changing display and premonition preview performance (3rd time) for Special 1 Reserve 3. [Fig. 829] An explanatory diagram showing the relationship between the number of times a premonition notice effect appears and the scheduled effects to be executed. [Fig. 830] This is an explanatory diagram showing the variable display, reach performance, and stop display for Special 1 Reserve 4. [Fig. 831] This is a time chart showing a series of performances for Special 1 Reserve 1 to Special 1 Reserve 4 on a timeline. [Fig. 832] An explanatory diagram showing the basic concept of the continuous hold presentation adopted in the pachinko machine 10 of the 16th embodiment. [Fig. 833] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 1. [Fig. 834] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 1, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Fig. 835] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 2. [Fig. 836] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 2, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Fig. 837] An explanatory diagram showing the relationship between the color of the same pattern and the scheduled performance. [Fig. 838] This is an explanatory diagram showing a series of presentations executed during a game round for Special 2 Reserve 1. [Fig. 839] 4 is a time chart showing Comparative Example 1. [Fig. 840] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 3. [Fig. 841] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 3, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Fig. 842] 13 is an explanatory diagram showing the content of the charge performance. [Fig. 843] This is an explanatory diagram showing a series of presentations executed during a game round for Special 2 Reserve 1. [Fig. 844] 13 is a flowchart showing a timer interrupt process. [Fig. 845] A flowchart showing the ball entry processing for the starting hole. [Fig. 846] 13 is a flowchart showing a destination determination process. [Fig. 847] 13 is a flowchart showing a through ball entry process. [Fig. 848] 13 is a flowchart showing a normal process. [Fig. 849] 13 is a flowchart showing a game play control process. [Fig. 850] 13 is a flowchart showing a fluctuation start process. [Fig. 851] 13 is a flowchart showing a hold information shift process. [Fig. 852] 13 is a flowchart showing a hit determination process. [Fig. 853] 13 is a flowchart showing a variable time setting process. [Fig. 854] 13 is a flowchart showing a fluctuation end process. [Fig. 855] 13 is a flowchart showing a game state transition process. [Fig. 856] A flowchart showing the process of opening and closing the large prize opening. [Fig. 857] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 858] 13 is a flowchart showing a process for electric utility support. [Fig. 859] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 860] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 861] 13 is a flowchart showing a pending command handling process. [Fig. 862] 13 is a flowchart showing the game play presentation setting process. [Fig. 863] 13 is a flowchart showing a performance pattern setting process. [Fig. 864] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 865] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 866] 13 is a flowchart showing a command interrupt process. [Fig. 867] 13 is a flowchart showing a V interrupt process. [Fig. 868] An explanatory diagram conceptually showing the state of special 1 reservation in variant example 10. [Fig. 869] 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. 870] 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. 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 gA to the feature group gP of <Z> below): <2> Second embodiment (mainly corresponds to the features hA group to hF group of <Z> below): Third embodiment (mainly corresponds to the features iA group to iH group of Z below): <4> Fourth embodiment (mainly corresponds to the feature group jA to the feature group jO of <Z> below): <5> Fifth embodiment (mainly corresponds to the feature kA group to feature kW group of <Z> below): <6> Sixth embodiment (mainly corresponds to the feature group lA to feature group lH of <Z> below): <7> Seventh embodiment (mainly corresponds to the feature group mA to feature group mR of <Z> below): <8> Eighth embodiment (mainly corresponds to the feature group nA to feature group nN in <Z> below): <9> Ninth embodiment (mainly corresponds to the features oA group to oJ group of <Z> below): <10> Tenth embodiment (mainly corresponds to the features pA group to pL group of <Z> below): <11> Eleventh embodiment (mainly corresponds to the feature group qA to feature group qM in <Z> below): <12> Twelfth embodiment (mainly corresponds to the feature group rA to feature group rV in <Z> below): <13> Thirteenth embodiment (mainly corresponds to the features SA group to SV group of <Z> below): <14> Fourteenth embodiment (mainly corresponds to the features tA group to tP group of <Z> below): <<15>> Fifteenth embodiment (mainly corresponds to the feature group uA to the feature group uU of <<Z>> below): <<16>> Sixteenth embodiment (mainly corresponds to the feature group vA to feature group vR 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: The structure of the gaming machine in this embodiment will be described.
[0012] FIG. 1 is a perspective view of a pachinko machine 10 in the first embodiment. 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 arranged 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 arranged. 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.
[0013] 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 of the front door frame 14. 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 performance effect by lighting or blinking when the pachinko machine 10 performs a winning lottery, when a winning lottery 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.
[0014] 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.
[0015] A performance operation button 24 is provided in front of the periphery of the upper tray 20 as an operation receiving means. 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.
[0016] Furthermore, an operating handle 25 for the player to operate is provided on the right side of the front door frame 14 when viewed from the front. 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 driving 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 the 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.
[0017] In addition, a game ball launch button 26 for the player to operate is provided on the left side of the periphery of the upper tray 20 when viewed from the front. When the game ball launch button 26 is operated by the player, the 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. In other words, by operating the game ball launch button 26, the player can perform a so-called "right shot". In the following description, the case where the game ball is launched by operating the operation handle 25 and flows to the left side of the game board when viewed from the front and flows down the left side of the game board may be expressed as the player "hitting from the left". In addition, 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. In other words, the player can realize the launch of the game ball triggered by the operation of the game ball launch button 26 by operating the game ball launch button 26 after turning on at least the touch sensor 25a by gripping the operation handle 25.
[0018] In this embodiment, the game ball launch button 26 is arranged on the left side of the periphery of the upper tray 20 when viewed from the front, but the game ball launch button 26 may be arranged in another position. For example, the game ball launch button 26 may be arranged inside (on the periphery) of the operating handle 25, similar to the wait button 25b. This allows the player to operate the operating handle 25, the wait button 25b, and the game ball launch button 26 with only the right hand.
[0019] FIG. 2 is a front view of the game board 30. The game board 30 is made of plywood, and a game area PA is formed on 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.
[0020] The game board 30 is provided with a general winning hole 32, a first starting hole 33a, a first starting hole 33b, a second starting hole 34, a through gate 35a, a through gate 35b, a normal electric role object 53, a variable winning device 54, and a distribution mechanism 120. The game board 30 is also provided with a variable display unit 40 and a main display section 45. The main display section 45 has a special chart unit 37, a normal chart unit 38, and a round display section 39.
[0021] The general winning openings 32 are ball entry openings through which game balls can enter, and a plurality of such openings are provided on the game board 30. In this embodiment, when a game ball enters the general winning opening 32, ten game balls are paid out from the payout device 71 as prize balls.
[0022] The distribution mechanism 120 is disposed below the center of the game board 30. The distribution mechanism 120 alternately distributes the game balls that have reached the distribution mechanism 120 to two flow paths. Of the two flow paths distributed by the distribution mechanism 120, one flow path guides the game balls to the first start port 33a, and the other flow path guides the game balls to the first start port 33b. The structure of the distribution mechanism 120 will be described in detail later.
[0023] The first starting hole 33a and the first starting hole 33b are ball entry holes through which game balls can enter. As shown in FIG. 2, the first starting hole 33a is disposed at a position where game balls allocated to the left side when the game board 30 is viewed from the front by the distribution mechanism 120 can enter. The first starting hole 33b is disposed at a position where game balls allocated to the right side when the game board 30 is viewed from the front by the distribution mechanism 120 can enter. In this embodiment, when a game ball enters the first starting hole 33a or the first starting hole 33b, one game ball is paid out as a prize ball, and a winning lottery, which will be described later, is executed. Note that the number of prize balls paid out when a game ball enters the first starting hole 33a or the first starting hole 33b is not limited to one, and a configuration in which two or more balls are paid out may be adopted.
[0024] The second starting hole 34 is an entrance hole through which a game ball can enter. As shown in FIG. 2, the second starting hole 34 is disposed between the first starting hole 33a and the first starting hole 33b. 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. Note that the number of prize balls paid out when a game ball enters the second starting hole 34 is not limited to three, and a configuration in which two or less, or four or more balls are paid out may be adopted.
[0025] The variable winning device 54 includes a big winning opening 54a that leads to the back side of the game board 30, and an opening / closing door 54b that opens and closes the big winning opening 54a. The opening / closing door 54b is normally in a closed state in which a game ball cannot enter the big winning opening 54a. When a game ball enters the first starting opening 33a, the first starting opening 33b, or the second starting opening 34, the main control device 60 executes a winning lottery (internal lottery). When a big win is won as a result of the winning lottery, the pachinko machine 10 transitions to an opening / closing execution mode. The opening / closing execution mode is a mode in which the opening / closing process of the opening / closing door 54b of the variable winning device 54 is executed. Specifically, when the opening / closing door 54b of the variable winning device 54 transitions to the opening / closing execution mode, it transitions from a closed state in which a game ball cannot enter to an open state in which a game ball can enter, and transitions again to a closed state after a predetermined condition is satisfied. In this embodiment, when a gaming ball enters the large winning opening 54a of the variable winning device 54, the payout device 71 pays out 15 gaming balls as prize balls.
[0026] The through gate 35a and the through gate 35b are through gates that trigger a lottery for operating the normal electric role 53. As shown in FIG. 2, the through gate 35a is disposed in the distribution mechanism 120. The through gate 35a will be described in detail later. The through gate 35b is disposed outside the distribution mechanism 120 and to the right of the distribution mechanism 120 when the game board 30 is viewed from the front. When a game ball passes through the through gate 35a or the through gate 35b, the main control device 60 performs an internal lottery (lottery for opening an electric role) using the passing as a trigger. When the electric role opening is selected as a result of the internal lottery, the normal electric role 53 transitions to an electric role opening state in which it operates in a predetermined manner. In this embodiment, the game ball that has passed through the through gate 35a and the game ball that has passed through the through gate 35b are not reserved.
[0027] The normal electric device 53 is an electric device arranged below the distribution mechanism 120 and above the first starting hole 33b. As described above, the normal electric device 53 operates in a predetermined manner when the electric device opening lottery executed when the game ball passes through the through gate 35a or the through gate 35b is won. Details of the normal electric device 53 will be described later.
[0028] Here, the distribution mechanism 120 and the normal electric prop 53 will be explained.
[0029] FIG. 3 is an explanatory diagram for explaining the sorting mechanism 120. As shown in FIG. 3(a), the sorting mechanism 120 includes a sorting mechanism housing 121 made of resin. In FIG. 3, the outer shape of the sorting mechanism housing 121 is shown by a broken line in order to show the inside of the sorting mechanism housing 121. The sorting mechanism housing 121 is formed with an opening 122 through which game balls can flow in, and openings 123 and 124 through which game balls can flow out. In addition, the sorting mechanism housing 121 is formed with a left flow path R1 and a right flow path R2. Furthermore, a sorting rotation part 125 and a through gate 35a are arranged inside the sorting mechanism housing 121. The through gate 35a is arranged in the right flow path R2.
[0030] The sorting rotation unit 125 has a rotation shaft 126 and can rotate around the rotation shaft 126. When the sorting rotation unit 125 rotates clockwise or counterclockwise, the bottom of the sorting rotation unit 125 abuts against the sorting mechanism housing 121, and the rotation range of the sorting rotation unit 125 is limited. The sorting rotation unit 125 also has a left holding unit 127 and a right holding unit 128 that temporarily hold the game balls that flow in from the opening 122.
[0031] An example of the operation of the distribution mechanism 120 is shown using FIG. 3(a) to FIG. 3(d). As shown in FIG. 3(a), when the distribution rotation part 125 is inclined to the left, when game balls flow in from the opening 122, the game balls are temporarily held in the right-side holding part 128. Thereafter, as shown in FIG. 3(b), the distribution rotation part 125 rotates clockwise due to the weight of the game balls held in the right-side holding part 128, and the game balls held in the right-side holding part 128 are released toward the right-side flow path R2. The game balls released from the right-side holding part 128 pass through the through gate 35a, flow through the right-side flow path R2, and then flow out from the opening 124. The game balls that flow out from the opening 124 enter the first starting hole 33b, or enter the second starting hole 34 when the normal electric role 53 is operating. After being rotated clockwise, the sorting rotation part 125 maintains a state inclined to the right.
[0032] After that, as shown in FIG. 3(c), when a game ball next flows in from the opening 122, the distribution rotation part 125 maintains a state inclined to the right, so that the left holding part 127 temporarily holds the game ball. After that, as shown in FIG. 3(d), the distribution rotation part 125 rotates counterclockwise due to the weight of the game ball held by the left holding part 127, and releases the game ball held in the left holding part 127 toward the left flow path R1. The game ball released from the left holding part 127 flows through the left flow path R1 and then flows out from the opening 123. The game ball that flows out from the opening 123 enters the first starting port 33a. Note that the distribution rotation part 125 maintains a state inclined to the left after rotating counterclockwise. In this way, the distribution mechanism 120 has a function of alternately distributing the game balls that flow into the opening 122 to the left flow path R1 and the right flow path R2.
[0033] Next, the normal electric accessory 53 will be described.
[0034] FIG. 4 is an explanatory diagram for explaining the normal electric role 53. FIG. 4(a) shows the normal electric role 53 in a closed state. As described above, the normal electric role 53 is disposed below the distribution mechanism 120 and above the first starting hole 33b. When the electric role opening is selected in the electric role opening lottery executed when the game ball passes through the through gate 35a or the through gate 35b, as shown in FIG. 4(b), the movable piece 53a of the normal electric role 53 protrudes toward the front side of the game board 30 (hereinafter, also referred to as opening).
[0035] As shown in the figure, the normal electric role 53 includes a movable piece 53a and a protruding portion 53b arranged on the movable piece 53a. In addition, although not shown in FIG. 4(b), the normal electric role 53 includes a normal electric role drive unit 53c that drives the movable piece 53a.
[0036] As shown in FIG. 4(b), the protruding movable piece 53a assists the game ball to enter the second starting hole 34. In this embodiment, there are roughly two patterns in which the protruding movable piece 53a assists the game ball to enter the second starting hole 34. The first pattern is a pattern in which the game ball flows in from the opening 122 of the distribution mechanism 120, and the game ball distributed to the right flow path R2 assists the game ball to enter the second starting hole 34. Specifically, when the movable piece 53a protrudes when the game ball distributed to the right flow path R2 flows out from the opening 124, the movable piece 53a guides the game ball to the second starting hole 34 and assists the game ball to enter the second starting hole 34. The second pattern is a pattern in which the game ball flowing down through the through gate 35b assists the game ball to enter the second starting hole 34. Specifically, when the game ball that has passed through the through gate 35b flows down and reaches the normal electric device 53, if the movable piece 53a is protruding, the movable piece 53a guides the game ball to the second start hole 34 and assists the game ball to enter the second start hole 34. In the case of the second pattern, if the movable piece 53a is protruding when the game ball that has not passed through the through gate 35b reaches the normal electric device 53, the movable piece 53a assists the game ball to enter the second start hole 34.
[0037] In any of the patterns described above, it is assumed that the normal electric device 53 remains in an open state until the game ball flows over the movable piece 53a and reaches the second starting hole 34. If the normal electric device 53 becomes closed before the game ball flows over the movable piece 53a and reaches the second starting hole 34, the above pattern does not apply, and in that case the game ball that has flowed over the movable piece 53a will flow further downstream without entering the second starting hole 34.
[0038] After a predetermined time has elapsed from the state shown in FIG. 4(b), the normal electric device 53, which was in the open state, becomes in the closed state as shown in FIG. 4(c). That is, the protruding movable piece 53a is stored in the game board 30. The pachinko machine 10 in this embodiment has a plurality of opening patterns for the normal electric device 53, which differ according to the type of support mode in which the normal electric device 53 assists the game ball to enter the second starting hole 34. The support modes provided in the pachinko machine 10 are different in the time from the start of the electric device opening lottery, which is executed when the game ball passes through the through gate 35a or the through gate 35b, to the output of the lottery result (variation time of the electric device opening lottery), the winning probability of the electric device opening lottery, and the opening time of the normal electric device 53. Details of the support modes provided in the pachinko machine 10 in this embodiment will be described later. The distribution mechanism 120 and the normal electric device 53 have been described above.
[0039] Returning to Fig. 2, an outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter any of the ball inlets are discharged from the game area PA through the outlet 43.
[0040] 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.
[0041] 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 33a or the first starting hole 33b. When a winning lottery triggered by a game ball entering the first starting hole 33a or the first starting hole 33b is performed, the first pattern display unit 37a causes the segment display to display a variable first pattern or a predetermined display 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 stationary first pattern corresponding to the lottery result.
[0042] 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 the entry of a game ball into the second starting hole 34. When a winning lottery triggered by the entry of a game ball into the second starting hole 34 is performed, the second pattern display unit 37b causes the segment display to display the second pattern variably or to display a predetermined pattern 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 in a stationary display.
[0043] Here, the time from when the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts to when it stops is 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 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 called the second change time.
[0044] The special symbol unit 37 further includes a first hold display unit 37c and a second hold display unit 37d, each consisting of an LED lamp, located adjacent to the first pattern display unit 37a and the second pattern display unit 37b.
[0045] The first reserve display unit 37c displays the number of reserved balls in the first start ports (the first start port 33a and the first start port 33b) by the color and combination of the LED lamps that are turned on. In this embodiment, the game balls that enter the first start port 33a or the first start port 33b are reserved up to a maximum of four balls in total in the two first start ports.
[0046] The second reservation display unit 37d displays the number of reserved balls in the second start hole 34 by the color and combination of the LED lamps that are turned on. In this embodiment, up to four game balls that enter the second start hole 34 are reserved.
[0047] 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 in response to a game ball passing through the through gate 35a or the through gate 35b, the general map unit 38 causes the light-emitting display to light up, blink, 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.
[0048] 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 54b 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 54. 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 is ended.
[0049] 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.
[0050] The variable display unit 40 is disposed approximately in the center of the play area PA. The variable display unit 40 includes a liquid crystal display device 41. The liquid crystal display device 41 includes a liquid crystal display. The display content of the liquid crystal display device 41 is controlled by the display control device 100. Note that the configuration of the display device included in the variable display unit 40 is not limited to the liquid crystal display device 41, and may be configured with various display devices such as a plasma display device, an organic EL display device, or a CRT.
[0051] When the first symbol display unit 37a performs a variable display or a predetermined display based on the entry of a game ball into the first start hole 33a or the first start hole 33b, the liquid crystal display device 41 performs a variable display or a predetermined display of the symbol accordingly. When the second symbol display unit 37b performs a variable display or a predetermined display based on the entry of a game ball into the second start hole 34, the liquid crystal display device 41 performs a variable display or a predetermined display of the symbol accordingly. The liquid crystal display device 41 is not limited to performing a variable display or a predetermined display of the symbol triggered by the entry of a game ball into the first start hole 33a, the first start hole 33b, or the second start hole 34, but also performs a performance display during the opening and closing execution mode to which the mode is shifted when a jackpot is won. The liquid crystal display device 41 will be described in detail below.
[0052] Fig. 5 is an explanatory diagram showing the symbols and display surface 41a variably displayed on the liquid crystal display device 41. Fig. 5(a) is an explanatory diagram showing the first liquid crystal symbol or the second liquid crystal symbol variably displayed on the liquid crystal display device 41. The first liquid crystal symbol is an image displayed on the liquid crystal display device 41, and is a symbol corresponding to the first symbol displayed on the first symbol display section 37a. The second liquid crystal symbol is an image displayed on the liquid crystal display device 41, and is a symbol corresponding to the first symbol displayed on the second symbol display section 37b.
[0053] As shown in Fig. 5(a), figures showing numbers 1 to 8 are variably displayed as the first liquid crystal figure or the second liquid crystal figure on the liquid crystal display device 41. Note that as the variably displayed figures, figures showing numbers 1 to 8 with pictures of characters or the like may be used.
[0054] FIG. 5(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, three symbol rows Z1, Z2, and Z3, left, center, and right, are displayed on the display surface 41a. In each symbol row Z1 to Z3, the numbers 1 to 8 shown in FIG. 5(a) are arranged in ascending or descending order of the numbers, and each symbol row is scrolled from top to bottom or bottom to top with periodicity in a variable display. As shown in FIG. 5(b), after the variable display by scrolling, one symbol is displayed in a stopped state on the pay line L for each symbol row. Specifically, when a game ball enters the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34, a variable display is started in which the symbols in each symbol row 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.
[0055] Here, a game round is one unit of processing for notifying a player of the lottery result of a winning lottery for special information acquired based on winning in either the first start hole 33 or the second start hole 34. In other words, the pachinko machine 10 notifies a player of the lottery result of one winning lottery for one piece of special information for each game round. When the pachinko machine 10 of this embodiment acquires special information based on winning in either the first start hole 33 or the second start hole 34, it displays the segment display in either the first pattern display section 37a or the second pattern display section 37b for each game round, and then stops the segment display so that the display corresponds to the lottery result of the acquired special information. In addition, when the pachinko machine 10 of this embodiment acquires special information based on winning 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 stops 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 variable time, which is the time from when the variable display starts to when the predetermined lottery result is stopped and displayed, and the stop time, which is the time during which the predetermined lottery result is stopped and displayed.
[0056] Furthermore, as shown in Fig. 5(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 winning at the first start hole 33. The second reserved display area Ds2 displays the number of reserved balls based on winning at the second start hole 34. In this embodiment, as described above, the number of reserved game balls that have won at the first start hole 33 and the second start hole 34 is a maximum of four each.
[0057] 5(b) is an explanatory diagram showing a display surface 41a of the liquid crystal display device 41. As shown in the figure, a main display area MA is displayed on the display surface 41a.
[0058] In the main display area MA, three symbol rows Z1, Z2, and Z3 are displayed on the left, center, and right. In each of the symbol rows Z1 to Z3, the numbers 1 to 8 are arranged in ascending or descending order as the liquid crystal symbols shown in Fig. 5(a), and each symbol row is displayed in a periodic manner, scrolling from top to bottom or bottom to top. As shown in Fig. 5(b), after the scrolling display, one symbol is displayed for each symbol row in a stopped state on the pay line L1.
[0059] Specifically, when a game ball enters the special pattern start hole 51, a variable display starts in which the patterns of each of the pattern rows Z1 to Z3 scroll in a predetermined direction with periodicity. Then, the scrolling patterns switch from a variable display to a standby display in the order of pattern row Z1, pattern row Z3, and pattern row Z2, and finally, each of the pattern rows Z1 to Z3 displays a predetermined pattern in a stationary state. When the variable display of the patterns ends and the display is in a stationary state, if the result of the winning lottery by the main control device 60 is a big win, a predetermined combination of patterns is formed on the valid line L1. For example, a combination of the same patterns is formed on the valid line L1. Note that the form of the liquid crystal pattern in the main display area MA is not limited to the above-mentioned form. For example, various forms can be adopted for the display of the liquid crystal pattern, such as the number of pattern rows in the main display area MA, the number of valid lines, the direction of the variable display of the patterns in the pattern rows, and the number of patterns in each pattern row.
[0060] Here, a game round refers to the period from when the variable display of the first symbol display section 37a or the second symbol display section 37b starts to when the variable display ends and the static display ends, and is one unit of processing for notifying the player of the lottery result of the winning lottery for the special information acquired based on the ball entering either the first start hole 33 (the first start hole 33a, the first start hole 33b) 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 each game round. When the pachinko machine 10 of this embodiment acquires special information based on the entry of a game ball into the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34, it variably displays the segment display in either the first pattern display unit 37a or the second pattern display unit 37b for each game, and then stops and displays the segment display so as to display a display corresponding to the lottery result of the acquired special information. Also, when the pachinko machine 10 of this embodiment acquires special information based on the entry of a game ball into the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34, it variably displays a pattern row as a first liquid crystal pattern or a second liquid crystal pattern in the pattern display device 41 for each game, and then stops and displays the pattern row so as to display a display corresponding to the lottery result of the acquired special information. Also, the time required for one game is also called a unit game time. The unit game time is composed of a variable time, which is the time from when the variable display starts to when a predetermined lottery result is displayed in a static manner, and a stop time, which is the time during which the predetermined lottery result is displayed in a static manner.
[0061] As shown in FIG. 5(b), the display surface 41a of the pattern display device 41 displays a first reserved display area Ds1 and a second reserved display area Ds2. The first reserved display area Ds1 displays a number of reserved play times based on balls entering the first start port 33 (first start port 33a, first start port 33b). The second reserved display area Ds2 displays a number of reserved play times based on balls entering the second start port 34. The reserved play times are unexecuted play times, and refer to play times in which a variable display for notifying the lottery result of the winning lottery has not been started for special information acquired based on balls entering the first start port 33 (first start port 33a, first start port 33b) or the second start port 34. The number of reserved play times that can be reserved based on balls entering the first start port 33 (first start port 33a, first start port 33b) is four. Therefore, as shown in the figure, the first reserved display area Ds1 can display a reserved display (hereinafter also referred to as the first reserved play display) corresponding to four reserved play times. Also, the number of reserved play times that can be reserved based on the ball entering the second starting hole 34 is four. Therefore, as shown in the figure, the second reserved display area Ds2 can display a reserved display (hereinafter also referred to as the second reserved play display) corresponding to four reserved play times.
[0062] Also, as shown in FIG. 5(b), the display surface 41a is provided with a first synchronous display unit Sync1 that performs blinking and lighting in synchronization with the variable display and stop display of the first pattern displayed on the first pattern display unit 37a of the special pattern unit 37, and a second synchronous display unit Sync2 that performs blinking and lighting in synchronization with the variable display and stop display of the second pattern displayed on the second pattern display unit 37b of the special pattern unit 37. Specifically, when the first pattern display unit 37a is performing a variable display, the first synchronous display unit Sync1 performs a blinking display, and when the first pattern display unit 37a is performing a stop display, the first synchronous display unit Sync1 performs a lighting display. Also, when the second pattern display unit 37b is performing a variable display, the second synchronous display unit Sync2 performs a blinking display, and when the second pattern display unit 37b is performing a stop display, the second synchronous display unit Sync2 performs a lighting display.
[0063] In this embodiment, the display surface 41a is configured to display the main display area MA, the first hold display area Ds1, the second hold display area Ds2, the first synchronization display unit Sync1, and the second synchronization display unit Sync2, but the display surface 41a may be configured not to display some or all of these displays.
[0064] 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.
[0065] FIG. 6 is a block diagram showing the electrical configuration of the pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes a sound and light emission control device 90 and a display control device 100. 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 ROM 63 that records various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data 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.
[0066] The main control board 61 is provided with an input port and an output port. The input side of the main control board 61 is connected to the payout control device 70 and 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 payout control device 70, etc., and supplies power to each device. In addition, various detection sensors provided in various ball entry ports and through gates such as the general winning port 32, the first start port 33 (the first start port 33a, the first start port 33b), the second start port 34, the through gate 35a, the through gate 35b, and the variable winning device 54 are connected to the input side of the main control board 61. Based on the signals from these detection sensors, the MPU 62 of the main control board 61 judges whether the game ball flowing down the game area PA has entered each ball entry port and judges whether the game ball has passed through the through gate. Furthermore, the MPU 62 executes a winning lottery based on the game balls entering the first start port 33 (first start port 33a, first start port 33b) and the second start port 34.
[0067] The output side of the main control board 61 is connected to a normal electric role drive unit 53c that opens and closes the normal electric role 53, a variable winning drive unit 54c that opens and closes the opening and closing door 54b of the variable winning device 54, 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 the various drive units through the driver circuits.
[0068] Specifically, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 54c so that the opening / closing door 54b is opened and closed. Also, when the electric role opening lottery results in a win, the MPU 62 executes drive control of the normal electric role drive unit 53c so that the normal electric role 53 is opened. Furthermore, in each game round, 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, and in the opening / closing execution mode, executes display control of the round display unit 39 in the main display unit 45.
[0069] In addition, the payout control device 70 and the sound and light emission control device 90 are connected to the transmission side of the main control board 61. For example, the main control device 60 transmits a prize ball command to the payout control device 70 based on the ball entry determination result. When the main control device 60 transmits the prize ball command, the MPU 62 of the main control board 61 refers to the command information storage area 63f of the ROM 63. Specifically, when a game 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 game ball is entered into the first start hole 33 (first start hole 33a, first start hole 33b) is identified, a prize ball command corresponding to the payout of one game ball is transmitted from the main control device 60, and when a game ball is entered into the second start hole 34, a prize ball command corresponding to the payout of three game balls is transmitted from the main control device 60. The payout control device 70 controls the payout device 71 to pay out prize balls based on the prize ball command received from the main control device 60.
[0070] The payout control device 70 is connected to the launch control device 80. The launch control device 80 controls the launch of the game ball launch mechanism 81. The game ball launch mechanism 81 is driven when a predetermined launch condition is met. In addition, the launch control device 80 is connected to the operation handle 25. As described above, the operation handle 25 includes a touch sensor 25a, a weight button 25b, and a variable resistor 25c. When the player grips the operation handle 25, the touch sensor 25a is turned on, and when the player rotates the operation handle 25, the resistance value of the variable resistor 25c changes in response to the amount of rotation operation, and the game ball is launched from the game ball launch mechanism to the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c. In addition, the launch control device 80 is connected to the game ball launch button 26. When the game ball launch button 26 is operated by the player, the game ball is launched to the game board on the condition that the touch sensor 25a is on.
[0071] 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 63f of the ROM 63. Details of these various commands will be described later.
[0072] 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.
[0073] 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 combination of symbols 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 performance executed while the first liquid crystal symbol or the second liquid crystal symbol is displaying a variation. In this embodiment, the stop time, which is the time during which the first liquid crystal symbol or the second liquid crystal symbol is displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.
[0074] Fig. 7 is an explanatory diagram showing the contents of various counters used for the winning lottery etc. The various counter information is used when the MPU 62 performs the winning lottery, the display setting of the main display unit 45, and the setting of the pattern display of the pattern display device 41. Specifically, the jackpot random number counter C1 is used for the winning lottery. The jackpot type counter C2 is used for allocating the jackpot type. The reach random number counter C3 is used for reach judgment as to whether or not a reach is generated when the pattern sequence displayed on the pattern display device 41 is changed to an off-target state.
[0075] 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 normal electric role 53 is opened or not.
[0076] Each of the counters C1 to C3, CINI, CS, and C4 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.
[0077] The RAM 64 is also provided with a reserved information storage area 64b and a judgment processing execution area 64c. The reserved information storage area 64b is provided with a first reserved area Ra and a second reserved area Rb. In this embodiment, when a game ball enters the first start hole 33 (first start hole 33a, first start hole 33b), the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS 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. 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 fluctuation type counter CS 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.
[0078] 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).
[0079] The jackpot random number counter C1 is updated periodically, and when a game ball enters the first start hole 33 (first start hole 33a, first start hole 33b), the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a game ball enters the second start 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.
[0080] 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.
[0081] 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 (first start hole 33a, first start hole 33b) or the second start hole 34. Then, the jackpot random number counter C1 moved to the execution area AE is compared with the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63, and it is determined whether or not a jackpot will be obtained.
[0082] 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 39 and to return to 0 after reaching the maximum value.
[0083] 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 a game ball enters the first start hole 33 (first start hole 33a, first start hole 33b), and is stored in the second holding area Rb of the holding information storage area 64b at the time when a game ball enters the second start hole 34.
[0084] As described above, the MPU 62 performs a winning lottery using the value of the jackpot random number counter C1 stored in the judgment process execution area 64c, and when the result of the winning lottery is a jackpot, it judges the type of the jackpot using the value of the jackpot type counter C2 stored in the judgment process execution area 64c. Furthermore, the MPU 62 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. When making this decision, the stop result table stored in the stop result table storage area 63e of the ROM 63 is referenced.
[0085] 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.
[0086] 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 (first start hole 33a, first start hole 33b), 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, and it is determined 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, and it is determined 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.
[0087] 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. 5(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.
[0088] 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.
[0089] 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.
[0090] 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 63d of the ROM 63 is used.
[0091] 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 when a game ball enters the through gate 35a or the through gate 35b, the value of the electric role opening counter C4 moves to the electric role execution area 64e, and then a lottery is performed in the electric role execution area 64e to determine whether or not to control the normal electric role 53 to an open state using the value of the electric role opening counter C4. For example, if C4=0, 1, the normal electric role 53 is controlled to an open state, and if C4=2 to 465, the normal electric role 53 is maintained in a closed state.
[0092] 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 variation type counter CS corresponds to the 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 variation type counter CS stored in the first reserve area Ra and the second reserve area Rb is also called reserved information.
[0093] Next, the hit / miss table will be described. The hit / miss table is table data for checking against the jackpot random number counter C1 when a winning lottery is performed based on the jackpot random number counter C1. The pachinko machine 10 has a low probability mode and a high probability mode set as lottery modes for winning lottery, and when a winning lottery is performed in the low probability mode, the hit / miss table for the low probability mode is referenced, and when a winning lottery is performed in the high probability mode, the hit / miss table for the high probability mode is referenced. In the present embodiment, the pachinko machine 10 stores, as separate table data, a hit / miss table for checking against the jackpot random number counter C1 stored in the first reserve area Ra of the reserve information storage area 64b at the timing when a game ball enters the first start hole 33 (first start hole 33a, first start hole 33b), and a hit / miss table for checking against the jackpot random number counter C1 stored in the judgment process execution area 64c at the timing when a game ball enters the second start hole 34. Specifically, the pachinko machine 10 stores four win / loss tables in the win / loss table memory area 63a of the ROM 63: a win / loss table for the first starting port (for low probability mode), a win / loss table for the first starting port (for high probability mode), a win / loss table for the second starting port (for low probability mode), and a win / loss table for the second starting port (for high probability mode).
[0094] Fig. 8 is an explanatory diagram showing the contents of the hit / miss table for the first start port. Fig. 8(a) shows the hit / miss table for the first start port (for low probability mode), and Fig. 8(b) shows the hit / miss table for the first start port (for high probability mode).
[0095] As shown in FIG. 8(a), in the hit / miss table for the first starting hole (for low probability mode), four values from 0 to 3 are set as the value of the jackpot random number counter C1 that results in a jackpot. Among the values from 0 to 1199, values other than the four values from 0 to 3 (4 to 1199) are misses. On the other hand, as shown in FIG. 8(b), in the hit / miss table for the first starting hole (for high probability mode), twenty values from 0 to 19 are set as the value of the jackpot random number counter C1 that results in a jackpot. Among the values from 0 to 1199, values other than the twenty values from 0 to 19 are misses. In this way, the high probability mode has a higher probability of winning a jackpot in the winning lottery than the low probability mode.
[0096] Fig. 9 is an explanatory diagram showing the contents of the hit / miss table for the second start port. Fig. 9(a) shows the hit / miss table for the second start port (for low probability mode), and Fig. 9(b) shows the hit / miss table for the second start port (for high probability mode).
[0097] As shown in FIG. 9(a), in the hit / miss table for the second starting port (for low probability mode), four values from 0 to 3 are set as the value of the jackpot random number counter C1 that results in a jackpot. Among the values from 0 to 1199, values other than the four values from 0 to 3 (4 to 1199) are misses. On the other hand, as shown in FIG. 9(b), in the hit / miss table for the second starting port (for high probability mode), twenty values from 0 to 19 are set as the value of the jackpot random number counter C1 that results in a jackpot. Among the values from 0 to 1199, values other than the twenty values from 0 to 19 are misses. In this way, the high probability mode has a higher probability of winning a jackpot in the winning lottery than the low probability mode.
[0098] 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.
[0099] Although not adopted in the hit / miss table in this embodiment, a "small hit" may be provided as a result of the hit lottery.
[0100] A "small win" is a result that triggers a transition to the opening and closing execution mode in which the variable winning device 54 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.
[0101] 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 four aspects or modes, for example. (1) The number of times the door of the variable winning device is opened and closed in the opening and closing execution mode (number of rounds) (2) Aspects of opening and closing control of the variable winning device in the opening and closing execution mode (3) The lottery mode for the winning lottery after the opening / closing execution mode is completed (low probability mode or high probability mode) (4) Status of support mode after the opening / closing execution mode ends
[0102] As a mode of the opening and closing control of the variable winning device in the above (2) opening and closing execution mode, a plurality of opening and closing patterns (hereinafter simply referred to as "opening and closing patterns") of the opening and closing door 54b of the variable winning device 54 may be provided, and one type of opening and closing pattern may be set corresponding to each type of big win. In this embodiment, one type of opening and closing pattern is set corresponding to each type of big win, and the opening and closing mode of the opening and closing door 54b differs for each opening and closing pattern. The opening and closing patterns of the opening and closing door 54b in this embodiment will be described later.
[0103] In addition, as a mode of the opening and closing control of the variable winning device in the opening and closing execution mode, a high frequency winning mode and a low frequency winning mode can be set so that the frequency of the game balls entering the variable winning device 54 (winning) from the start to the end of the opening and closing execution mode is relatively high and low. For example, in the high frequency winning mode, it can be set so that one opening of the opening and closing door 54b in the opening and closing execution mode continues until 5 seconds have passed or until the number of game balls entering the opening and closing door 54b reaches 7. On the other hand, in the low frequency winning mode, it can be set so that one opening of the opening and closing door 54b in the opening and closing execution mode continues until 1.6 seconds have passed or until the number of balls entering the opening and closing door 54b reaches 7.
[0104] The opening mode of the opening door 54b is arbitrary as long as the frequency of balls entering the variable winning device during the period from the start of the opening / closing execution mode to the end of the opening / closing execution mode is higher in the high frequency winning mode than in the low frequency winning mode. Specifically, the opening time limit for one opening may be set longer or the number of balls allowed to open may be set larger in the high frequency winning mode 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 / closing execution mode of the low frequency winning mode may be configured so that the variable winning device 54 does not actually win. In this embodiment, the low frequency winning mode is not provided, and the high frequency winning mode is set for all big wins.
[0105] 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.
[0106] Fig. 10 is an explanatory diagram showing the contents of the distribution table. Fig. 10(a) shows the distribution table for the first start port, and Fig. 10(b) shows the distribution table for the second start port. The distribution table for the first start port is referred to when a winning lottery is drawn based on the entry of game balls into the first start port 33 (first start port 33a, first start port 33b), and the distribution table for the second start port is referred to when a winning lottery is drawn based on the entry of game balls into the second start port 34.
[0107] As shown in the distribution table for the first start port in Fig. 10(a), the distribution table for the first start port has 16R variable probability jackpot B, 8R variable probability jackpot A, and 8R normal jackpot A set as jackpot types based on the entry of game balls into the first start port 33 (first start port 33a, first start port 33b). In this embodiment, of the values of the jackpot type counter C2 of "0 to 39", "0 to 4" corresponds to the 16R variable probability jackpot B, "5 to 19" corresponds to the 8R variable probability jackpot A, and "20 to 39" corresponds to the 8R normal jackpot A.
[0108] In the 16R probability variable jackpot B, the variable winning device 54 is opened 16 times (16 rounds) in the opening and closing execution mode, and the opening and closing control of the variable winning device 54 in the opening and closing execution mode is the high frequency winning mode. In addition, in the 16R probability variable jackpot B, the lottery mode after the opening and closing execution mode ends becomes the high probability mode, and the support mode becomes the high frequency support mode B, and the high frequency support mode B continues until the next jackpot is won. Details of the support mode executed in the pachinko machine 10 will be described later.
[0109] In the 8R probability variable jackpot A, the variable winning device 54 is opened 8 times (8 rounds) in the opening and closing execution mode, and the opening and closing control of the variable winning device 54 in the opening and closing execution mode is the high frequency winning mode. In addition, in the 8R probability variable jackpot A, the lottery mode after the opening and closing execution mode ends becomes the high probability mode, the support mode becomes the high frequency support mode A, and the high frequency support mode A continues until the next jackpot is won.
[0110] In the 8R normal big win A, the variable winning device 54 is opened 8 times (8 rounds) in the opening / closing execution mode, and the opening / closing control state of the variable winning device 54 in the opening / closing execution mode is the high frequency winning mode. In addition, in the 8R normal big win A, the lottery mode after the opening / closing execution mode ends becomes the high probability mode, the support mode becomes the high frequency support mode A, and the high frequency support mode A is executed from the start of the high frequency support mode A until 100 times of play are completed, and when 100 times of play are completed, the support mode transitions from the high frequency support mode A to the low frequency support mode.
[0111] As shown in the distribution table for the second starting hole in FIG. 10(b), the distribution table for the second starting hole is set with 16R variable probability jackpot B, 8R variable probability jackpot B, and 8R normal jackpot B as jackpot types based on the entry of the game ball into the second starting hole 34. In this embodiment, of the values of the jackpot type counter C2 of "0 to 39", "0 to 9" corresponds to the 16R variable probability jackpot B, "10 to 19" corresponds to the 8R variable probability jackpot B, and "20 to 39" corresponds to the 8R normal jackpot B.
[0112] As for the 16R special jackpot B, it has been explained in the distribution table for the first starting hole in FIG. 10, so the explanation will be omitted here.
[0113] In the 8R probability variable jackpot B, the variable winning device 54 is opened 8 times (8 rounds) in the opening and closing execution mode, and the opening and closing control of the variable winning device 54 in the opening and closing execution mode is the high frequency winning mode. In addition, in the 8R probability variable jackpot B, the lottery mode after the opening and closing execution mode ends becomes the high probability mode, the support mode becomes the high frequency support mode B, and the high frequency support mode B continues until the next jackpot is won.
[0114] In the 8R normal big win B, the variable winning device 54 is opened 8 times (8 rounds) in the opening / closing execution mode, and the opening / closing control state of the variable winning device 54 in the opening / closing execution mode is the high frequency winning mode. In addition, in the 8R normal big win B, the lottery mode after the opening / closing execution mode ends becomes the low probability mode, and the support mode becomes the high frequency support mode B, and the high frequency support mode B is executed from the start of the high frequency support mode B until 100 times of play are completed, and when 100 times of play are completed, the support mode shifts from the high frequency support mode B to the low frequency support mode.
[0115] In this way, in the pachinko machine 10 of this embodiment, the allocation pattern of the jackpot type when a jackpot is reached differs between a case where the jackpot is reached based on a game ball entering the first start hole 33 (first start hole 33a, first start hole 33b) and a case where the jackpot is reached based on a game ball entering the second start hole 34, and a clear difference is provided in the advantage to the player.
[0116] 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 63e of the ROM 63 is referenced.
[0117] Next, the electric role opening lottery and the support mode will be described.
[0118] FIG. 11 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for electric role opening lottery) used when executing an electric role opening lottery.
[0119] FIG. 11(a) shows a winning / losing table for the electric role opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 11(a), the winning / losing table for the electric role opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric role opening counter C4 that wins the electric role opening. 464 values, from 2 to 465, are set as the value of the electric role opening counter C4 that loses. That is, when the game ball passes through the through gate 35 (through gate 35a, through gate 35b) 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. When the electric role opening lottery is won, the opening / closing operation of the normal electric role 53 is executed. The manner of the opening / closing operation of the normal electric role 53 when the low-frequency support mode is executed will be described later.
[0120] FIG. 11(b) shows a winning / losing table (for high-frequency support mode) for the electric role opening lottery used in the high-frequency support mode (high-frequency support mode A, high-frequency support mode B). As shown in FIG. 11(b), in the winning / losing table for the electric role opening lottery (for high-frequency support mode), 462 values from 0 to 461 are set as the value of the electric role opening counter C4 that is a winning for the electric role opening. Four values from 462 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 (through gate 35a, through gate 35b) 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. When the electric role opening lottery is won, the opening / closing operation of the normal electric role 53 is executed. The manner of the opening / closing operation of the normal electric role 53 when the high-frequency support mode A and the high-frequency support mode B are executed will be described later.
[0121] As explained above, the winning / losing table for the electric role opening lottery is set so that the high-frequency support mode (high-frequency support mode A, high-frequency support mode B) is more likely to result in a winning entry in the electric role opening lottery than the low-frequency support mode.
[0122] Next, the support modes that the pachinko machine 10 can execute will be described in detail.
[0123] 12 is an explanatory diagram illustrating the types of support modes that can be executed by the pachinko machine 10. As shown in the figure, the pachinko machine 10 can execute three types of support modes: a low-frequency support mode, a high-frequency support mode A, and a high-frequency support mode B.
[0124] [Low frequency support mode] As shown in FIG. 12, in the low frequency support mode, the winning probability of the electric role opening lottery is 1 / 233, and the variation time of the pattern (normal pattern) in the electric role opening lottery is 10 seconds. That is, the time from when the electric role opening lottery starts and the normal pattern starts to vary to when the normal pattern is displayed stationary to notify the lottery result is 10 seconds. Also, when the electric role opening lottery is won, the time from when the variation time ends until the movable piece 53a starts to protrude and the game ball can circulate on the upper surface is 0.1 seconds. The opening time of the normal electric role 53 when the electric role opening lottery is won (the time during which the movable piece 53a maintains the protruding state from the game board 30) is 3 seconds. However, when one game ball enters the second starting hole 34 while the normal electric role 53 is open, the normal electric role 53 is closed.
[0125] In the low frequency support mode, the player's profits are maximized when the game ball is circulated so that it enters the opening 122 of the distribution mechanism 120 by hitting it from the left side.
[0126] Fig. 13 is an explanatory diagram for explaining the manner in which game balls are distributed when the low-frequency support mode is executed. In Fig. 13, the normal electric role 53 is shown in a closed state when indicated by a dashed line, and in an open state when indicated by a solid line.
[0127] When a player hits a ball from the left and distributes the ball so that the ball enters the opening 122 of the distribution mechanism 120, the ball that enters the opening 122 is alternately distributed to the left flow path R1 and the right flow path R2 by the distribution rotation unit 125. As shown in FIG. 13(a), the ball distributed to the left flow path R1 flows out from the opening 123 and enters the first starting hole 33a. As shown in FIG. 13(b), the ball distributed to the right flow path R2 passes through the through gate 35a and then flows out from the opening 124. In the low frequency support mode, the probability of winning in the electric role opening lottery executed when the game ball passes through the through gate 35a is low (winning probability: 1 / 233), and the probability of the normal electric role 53 being in an open state is low. Therefore, there is a high probability that the normal electric device 53 is closed at the time when the game ball flows out from the opening 124, and the game ball that flows out from the opening 124 enters the first start hole 33b. That is, in the low frequency support mode, the game ball that enters the distribution mechanism 120 enters the first start hole 33a and the first start hole 33b in most cases, and a game round is executed triggered by the game ball entering the first start hole 33 (the first start hole 33a, the first start hole 33b). In the low frequency support mode, even if the game ball wins the electric role opening lottery executed as a result of passing through the through gate 35a, the fluctuation time of the electric role opening lottery is 10 seconds, and the time from when the game ball passes through the through gate 35b to when it reaches the normal electric device 53 is about 0.3 seconds, so the game ball that passed through the through gate 35a that triggered the winning will not enter the second starting hole 34 with the assistance of the normal electric device 53 that is in the open state due to the winning. Note that a game ball that reaches the normal electric device 53 at the timing when the normal electric device 53 is in the open state may enter the second starting hole 34 with the assistance of the normal electric device 53.
[0128] Also, if the game ball is hit from the right side in the low frequency support mode to pass through the through gate 35b, the probability of winning the electric role opening lottery executed as a result of the game ball passing through the through gate 35b is low (winning probability: 1 / 233), and the probability of the normal electric role 53 being in an open state is low. Therefore, the game ball that has passed through the through gate 35b is unlikely to enter the first start port 33a, the first start port 33b, or the second start port 34, and the game ball that has passed through the through gate 35b will flow down as it is and enter the out port 43. Even if, in the low-frequency support mode, a right-handed hit is made to pass the game ball through through gate 35b, and the game ball passing through through gate 35b results in a winning entry in the electric role opening lottery, the opening time of normal electric device 53 in the low-frequency support mode is 3 seconds, and the time required for the game ball to pass through through gate 35b and reach normal electric device 53 to reach second starting hole 34 is approximately 5.0 seconds. Therefore, normal electric device 53 will close before the game ball circulating on the upper surface of movable piece 53a reaches second starting hole 34, and the game ball that triggered the winning of the electric role opening lottery will not enter second starting hole 34.
[0129] [High Frequency Support Mode A] As shown in FIG. 12, in the high frequency support mode A, the winning probability of the electric role opening lottery is 231 / 233, and the variation time of the pattern (normal pattern) in the electric role opening lottery is 0.05 seconds. That is, the time from when the electric role opening lottery starts and the normal pattern starts to vary, until the normal pattern is displayed stationary to notify the lottery result, is 0.05 seconds. Also, as described above, when the electric role opening lottery is won, the time from when the variation time ends until the movable piece 53a starts to protrude and the game ball can circulate on the upper surface is 0.1 seconds. The opening time of the normal electric role 53 when the electric role opening lottery is won is 3 seconds. However, if one game ball enters the second starting hole 34 while the normal electric role 53 is open, the normal electric role 53 is closed.
[0130] In the high frequency support mode A, the player's profits are maximized when the game balls are circulated so as to enter the opening 122 of the distribution mechanism 120 by hitting the ball from the left side.
[0131] Fig. 14 is an explanatory diagram for explaining the manner in which game balls are circulated when the high frequency support mode A is executed. In Fig. 14, the normal electric role 53 is shown in a closed state when indicated by a dashed line, and in an open state when indicated by a solid line.
[0132] When a player hits a ball from the left and distributes the game ball so that the ball enters the distribution mechanism 120 (opening 122), the game ball that entered the opening 122 is alternately distributed to the left flow path R1 and the right flow path R2 by the distribution rotation part 125. As shown in FIG. 14(a), the game ball distributed to the left flow path R1 flows out from the opening 123 and enters the first starting hole 33a. As shown in FIG. 14(b), the game ball distributed to the right flow path R2 passes through the through gate 35a and then flows out from the opening 124. In the high frequency support mode A, the probability of winning in the electric role opening lottery executed when the game ball passes through the through gate 35a is high (winning probability: 231 / 233), and the probability of the normal electric role 53 being in the open state is high. In this embodiment, when the game ball passes through the through gate 35a and wins the electric role opening lottery, the fluctuation time of the electric role opening lottery in the high frequency support mode A is set to 0.05 seconds so that the normal electric role device 53 is in an open state when the game ball flows out of the opening 124. Also, when the electric role opening lottery is won, the time from the time when the fluctuation time ends until the movable piece 53a starts to protrude and the game ball can flow on the upper surface is 0.1 seconds. In the pachinko machine 10 of this embodiment, the average time from the time when the game ball passes through the through gate 35a to the time when it reaches the normal electric role device 53 is 0.3 seconds. In other words, the time (0.3 seconds) from when the game ball passes through the through gate 35a to when it reaches the normal electric device 53 is shorter than the sum (0.15 seconds) of the variable time (0.05 seconds) of the electric role opening lottery that is executed when the game ball passes through the through gate 35a and the time (0.1 seconds) from when the variable time ends if the electric role opening lottery is won to when the movable piece 53a starts to protrude and the game ball becomes able to flow over the upper surface. Therefore, if the electric role opening lottery is won, the normal electric device 53 is open at the time the game ball flows out from the opening 124, and the game ball flowing out from the opening 124 flows over the upper surface of the movable piece 53a of the normal electric device 53.
[0133] In this embodiment, the opening time of the normal electric device 53 in the high frequency support mode A is set to 3.0 seconds so that the game ball flowing out from the opening 124 can flow over the upper surface of the movable piece 53a and reach the second starting hole 34. In the pachinko machine 10 of this embodiment, the average time it takes for the game ball that flows out from the opening 124 and reaches the movable piece 53a to flow over the upper surface of the movable piece 53a and reach the second starting hole 34 is 2.0 seconds. Therefore, the game ball that flows out from the opening 124 flows over the upper surface of the movable piece 53a and enters the second starting hole 34. In this way, in the high frequency support mode A, when the game ball is distributed to the right flow path R2, the game ball has a higher probability of entering the second starting hole 34 with the assistance of the normal electric device 53 than in the low frequency support mode. In the high frequency support mode A, the opening time of the normal electric device 53 is 3 seconds, but since it closes when one game ball enters the second starting port 34, if a game ball distributed to the right flow path R2 reaches the normal electric device 53 immediately after the normal electric device 53 closes, the game ball flowing out from the opening 124 enters the first starting port 33b. Also, if one game ball enters the second starting port 34 and other game balls are flowing on the upper surface of the movable piece 53a, the game ball does not enter the second starting port 34 due to the closing of the normal electric device 53, and flows further downstream. Therefore, in the high frequency support mode A, not all game balls distributed to the right flow path R2 necessarily enter the second starting port 34. In addition, the pachinko machine 10 in this embodiment is configured so that when a player hits the ball from the right side in the high frequency support mode A to pass the game ball through the through gate 35b, the game ball that passes through the through gate 35b and reaches the normal electric device 53 does not enter the second start hole 34. Specifically, in the pachinko machine 10 in this embodiment, the average time it takes for the game ball that passes through the through gate 35b and reaches the normal electric device 53 to pass over the upper surface of the movable piece 53a and reach the second start hole 34 is 5.0 seconds. On the other hand, as described above, the opening time of the normal electric device 53 in the high frequency support mode A is set to 3.0 seconds.Therefore, even if a game ball that has passed through the through gate 35b reaches the open normal electric device 53, the normal electric device 53 closes while the game ball is flowing over the upper surface of the movable piece 53a, so the game ball is released from the normal electric device 53 before reaching the second starting hole 34 and flows further downward, and therefore does not enter the second starting hole 34. Therefore, in the case of high frequency support mode A, the distribution mode of the game balls that enter the opening 122 of the distribution mechanism 120 is the distribution mode of the game balls that maximizes the player's profit.
[0134] [High Frequency Support Mode B] As shown in FIG. 12, in the high frequency support mode B, the winning probability of the electric role opening lottery is 231 / 233, and the variation time of the pattern (normal pattern) in the electric role opening lottery is 0.05 seconds. That is, the time from when the electric role opening lottery starts and the normal pattern starts to vary, until the normal pattern is displayed stationary to notify the lottery result, is 0.05 seconds. Also, as described above, when the electric role opening lottery is won, the time from when the variation time ends until the movable piece 53a starts to protrude and the game ball can circulate on the upper surface is 0.1 seconds. The opening time of the normal electric role 53 when the electric role opening lottery is won is 6 seconds. However, if one game ball enters the second starting hole 34 while the normal electric role 53 is open, the normal electric role 53 is closed.
[0135] In the high frequency support mode B, the player's profits are maximized when the game ball is circulated so as to pass through the through gate 35b by hitting it from the right side.
[0136] Fig. 15 is an explanatory diagram for explaining the manner in which game balls are circulated when high-frequency support mode B is executed. In Fig. 15, the normal electric role 53 is shown in a closed state when indicated by a dashed line, and in an open state when indicated by a solid line.
[0137] When a player hits the right hand and distributes the game ball so that it passes through the through gate 35b, the electric role opening lottery is executed when the game ball passes through the through gate 35b. In the high frequency support mode B, the probability of winning the electric role opening lottery executed when the game ball passes through the through gate 35b is high (winning probability: 231 / 233), and the probability of the normal electric role 53 being in an open state is high. In addition, in this embodiment, when the game ball passes through the through gate 35b and wins the electric role opening lottery, the fluctuation time of the electric role opening lottery in the high frequency support mode B is set to 0.05 seconds so that the normal electric role 53 is in an open state when the game ball that passed through the through gate 35b reaches the normal electric role 53. In addition, the time from the end of the fluctuation time when the electric role opening lottery is won to the time when the movable piece 53a starts to protrude and the game ball can be circulated on the upper surface is 0.1 seconds. In the pachinko machine 10 of this embodiment, the average time from when the game ball passes through the through gate 35b until it reaches the normal electric device 53 is 0.3 seconds. In other words, the sum of the variable time (0.05 seconds) of the electric role opening lottery that is executed when the game ball passes through the through gate 35b and the time (0.1 seconds) from when the variable time ends when the electric role opening lottery is won until the movable piece 53a starts to protrude and the game ball becomes able to circulate on the upper surface (0.15 seconds) is shorter than the time (0.3 seconds) from when the game ball passes through the through gate 35b until it reaches the normal electric device 53, so when the electric role opening lottery is won, the normal electric device 53 is opened at the time when the game ball that passed through the through gate 35b reaches the normal electric device 53, and the game ball that reaches the normal electric device 53 circulates on the upper surface of the movable piece 53a of the normal electric device 53.
[0138] In this embodiment, the opening time of the normal electric device 53 in the high frequency support mode B is set to 6.0 seconds so that the game ball that has passed through the through gate 35b and reached the normal electric device 53 can flow over the upper surface of the movable piece 53a and reach the second starting hole 34. In the pachinko machine 10 of this embodiment, the average time it takes for the game ball that has passed through the through gate 35b and reached the normal electric device 53 to flow over the upper surface of the movable piece 53a and reach the second starting hole 34 is 5.0 seconds. Therefore, the game ball that has flowed out from the opening 124 flows over the upper surface of the movable piece 53a and enters the second starting hole 34. In the high frequency support mode B, the opening time of the normal electric device 53 is 6.0 seconds, but since it closes when one game ball enters the second starting port 34, if a game ball that has passed through the through gate 35b reaches the normal electric device 53 immediately after the normal electric device 53 closes, the game ball flows down as it is. In other words, the game ball does not enter the second starting port 34. Also, if other game balls are flowing on the upper surface of the movable piece 53a when one game ball enters the second starting port 34, the game ball does not enter the second starting port 34 due to the closing of the normal electric device 53, and flows further downstream. Therefore, in the high frequency support mode B, not all game balls that have passed through the through gate 35b necessarily enter the second starting port 34.
[0139] In this way, in the high frequency support B, when the player hits from the right, the game ball can be made to enter only the second start hole 34 with a high probability. As shown in the distribution table for the first start hole and the distribution table for the second start hole in FIG. 10, the expected value of the benefit given when the big win is won in the winning lottery triggered by the game ball entering the second start hole 34 is higher than the expected value of the benefit given when the big win is won in the winning lottery triggered by the game ball entering the first start hole 33. If the game ball is circulated so as to enter the opening 122 of the distribution mechanism 120 by hitting from the left in the high frequency support mode B, the game ball will enter the first start hole 33 and the second start hole 34 alternately, so the expected value of the benefit given when the big win is won will be lower than the case where the game ball is made to enter only the second start hole 34 with a high probability by hitting from the right. Therefore, in the case of the high frequency support mode B, the distribution pattern of the game balls that are hit to the right and pass through the through gate 35b is the distribution pattern of the game balls that maximizes the player's profit.
[0140] As described above, the pachinko machine 10 in this embodiment can create three states when game balls are circulated so as to maximize the player's profit: a state in which game balls enter only the first start hole 33 (first start hole 33a, first start hole 33b) (low frequency support mode state), a state in which game balls enter alternately into the first start hole 33 and the second start hole 34 (high frequency support mode A state), and a state in which game balls enter only the second start hole 34 (high frequency support mode B state).
[0141] 《1-3》Game Flow Next, the flow of the game in the pachinko machine 10 of this embodiment will be described.
[0142] FIG. 16 is an explanatory diagram showing the flow of a game in the pachinko machine 10. As shown in FIG.
[0143] As shown in step F101, when the player starts playing, the lottery mode in the pachinko machine 10 is the low probability mode, and the support mode is the low frequency support mode. At this time, the pachinko machine 10 executes an effect that encourages the player to hit the ball from the left side to cause the ball to enter the distribution mechanism 120 (opening 122).
[0144] As described above, in the low frequency support mode, the game ball that enters the distribution mechanism 120 enters the first start hole 33a and the first start hole 33b in most cases, and a game round triggered by the game ball entering the first start hole 33 (first start hole 33a, first start hole 33b) is executed. The state of step F101 is executed until a jackpot is won in a game round triggered by the game ball entering the first start hole 33 (first start hole 33a, first start hole 33b) (F102: NO).
[0145] In the state of step F101, when a jackpot is won in a game in which a game ball enters the first start hole 33 (first start hole 33a, first start hole 33b) (F102: YES), a round game corresponding to the type of the jackpot is executed (F103). For example, if the type of the jackpot is a 16R certainty jackpot B, the variable winning device 54 executes an opening and closing operation to execute a round game for 16 rounds, and if it is an 8R certainty jackpot A or an 8R normal jackpot A, the variable winning device 54 executes an opening and closing operation to execute a round game for 8 rounds.
[0146] After the round play ends, the game state changes to a different state depending on the type of the jackpot that was just won. If the jackpot type is jackpot B (F104: YES), the game proceeds to step F111. That is, if the jackpot type is one that transitions to the high frequency support mode B state after the round play ends, the game proceeds to step F111.
[0147] In step F104, if the jackpot type is not jackpot B (F104: NO), proceed to step F105. That is, in the case of a jackpot type that transitions to the high frequency support mode A state after the end of a round game, specifically, if an 8R variable jackpot A or an 8R normal jackpot A is won in a game played triggered by the entry of a game ball into the first start hole 33 (first start hole 33a, first start hole 33b), proceed to step F105.
[0148] In step F105, if the jackpot type is a probability variable jackpot (F105: YES), the process proceeds to step F109. If the jackpot type is not a probability variable jackpot, i.e., a normal jackpot (e.g., 8R normal jackpot A) (F105: NO), the process proceeds to step F106.
[0149] In step F106, after the end of the round game (F103), the lottery mode becomes the low probability mode, and the support mode becomes the high frequency support mode A. In addition, the pachinko machine 10 executes an effect that encourages the player to hit the ball from the left side to cause the ball to enter the distribution mechanism 120 (the opening 122).
[0150] As described above, in the high frequency support mode A state, the game balls that enter the distribution mechanism 120 alternately enter the first start hole 33 (first start hole 33a) and the second start hole 34. In the pachinko machine 10, a game round triggered by the game ball entering each start hole is executed in the order in which the game balls enter each start hole. Therefore, in a state in which the game balls alternately enter the first start hole 33 (first start hole 33a) and the second start hole 34, a game round triggered by the game ball entering the first start hole 33 and a game round triggered by the game ball entering the second start hole 34 are executed alternately.
[0151] The high frequency support mode A in the state of step F106 continues until 100 games triggered by the entry of a game ball into the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34 are played (F107: NO → F108: NO), and if a jackpot is not won before 100 games are played (F107: NO → F108: YES), the state returns to that shown in step F101. That is, the state returns to the low probability mode and low frequency support mode.
[0152] On the other hand, in the state of step F106, if a jackpot is won before 100 play times triggered by the entry of a game ball into the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34 have been played (F107: YES), the process proceeds to step F103 and a round of play is played according to the type of jackpot.
[0153] In step F105, if the jackpot type is a probability variable jackpot (F105: YES), the process proceeds to step F109.
[0154] In step F109, after the end of the round game (F103), the lottery mode becomes the high probability mode, and the support mode becomes the high frequency support mode A. In addition, the pachinko machine 10 executes an effect that encourages the player to hit the ball from the left side to cause the ball to enter the distribution mechanism 120 (the opening 122).
[0155] The state of step F109 is the high-frequency support mode A. As described above, in the high-frequency support mode A state, the game balls that enter the distribution mechanism 120 alternately enter the first start hole 33 (first start hole 33a) and the second start hole 34. In the pachinko machine 10, a game round triggered by the game ball entering each start hole is executed in the order in which the game balls enter each start hole. Therefore, in a state in which the game balls alternately enter the first start hole 33 (first start hole 33a) and the second start hole 34, a game round triggered by the game ball entering the first start hole 33 and a game round triggered by the game ball entering the second start hole 34 are executed alternately.
[0156] Since the state of step F109 is the high probability mode, the state of the high frequency support mode A continues until a jackpot is won in the executed game (F110: NO).
[0157] In the state of step F109, if a jackpot is won in a game round triggered by the entry of a game ball into the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34 (F110: YES), the process proceeds to step F103 and a round of play is played according to the type of jackpot.
[0158] In step F104, if the jackpot type is jackpot B (F104: YES), the process proceeds to step F111. Specifically, if a 16R variable jackpot B is won in a game played triggered by a game ball entering the first start hole 33 (first start hole 33a, first start hole 33b), or if a 16R variable jackpot B, 8R variable jackpot B, or 8R normal jackpot B is won in a game played triggered by a game ball entering the second start hole 34, the process proceeds to step F111.
[0159] In step F111, if the jackpot type is the variable jackpot B (F111: YES), the process proceeds to step F112.
[0160] In step F112, after the end of the round game (F103), the lottery mode becomes the high probability mode, and the support mode becomes the high frequency support mode B. In addition, the pachinko machine 10 executes an effect that encourages the player to hit the ball from the right side to cause the ball to enter the distribution mechanism 120 (the opening 122).
[0161] In the high frequency support mode B, the game ball that has passed through the through gate 35b is assisted by the normal electric device 53 and enters the second starting hole 34. Therefore, a game round is executed in response to the game ball entering the second starting hole 34.
[0162] Since step F112 is the high probability mode, the state of the high frequency support mode B continues until a jackpot is won in the executed game (F113: NO).
[0163] In the state of step F112, if a jackpot is won in the game round triggered by the entry of the game ball into the second starting hole 34 (F113: YES), the process proceeds to step F103, and a round of play according to the type of jackpot is played.
[0164] In step F111, if the type of the jackpot is not the variable jackpot B (F111: NO), the process proceeds to step F114.
[0165] In step F114, after the end of the round game (F103), the lottery mode becomes the low probability mode, and the support mode becomes the high frequency support mode B. In addition, the pachinko machine 10 executes an effect that encourages the player to hit the ball from the left side to cause the ball to enter the distribution mechanism 120 (the opening 122).
[0166] As described above, in the high frequency support mode B, the game ball that has passed through the through gate 35b is assisted by the normal electric device 53 to enter the second starting hole 34. Therefore, a game round is executed in response to the game ball entering the second starting hole 34.
[0167] The high frequency support mode B in the state of step F114 continues until 100 games triggered by the entry of the game ball into the second starting hole 34 are played (F115: NO → F116: NO), and if the jackpot is not won before 100 games are played (F115: NO → F116: YES), the state returns to that shown in step F101. That is, the state returns to the low probability mode and the low frequency support mode.
[0168] On the other hand, in the state of step F114, if a jackpot is won before 100 play times triggered by the entry of the game ball into the second starting hole 34 have been played (F115: YES), the process proceeds to step F103, and a round of play according to the type of jackpot is played.
[0169] The above has described the flow of the game in the pachinko machine 10. As described in the flow of the game, in the pachinko machine 10 in this embodiment, when the game balls are circulated so as to maximize the player's profit, the game progresses while shifting between three states: a state in which the game balls enter only the first start hole 33 (first start hole 33a, first start hole 33b) (low frequency support mode state), a state in which the game balls enter the first start hole 33 and the second start hole 34 alternately (high frequency support mode A state), and a state in which the game balls enter only the second start hole 34 (high frequency support mode B state).
[0170] Here, the features of the pachinko machine 10 of the present embodiment and the effects of the features will be explained by comparing it with a conventional pachinko machine. First, the expected value of the benefit (e.g., the number of prize balls to be paid out) to be awarded in the case of winning (including winning of the big win and winning of the small win when the small win is set) in the winning lottery executed triggered by the entry of a game ball into the first starting hole is defined as the first benefit expectation value, and the expected value of the benefit (e.g., the number of prize balls to be paid out) to be awarded in the case of winning (including winning of the big win and winning of the small win when the small win is set) in the winning lottery executed triggered by the entry of a game ball into the second starting hole is defined as the second benefit expectation value. In addition, the expected value of the benefit awarded in the case of winning in the normal state is defined as the normal state benefit expectation value, and the expected value of the benefit awarded in the case of winning in the high frequency support mode is defined as the high support state benefit expectation value.
[0171] Conventionally, there have been pachinko machines (hereinafter, also referred to as "conventional pachinko machines") equipped with a distribution mechanism that distributes game balls between the first start port and the second start port. In a conventional pachinko machine, in the initial normal state (for example, in the low probability mode and the low frequency support mode) when the game starts, the game balls are circulated so that they reach the distribution mechanism, and the game balls enter the first start port and the second start port alternately. Then, when the machine transitions to the high frequency support mode, the auxiliary means (normal electric device) operates at a high frequency, so that the game balls enter the second start port with a high probability without going through the distribution means.
[0172] In conventional pachinko machines, when the high support bonus expectation value is set higher than the normal bonus expectation value and the difference between them is increased, it is necessary to increase the second bonus expectation value in order to increase the high support bonus expectation value. However, when the second bonus expectation value is increased, the normal bonus expectation value also increases (because in the normal state, the game balls enter the first and second start holes and a winning lottery is executed). In addition, even if the first bonus expectation value is reduced, the normal bonus expectation value is the average of the first and second bonus expectation values, so the effect of reducing the first bonus expectation value is reduced.
[0173] Furthermore, when there is a restriction on the size of the bonus that can be given per unit time, if the normal bonus expectation value is relatively large, it is necessary to reduce the high support bonus expectation value in order to adjust it within the range of the restriction. That is, in the conventional pachinko machine, it is difficult to set a large difference between the normal bonus expectation value and the high support bonus expectation value. In other words, among the gaming states except the open / close execution mode, it is not possible to set a large swing in the profit that the player can obtain between the normal gaming state and the best gaming state. As a result, it is not possible to greatly arouse the player's expectations when moving from the normal state (normal gaming state, state with the smallest bonus expectation value) to the high frequency support mode (the best gaming state, state with the largest bonus expectation value).
[0174] On the other hand, in the pachinko machine 10 in this embodiment, in the normal state, the game balls are circulated so as to reach the distribution mechanism 120, but since the game balls enter only the first starting hole 33a with a high probability, the normal bonus expectation value can be lowered by setting the first bonus expectation value low. Furthermore, in the case of the high frequency support mode B, since the game balls enter only the second starting hole 34 with a high probability when the player hits the ball to the right, the high support bonus expectation value in the high frequency support B can be increased by setting the second bonus expectation value high. In other words, a large swing can be provided in the profit that the player can obtain between the normal game state and the best game state among the game states excluding the open / close execution mode. Furthermore, in the case of high-frequency support mode A, the game balls are circulated so as to reach the distribution mechanism 120, and the game balls are alternately inserted into the first starting port 33a and the second starting port 34, so that the bonus expectation value during high support (in high-frequency support mode A) is an intermediate value between the bonus expectation value during normal operation and the bonus expectation value during high support (in high-frequency support mode B). When the game progresses in the sequence of normal state → high-frequency support mode A → high-frequency support mode B, the bonus expectation value granted increases stepwise, and a large range of profits can be obtained by the player between the normal game state and the best game state among the game states excluding the open / close execution mode.
[0175] Furthermore, when restrictions are imposed on the size of the bonus that can be granted per unit time, it is possible to adjust the size of the bonus that can be granted per unit time as a whole by setting the first bonus expectation value low, and it is possible to maintain a state in which the difference between the first bonus expectation value and the second bonus expectation value is large. In other words, it is easy to adjust the size of the bonus that can be granted per unit time within the range of the restrictions while ensuring a large difference in the profit that the player can obtain between the normal gaming state and the best gaming state among the gaming states excluding the open / close execution mode.
[0176] The features of the pachinko machine 10 of this embodiment and the effects of the features have been explained by comparing it with a pachinko machine (conventional pachinko machine) equipped with a distribution mechanism that distributes game balls to the first starting hole and the second starting hole, but the effects are not only effective on the conventional pachinko machines exemplified above, but are also effective on pachinko machines equipped with two or more ball entry sections that trigger different types of lotteries to be held.
[0177] 1-4. Various processes executed by the main control device: Next, an example of a specific process executed in the pachinko machine 10 of the present embodiment will be described. First, the process executed in the main control device 60 will be described, and then the process executed in the sound and light emission control device 90 and the display control device 100 will be described.
[0178] <Timer interrupt processing> 17 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 Sg0101, the process of reading various detection sensors is executed. That is, the state of various detection sensors connected to the main control device 60 is read, the state of the sensor is judged, and the detection information (ball entry detection information) is saved. Then, the process proceeds to step Sg0102.
[0180] In step Sg0102, 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 Sg0103.
[0181] In step Sg0103, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 are updated. Specifically, 1 is added to each of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4, and when each counter value reaches its maximum value, each is cleared to 0. The updated values of each counter C1 to C4 are then stored in the corresponding buffer area of the RAM 64. Then, the process proceeds to step Sg0104. The value of the fluctuation type counter CS is updated in the normal processing (FIG. 23) described later.
[0182] In step Sg0104, a ball entry process for the start port is executed in association with the entry of the ball into the first start port 33 (first start port 33a, first start port 33b) and the second start port 34. The details of the ball entry process for the start port in step Sg0104 will be described later. After executing step Sg0104, the process proceeds to step Sg0105.
[0183] In step Sg0105, a through ball entry process is executed in response to a ball entering the through gate 35 (through gate 35a, through gate 35b). The through ball entry process in step Sg0105 will be described in detail later. After executing step Sg0105, 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. 17: Sg0104).
[0185] 18 is a flow chart showing ball entry processing for the start hole. In step Sg0201, whether or not the game ball has entered the first start hole 33 (first start hole 33a, first start hole 33b) (start entry) is judged based on the detection state of the detection sensor corresponding to the first start hole 33. In step Sg0201, if it is judged that the game ball has entered the first start hole 33 (Sg0201: YES), the process proceeds to step Sg0202, where a prize ball command is set to cause the payout control device 70 to pay out one game ball. Then, the process proceeds to step Sg0203.
[0186] In step Sg0203, 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 start port 33 (first start port 33a, first start port 33b). After that, the process proceeds to step Sg0204.
[0187] In step Sg0204, 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 port 33 (first start port 33a, first start port 33b). Then, proceed to step Sg0209.
[0188] In step Sg0201, if it is determined that the game ball has not entered the first start hole 33 (first start hole 33a, first start hole 33b) (Sg0201: NO), the process proceeds to step Sg0205, and it is determined whether the game ball has entered the second start hole 34 based on the detection state of the detection sensor corresponding to the second start hole 34.
[0189] In step Sg0205, if it is determined that the gaming ball has entered the second starting hole 34 (Sg0205: YES), the process proceeds to step Sg0206, where a prize ball command is set to cause the payout control device 70 to pay out three gaming balls. Then, the process proceeds to step Sg0207. On the other hand, in step Sg0205, if it is determined that the gaming ball has not entered the second starting hole 34 (Sg0205: NO), the ball entry process for this starting hole is terminated.
[0190] In step Sg0207, an external signal setting process is performed to output a signal to the management and 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 Sg0208.
[0191] In step Sg0208, 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 winning the second start port 34. Then, the process proceeds to step Sg0209.
[0192] In step Sg0209, it is determined whether the start pending number N (RaN or RbN) set in step Sg0204 or step Sg0208 described above is less than the upper limit (4 in this embodiment). In step Sg0209, if the start pending number N is not less than the upper limit (Sg0209: NO), the ball entry process for this start port is terminated.
[0193] On the other hand, if the start pending number N is less than the upper limit in step Sg0209 (Sg0209: YES), the process proceeds to step Sg0210, where 1 is added to the start pending number N in the corresponding pending area, and then the process proceeds to step Sg0211, 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. The process then proceeds to step Sg0212.
[0194] In step Sg0212, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS updated in the normal process (FIG. 23) are stored in the first free memory area of the corresponding reserve area, that is, the memory area corresponding to the reserved number to which 1 was added in step Sg0210. 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 fluctuation type counter CS updated in step Sg0103 (FIG. 17) are stored in the first free memory area of the first reserve area Ra, that is, the memory area corresponding to the first start reserved number RaN to which 1 was added in step Sg0210. In addition, when the second start reserved 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 fluctuation type counter CS updated in step Sg0103 (FIG. 17) are stored in the first free memory area of the second reserved area Rb, that is, the memory area corresponding to the second start reserved number RbN to which 1 was added in step Sg0210. After executing step Sg0212, proceed to step Sg0213.
[0195] In step Sg0213, 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 jackpot, the occurrence or non-occurrence of a reach, the variable time of the number of games, etc. 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 variable type counter CS before the reserved information becomes the subject of the winning lottery by the main control device 60. The details of the first determination process will be described later. After executing step Sg0213, the process proceeds to step Sg0214.
[0196] In step Sg0214, a process for setting a reserved command is executed. Specifically, the judgment result (first judgment information) of the first judgment process executed based on the information (reserved information) of each value of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS is set as a reserved command.
[0197] The hold command is a command for making the sub-side control device confirm the occurrence of a ball entering the first start hole 33 (first start hole 33a, first start hole 33b) or the second start 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. 23: step Sg0703) of the normal process described later.
[0198] In addition, when the voice light emission control device 90 receives a hold command transmitted based on a ball entering the first start opening 33 (first start opening 33a, first start opening 33b), 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 light emission control device 90 receives a hold command transmitted based on a ball entering the second start opening 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 Sg0214, the main MPU 62 terminates 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. 18: Sg0213) of the ball entry process for the starting hole.
[0201] 19 is a flowchart showing the first determination process. As described above, the first determination process is a process that performs, based on the reserved information, a determination of whether the winning lottery will be won, a determination of the type of big win, a determination of whether a reach will occur, a determination of the variable time of the number of times of play, and the like, before the reserved information becomes the subject of the winning lottery by the main control device 60.
[0202] In step Sg0301, the process for acquiring jackpot / reach information is executed. This process is for determining whether the winning lottery was successful, the type of jackpot, and whether a reach has occurred. The details of the process for acquiring jackpot / reach information will be described later. After executing step Sg0301, the process proceeds to step Sg0302.
[0203] In step Sg0302, a variable time information acquisition process is executed. This process is a process for determining the variable time of the number of games played. The variable time information acquisition process will be described in detail later.
[0204] After step Sg0302 is executed, the destination determination process ends.
[0205] <Jackpot / Reach Information Acquisition Processing> Next, the big win / reach information acquisition process will be described. The big win / reach information acquisition process is executed by the MPU 62 of the main control device 60 as a subroutine of the advance determination process (FIG. 19: Sg0301).
[0206] FIG. 20 is a flow chart showing the jackpot / reach information acquisition process. In step Sg0401, 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. 18) is read out. Then, the process proceeds to step Sg0402, and the lottery mode at the time when the winning lottery by the current ball entry is executed as a game round is determined. Specifically, the result of the judgment of the prior judgment process executed by the ball entry before the current ball entry is read out from the corresponding memory area, and the presence or absence of a guaranteed jackpot that occurs before the winning lottery by the current ball entry is determined, thereby determining the lottery mode at the time when the winning lottery by the current ball entry is executed as a game round.
[0207] In step Sg0402, 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 (Sg0402: YES), the process proceeds to step Sg0403, 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 Sg0405, 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 read this time corresponds to a jackpot.
[0208] On the other hand, in step Sg0402, when the lottery mode is not the low probability mode at the time when the winning lottery due to the current ball entry is executed as a game round (Sg0402: NO), the process proceeds to step Sg0404, and as a result of referring to the winning / losing table for the high probability mode, it is determined whether the value of the jackpot random number counter C1 read this time corresponds to a jackpot. After that, the process proceeds to step Sg0405, and as a result of referring to the winning / losing table for the high probability mode, it is determined whether the value of the jackpot random number counter C1 read this time corresponds to a jackpot.
[0209] In step Sg0405, if it is determined that the value of the jackpot random number counter C1 read this time corresponds to a jackpot (Sg0405: YES), the process proceeds to step Sg0406, 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 read. After that, the process proceeds to step Sg0407, 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 this allocation is obtained based on a ball entering the first start hole 33 (first start hole 33a, first start hole 33b), 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 Sg0407, the process proceeds to step Sg0408.
[0210] In step Sg0408, the allocation table is referenced to determine whether the value of the jackpot type counter C2 read this time corresponds to a special jackpot. If it is determined in step Sg0408 that it corresponds to a special jackpot (Sg0408: YES), the process proceeds to step Sg0409, where special jackpot information is stored in the first determination process result storage area 64f. The first determination process is then terminated. On the other hand, if it is determined in step Sg0408 that it does not correspond to a special jackpot (Sg0408: NO), the process proceeds to step Sg0410, where normal jackpot information is stored in the first determination process result storage area 64h. The first determination process is then terminated.
[0211] In step Sg0405, if it is determined that the value of the jackpot random number counter C1 read this time does not correspond to a jackpot (Sg0405: NO), the process proceeds to step Sg0411, 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 read. Then, the process proceeds to step Sg0412, where the reach judgment table stored in the reach judgment table memory area 63c is referenced. Then, the process proceeds to step Sg0413, where, as a result of referring to the reach judgment table, it is determined whether the value of the reach random number counter C3 read this time corresponds to the occurrence of a reach.
[0212] If it is determined in step Sg0413 that the reach is occurring (Sg0413: YES), the process proceeds to step Sg0414, where the reach occurrence information is stored in the first-game determination process result storage area 64h. Then, the first-game determination process ends. On the other hand, if it is determined in step Sg0413 that the reach is not occurring (Sg0413: NO), the first-game determination process ends.
[0213] <Variable time information acquisition process> Next, the variable time information acquisition process will be described. The variable time information acquisition process is executed by the MPU 62 of the main control device 60 as a subroutine of the destination determination process (FIG. 19: Sg0302).
[0214] Fig. 21 is a flowchart showing the variable time information acquisition process. In step Sg0501, the value of the variable type counter CS stored in the memory area by the ball entering the starting hole in the ball entering process for the starting hole (Fig. 18) is acquired. Then, the process proceeds to step Sg0502.
[0215] In step Sg0502, it is determined whether or not the winning lottery for the current game is a winning lottery. Specifically, it determines whether or not there is a jackpot based on the winning lottery result determined by the jackpot / reach information acquisition process, and if there is a jackpot (Sg0502: YES), it proceeds to step Sg0503.
[0216] In step Sg0503, the process refers to the big win variation time table stored in the variation time table storage area 63d of the ROM 63 to obtain variation time information corresponding to the current value of the variation type counter CS. After executing step Sg0503, the process proceeds to step Sg0507.
[0217] In Step Sg0507, the acquired variable time information is stored in the prior determination process result storage area 64h of the RAM 64. Thereafter, this variable time information acquisition process is terminated.
[0218] In step Sg0502, if it is determined that the lottery result is not a big win (step Sg0502: NO), the process proceeds to step Sg0504 to determine whether or not a reach will occur. In step Sg0504, if it is determined that a reach will occur (Sg0504: YES), the process proceeds to step Sg0505.
[0219] In step Sg0505, the process acquires variable time information corresponding to the current value of the variable type counter CS by referring to the reach occurrence variable time table stored in the variable time table storage area 63d of the ROM 63. After that, the process proceeds to step Sg0507, where the acquired variable time information is stored in the first determination process result storage area 64h of the RAM 64, and then the variable time information acquisition process is terminated.
[0220] In step Sg0504, if it is determined that no reach will occur in the current game (step Sg0504: NO), the process proceeds to step Sg0506, where the process refers to the reach non-occurrence fluctuation time table stored in the fluctuation time table storage area 63d to obtain the fluctuation time corresponding to the current value of the fluctuation type counter CS. Then, the process proceeds to step Sg0507, where the obtained fluctuation time information is stored in the first determination process result storage area 64h of the RAM 64, and the fluctuation time information acquisition process is terminated.
[0221] In the pachinko machine 10 of this embodiment, the variable time information stored in the variable time table is set so that the larger the value of the first start reserved number RaN and the second start reserved number RbN, the shorter the variable time. In other words, even if the value of the variable type counter CS is the same, the data of the variable time table to be referenced differs depending on the value of the first start reserved number RaN and the second start reserved number RbN when determining the variable time of the game.
[0222] In the pachinko machine 10 of the present embodiment, the variable time information stored in the variable time table is configured to be set so that the larger the value of the first start reserved number RaN and the second start reserved number RbN, the shorter the variable time becomes. However, other configurations may be used, for example, the larger the value of the total reserved number CRN, so that the variable time becomes shorter. Also, without being limited to this, for example, a configuration may be used that does not depend on the number of the total reserved number CRN, and the smaller the number of the total reserved number CRN, the shorter the variable time may be set. Also, when the second start reserved number RbN is "0", the larger the number of the first start reserved number RaN, the shorter the variable time may be set, and when the second start reserved number RbN is "1" or more, the larger the number of the second start reserved number RbN, the shorter the variable time may be set. In addition, when the second start-up pending number RbN is "0", the larger the first start-up pending number RaN, the longer the fluctuation time becomes, and when the second start-up pending number RbN is "1" or greater, the larger the second start-up pending number RbN, the longer the fluctuation time becomes, or it may be set to be constant regardless of each pending number RaN, RbN.
[0223] In addition, the non-reach variable time table may be set so that a shorter variable time is selected in a situation where the support mode is the high frequency support mode than in a situation where the support mode is the low frequency support mode, when the number of pending information is the same. However, this is not limited to this, and the selected variable time may be the same, or the above relationship may be reversed.
[0224] Furthermore, the above configuration may be applied to the variable time when a reach occurs, and the variable time that is likely to be selected when a jackpot is won and when a reach is reached and is not, may be different from the variable time that is unlikely to be selected. Also, a variable time table for a sure-variable jackpot, a variable time table for a normal jackpot, a variable time table for a reach is reached and a variable time table for a complete miss may be set individually.
[0225] <Ball entry processing for through balls> Next, the through ball scoring process will be described. The through ball scoring process is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 17: step Sg0105).
[0226] 22 is a flow chart showing the through ball entry process. In step Sg0601, it is determined whether or not the game ball has entered (passed through) the through gate 35 (through gate 35a, through gate 35b). If it is determined in step Sg0601 that the game ball has entered the through gate 35 (through gate 35a, through gate 35b) (Sg0601: YES), the process proceeds to step Sg0602. On the other hand, if it is determined in step Sg0601 that the game ball has not entered the through gate 35 (through gate 35a, through gate 35b) (Sg0601: NO), the through ball entry process is terminated.
[0227] In step Sg0602, it is determined whether the electric role processing in progress flag is ON. The electric role processing in progress flag is ON when an electric role opening lottery is executed triggered by the passing of a game ball through the through gate 35 (through gate 35a, through gate 35b). If the lottery result of the electric role opening lottery is a miss, it is turned OFF after the setting of the miss display, and if the lottery result of the electric role opening lottery is a win, it is turned OFF after the setting of the win display and the opening process of the normal electric role 53 executed in response to the win are completed. Hereinafter, the electric role opening lottery triggered by the passing of a game ball through the through gate 35 (through gate 35a, through gate 35b), the display of the lottery result (win, miss) executed in response to the lottery, and the opening process of the normal electric role 53 executed in response to the win are also referred to as electric role processing. In this embodiment, the through gate 35 (through gate 35a, through gate 35b) does not hold the passage of the game ball. In other words, even if a new game ball enters the through gate 35 (through gate 35a, through gate 35b) during a period in which an electric role process is being executed in response to a game ball passing through the through gate 35 (through gate 35a, through gate 35b), the electric role process triggered by the ball entering the through gate 35 will not be executed.
[0228] If it is determined in step Sg0602 that the electric utility processing in progress flag is not ON (Sg0602: NO), the process proceeds to step Sg0603, where the electric utility processing in progress flag is set to ON. After executing step Sg0603, the process proceeds to step Sg0604. On the other hand, if it is determined in step Sg0602 that the electric utility processing in progress flag is ON (Sg0602: YES), the ball entry process for this through is terminated.
[0229] In step Sg0604, the value of the electric accessory opening counter C4 updated in step Sg0103 (FIG. 17) is moved to the electric accessory execution area 64e. After that, the through ball entry process is terminated.
[0230] <Normal processing> Next, the normal processing will be described. The normal processing is processing that is started by the MPU 62 of the main control device 60 when the power is turned on. In the normal processing, the main processing of the game is executed.
[0231] 23 is a flow chart showing normal processing. In step Sg0701, start-up processing is executed. Specifically, initial settings of each control device when power is turned on, and a check is made on the validity of data stored in RAM 64. Then, the process proceeds to step Sg0702.
[0232] In Step Sg0702, a start-up command is set. The start-up command is a command for causing each sub-control device to start a demo video when the power is turned on. Then, the process proceeds to Step Sg0703.
[0233] In step Sg0703, the output data such as the start-up command set in step Sg0702, 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 Sg0703, proceed to step Sg0704.
[0234] In step Sg0704, 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 Sg0705.
[0235] In step Sg0705, the winning ball count signal and payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Sg0706. In step Sg0706, 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 Sg0706, the process proceeds to step Sg0707.
[0236] In step Sg0707, 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 Sg0708.
[0237] In step Sg0708, the process executes an electric support process for controlling the drive of the normal electric role 53. In the electric support process, it is determined whether or not to open the normal electric role 53. The details of the electric support process will be described later. Then, the process proceeds to step Sg0709.
[0238] In step Sg0709, 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 Sg0703). In other words, it is determined whether the execution timing of the next normal processing has arrived. If it is determined in step Sg0709 that the predetermined time (4 msec) has not elapsed since the start of the current normal processing (Sg0709: NO), in steps Sg0710 and Sg0711, 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 Sg0710, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, the counter is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of the RAM 64. In addition, in step Sg0711, 1 is added to the fluctuation type counter CS, and when the counter value reaches its maximum value, the counter is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of the RAM 64. On the other hand, if it is determined in step Sg0709 that the predetermined time (4 msec) has elapsed since the start of the current normal processing (Sg0709: YES), the process returns to step Sg0703 and executes each of the processes from step Sg0703 to step Sg0708.
[0239] Since the execution time of each process from step Sg0703 to step Sg0708 varies 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.
[0240] <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. 23: Sg0706).
[0241] 24 is a flowchart showing the game play control process. In step Sg0801, it is determined whether the opening and closing execution mode flag is ON. The opening and closing execution mode flag is a flag that is turned ON when the opening and closing execution mode starts and is turned OFF when the opening and closing execution mode ends.
[0242] If it is determined in step Sg0801 that the opening and closing execution mode flag is ON (Sg0801: YES), it is determined that the opening and closing execution mode is in progress, and this game round control process is terminated without executing any of the processes in steps Sg0802 and onward. In other words, if it is in the opening and closing execution mode, a game round will not start regardless of whether or not a ball has entered the special chart start hole 51. On the other hand, if it is determined in step Sg0801 that the opening and closing execution mode is not in progress (Sg0801: NO), the process proceeds to step Sg0802.
[0243] In step Sg0802, it is determined whether the main display unit 45 is displaying a variable. Specifically, it is determined whether either the first symbol display unit 37a or the second symbol display unit 37b is displaying a variable. This determination is made by determining whether the variable display flag in the variable display flag storage area in the various jackpot flag storage area 64g of the RAM 64 is ON. The variable display flag is turned ON when variable display is started for either the first symbol display unit 37a or the second symbol display unit 37b, and is turned OFF when the variable display ends.
[0244] In step Sg0802, if it is determined that the main display unit 45 is not displaying a variable value (Sg0802: NO), the process proceeds to steps Sg0803 to Sg0805 for starting a game round. In step Sg0803, it is determined whether the reserved number CRN is "0". When the reserved number CRN is "0", it means that the reserved number is "0" for both the first start port 33 (first start port 33a, first start port 33b) and the second start port 34. Therefore, in step Sg0803, if it is determined that the reserved number CRN is "0" (Sg0803: YES), this game round control process is terminated. On the other hand, in step Sg0803, if it is determined that the reserved number CRN is not "0" (Sg0803: NO), the process proceeds to step Sg0804.
[0245] In step Sg0804, data setting processing is executed to set the data stored in the first holding area Ra or the second holding area Rb to the state after the fluctuation starts, and the process proceeds to step Sg0805. The data setting processing will be described in detail later.
[0246] In step Sg0805, a change start process is executed to start the change display in the main display unit 45 and the change display in the symbol display device 41. The change start process will be described in detail later. After executing step Sg0805, this game number control process is terminated.
[0247] In step Sg0802, when it is determined that the main display unit 45 is performing a variable display (Sg0802: YES), the process for progressing the game round in steps Sg0806 to Sg0815 is executed.
[0248] In step Sg0806, it is determined whether the variable time for the current game has elapsed. As described above, the variable time is the time from when the symbol rows start to vary until all the symbol rows stop, and is part of the unit game time. Specifically, in step Sg0806, it is determined whether the value of the variable time information stored in the variable time counter area (various counter area 64f) of RAM 64 has become "0". The value of the variable time information is set in the variable time setting process (FIG. 27) described later. The set value of the variable time information is decremented by 1 each time the timer interrupt process is started.
[0249] In step Sg0806, if it is determined that the change time has not elapsed (Sg0806: NO), the process proceeds to step Sg0807, where a change display process is executed. The change display process is a process for changing the display mode in the symbol display section related to the current game round. After step Sg0807 is executed, the game round control process is terminated.
[0250] In step Sg0806, if it is determined that the fluctuation time has elapsed (Sg0806: YES), the process proceeds to step Sg0808, where a fluctuation end process is executed. The fluctuation end process controls the display of the symbol display section so that the pattern to be displayed in the symbol display section determined in the fluctuation start process (FIG. 26) described later is displayed on the symbol display section related to the current game round. After executing step Sg0808, the process proceeds to step Sg0809.
[0251] In step Sg0809, it is determined whether any of the jackpot flags (in this embodiment, the 16R variable jackpot B flag, the 8R variable jackpot B flag, the 8R variable jackpot A flag, and the 8R normal jackpot A flag) are ON. In step Sg0809, if any of the jackpot flags is ON (Sg0809: YES), the process proceeds to step Sg0810.
[0252] In step Sg0810, the open / close execution mode flag is set to ON. After that, the game control process ends. On the other hand, in step Sg0809, if none of the big win flags are ON (Sg0809: NO), the process proceeds to step Sg0811.
[0253] In step Sg0811, the value of the game play counter PNC is decremented by 1. The value set in the game play counter PNC is a value indicating the number of games played when the high frequency support mode is executed with a limited number of games played. After executing step Sg0811, the process proceeds to step Sg0812.
[0254] In step Sg0812, it is determined whether the current lottery mode is the low probability mode. Specifically, it is determined whether the high probability mode flag is ON. In step Sg0812, if it is determined that the lottery mode is not the low probability mode (Sg0812: NO), the game number control process is terminated.
[0255] In step Sg0812, if it is determined that the lottery mode is the low probability mode (Sg0812: YES), the process proceeds to step Sg0813, where it is determined whether the value of the game number counter PNC is 0 or not.
[0256] In step Sg0813, if it is determined that the value of the game counter PNC is not 0 (Sg0813: NO), the game count control process is terminated. In step Sg0813, if it is determined that the value of the game counter PNC is 0 (Sg0813: YES), the process proceeds to step Sg0814, where the high-frequency support mode flag is turned OFF. After that, the process proceeds to step Sg0815, where a low-frequency support mode command is set. The low-frequency support mode command is transmitted to the sound and light emission control device 90 in the command output process of the normal process (FIG. 23: step Sg0703). The sound and light emission control device 90, which has received the low-frequency support mode command, recognizes that the support mode has shifted from the high-frequency support mode to the low-frequency support mode, and executes a performance corresponding to the low-frequency support mode. After executing step Sg0815, the game count control process is terminated.
[0257] <Data setting process> Next, the data setting process will be described. The data setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the game play control process (FIG. 24: Sg0804).
[0258] FIG. 25 is a flowchart showing the data setting process. In step Sg0901, it is determined whether the reserved area to be processed for executing the data setting process is the first reserved area Ra. Specifically, if the earliest reserved information (reserved information stored in the first area of the first reserved area Ra) among the reserved information stored in the first reserved area Ra (FIG. 7) in a chronological order is stored in the reserved area earlier than the earliest reserved information (reserved information stored in the first area of the second reserved area Rb) among the reserved information stored in a chronological order in the second reserved area Rb (FIG. 7), it is determined that the reserved area to be processed is the first reserved area Ra. On the other hand, if the earliest reserved information among the reserved information stored in the second reserved area Rb in a chronological order is stored in the reserved area earlier than the earliest reserved information among the reserved information stored in the first reserved area Ra, it is determined that the reserved area to be processed is the second reserved area Rb. That is, by executing the process of step Sg0901, 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.
[0259] If it is determined in step Sg0901 that the reserved area to be processed is the first reserved area Ra (step Sg0901: YES), data setting processing for the first reserved area is performed in steps Sg0902 to Sg0907. On the other hand, if it is determined in step Sg0901 that the reserved area to be processed is not the first reserved area Ra, that is, if it is determined that the reserved area to be processed is the second reserved area Rb (step Sg0901: NO), data setting processing for the second reserved area is performed in steps Sg0908 to Sg0913.
[0260] In step Sg0902, the first start reserved number RaN in the first reserved area Ra is decremented by 1, and then the process proceeds to step Sg0903, where the total reserved number CRN is decremented by 1. Then, the process proceeds to step Sg0904. In step Sg0904, 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 Sg0905.
[0261] In step Sg0905, a process is executed to shift the data stored in the storage 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 Sg0905, the process proceeds to step Sg0906.
[0262] In step Sg0906, 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 Sg0907.
[0263] In step Sg0907, 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 first reserved area Ra, i.e., corresponds to the first starting port 33, is selected from the command information storage area 63f 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, the data setting process is terminated.
[0264] The shift command set in step Sg0907 is transmitted to the audio and light emission control device 90 in step Sg0703 in normal processing (FIG. 23). 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 hold 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 hold display area Ds1 of the pattern display device 41 in response to the reduction in the number of reserved items.
[0265] In step Sg0901, if it is determined that the reserved area to be processed is not the first reserved area Ra, that is, if it is determined that the reserved area to be processed is the second reserved area Rb (step Sg0901: NO), the process proceeds to step Sg0908.
[0266] In step Sg0908, the second start reserved number RbN in the second reserved area Rb is decremented by 1. Then, the process proceeds to step Sg0909. In step Sg0909, the total reserved number CRN is decremented by 1, and the process proceeds to step Sg0910, 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 Sg0911.
[0267] In step Sg0911, the process shifts the data stored in the storage area of the second reserved area Rb. This data shift process shifts the data stored in the first to fourth areas sequentially toward the lower area. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on. After executing step Sg0911, the process proceeds to step Sg0912.
[0268] In step Sg0912, if the second symbol display section flag in the various flags 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 Sg0913.
[0269] In step Sg0913, 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 63f 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 data setting process is terminated.
[0270] The shift command set in step Sg0913 is transmitted to the audio and light emission control device 90 in step Sg0703 in normal processing (FIG. 23). 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.
[0271] <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. 24: Sg0805).
[0272] FIG. 26 is a flowchart showing the variation start process. In step Sg1001, it is determined whether the winning / losing 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. The high probability mode flag is a flag for specifying whether the winning / losing lottery mode is the high probability mode in the MPU 62, and in this embodiment, it is turned ON when the opening / closing execution mode related to the winning of the probability variable jackpot ends, and is turned OFF when a normal jackpot is won thereafter. In step Sg1001, if it is determined that the winning / losing lottery mode is the high probability mode (Sg1001: YES), it proceeds to step Sg1002.
[0273] In step Sg1002, a win / lose determination is made by referring to the win / lose table for the high probability mode. Specifically, it is determined 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 / lose table for the high probability mode shown in FIG. 8(b). Then, proceed to step Sg1004. On the other hand, if it is determined in step Sg1001 that the mode is not the high probability mode (Sg1001: NO), proceed to step Sg1003.
[0274] In step Sg1003, the system refers to the winning / losing table for the low probability mode to determine whether or not the winning / losing result is true. Specifically, the system determines whether or not the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as the winning / losing result for the jackpot in the winning / losing table for the low probability mode shown in FIG. 8(a). Then, the system proceeds to step Sg1004.
[0275] In step Sg1004, it is determined whether the result of the hit / miss determination (winning lottery) in step Sg1002 or step Sg1003 is a jackpot win or not. In step Sg1004, if the result of the hit / miss determination is a jackpot win (Sg1004: YES), in steps Sg1005 to Sg1012, processing for setting the game result and processing for setting the stop result in the case of a jackpot win are executed.
[0276] In step Sg1005, it is determined whether the second symbol display section flag in RAM 64 is ON. In step Sg1005, if it is determined that the second symbol display section flag is not ON (Sg1005: NO), the process proceeds to step Sg1006, where allocation determination is performed by referring to the allocation table for the first starting hole (see FIG. 10(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 16R variable jackpot B, the numerical range of the 8R variable jackpot A, or the numerical range of the 8R normal jackpot A.
[0277] On the other hand, if it is determined in step Sg1005 that the second symbol display section flag is ON (Sg1005: YES), the process proceeds to step Sg1007, where the allocation determination is performed by referring to the allocation table for the second starting hole (see FIG. 10(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 16R variable jackpot B, the numerical range of the 8R variable jackpot B, or the 8R normal jackpot B. After executing the process of step Sg1006 or step Sg1007, the process proceeds to step Sg1008.
[0278] In step Sg1008, it is determined whether the type of the jackpot allocated in step Sg1006 or step Sg1007 is a jackpot with a probability of 100% or not. In step Sg1008, if it is determined that the game result is a jackpot with a probability of 100% (Sg1008: YES), the process proceeds to step Sg1009.
[0279] In step Sg1009, a stop result setting process for a probability variable jackpot is executed. The probability variable jackpot stop result setting process 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 in which the probability variable jackpot is won, and the variable display is terminated. Specifically, by referring to the stop result table for the probability variable jackpot stored in the stop result table storage area 63e, the address information of the stop result data corresponding to the type of jackpot allocated in step Sg1006 or step Sg1007 is obtained, and the address information is stored in the stop result address storage area of the RAM 64. After executing step Sg1009, the process proceeds to step Sg1010.
[0280] In step Sg1010, a flag (jackpot type flag) corresponding to the type of jackpot allocated in step Sg1006 or step Sg1007 is turned ON. Specifically, if it is a 16R variable jackpot B, the 16R variable jackpot B flag is turned ON, if it is an 8R variable jackpot B, the 8R variable jackpot B flag is turned ON, and if it is an 8R variable jackpot A, the 8R variable jackpot A flag is turned ON. Then, proceed to step Sg1016.
[0281] On the other hand, in step Sg1008, if it is determined that the type of the jackpot allocated in step Sg1006 or step Sg1007 is not a guaranteed jackpot (Sg1008: NO), that is, if the type of the jackpot allocated is a normal jackpot, the process proceeds to step Sg1011.
[0282] In step Sg1011, a stop result setting process for a normal jackpot is executed. The stop result setting process for a normal jackpot 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 in which the normal jackpot is won, and the variable display is terminated. Specifically, by referring to the stop result table for a normal jackpot stored in the stop result table storage area 63e, address information of the stop result data corresponding to the type of jackpot allocated in step Sg1006 or step Sg1007 is obtained, and the address information is stored in the stop result address storage area of the RAM 64. After executing step Sg1011, the process proceeds to step Sg1012.
[0283] In step Sg1012, a flag (jackpot type flag) corresponding to the type of jackpot allocated in step Sg1006 or step Sg1007 is turned ON. Specifically, if it is an 8R normal jackpot B, the 8R normal jackpot B flag is turned ON, and if it is an 8R normal jackpot A, the 8R normal jackpot A flag is turned ON. Then, proceed to step Sg1016.
[0284] In step Sg1004, if the result of the winning lottery in step Sg1002 or step Sg1003 is not a big win (Sg1004: NO), the process proceeds to step Sg1013 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 judgment table stored in the reach judgment table storage area 63c.
[0285] In step Sg1013, when it is determined that a reach occurs in the current game (Sg1013: YES), the process proceeds to step Sg1014.
[0286] In step Sg1014, a ready-to-win stop result setting process is executed. 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 that results in a ready-to-win stop result, and the variable display is to end in that state. Specifically, by referring to the ready-to-win stop result table in the stop result table storage area 63e, address information of the stop result data corresponding to the value of the ready-to-win random number counter C3 stored in the execution area AE is obtained, and the address information is stored in the stop result address storage area of the RAM 64. After executing step Sg1014, the process proceeds to step Sg1016.
[0287] In step Sg1013, when it is determined that a reach does not occur in the current game (Sg1013: NO), the process proceeds to step Sg1015.
[0288] In step Sg1015, a stop result setting process for a loss is executed. The stop result setting process for a loss is a process for setting which stop result 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 terminated in that state. Specifically, by referring to the stop result table for a loss in the stop result table storage area 63e, the 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 Sg1015, the process proceeds to step Sg1016.
[0289] In step Sg1016, 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 of a reach. The variable time setting process will be described in detail later. After executing step Sg1016, the process proceeds to step Sg1017.
[0290] In step Sg1017, it is determined whether the second symbol display section flag of RAM 64 is ON. In step Sg1017, if it is determined that the second symbol display section flag of RAM 64 is not ON (Sg1017: NO), the process proceeds to step Sg1018, where a first variation command is set. The first variation command includes information indicating that the current game round is related to the reserved information acquired based on the ball entering the first start hole 33 (first start hole 33a, first start hole 33b), and also includes information on whether a reach has occurred and information on the variation time set in step Sg1016.
[0291] On the other hand, in step Sg1017, if it is determined that the second symbol display section flag is ON (Sg1017: YES), the process proceeds to step Sg1019, where a second variation command is set. The second variation command includes information indicating that the current game round is related to the reserved information acquired based on the winning of the second starting hole 34, and also includes information on the occurrence of a reach and the variation time set in step Sg1016. After executing step Sg1018 or step Sg1019, the process proceeds to step Sg1020.
[0292] In step Sg1020, a type command is set. The type command includes information on the presence or absence of a jackpot, the result of the allocation judgment, and the presence or absence of a reach. In other words, the type command includes, as information on the type of jackpot, information on 16R probability jackpot B, information on 8R probability jackpot B, information on 8R probability jackpot A, information on 8R normal jackpot B, information on 8R normal jackpot A, or information on the presence or absence of a reach and information on the result of a miss.
[0293] The variation command and type command set in steps Sg1018 to Sg1020 are sent to the sound and light emission control device 90 in step Sg0703 of the normal processing (FIG. 23). 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 Sg1020, the process proceeds to step Sg1021.
[0294] In step Sg1021, the result display section corresponding to the current game round among the first symbol display section 37a and the second symbol display section 37b is caused to start displaying the variation of the symbols. Specifically, if the second symbol display section flag of the RAM 64 is not ON, the result display section corresponding to the current game round is specified as the first symbol display section 37a and the variation display is started, and if the second symbol display section flag is ON, the result display section corresponding to the current game round is specified as the second symbol display section 37b and the variation display is started. After executing step Sg1021, this variation start process is terminated.
[0295] <Variable time setting process> Next, the variable time setting process will be described. The variable time setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the variable start process (FIG. 26: Sg1016).
[0296] 27 is a flow chart showing the process of setting the variable time. In step Sg1101, the value of the variable type counter CS stored in the execution area AE is obtained. Then, the process proceeds to step Sg1102.
[0297] In step Sg1102, it is determined whether or not the winning lottery for the current game is a winning lottery. Specifically, it is determined whether or not the probability variable big win flag or the normal big win flag in the RAM 64 is ON, and if either flag is ON (Sg1102: YES), the process proceeds to step Sg1103.
[0298] In step Sg1103, the variable time table for big win stored in the variable time table storage area 63d of the ROM 63 is referred to, and variable time information corresponding to the value of the current variable type counter CS is acquired. Then, the process proceeds to step Sg1107, and the acquired variable time information is set in the variable time counter area provided in the various counter area 64f of the RAM 64. Then, the variable time setting process is terminated.
[0299] In step Sg1102, if it is determined that the winning lottery for the current game round is not a winning (Sg1102: NO), the process proceeds to step Sg1104, where it is determined whether or not a reach occurs in the current game round. Since this process (Sg1104) is executed if the winning lottery for the current game round is not a winning lottery in the above step Sg1102, in step Sg1104, it is determined whether or not a reach occurs among the game rounds in which the winning lottery has not been won. Specifically, if the value of the reach random number counter C3 stored in the execution area AE is a value corresponding to the occurrence of a reach, it is determined that a reach occurs (Sg1104: YES), and the process proceeds to step Sg1105. In addition, when determining whether or not a reach occurs using the value of the reach random number counter C3, the reach determination table stored in the reach determination table storage area of the ROM 63 is referenced.
[0300] In step Sg1105, the reach occurrence variable time table stored in the variable time table storage area 63d of the ROM 63 is referenced to acquire variable time information corresponding to the current value of the variable type counter CS. In the pachinko machine 10 of this embodiment, the reach occurrence variable time is fixed. Then, the process proceeds to step Sg1107, where the acquired variable time information is set in the variable time counter area provided in the various counter area 64f of the RAM 64. Then, the variable time setting process is terminated.
[0301] In step Sg1104, if it is determined that no reach will occur in the current game (Sg1104: NO), the process proceeds to step Sg1106, where the process refers to the reach non-occurrence fluctuation time table stored in the fluctuation time table storage area 63d to obtain the fluctuation time corresponding to the current value of the fluctuation type counter CS. Then, the process proceeds to step Sg1107, where the obtained fluctuation time information is set in the fluctuation time counter area provided in the various counter area 64d of the RAM 64. Then, the process of setting the fluctuation time is terminated.
[0302] As described above, in the pachinko machine 10 of this embodiment, the variable time information stored in the variable time table is set so that the larger the value of the first start reserved number RaN and the second start reserved number RbN, the shorter the variable time. In other words, even if the value of the variable type counter CS is the same, the data of the variable time table to be referenced differs depending on the value of the first start reserved number RaN and the second start reserved number RbN when determining the variable time of the game.
[0303] In addition, in the pachinko machine 10 of the present embodiment, the variable time information stored in the variable time table is configured to be set so that the larger the value of the first start reserved number RaN and the second start reserved number RbN, the shorter the variable time becomes. However, other configurations may be used, for example, the larger the value of the total reserved number CRN, and the shorter the variable time becomes. Also, without being limited to this, for example, a configuration may be used that does not depend on the number of the total reserved number CRN, and the shorter the variable time may be set as the number of the total reserved number CRN is smaller. Also, when the second start reserved number RbN is "0", the longer the number of the first start reserved number RaN is, the shorter the variable time becomes, and when the second start reserved number RbN is "1" or more, the longer the number of the second start reserved number RbN is, the shorter the variable time becomes. In addition, when the second start-up pending number RbN is "0", the larger the first start-up pending number RaN, the longer the fluctuation time becomes, and when the second start-up pending number RbN is "1" or greater, the larger the second start-up pending number RbN, the longer the fluctuation time becomes, or it may be set to be constant regardless of each pending number RaN, RbN.
[0304] In addition, the non-reach variable time table may be set so that a shorter variable time is selected in a situation where the support mode is the high frequency support mode than in a situation where the support mode is the low frequency support mode, when the number of pending information is the same. However, this is not limited to this, and the selected variable time may be the same, or the above relationship may be reversed.
[0305] Furthermore, the above configuration may be applied to the variable time when a reach occurs, and the variable time that is likely to be selected when a jackpot is won and when a reach is reached and is not, may be different from the variable time that is unlikely to be selected. Also, a variable time table for a sure-variable jackpot, a variable time table for a normal jackpot, a variable time table for a reach is reached and a variable time table for a complete miss may be set individually.
[0306] <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. 23: Sg0707).
[0307] Fig. 28 is a flowchart showing the game state transition process. In step Sg1201, it is determined whether the ending period flag is ON or not. The ending period flag is turned ON at the end of the 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.
[0308] In step Sg1201, if it is determined that the ending period flag is not ON (Sg1201: NO), the process proceeds to step Sg1202, where it is determined whether the opening / closing processing period flag is ON. As described above, the opening / closing processing period flag is turned ON when the game state is to be shifted to the opening / closing processing period, and is turned OFF when the opening / closing processing period is to be ended.
[0309] If it is determined in step Sg1202 that the opening / closing processing period flag is not ON (Sg1202: NO), the process proceeds to step Sg1203 to determine 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.
[0310] In step Sg1203, if it is determined that the opening period flag is not ON (Sg1203: NO), the process proceeds to step Sg1204, where it is determined whether the opening / closing execution mode flag is ON. The opening / closing execution mode flag is turned ON when the game round that triggered the opening / closing execution mode to start ends, and is turned OFF when the opening / closing execution mode ends.
[0311] In step Sg1204, if it is determined that the open / close execution mode flag is ON (Sg1204: YES), the process proceeds to step Sg1205. On the other hand, in step Sg1204, if it is determined that the open / close execution mode flag is not ON (Sg1204: NO), the game state transition process ends.
[0312] In step Sg1205, the high probability mode flag is turned OFF. In order to change the lottery mode during the open / close execution mode, which is executed in response to a big win, to the low probability mode, the high probability mode flag is turned OFF. After executing step Sg1205, the process proceeds to step Sg1206.
[0313] In step Sg1206, the high-frequency support mode flag is turned OFF. In order to change the support mode during the open / close execution mode, which is executed in response to a big win, to the low-frequency support mode, the high-frequency support mode flag is turned OFF. After executing step Sg1206, the process proceeds to step Sg1207.
[0314] In step Sg1207, an opening / closing execution mode start command is set. The opening / closing execution mode start command is a command for notifying the sound and light emission control device 90 that the opening / closing execution mode will be started in response to a big win. The opening / closing execution mode start command is transmitted to the sound and light emission control device 90 in the command output process of the normal process (FIG. 23: step Sg0703). After executing step Sg1207, the process proceeds to step Sg1208.
[0315] In step Sg1208, an opening / closing scenario setting process is executed. The opening / closing scenario setting process is a process for setting an opening / closing scenario in which an opening pattern of the opening / closing door 54b in a round game is set. In this embodiment, the opening time of the opening / closing door 54b in one round game is 30 seconds. However, even if 30 seconds have elapsed since the opening of the opening / closing door 54b, if nine game balls enter the big prize opening 54a, the opening / closing door 54b closes. In this embodiment, such an opening pattern of the opening / closing door 54b is set in the opening / closing scenario. In the opening / closing scenario setting process, an opening / closing scenario corresponding to the big win type is set. For example, in the case of a 16R special big win B, an opening pattern of the opening / closing door 54b for 16 rounds is set in the opening / closing scenario, and in the case of an 8R special big win A, an opening pattern of the opening / closing door 54b for 8 rounds is set in the opening / closing scenario. After executing step Sg1208, the process proceeds to step Sg1209.
[0316] In step Sg1209, an opening time setting process is executed. The opening time setting process is a process for setting the time length of the opening period in the special game state (hereinafter, also referred to as the opening time). Specifically, a predetermined value is set in the opening timer counter area as the opening time. After executing step Sg1209, the process proceeds to step Sg1210.
[0317] In step Sg1210, an opening command is set. The set opening command is sent to the sound and light emission control device 90 in step Sg0703 in the normal processing (FIG. 23). This opening command includes information on the set opening time, information on the type of big win, and information on the big win that triggered the current opening and closing execution mode to be executed. 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 opening and closing execution mode, and controls various devices so that the determined content is executed. After executing step Sg1210, the process proceeds to step Sg1211, where the opening period flag is set to ON. Then, the game state transition process ends.
[0318] If it is determined in step Sg1203 that the opening period flag is ON (Sg1203: YES), the process proceeds to step Sg1212.
[0319] In step Sg1212, it is determined whether the opening period has ended. Specifically, it is determined whether the value of the opening timer counter area T set in the opening time setting process is "0". If it is determined in step Sg1212 that the opening period has ended (Sg1212: YES), the process proceeds to step Sg1213, where the opening period flag is turned OFF. Then, the process proceeds to step Sg1214.
[0320] In step Sg1214, a process for starting a round display for notifying the type of the current open / close execution mode is executed. Specifically, the type of the big win is displayed on the round display unit 39. After executing step Sg1214, the process proceeds to step Sg1215.
[0321] In step Sg1215, the open / close process period flag is turned ON. After that, the game state transition process is terminated.
[0322] In step Sg1202, if it is determined that the open / close process period flag is ON (Sg1202: YES), the process proceeds to step Sg1216, where the special prize opening open / close process is executed. The special prize opening open / close process will be described later. After executing step Sg1216, the process proceeds to step Sg1217.
[0323] In step Sg1217, it is determined whether the special prize opening / closing process has been completed, and if it is determined that the special prize opening / closing process has been completed (Sg1217: YES), the process proceeds to step Sg1218. On the other hand, if it is determined that the special prize opening / closing process has not been completed (Sg1217: NO) in step Sg1217, the game state transition process is terminated.
[0324] In step Sg1218, the opening / closing processing period flag is turned OFF, and then the process proceeds to step Sg1219.
[0325] In step Sg1219, processing is performed to end the round display. In this processing, display control of the round display section 39 is ended so that the round display section 39 in the main display unit 45 is turned off. After executing step Sg1219, the processing proceeds to step Sg1220.
[0326] In step Sg1220, 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). Specifically, a predetermined value is set in an ending timer counter as the ending time. After executing step Sg1220, the process proceeds to step Sg1221.
[0327] In step Sg1221, an ending command is set. The set ending command is sent to the audio and light emission control device 90 in step 40703 in the normal processing (FIG. 23). Upon receiving the ending command, the audio and light emission control device 90 starts a performance corresponding to the ending period. After executing step Sg1221, the process proceeds to step Sg1222.
[0328] In step Sg1222, the ending period flag is turned ON. Then, the game state transition process is terminated.
[0329] In step Sg1201, if it is determined that the ending period flag is ON (Sg1201: YES), the process proceeds to step Sg1223.
[0330] In step Sg1223, it is determined whether the ending period has ended. Specifically, it is determined whether the value of the ending timer counter set as the ending time in the ending time setting process (Sg1220) is "0". If it is determined in step Sg1223 that the value of the ending timer counter set as the ending time is "0" (Sg1223: YES), the process proceeds to step Sg1224.
[0331] In step Sg1224, the ending period flag is turned OFF. Then, the process proceeds to step Sg1225, 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 Sg1225, the process proceeds to step Sg1226, where the opening and closing execution mode flag is turned OFF. Then, the process proceeds to step Sg1227, where an opening and closing execution mode end command is set. The opening and closing execution mode end command is a command for notifying the sound and light emission control device 90 that the opening and closing execution mode has ended. The opening and closing execution mode end command is transmitted to the sound and light emission control device 90 in step Sg0703 in the normal process (FIG. 23). Then, this game state transition process ends.
[0332] On the other hand, if it is determined in step Sg1223 that the value of the ending timer counter set as the ending time is not "0" (Sg1223: NO), the game state transition process is terminated.
[0333] <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. 28: Sg1216).
[0334] 29 is a flowchart showing the special prize opening / closing process. In step Sg1301, it is determined whether the opening / closing door 54b is open or not. In step Sg1301, if it is determined that the opening / closing door 54b is not open (Sg1301: NO), the process proceeds to step Sg1302.
[0335] In step Sg1302, it is determined whether the opening condition for the opening door 54b has been met. Specifically, the opening scenario set by the opening scenario setting process (FIG. 28: Sg1208) is read and it is determined whether it is the timing to open the opening door 54b. In step Sg1302, if it is determined that the opening condition for the opening door 54b has been met (Sg1302: YES), the process proceeds to step Sg1303.
[0336] In step Sg1303, the door 54b is opened, and then the process proceeds to step Sg1304.
[0337] In step Sg1304, a door open command is set. The door open command is a command for making the sub-side control device recognize that the door 54b has been opened. The door open command is sent to the sound and light emission control device 90 in the command output process (FIG. 23: Sg0703) of the normal process. After step Sg1304 is executed, the large prize opening open process is terminated.
[0338] In step Sg1302, if it is determined that the opening condition for the opening / closing door 54b is not met (Sg1302: NO), the big prize opening opening / closing process is terminated.
[0339] In step Sg1301, if it is determined that the opening and closing door 54b is open (Sg1301: YES), the process proceeds to step Sg1305.
[0340] In step Sg1305, it is determined whether the closing condition of the opening and closing door 54b is satisfied. The closing condition of the opening and closing door 54b is satisfied when the continuous opening time of the opening and closing door 54b set in the opening and closing scenario (30 seconds in this embodiment) has elapsed or when it is detected that a preset number of game balls (9 in this embodiment) have entered the big prize opening 54a. In step Sg1305, if it is determined that the closing condition of the opening and closing door 54b is satisfied (Sg1305: YES), the process proceeds to step Sg1306.
[0341] In step Sg1306, the door 54b is closed, and then the process proceeds to step Sg1307.
[0342] In step Sg1307, a door closing command is set. The door closing command is a command for making the sub-side control device recognize that the door 54b is closed. The door closing command is sent to the sound and light emission control device 90 in the command output process (FIG. 23: Sg0303) of the normal process. After step Sg1307 is executed, this large prize opening opening and closing process is terminated.
[0343] In step Sg1305, if it is determined that the closing condition for the opening / closing door 54b is not met (Sg1305: NO), the big prize opening opening / closing process is terminated.
[0344] <Transition process at the end of the ending period> Next, the transition process at the end of the ending period will be described. The transition process at the end of the ending period is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 28: Sg1225).
[0345] 30 is a flow chart showing the transition process at the end of the ending period. In step Sg1401, it is determined whether or not a jackpot flag corresponding to a certain jackpot is ON in the RAM 64 as a jackpot flag.
[0346] In step Sg1401, when it is determined that the jackpot flag corresponding to the probability variable jackpot set in the RAM 64 is ON (Sg140...
Claims
[Claim 1] A first ball entry means through which a game ball can enter; A second ball entry means through which the game ball can enter; An information acquisition means for acquiring special information in response to a game ball entering the first ball entry means or the second ball entry means; an acquired information storage means for respectively storing first special information, which is the special information acquired when a gaming ball enters the first ball entry means, and second special information, which is the special information acquired when a gaming ball enters the second ball entry means; a determination means for determining whether the special information stored in the acquired information storage means satisfies a first predetermined condition, the determination being made with respect to the second special information in priority to the determination being made with respect to the first special information; a game round execution means for executing a game round when a game round is defined as a period from the start of a game operation for notifying the result of the judgment by the judgment means to the end of the game operation; An assisting means for assisting the game ball to enter the second ball entry means; a state transition means for transitioning a state of the assist means between a first state which makes it impossible or difficult for a game ball to enter the second ball entry means and a second state which makes it possible or easy for a game ball to enter the second ball entry means; A control means for controlling the state transition means, the control means having at least a first control mode and a second control mode in which it is easier for a game ball to enter the second ball entry means than in the first control mode, as control modes in which the state transition means transitions the state of the auxiliary means; In a gaming machine comprising: the control means includes means for switching a state of the assistance means from the first state to the second state with a predetermined probability when a predetermined condition is established in a predetermined game state; The gaming machine is capable of displaying a specific effect image for the first special information a predetermined number of times in succession during the predetermined gaming state; a first display means for displaying the specific effect image in a specific number of game times for the second special information, the number being equal to or less than an upper limit number of the second special information that can be stored in the acquired information storage means in the predetermined game state; A second display means capable of displaying the specific effect image in the game for the first special information, which is executed continuously after the game for the second special information of the specific number of times is completed; a presentation image switching means for switching the specific presentation image to a predetermined presentation image when a specific condition is established in a game for the first special information, which is executed consecutively after the end of the game for the second special information of the specific number of times; Equipped with The effect image switching means is a means for displaying the predetermined effect image with a degree of expectation higher than the degree of expectation when the specific effect image is displayed; A gaming machine characterized by: