Gaming machine

The gaming machine employs special information acquisition and state transition mechanisms to enhance player engagement by dynamically changing game states and ball entry conditions, improving attention and interaction.

JP7703836B2Active Publication Date: 2025-07-08SANYO BUSSAN KK
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Patent Information

Application Number
JP2020178087
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-10-23
Publication Date
2025-07-08
Estimated Expiration
2040-10-23

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and attention through dynamic game states and variable ball entry conditions.

Method used

A gaming machine with a game board that includes special information acquisition means, determination means for shifting gaming states, variable ball entry means, and notification means to control gaming operations, allowing for transitions between different gaming states with varying levels of difficulty and reward opportunities.

Benefits of technology

Enhances player engagement by improving the degree of attention to the game through dynamic state transitions and variable ball entry conditions, increasing player interest and interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that can suitably increase attention on a game.SOLUTION: As game states, provided are first to third normal game states having different degrees of advantage. If a 10R probability change jackpot is hit in the first normal game state, the game shifts into a second normal game state. If the 10R probability change jackpot is hit and a continuous frequency stored in a continuous frequency counter for time-reduction reaches 10 times in the second normal game, the game shifts into the third normal game state. If the limiter for probability change starts in the third normal game state, the game shifts into the first normal game state. If the 10R probability change jackpot is hit before the limiter for probability change starts in the third normal game, the game shifts into the second normal game state. An average predetermined period for the game to shift from the second normal game state via the third normal game state to the first / second normal game state is longer than an average predetermined period to shift from the first normal game state via the second normal game state to the third normal game state.SELECTED DRAWING: Figure 39
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Description

Technical Field

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

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the gaming machine of the above-described type, there is still room for improvement in its configuration in order to improve the degree of attention to the game.

[0005] The present invention has been made in view of the above-exemplified circumstances and the like, and an object thereof is to provide a gaming machine capable of suitably improving the degree of attention to the game.

Means for Solving the Problems

[0006] The present invention is a game board in which a game area is formed, game ball launching means capable of launching a game ball into the game area based on an operation of a player, special information acquisition means capable of acquiring special information when a game ball enters a predetermined ball entry means provided in the game area, Determination means capable of determining, based on the special information acquired by the special information acquisition means, to shift the gaming state from a predetermined gaming state to a special gaming state advantageous to the player; Means capable of performing a gaming operation with a predetermined notification means based on the determination by the determination means and controlling the predetermined notification means so that the gaming operation ends as a notification result corresponding to the result of the determination; Means capable of shifting to the special gaming state based on the result of the determination by the determination means; Variable ball entry means capable of switching between a first state in which game balls flowing down in the game area can enter and a second state in which it is more difficult for game balls to enter than in the first state; Means capable of executing switching control between the first state and the second state of the variable ball entry means when shifting to the special gaming state; A gaming machine comprising: In the predetermined gaming state As a game situation when the determination by the determination means is made , a first gaming situation, a second gaming situation that can be more advantageous to the player than the first gaming situation, and a game situation that can be more advantageous to the player than the first gaming situation and can be more disadvantageous to the player than the second gaming situation, can be configured, Whether a predetermined condition is satisfied in the second gaming situation et al of game The period until the situation becomes, and whether a specific condition is satisfied in the third gaming situation et al of game The situation is configured to be shorter than the period until the situation becomes, and a configuration that enables the transition from the second game situation to the third game situation a configuration that enables the transition from the third game situation to the second game situation Characterized by this.

Effect of the Invention

[0007] According to the present invention, the degree of attention to the game can be suitably improved.

Brief Description of the Drawings

[0008]

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Embodiments for Carrying Out the Invention

[0009] <The First Embodiment> Hereinafter, a first embodiment of a pachinko game machine (hereinafter referred to as a "pachinko machine"), which is a type of gaming machine, will be described in detail with reference to the drawings. FIG. 1 is a perspective view of the pachinko machine 10 seen from the front side, and FIGS. 2 and 3 are perspective views showing the main configuration of the pachinko machine 10 developed. In FIG. 2, for convenience, the configuration within the game area PE of the pachinko machine 10 is omitted.

[0010] As shown in FIG. 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10 and a main gaming machine unit 12 attached to this outer frame 11.

[0011] The outer frame 11 is formed by connecting plate materials to four sides and has a rectangular frame shape. By attaching and fixing the outer frame 11 to the island equipment, the pachinko machine 10 is installed in the game hall. Note that in the pachinko machine 10, the outer frame 11 is not an essential component, and it may be configured such that the outer frame 11 is provided in the island equipment of the game hall.

[0012] The main game machine part 12 is supported in a state that can be opened and closed by the outer frame 11. Specifically, an upper support fitting 17 is fixed to the connecting part between the upper frame part and the left frame part of the outer frame 11, and a lower support fitting 18 is provided at the connecting part between the lower frame part and the left frame part of the outer frame 11. These upper support fitting 17 and lower support fitting 18 constitute a support mechanism, and by this support mechanism, the main game machine part 12 can be rotated forward with respect to the outer frame 11 with the left side as the rotation base end side and the right side as the rotation tip end side in the front view of the pachinko machine 10 (see FIGS. 2 and 3).

[0013] As shown in FIG. 2, the main game machine part 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. Note that the inner frame 13 of the main game machine part 12 is supported rotatably with respect to the outer frame 11. Specifically, the inner frame 13 can be rotated forward with the left side as the rotation base end side and the right side as the rotation tip end side in the front view.

[0014] The front door frame 14 is supported rotatably by the inner frame 13 and can be rotated forward with the left side as the rotation base end side and the right side as the rotation tip end side in the front view. Also, the back pack unit 15 is supported rotatably by the inner frame 13 and can be rotated backward with the left side as the rotation base end side and the right side as the rotation tip end side in the front view (see FIG. 3).

[0015] (Front door frame 14) Next, the front door frame 14 will be described. As shown in Fig. 2, the front door frame 14 is mainly composed of a synthetic resin frame body 20 whose outer shape is substantially the same as that of the outer frame 11, and covers almost the entire front surface of the inner frame 13. A substantially elliptical window portion 21 is formed in the central portion of the frame body 20 so that almost the entire gaming area PE described later can be visually recognized from the front. The window portion 21 is blocked from the back side of the front door frame 14 by a glass unit 22.

[0016] The glass unit 22 includes a plurality of transparent glass panels 23 and a glass holder for holding these glass panels 23. A partition portion for partitioning the holding area of the glass panel 23 is formed in the glass holder, and both glass panels 23 face each other front and back with the partition portion interposed therebetween. That is, by securing a predetermined gap between both glass panels 23, the gaming area PE is covered twice from the front side of the pachinko machine 10 by these glass panels 23 while avoiding interference between the glass panels 23.

[0017] Note that it is not necessarily required to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be individually attached to the frame body 20. Furthermore, the number of glass panels is arbitrary, and it may be one, or three or more. However, from the viewpoints of improving safety and crime prevention, it is preferable to adopt a plurality of glass panels and oppose these glass panels to each other front and back with a predetermined gap therebetween. Incidentally, it is also possible to adopt a synthetic resin panel member having transparency instead of the glass panel.

[0018] As shown in FIG. 1, light-emitting means such as various lamps are provided around the glass unit 22 (specifically, the window portion 21). For example, an annular lighting decoration portion 26 incorporating light-emitting means such as LEDs is provided along the periphery of the window portion 21. In the annular lighting decoration portion 26, lighting and flashing are performed according to changes in the gaming state at the time of a big hit or a predetermined reach. Further, at the center of the annular lighting decoration portion 26 and at the uppermost part of the pachinko machine 10, an error display lamp portion 27 that lights up at the time of a predetermined error is provided, and further, on the left and right sides thereof, a bonus ball lamp portion 28 that lights up during the payout of bonus balls is provided. Also, at positions close to the left and right bonus ball lamp portions 28, a speaker portion 29 that outputs an effect sound or the like according to the gaming state is provided.

[0019] Below the window portion 21 in the front door frame 14 (frame body 20), an upper bulging portion 31 bulging forward and a lower bulging portion 32 are arranged side by side vertically. Inside the upper bulging portion 31, an upper tray 33 opening upward is provided, and inside the lower bulging portion 32, a lower tray 34 also opening upward is provided. The upper tray 33 has a function of temporarily storing the game balls paid out from the payout device described later and guiding them to the game ball launching mechanism side described later while aligning them in a row. Also, the lower tray 34 has a function of storing the surplus game balls in the upper tray 33.

[0020] On the right side of the lower bulging portion 32, a game ball launching handle 41 is provided so as to protrude forward. When the game ball launching handle 41 is operated, game balls are launched from the game ball launching mechanism described later.

[0021] On the back surface of the front door frame 14, as shown in FIG. 2, a passage forming unit 45 is attached. The passage forming unit 45 is formed of synthetic resin and has a front door side upper plate passage leading to the upper plate 33 and a front door side lower plate passage leading to the lower plate 34. In the passage forming unit 45, a receiving port portion that protrudes rearward and is open upward is formed at its upper side corner portion. By partitioning the receiving port portion left and right by a partition wall, an entrance portion of the front door side upper plate passage and an entrance portion of the front door side lower plate passage are defined. The game balls that enter the front door side upper plate passage are guided to the upper plate 33, and the game balls that enter the front door side lower plate passage are guided to the lower plate 34.

[0022] On the rotation base end side of the back surface of the front door frame 14, protruding shafts are provided at its upper end portion and lower end portion. These protruding shafts constitute an assembling mechanism for the inner frame 13. Also, on the rotation tip end side of the back surface of the front door frame 14, as shown in FIG. 2, a plurality of hook fittings 49 extending rearward are arranged in parallel in the vertical direction. These hook fittings 49 constitute a locking mechanism for the inner frame 13.

[0023] (Inner frame 13) Next, the inner frame 13 will be described in detail based on FIGS. 2 and 3. The inner frame 13 is mainly composed of a resin base 50 having an outer shape that is substantially rectangular like the outer frame 11. The height dimension of the resin base 50 is set to be slightly smaller than the height dimension of the outer frame 11. Also, the resin base 50 is arranged close to the upper side frame portion of the outer frame 11, and a slight gap is formed between the lower side frame portion of the outer frame 11 and the resin base 50. A curtain plate is attached to the outer frame 11 so as to close this gap. The curtain plate is arranged below the resin base 50 (specifically, its lower end portion), and in a state where the inner frame 13 is closed with respect to the outer frame 11, the resin base 50 will rest on the curtain plate.

[0024] On the rotation base end side of the front surface of the resin base 50, support fittings 51, 52 are attached to its upper end portion and lower end portion. Shaft holes are formed in the support fittings 51, 52, and by inserting the protruding shafts of the front door frame 14 into these shaft holes, the front door frame 14 is rotatably supported with respect to the inner frame 13.

[0025] On the front end side of the resin base 50, insertion holes for inserting the hook fittings 49 provided on the back surface of the front door frame 14 are respectively provided. In this pachinko machine 10, as shown in FIG. 3, a locking device 55 for locking the inner frame 13 and the front door frame 14 is configured to be hidden and arranged on the back side of the inner frame 13. Therefore, when the hook fitting 49 is locked to the locking device 55 (specifically, the hook receiving member for the front door) through the insertion hole, the front door frame 14 is locked to the inner frame 13 so that it cannot be opened. Further, the locking device 55 has an inner frame hook member 57 that extends rearward of the inner frame 13. When these inner frame hook members 57 are caught by the hook receiving member 19 (see FIG. 2) of the outer frame 11, the main body 12 of the gaming machine is locked in a closed state with respect to the outer frame 11.

[0026] A cylinder lock 58 for performing the unlocking operation of the locking device 55 is installed at the lower right corner of the resin base 50. The cylinder lock 58 is integrated with the locking device 55. When the key inserted into the keyhole of the cylinder lock 58 is turned to the right, the locking of the front door frame 14 to the inner frame 13 is released, and when the key inserted into the keyhole of the cylinder lock 58 is turned to the left, the locking device 55 is configured such that the locking of the inner frame 13 to the outer frame 11 is released.

[0027] A substantially elliptical window hole 54 is formed in the central portion of the resin base 50, and the window hole 54 is blocked from the rear by the game board 60 attached to the resin base 50. The game board 60 includes a wooden plywood and a sheet material that covers the front plate surface of the plywood, and the front surface thereof is exposed to the front side of the resin base 50 through the window hole 54. A game area PE where game balls flow down is formed on the exposed portion, that is, the front surface of the game board 60. Note that the game board 60 is not limited to being made of wood and can also be made of synthetic resin.

[0028] Hereinafter, the game board 60 (particularly, various components arranged in the game area PE) will be described with reference to FIG. 4. FIG. 4 is a front view of the game board 60.

[0029] (Game board 60) The game board 60 is formed with a plurality of large and small openings penetrating in its own thickness direction (front-rear direction). In each opening, a general winning opening 61, operating ball entry parts 62, 63, variable winning devices 64, 65, a through gate 66, a variable display unit 67, etc. are respectively arranged. When a ball enters the ball entry parts such as the general winning opening 61, the operating ball entry parts 62, 63, and the variable winning devices 64, 65, it is detected by a detection sensor, and based on the detection result, benefits such as the payout of a predetermined number of prize balls are given to the player.

[0030] Specifically, when a ball enters the general winning opening 61, 10 game balls are paid out. When a ball enters the operating ball entry part 62, 2 game balls are paid out. When a ball enters the operating ball entry part 63, 1 game ball is paid out. When a ball enters the first variable winning device 64, 12 game balls are paid out. When a ball enters the second variable winning device 65, 6 game balls are paid out.

[0031] An out port 68 is provided at the lowermost part of the game board 60, and the game balls that do not enter various ball entry parts are discharged from the game area PE through the out port 68. Here, "ball entry" means that a game ball passes through a predetermined opening site, including not only the mode in which the game ball is discharged from the game area PE after passing through the opening site, but also the mode in which the game ball is not discharged from the game area PE after passing through the opening site. In the following description, in order to clearly distinguish from the ball entry into the out port 68, the ball entry into the general winning opening 61, the operating ball entry parts 62, 63, the variable winning devices 64, 65, and the through gate 66 is also expressed as "winning".

[0032] In addition, a large number of pins 69 are implanted on the game board 60 to appropriately disperse and adjust the flow path of the game balls, and various members (effect devices) such as windmills are arranged. Due to these various components such as the pins 69 and the windmills, the flow path of the game balls is differentiated, and the winning at the general winning openings 61 and the like described above is adjusted to occur at an appropriate probability. Note that the general winning opening 61 is arranged only in the left route described later. For the game balls launched into the left route, winning at the general winning opening 61 is possible, while for the game balls launched into the right route described later, winning at the general winning opening 61 is not possible.

[0033] The variable display unit 67 is arranged at the center of the game board 60, and the operating ball entry parts 62, 63, etc. are arranged around the variable display unit 67. In the following description, the operating ball entry part 62 is referred to as the "first operating ball entry part 62", the operating ball entry part 63 is referred to as the "second operating ball entry part 63", the operating opening of the first operating ball entry part 62 is referred to as the "first operating opening 62a", and the operating opening of the second operating ball entry part 63 is referred to as the "second operating opening 63a" and is appropriately distinguished.

[0034] The first operating ball entry part 62 is roughly divided into a lower operating ball entry part 62L arranged below the variable display unit 67 and a right operating ball entry part 62R arranged to the right of the variable display unit 67. Among the lower operating ball entry part 62L and the right operating ball entry part 62R, an electric effect device 71 as an openable and closable ball entry assisting device (ball entry assisting means) or an openable and closable member (opening and closing means) is provided in the right operating ball entry part 62R.

[0035] The electric effect device 71 has a shutter and a solenoid-type driving part for driving the shutter. By changing the position of the shutter by the driving part, it can be switched between an open state (receiving state) in which ball entry into the right operating ball entry part 62R (the right operating opening 62aR constituting the first operating opening 62a) is possible and a closed state (non-receiving state) in which such ball entry is impossible. Note that the electric effect device 71 attached to the right operating ball entry part 62R may be made switchable between a state in which ball entry into the right operating opening 62aR is easy and a state in which ball entry is more difficult.

[0036] In the game area PE (specifically, the right route described later), the through gate 66 is disposed at a position upstream of the right operating ball entry part 62R, specifically, on the side (right side) of the variable display unit 67. The through gate 66 allows the game ball to pass through in the vertical direction, and the game ball that wins the through gate 66 flows down to the downstream side in the game area PE without being discharged from the game area PE. When winning (support winning) in a lottery (support lottery) triggered by the passage of the game ball through the through gate 66, the electric accessory 71 is switched from the closed state to the open state for a predetermined time.

[0037] At a position downstream of the right operating ball entry part 62R in the right route, the first variable winning device 64 is disposed. The first variable winning device 64 is formed with a first large winning port into which a plurality of game balls can enter simultaneously, and an opening / closing mechanism is provided as an opening / closing means for opening and closing the first large winning port. The opening / closing mechanism has a shutter as an opening / closing member for the first large winning port. The shutter is switchable between an open state (auxiliary state or receiving state) in which the entry of the game ball is possible or easy and a closed state (non-auxiliary state or non-receiving state) in which the entry of the game ball is impossible or difficult. Further, the shutter is connected to a variable winning drive unit (specifically, a solenoid), and normally, the shutter is maintained in the closed state and is switched to the open state when the result of the internal lottery is a transition to the special game state (opening / closing execution mode).

[0038] On the right route, at a position downstream of the first variable winning device 64, the second variable winning device 65 is disposed. The second variable winning device 65 is formed with a lower large winning opening into which a plurality of game balls can enter simultaneously, and is provided with an opening / closing mechanism as opening / closing means for opening and closing the lower large winning opening. The opening / closing mechanism includes a shutter as an opening / closing member for the large winning opening. The shutter is switchable between an open state (receiving state) in which game balls can enter and a closed state (non-receiving state) in which such entry is impossible. Further, the shutter is connected to a variable winning drive unit (specifically, a solenoid), and normally, the shutter is maintained in the closed state and is switched to the open state when the result of the internal lottery is a transition to a special game state (opening / closing execution mode).

[0039] Here, the special game state is a game state that is to be entered when a big win or a special win occurs. As the opening mode of the variable winning devices 64 and 65 in the special game state, for example, with the elapse of a predetermined period (8 sec or 0.8 sec in this embodiment) or a predetermined number of wins (10 or 6 in this embodiment) as one round, the shutter is set to be opened up to a predetermined number of rounds (1, 2, 10 rounds in this embodiment).

[0040] Details will be described later, but the special game state (opening / closing execution mode) shown in this embodiment is roughly classified into those corresponding to the first winning mode and those corresponding to the second winning mode, which differ in the variable winning device to be opened and the opening / closing mode.

[0041] When a big win result occurs, the game shifts to a special game state corresponding to the first winning mode. In the special game state corresponding to the first winning mode (the first special game state), the first variable winning device 64 or the second variable winning device 65 is set as the opening target, and the opening is repeated with a plurality of rounds, with a maximum number of rounds, based on the elapse of a predetermined opening time (specifically 30 seconds) or the occurrence of a predetermined number (specifically 10) of ball entries as one round. On the other hand, when a special hit result occurs, the game shifts to a special game state corresponding to the second winning mode. In the special game state corresponding to the second winning mode (the second special game state), the second variable winning device 65 is set as the opening target, and the second special game state ends when either the elapse of a predetermined opening time (specifically 0.8 seconds) or the occurrence of a predetermined number (specifically 6) of ball entries is satisfied. In this way, the first special game state is set so that the winning frequency is relatively high, and the second special game state is set so that the winning frequency is relatively low, and there is a difference in the number of prize balls that can be obtained.

[0042] Next, the variable display unit 67 will be described. The variable display unit 67 has a symbol display device 75 that variably displays (fluctuates) symbols triggered by winning in the operating ball entry parts 62 and 63.

[0043] The symbol display device 75 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content on the display screen 75a is controlled by a display control device described later. In the central part of the display screen 75a of the symbol display device 75, for example, symbols are displayed side by side on the left, middle, and right, and these symbols are variably displayed by being scrolled vertically. When a big win or a special win occurs, a predetermined combination of symbols stops and is displayed on a preset effective line, and the above-mentioned opening and closing execution mode is entered. Note that the symbol display device 75 does not necessarily have to be a liquid crystal display device, and a dot matrix or 7-segment type display device may also be used.

[0044] Further, a center frame 76 is disposed in the variable display unit 67 so as to surround the symbol display device 75. The center frame 76 is fixed to the game board 60 from its front side, and in this fixed state, it stands up from the front surface of the game board 60 so that the gap dimension between the center frame 76 and the glass unit 22 is smaller than the diameter dimension of the game ball. Thereby, it is possible to avoid the game ball flowing down in the game area PE from colliding with the symbol display device 75, and the flow path of the game ball flowing down in the game area PE is roughly classified into the right route that detours around the variable display unit 67 (specifically, the center frame 76) from the right side and the left route that detours around from the left side.

[0045] Note that the above-described right-side activated ball entry section 62R, second activated ball entry section 63, variable winning devices 64, 65, and through gate 66 are arranged on the right route, and winning of the game balls flowing down the left route to these right-side activated ball entry section 62R, second activated ball entry section 63, variable winning devices 64, 65, and through gate 66 is avoided. On the other hand, the first activated ball entry section 62 is arranged on the left route, and winning of the game balls flowing down the right route to the first activated ball entry section 62 (the lower operating port 62aL that constitutes the first operating port 62a) is avoided. The player can advantageously advance the game by selecting the firing destination (flow path of the game ball) of the game ball from the right route / left route according to the game situation. Although details will be described later, in the gaming machine shown in this embodiment, the route along which the game ball should be fired according to the game state is suggested to the player on the display screen 75a of the speaker unit 29 and the symbol display device 75, and a warning is given that the firing should be stopped when the game ball is fired along a route different from the suggestion.

[0046] A main display unit 81 is disposed on a protective member for the guide rail 100 disposed outside the play area PE. The front surface of the main display unit 81 faces the glass unit 22 (more specifically, the rear glass panel 23) that allows the play area PE to be viewed from the front of the pachinko machine 10, and the facing portion is provided with a main display section D on which a predetermined picture or the like is displayed. The main display unit 81 is electrically connected to a main control device, which will be described later, and the display contents of the main display section D are configured to be controlled by the main control device.

[0047] The main display unit D comprises a display unit D1 for the first operating port which displays the lottery results based on winning at the first operating ball entry unit 62 (first operating port 62a), and a display unit D2 for the second operating port which displays the lottery results based on winning at the second operating ball entry unit 63 (second operating port 63a).

[0048] In the first actuation port display section D1, a winning entry into the first actuation ball entry section 62 (first actuation port 62a) is used as a trigger to display a varying pattern, and as a result of stopping the varying display, the result of the internal lottery conducted based on the winning entry into the first actuation ball entry section 62 is clearly displayed. If the result of the internal lottery based on the winning entry into the first actuation ball entry section 62 is a winning result corresponding to a transition to a special game state, the varying display in the first actuation port display section D1 is stopped, a predetermined pattern is displayed as a result of the stop, and then a transition to the special game state is made.

[0049] In the second operation port display section D2, a variable display of a pattern is performed using winning at the second operation ball entry section 63 as a trigger, and the result of the variable display being stopped is the result of the internal lottery performed based on the winning at the second operation ball entry section 63 (second operation port 63a) being clearly displayed. If the result of the internal lottery based on the winning at the second operation ball entry section 63 is a winning result corresponding to a big win or special win, the variable display is stopped in the second operation port display section D2, a predetermined pattern is displayed as the stopping result, and then the game transitions to the special game state according to the result.

[0050] Here, one game round corresponds to the period from when the variable display starts on the corresponding operating port display section D1, D2 based on winning at any of the operating ball entry sections 62, 63, to when the variable display stops to display a predetermined stop result, and the previously set fixed display time passes while the stopped state is maintained. However, one game round is not limited to the above, and for example, in a configuration in which a single display area is provided and the variable display is performed in the single display area regardless of the occurrence of winning at any of the operating ball entry sections 62, 63, one game round may be the period from when the variable display starts in the single display area, to when the variable display stops to display a predetermined stop result, and the previously set fixed display time passes while the stopped state is maintained.

[0051] The main display section D of the main display unit 81 is provided with a reserved number display section S1 for the first actuation port. The reserved number display section S1 for the first actuation port corresponds to the first actuation port 62a, and the number of times that game balls have entered the first actuation port 62a is reserved up to four times, and the reserved number is displayed by lighting up the reserved number display section S1 for the first actuation port. Note that the second actuation port 63a shown in this embodiment is different from the first actuation port 62a in terms of the ball entry configuration in that it does not have a reserved function like that given to the first actuation port 62a.

[0052] In addition to the above-mentioned various display sections, the main display section D of the main display unit 81 is provided with a through gate display section DS that displays the lottery result based on winning the through gate 66. In the through gate display section DS, the winning of the through gate 66 is used as a trigger to display the variation of the pattern, and the result of the stop of the variation display is displayed as the result of the internal lottery performed based on the winning of the through gate 66. If the result of the internal lottery based on the winning of the through gate 66 is a winning result corresponding to the transition to the electric role opening state, the through gate display section DS displays a predetermined stop result, the variation display is stopped, and then the electric role opening state is entered. In the electric role opening state, the electric role 71 attached to the right side operation ball entry section 62R is opened in a predetermined manner.

[0053] Furthermore, in this embodiment, although a configuration is adopted in which the number of times the game ball passes through the through gate 66 is held up to a maximum of 4 times, a through gate hold count display section SS for displaying the held-up count is provided in the main display section D of the main display unit 81.

[0054] Explaining the configuration of the inner frame 13 again with reference to FIG. 2, below the mounting area of the game board 60 in the resin base 50, there is provided a game ball launching mechanism 110 that launches a game ball toward the game area PE based on the operation of the game ball launching handle 41. The game ball launching mechanism 110 mainly includes a solenoid 111 that hits a game ball arranged at a predetermined launch standby position, a launch rail 112 that defines the launch direction of the game ball launched by the solenoid 111, a ball feeding device 113 that supplies a game ball to the launch standby position, and a base plate 114 to which these various components 111 to 113 are attached. The base plate 114 is fixed to the resin base 50 and is integrated with the resin base 50.

[0055] The launch rail 112 is fixed to the base plate 114 in an inclined state so as to be upwardly inclined toward the game board 60 side. A ball stopper for holding the game ball supplied from the ball feeding device 113 at the above-described launch standby position is arranged at a position closer to the downstream end (i.e., the lower end) of the launch rail 112. The solenoid 111 is arranged at a position further downstream than the ball stopper.

[0056] The solenoid 111 is electrically connected to a power supply / launch control device described later. Based on the output of an electrical signal from the power supply / launch control device, the output shaft of the solenoid 111 reciprocates in the expansion and contraction direction, whereby the game ball placed at the launch standby position is launched toward the game board 60 side, specifically, toward the guide rail 100 attached to the game board 60.

[0057] The guiding rail 100 demarcates the game area PE such that the outer shape of the game area PE is substantially circular. Further, the guiding rail 100 is composed of an inner rail 101 and an outer rail 102 that are arranged to face each other with a gap slightly larger than the diameter of the game ball, and a single guiding passage 103 is demarcated by these two rails 101 and 102. The guiding passage 103 has an inlet portion opened at the tip side (diagonally downward) of the launching rail 112 and an outlet portion located at the upper part of the game area PE. The game ball launched based on the operation of the solenoid 111 is guided to the game area PE by moving in the order of the launching rail 112 → the guiding rail 100 (inlet portion → outlet portion). By adjusting the operation amount of the game ball launching handle 41, it is possible to distribute the game balls to the area (left route) on the left side of the variable display unit 67 and the area (right route) on the right side of the variable display unit 67 in the game area PE.

[0058] In addition, a reverse prevention member 106 for preventing the game ball that has reached the game area PE from flowing back into the guiding passage 103 is attached near the tip of the inner rail 101, specifically, on the front side of the outlet portion on the game board 60, suppressing the prevention of the subsequent game balls from being launched by the game balls that have reached the game area PE first.

[0059] The guiding rail 100 (see FIG. 4) and the launching rail 112 are arranged such that the inlet portion of the guiding rail 100 and the tip portion of the launching rail 112 face each other diagonally with the lower edge of the game board 60 in between. That is, these two rails 100 and 112 are arranged such that the inlet portion of the guiding rail 100 and the tip portion of the launching rail 112 are displaced left and right in the vicinity of the lower edge of the game board 60. Thereby, while bringing both rails 100 and 112 closer to the lower edge of the game board 60, a gap with a predetermined interval is formed between the inlet portion of the guiding rail 100 and the launching rail 112.

[0060] Below the gap formed in this way, a foul ball passage 46 is provided. The foul ball passage 46 is integrally formed with the passage forming unit 45 of the front door frame 14. If the game balls launched from the game ball launching mechanism 110 do not reach the game area PE and return in reverse through the guiding passage 103 as foul balls, those foul balls will enter the foul ball passage 46 through the above-mentioned gap. The foul ball passage 46 communicates with the lower dish passage on the front door side, and the game balls that enter the foul ball passage 46 are discharged to the lower dish 34 shown in FIG. 1. Thereby, the interference between the foul ball and the next launched game ball is suppressed.

[0061] In the resin base 50, on the left side of the launch rail 112 (specifically, the side supporting the front door frame 14), a through hole penetrating the resin base 50 in the front-rear direction is formed, and a passage forming member 121 is disposed in this through hole. The passage forming member 121 is screwed to the resin base 50 and has a main body side upper dish passage and a main body side lower dish passage. The upstream sides of those main body side upper dish passage and main body side lower dish passage communicate with a game ball distribution unit described later. Also, below the passage forming member 121, the receiving portion of the passage forming unit 45 attached to the front door frame 14 is inserted. Below the main body side upper dish passage, the front door side upper dish passage is arranged, and below the main body side lower dish passage, the front door side upper dish passage is arranged.

[0062] Below the passage forming member 121 in the resin base 50, an opening / closing member 124 for opening and closing the main body side upper dish passage and the main body side lower dish passage is attached. The opening / closing member 124 is supported by a support shaft provided at its lower end so as to be rotatable in the front-rear direction, and further, a biasing member for biasing it to the front position for closing the main body side upper dish passage and the main body side lower dish passage is provided. Therefore, in a state where the front door frame 14 is open with respect to the inner frame 13, the opening / closing member 124 rises as shown in the figure, and closes the main body side upper dish passage and the main body side lower dish passage. Thereby, when the front door frame 14 is opened in a state where game balls are stored in the main body side upper dish passage or the main body side lower dish passage, it is possible to prevent inconveniences such as the stored balls spilling out. On the other hand, in a state where the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by a receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the main body side upper dish passage communicates with the front door side upper dish passage, and further, the main body side lower dish passage communicates with the front door side lower dish passage.

[0063] Next, based on FIG. 3, the back configuration of the inner frame 13 (resin base 50 and game board 60) will be described.

[0064] On the rotation base end side on the back surface of the resin base 50, bearing brackets 132 are arranged side by side vertically. The bearing brackets 132 are formed with bearing portions spaced apart vertically, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions.

[0065] A plurality of locking brackets 135 are provided on the back surface of the resin base 50, and the game board 60 is attached to the resin base 50 as described above by these locking brackets 135. Here, the configuration of the back surface of the game board 60 will be described.

[0066] A display control device is attached to a variable display unit 67 disposed at the center of the game board 60 so as to cover the variable display unit 67 from behind (not shown). A notification / effect control device unit 142 is mounted behind the display control device so as to overlap the display control device. The notification / effect control device unit 142 includes a notification / effect control device 143 and a mounting base 144, and the notification / effect control device 143 is mounted on the mounting base 144.

[0067] The notification / effect control device 143 includes a notification / effect control board that controls sound, lamp display, and the display control device according to instructions from a main control device described later. The notification / effect control board is housed in a board box 145 made of a transparent resin material or the like.

[0068] As shown in FIG. 3, a collecting plate 150 is provided below the variable display unit 67 on the back surface of the game board 60. The collecting plate 150 is provided with a game ball collecting mechanism that collects game balls that have won in various winning holes, a detection mechanism that detects the entry of game balls into various winning holes, and the like.

[0069] Regarding the game ball collecting mechanism, the collecting plate 150 is provided with collecting passages that individually correspond to various ball entry parts such as the general winning hole 61. These collecting passages descend along the back surface of the game board 60 from those ball entry parts, defining the falling path of the game balls. Each collecting passage converges near the lower end of the game board 60, and the game balls that have passed through the ball entry parts such as the general winning hole 61 will all gather at the lower part of the game board 60 through the collecting passages. The outlet part of each collecting passage is open downward, and a discharge passage described later is provided on the front side thereof (specifically, below the game board 60). The game balls gathered below the game board 60 by the collecting passages are led to the discharge passage. Note that the out hole 68 also communicates with the discharge passage in the same way, and the game balls that have not won in any winning hole are also led to the discharge passage through the out hole 68.

[0070] Regarding the detection mechanism, the collective board 150 is provided with detection sensors corresponding individually to various ball entry parts such as the general winning opening 61. These various detection sensors are arranged at intermediate positions of the respective recovery passages connected to the ball entry parts such as the general winning opening 61, and detect the passage of game balls in a state where the falling path of the game balls is defined in the respective recovery passages. More specifically, each detection sensor detects the entry of game balls into the ball entry openings such as the general winning opening 61 when the game balls pass through the detection areas provided at intermediate positions of the respective recovery passages. Specifically, a magnetic sensor that grasps the change in the magnetic field generated when the game balls pass through the detection area is adopted.

[0071] These various detection sensors are electrically connected to a main control device unit 160 (specifically, the main control device) provided on the back side of the game board 60, and a configuration is adopted in which detection signals from these detection sensors are output to the main control device. Hereinafter, the main control device unit 160 and the configurations associated therewith will be described.

[0072] The main control device unit 160 is mounted on the game board 60 so as to cover the collective board 150 from the rear side, and is composed of a mounting base 161 made of synthetic resin and a main control device 162 mounted on the mounting base 161. The main control device 162 includes a main control board having a function (main control circuit) for controlling the main game and a function (power failure monitoring circuit) for monitoring the power supply, and the main control board is housed in a board box 163 made of a transparent resin material or the like.

[0073] The board box 163 includes a substantially rectangular parallelepiped box base (front case body) and a box cover (rear case body) that covers the opening of the box base. The box base and the box cover are connected in a non-openable manner by a sealing part as a sealing means, and thereby the board box 163 is sealed. A plurality of sealing parts are provided at the long side parts of the board box 163, and at least one of them is used for the sealing process.

[0074] The sealing part can have any configuration as long as it connects the box base and the box cover in a non-openable manner. However, the box base and the box cover are connected in a non-openable manner by inserting a locking claw into the long hole that constitutes the sealing part. The sealing process by the sealing part prevents unauthorized opening after sealing, and even if unauthorized opening occurs, such a situation can be detected early and easily. It is possible to perform the sealing process again even after once opening. That is, among the plurality of sealing parts, the sealing process is performed by inserting a locking claw into at least one of the long holes. When opening the substrate box 163 when a problem occurs in the housed main control board or during inspection of the main control board, the connection part between the sealing part into which the locking claw is inserted and the other sealing parts is cut. As a result, the box base and the box cover of the substrate box 163 are separated, and the internal main control board can be taken out. After that, when performing the sealing process again, a locking claw is inserted into the long hole of another sealing part. If a history of opening the substrate box 163 is left on the substrate box 163, it can be easily detected that unauthorized opening has been performed by looking at the substrate box 163.

[0075] On one short side of the substrate box 163, a plurality of coupling pieces are provided so as to protrude laterally therefrom. These coupling pieces correspond one-to-one with a plurality of coupled pieces formed on the mounting base 161, and a sealing process is performed between the substrate box 163 and the mounting base 161 by the coupling pieces and the coupled pieces.

[0076] (Rear pack unit 15) Next, the rear pack unit 15 will be described based on FIGS. 2 and 3.

[0077] As shown in FIG. 2, the inner frame 13 is covered from the rear by the rear pack unit 15. The rear pack unit 15 includes a rear pack 201, and a payout mechanism unit 202, a discharge passage board, and a control device assembly unit 204 are attached to the rear pack 201.

[0078] The back pack 201 is formed of a synthetic resin having transparency, and has a base portion 211 to which a payout mechanism portion 202 and the like are attached as shown in FIG. 3, and a protective cover portion 212 that protrudes rearward of the pachinko machine 10 and has a substantially rectangular parallelepiped shape. The protective cover portion 212 has a shape in which the left and right side surfaces and the upper surface are closed and only the lower surface is open, and has a size sufficient to surround at least the variable display unit 67.

[0079] An external terminal board 213 is provided at the upper right portion of the base portion 211. Various output terminals are provided on the external terminal board 213, and various signals are output to the management control device on the game hall side through these output terminals. Further, a pair of upper and lower latching pins are provided at the right end portion of the base portion 211 as viewed from the rear of the pachinko machine 10. By inserting the latching pins into a bearing fitting 132 (specifically, a bearing portion) provided on the inner frame 13, the back pack unit 15 is rotatably supported with respect to the inner frame 13. Further, a fastening member for fastening to a fastening hole provided in the inner frame 13 is provided at the rotation tip end portion of the base portion 211. By fitting the fastening member into the fastening hole, the back pack unit 15 is fixed to the inner frame 13.

[0080] The payout mechanism portion 202 is disposed on the base portion 211 so as to bypass the protective cover portion 212. The payout mechanism portion 202 is provided with a tank 221 that is disposed at the uppermost portion of the back pack 201 and opens upward, and game balls supplied from the island equipment in the game hall are sequentially replenished to the tank 221. A tank rail that gently slopes downward is connected below the tank 221, and a case rail that extends in the vertical direction is connected to the downstream side of the tank rail. A payout device 222 is provided at the most downstream portion of the case rail. The game balls paid out from the payout device 222 are supplied to a game ball distribution portion provided on the base portion 211 of the back pack 201 through a payout passage provided on the downstream side of the payout device 222.

[0081] The game ball distribution unit has a function of distributing the game balls paid out from the payout device 222 to any one of the upper tray 33, the lower tray 34, or a discharge passage described later. The inner opening communicates with the upper tray 33 through the above-described main body side upper tray passage and the front door side upper tray passage, and the outer opening is formed to communicate with the lower tray 34 through the main body side lower tray passage and the front door side lower tray passage.

[0082] As shown in FIG. 3, at the lower end of the base portion 211, a discharge passage board and a control device assembly unit 204 are attached so as to sandwich the lower end portion in the front-rear direction. A discharge passage that is open rearward is formed on the surface of the discharge passage board 203 that faces the control device assembly unit 204, and the open portion of the discharge passage is blocked by the control device assembly unit 204. The discharge passage is formed so as to discharge game balls to the island facilities in the game hall, etc. The game balls led out from the above-described collection passage, etc. to the discharge passage are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.

[0083] The control device assembly unit 204 has a horizontally long mounting base, and a payout control device 181 and a power supply / launch control device 191 are mounted on the mounting base. These payout control device 181 and power supply / launch control device 191 are arranged one on top of the other in the front-rear direction so that the payout control device 181 is at the rear of the pachinko machine 10.

[0084] In the payout control device 181, a payout control board for controlling the payout device 222 is housed in a substrate box, and a state return switch provided on the payout control board protrudes outside the substrate box. For example, when the state return switch is pressed when a payout error such as a ball jam occurs in the payout device 222, the ball jam is resolved.

[0085] The power supply and launch control device 191 houses a power supply and launch control board inside the substrate box. The board generates and outputs the predetermined power required by various control devices and the like, and further controls the launching of the game balls in accordance with the operation of the game ball launch handle 41 by the player. In addition, a RAM erase switch is provided in the power supply and launch control device 191. This pachinko machine 10 has a function of storing and retaining various data, and can retain the state at the time of a power outage even if a power outage occurs, and can return to the state at the time of the power outage when resuming from the power outage. Therefore, for example, when the power is turned off in the normal procedure as in the case of the end of business at the game hall, the state before the power-off is stored and retained, but when the power is turned on while pressing the RAM erase switch, the RAM data is initialized.

[0086] In the present embodiment, the configuration related to the second activated ball entry unit 63 and the variable winning devices 64, 65 arranged in the right route is characteristic. Most of the game balls that pass through the right activated ball entry unit 62R among the game balls launched into the right route head toward the ball entry unit 300 arranged on the downstream side of the right activated ball entry unit 62R in the right route. The ball entry unit 300 is an integration of the above-described second activated ball entry unit 63 and the variable winning devices 64, 65. Hereinafter, a supplementary explanation of the ball entry unit 300 will be given with reference to the schematic diagrams of FIGS. 5 to 7. FIG. 5 is a front view of the ball entry unit 300, FIG. 6(a) is a perspective view of the first variable winning device 64 as viewed from the front side, FIG. 6(b) is a schematic diagram showing the passage structure in the first variable winning device 64, and FIG. 7 is a schematic diagram showing the relationship between the passage length and the required passing time.

[0087] (Ball entry unit 300) The ball entry unit 300 includes a housing 320 in which a ball passage 321 forming a part of the right route (specifically, the downstream area) is formed, and the housing 320 is fixed to the game board 60 in a state of bulging forward from the front surface of the game board 60. The ball passage 321 extends from the outside (right side) to the center side (left side) of the game area PE. At the upper right part of the bulging portion of the housing 320, an inlet portion 321a of the ball entry unit 300 (ball passage 321) is formed to face upward, and at the lower left part, an outlet portion 321b of the ball entry unit 300 (ball passage 321) is formed to face leftward.

[0088] The outlet portion 321b is located directly below the lower operating ball entry portion 62L that constitutes the first operating ball entry portion 62. The game balls flowing out from the outlet portion 321b are guided downward of the lower operating ball entry portion 62L. Thereby, the entry of the game balls that have passed through the ball passage 321 into the lower operating ball entry portion 62L is avoided.

[0089] Note that the housing 320 is made of a transparent synthetic resin and is configured such that the inside thereof (for example, game balls flowing down the ball passage 321, etc.) can be visually recognized from the front of the gaming machine. Incidentally, in order to emphasize the unity of the second operating ball entry portion 63 and the variable winning devices 64, 65, the housing 320 may be made opaque so that the internal structure is difficult or impossible to visually recognize.

[0090] Regarding the right route, it branches into the following two flow paths above the ball entry unit 300. That is, it branches into an inner route along which the game balls flow downward toward the inlet portion 321a of the ball passage 321, and an outer route along which the game balls flow downward along the upper surface portion of the ball entry unit 300 (housing 320).

[0091] On the upper part of the housing 320, a second activation ball entry part 63 is arranged such that a second activation port 63a faces the center side (left side) of the game area PE, and a part of the game balls flowing down the outer route flows into the second activation port 63a. Note that the game balls that have passed through this outer route are also guided to the downstream side (lower side) from the lower activation ball entry part 62L that constitutes the first activation ball entry part 62, and the entry of the game balls that have passed through the outer route into the lower activation ball entry part 62L is avoided.

[0092] The above-described ball passage 321 is defined in terms of passage width, passage height, etc. so that a plurality of game balls cannot pass through the same location at the same time, and is formed in a crank shape so that a step is generated at an intermediate position in the passage direction. Specifically, in the ball passage 321, there is a horizontally long upstream passage part 322 that constitutes the upstream part of the ball passage 321 and slopes downward toward the center side of the gaming machine, and a horizontally long downstream passage part 324 that constitutes the downstream part of the ball passage 321 and slopes downward toward the center side of the gaming machine. The upstream passage part 322 and the downstream passage part 324 are provided with a vertical displacement in the up-down and left-right directions so that a height difference is generated with the former on the upper side and the latter on the lower side, and they are connected by an intermediate passage part 323 (corresponding to a "connection passage part") that extends in the vertical direction.

[0093] The first variable winning device 64 is provided side by side in the upstream passage part 322. Specifically, the first large winning port 331 of the first variable winning device 64 is open upward, and the upstream passage part 322 is formed so as to cross above the first large winning port 331. The first variable winning device 64 has a shutter 333 as an opening and closing means for opening and closing the first large winning port 331, and a drive part 332 (solenoid) for the shutter 333. The shutter 333 is slidable back and forth (in the thickness direction of the game board 60) and is connected to the drive part 332 via a power transmission mechanism.

[0094] The drive unit 332 is connected to the main control device 162 and operates based on a drive signal from the main control device 162. In a non-drive state (non-excitation state) where no drive signal is output from the main control device 162, the shutter 333 is disposed at a closed position covering the first large winning opening 331 from above, and when a drive signal is output and the drive unit 332 enters a drive state (excitation state), it moves (recedes) to an open position that does not cover the first large winning opening 331.

[0095] Here, in a state where the shutter 333 is disposed at the closed position, the bottom of the upstream passage portion 322, that is, the rolling surface of the game balls, is formed by the shutter 333. Specifically, as shown in FIG. 6(a), the housing 320 is provided with an upstream bottom portion 322a that forms the bottom on the upstream side of the first large winning opening 331 in the passage direction of the upstream passage portion 322, and a downstream bottom portion 322b that forms the bottom on the downstream side of the first large winning opening 331, and the rolling surface of the game balls is formed by these upstream bottom portion 322a, downstream bottom portion 322b, and shutter 333. In the following description, the region where the flow path is formed (complemented) by the shutter 333 in the upstream passage portion 322, that is, the region facing the first large winning opening 331 with the shutter 333 interposed therebetween in the upstream passage portion 322, is referred to as the "first specific region SE1" (see FIG. 5).

[0096] Game balls that reach the first specific region SE1 in a situation where the shutter 333 is disposed at the open position and the upstream passage portion 322 (specifically, the rolling surface) is interrupted have difficulty moving in the passage direction of the upstream passage portion 322 and flow into the first large winning opening 331.

[0097] In the present embodiment, in the first specific region SE1, a device is provided to decelerate the game balls passing through the first specific region SE1 and increase the winning chance for the first large winning opening 331. Hereinafter, with reference to FIG. 6(b), this device will be described. In FIG. 6(b), the path (flow path) through which the game balls pass is illustrated using a dashed line.

[0098] On the front wall portion 335 and the rear wall portion 336 that partition and form the passage of the upstream passage portion 322 in the housing 320, there are provided protruding ridges 335a and 336a that protrude toward the first specific region SE1. The protruding ridges 335a and 336a extend vertically so as to be orthogonal to the passage direction of the upstream passage portion 322. In the following description, the protruding ridge 335a provided on the front wall portion 335 is referred to as the "front protruding ridge 335a", and the protruding ridge 336a provided on the rear wall portion 336 is referred to as the "rear protruding ridge 336a".

[0099] The gap dimension D1 between the rear wall portion 336 and the front protruding ridge 335a is set to be larger than the diameter dimension D of the game ball, and the gap dimension D2 between the front wall portion 335 and the rear protruding ridge 336a is also set to be larger than the diameter dimension D of the game ball. For the front protruding ridge 335a, a plurality (two in this embodiment) are arranged with a gap larger than the diameter dimension D of the game ball in the passage direction (guide direction) of the upstream passage portion 322, and for the rear protruding ridge 336a, a plurality (two in this embodiment) are also arranged with a gap larger than the diameter dimension D of the game ball in the passage direction (guide direction) of the upstream passage portion 322. By alternately arranging these front protruding ridges 335a and rear protruding ridges 336a, the flow-down path of the game ball is devised to meander back and forth with respect to the passage direction of the upstream passage portion 322.

[0100] Here, when the protruding amount of the front protruding ridge 335a, the protruding amount of the rear protruding ridge 336a, and the diameter dimension D of the game ball are added together, it is configured to be larger than the passage width of the upstream passage portion 322 (D3 < D). Thereby, it is avoided that the game ball runs through the first specific region SE1 while avoiding collision with the protruding ridges 335a and 336a.

[0101] For the game balls passing through the upstream passage portion 322, they collide with the ridge portions 335a and 336a. Due to such collisions, the moving speed of the game balls in the first specific region SE1 decreases (decelerates). That is, the first specific region SE1 of the upstream passage portion 322 functions as a deceleration section that forcibly decelerates the game balls. By adopting such a configuration to decelerate the game balls passing through the upstream passage portion 322, the required time for the game balls to pass through the first specific region SE1 is extended compared to the case where the ridge portions 335a and 336a are not provided.

[0102] Note that the ridge portions 335a and 336a are disposed so as to be biased toward a position closer to the intermediate passage portion 323 in the first specific region SE1. As a result, the game balls are configured to decelerate at a position immediately upstream of the intermediate passage portion 323.

[0103] The game balls that did not flow into the first large winning opening 331 continue to move along the ball passage 321 as they are, and most of them reach the downstream passage portion 324. Here, referring to FIG. 5 again, the downstream passage portion 324 and the second variable winning device 65 associated therewith will be described.

[0104] The second large winning opening 341 of the second variable winning device 65 is open upward, and the downstream passage portion 324 is formed so as to cross above the second large winning opening 341. The second variable winning device 65 includes a shutter 343 as an opening / closing means for opening and closing the second large winning opening 341, and a drive portion (solenoid) for the shutter 343. The shutter 343 is slidable back and forth (in the thickness direction of the game board 60) and is connected to the drive portion via a power transmission mechanism.

[0105] The drive unit for the shutter 343 is connected to the main control device 162 and operates based on a drive signal from the main control device 162. In a non-drive state (non-excitation state) where no drive signal is output from the main control device 162, the shutter 343 is disposed at a closed position covering the second large winning opening 341 from above, and when a drive signal is output and the drive unit enters a drive state (excitation state), it moves (recedes) to an open position not covering the second large winning opening 341.

[0106] Here, in a state where the shutter 343 is disposed at the closed position, the bottom of the downstream passage portion 324, that is, the rolling surface of the game balls, is formed by the shutter 343. Specifically, the housing 320 is provided with a downstream bottom forming the bottom downstream of the second large winning opening 341 in the passage direction of the downstream passage portion 324, and the rolling surface of the game balls is formed by these downstream bottom and the shutter 343. In the following description, the region where the flow path is formed (complemented) by the shutter 343 in the downstream passage portion 324, that is, the region facing the second large winning opening 341 across the shutter 343 in the downstream passage portion 324, is referred to as the "second specific region SE2".

[0107] Game balls that reach the second specific region SE2 in a situation where the shutter 343 is disposed at the open position and the downstream passage portion 324 (specifically, the rolling surface) is interrupted have difficulty moving in the passage direction of the downstream passage portion 324 and flow into the second large winning opening 341.

[0108] Note that a deceleration section composed of a plurality of protrusions may also be provided in the second specific region SE2 in the same manner as the first specific region SE, and the configuration may be such that game balls passing through the second specific region SE2 are decelerated.

[0109] The above-described intermediate passage portion 323 extends upward from the upstream end of the shutter 343. The left passage wall surface forming the intermediate passage portion 323 is located on the extension of the upstream passage portion 322, and game balls passing through the upstream passage portion 322 change their direction by colliding with the left passage wall surface and fall through the intermediate passage portion 323 toward the shutter 343.

[0110] On the right passage wall surface forming the intermediate passage portion 323, an opening through which the game balls can pass is formed, and a part of the game balls passing through the intermediate passage portion 323 flows into the opening. Between the right operation ball entry portion 62R and the second variable winning device 65, a discharge passage through which the game balls flowing into the opening are discharged from the ball entry unit 300 is formed. A part of the game balls flowing down the ball passage 321 is discharged from the ball entry unit 300 through the opening → discharge passage before reaching the second variable winning device 65 (shutter 343). Note that the game balls passing through this discharge passage are guided directly to the back side of the game board 60, so that they are prevented from moving to the out port 68.

[0111] Next, with reference to FIG. 7, a supplementary explanation will be given about the relationship between the passage lengths of the respective parts of the ball passage 321 and the passing time required for the game balls. FIG. 7 is a schematic view of the internal structure of the ball entry unit 300 as seen from the front. In the following description, the passing time required to pass through the first specific area SE1 is referred to as "required time T1", and the passing time required to pass through the second specific area SE2 is referred to as "required time T2".

[0112] The degree of deceleration in the first specific area SE1 is defined as follows. That is, the required time T1 required for the game balls to pass through the first specific area SE1 is defined to be longer than the launch cycle (0.6 sec) of the game balls.

[0113] Among the game balls that have passed through the second operation ball entry portion 63 among the game balls launched to the right route, they are distributed to the inner route and the outer route. Almost all of the game balls distributed to the inner route reach the first specific area SE1. Here, the required time T1 required for the game balls to pass through the first specific area SE1 is defined to be a longer time (specifically 1.8 sec) than twice the launch cycle (0.6 sec) of the game balls or the interval time (1.5 sec) between rounds during the special game state. This is a measure to suppress the leakage of the game balls that have reached the first variable winning device 64 during the interval between rounds during the special game state.

[0114] Regarding the second specific area SE2, although it is formed such that the passage length in the front view of the gaming machine is longer than that of the first specific area SE1, the required time T2 for the game ball to pass through the second specific area SE2 is defined to be shorter than the required time T1, although it is longer than the firing cycle (0.6 sec) of the game ball (specifically, 0.8 sec). This is a measure to lower the winning probability of the second variable winning device 65 compared to the first variable winning device 64. When the second variable winning device 65 is opened in a special gaming state (opening / closing execution mode) corresponding to the low-frequency winning mode, the number of wins is approximately one.

[0115] (Electrical Configuration of Pachinko Machine 10) Next, the electrical configuration of the pachinko machine 10 will be described based on the block diagram of FIG. 8.

[0116] The main control board 601 provided in the main control device 162 is equipped with an MPU 602. The MPU 602 includes a ROM 603 that stores various control programs and fixed-value data executed by the MPU 602, a RAM 604 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 603, an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits as a random number generator. Note that a configuration in which some of the functions of the MPU 602, such as the functions of the ROM 603 and the RAM 604, are provided as separate elements may also be adopted.

[0117] The MPU602 is provided with an input port and an output port respectively. On the input side of the MPU602, a power failure monitoring board 605 provided in the main control device 162, a payout control device 181, various detection sensors, etc. are connected. A power supply and emission control device 191 is connected to the power failure monitoring board 605, and power is supplied to the MPU602 via the power failure monitoring board 605. Also, as part of various detection sensors, a detection sensor 391a for the general winning port 61, a detection sensor 391b for the first active ball entry part 62, a detection sensor 391c for the second active ball entry part 63, a detection sensor 391d for the first variable winning device 64, a detection sensor 391e for the second variable winning device 65, and a detection sensor 391f for the through gate 66 are connected. Based on the detection information (detection signals) from these various detection sensors 391a to 391f, the MPU602 of the main control device 162 executes a winning determination (ball entry determination) for each ball entry part, etc. Also, in the MPU602, a jackpot draw selection, etc. is executed based on winning at the first active ball entry part 62 (the first active port 62a) and the second active ball entry part 63 (the second active port 63a).

[0118] On the output side of the MPU602, the power failure monitoring board 605, the payout control device 181, and the notification and effect control device 143 (specifically, the notification and effect control board 651) are connected. To the payout control device 181, for example, a prize ball command is output based on the winning determination result for the above-mentioned winning corresponding ball entry part. In this case, when outputting the prize ball command, the command information storage area 625 of the ROM603 is referred to. And when a win at the general winning port 61 is specified, a prize ball command corresponding to the payout of 10 game balls is output, when a win at the first major winning port 331 is specified, a prize ball command corresponding to the payout of 12 game balls is output, when a win at the second major winning port 341 is specified, a prize ball command corresponding to the payout of 6 game balls is output, when a win at the first active port 62a is specified, a prize ball command corresponding to the payout of 3 game balls is output, and when a win at the second active port 63a is specified, a prize ball command corresponding to the payout of 1 game ball is output.

[0119] To the notification and performance control device 143, various commands such as a variation start command, a type command, a variation end command, an opening command, and an ending command are output. In this case, when outputting these various commands, the command information storage area 625 of the ROM 603 is referred to. Details of these various commands will be described later. Note that each of the above commands is configured as information of a predetermined number of bytes, and various information is included as the information of the predetermined number of bytes.

[0120] Also, on the output side of the MPU 602, a drive unit 72 for driving an electric accessory 71 associated with the right operation entry ball part 62R, a variable prize drive unit 451 for driving the shutter 333 of the first variable prize device 64, a variable prize drive unit 461 for driving the shutter 343 of the second variable prize device 65, a main display unit 81, etc. are connected. Various driver circuits are provided on the main control board 601, and through the driver circuits, the MPU 602 executes drive control of various drive units and the like.

[0121] That is, in the opening and closing execution mode, drive control of the variable prize drive unit 451 of the first variable prize device 64 and the variable prize drive unit 461 of the second variable prize device 65 is executed in the MPU 602 so that the first large winning opening 331 and the second large winning opening 341 are opened and closed. Also, for example, at each game turn, the MPU 602 executes display control of the first operation port display part D1 and the second operation port display part D2 in the main display part D of the main display unit 81.

[0122] Furthermore, an external terminal board 213 is connected to the output side of the MPU 602. The external terminal board 213 is provided with output terminals such as a jackpot signal output terminal for outputting a signal during state transition. The MPU 602 can output a jackpot signal to the management control device on the game hall side through the jackpot signal output terminal, for example, when the game result is a jackpot result. Specifically, normally, a LOW level signal is output from the jackpot signal output terminal, and a HI level signal is output when the jackpot result is obtained. Note that the output mode of this signal may be reversed.

[0123] The power outage monitoring board 605 relays between the main control board 601 and the power supply and emission control device 191, and monitors the DC stabilized 24-volt voltage, which is the maximum voltage output from the power supply and emission control device 191. The payout control device 181 performs payout control of prize balls and loan balls by the payout device 222 based on the prize ball command input from the main control device 162.

[0124] The power supply and emission control device 191 is connected to, for example, a commercial power supply (external power supply) in a game arcade or the like. Then, based on the external power supplied from the commercial power supply, it generates the necessary operating power for the main control board 601, the payout control device 181, etc., respectively, and supplies the generated operating power through a predetermined power path.

[0125] In addition, the power supply and emission control device 191 is responsible for the emission control of the game ball emission mechanism 110, and the game ball emission mechanism 110 (specifically, the solenoid 111) is driven when the predetermined emission conditions are met. More specifically, an operation level detection sensor and a touch sensor provided on the game ball emission handle 41 are connected to the power supply and emission control device 191. The operation level detection sensor is a sensor that detects the operation amount (rotation amount) of the game ball emission handle 41, and based on the information from this operation level detection sensor, the emission intensity (emission speed) of the game ball by the game ball emission mechanism 110 is determined. The touch sensor is configured to output information when the player touches the game ball emission handle 41, and the power supply and emission control device 191 can grasp whether the player is touching the game ball emission handle 41 based on this information. When it is determined based on the information from the touch sensor that the player is touching the game ball emission handle 41 and it is determined by the operation level detection sensor that the game ball emission handle 41 is being operated, the emission of the game ball is permitted.

[0126] Note that the information from the touch sensor is transmitted via the power supply and emission control device 191 to the main control device 162, and thus to the notification and effect control device 143 and the display control device 710.

[0127] The notification and guidance control device 143 includes a notification and guidance control board 651 equipped with an MPU 652. The MPU 652 incorporates a ROM 653 that stores various control programs and fixed-value data, and a RAM 654 which is a memory for temporarily storing various data etc. when executing the control programs stored in the ROM 653.

[0128] The notification and guidance control device 143 drives and controls the lamp units 26 to 28 and the speaker unit 29 provided on the front door frame 14 based on various commands input from the main control device 162, and also controls the display control device 710. Specifically, in the notification and guidance control device 143, based on various commands input from the main control device 162, it determines the variation display mode of the symbols in the symbol display device 75 and the stop display mode of the symbols to be finally stopped and displayed (for example, the type of symbol combination), determines the presence or absence of a reach occurrence and the content of the reach effect, etc., and attaches the determined content to the above commands and transfers them to the display control device 710.

[0129] The display control device 710 includes a display control board equipped with an MPU. The MPU incorporates a ROM that stores various control programs and fixed-value data, a RAM which is a memory for temporarily storing various data etc. when executing the control programs stored in the ROM, a video display processor (VDP), a character ROM in which image data is stored, a video RAM for temporarily storing the image data read from the character ROM, etc. The MPU executes the display control of the variable display unit 67 (specifically, the symbol display device 75) based on the commands input from the notification and guidance control device 143.

[0130] Here, the display content of the symbol display device 75 will be described. In the central part (variation display end area) of the display screen 75a of the symbol display device 75, three symbol columns of left, middle, and right are set. On the display screen 75a, the symbols in each of these symbol columns are variably displayed so as to scroll in a predetermined direction (for example, from top to bottom) periodically.

[0131] Further, on the display screen 75a, one symbol is stopped and displayed for each symbol column, and a total of three symbols are stopped and displayed. The variable display stops in the order of the right symbol column → the left symbol column → the middle symbol column. When the variable display of all the symbol columns ends with a predetermined symbol combination formed on the effective line, a video or the like indicating a transition to a special game state corresponding to a big win result or a special win result is displayed.

[0132] In view of the fact that the variable display of each symbol column is stopped as described above, the left symbol column can be referred to as the first symbol column (or the first picture symbol column), the right symbol column can be referred to as the second symbol column (or the second picture symbol column), and the middle symbol column can be referred to as the third symbol column (or the third picture symbol column).

[0133] Incidentally, the mode of the variable display of the symbols in the symbol display device 75 is not limited to the above and is arbitrary. The number of symbol columns, the direction of the variable display of the symbols in the symbol column, the number of symbols in each symbol column, etc. can be changed as appropriate. For example, a plurality of symbol columns may be set to be vertically arranged, and the direction of the variable display of the symbols in the symbol column may be set to be horizontal.

[0134] Regarding the variable / stop display of the symbols in the central portion of the display screen 75a, it is configured to switch between a mode corresponding to the game turn related to the first operation port 62a and a mode corresponding to the game turn related to the second operation port 63a according to the type of the normal game state. Specifically, in the first normal game state and the third normal game state described later, the variable / stop display of the symbols in the central portion of the display screen 75a is associated with the game turn related to the first operation port 62a, and in the second normal game state, the variable / stop display of the symbols in the central portion of the display screen 75a is associated with the game turn related to the second operation port 63a.

[0135] At the lower part of the display screen 75a, a hold display area is set. The hold display area is partitioned and displayed such that the same number of unit hold display areas as the maximum number of holds when a game ball wins the first activation port 62a are arranged side by side in the horizontal direction, and is composed of a hold number display area for the first activation port capable of individually displaying a predetermined hold image (hold icon), and an execution target display area capable of displaying a predetermined hold image (hold icon) for a game turn to be executed.

[0136] Specifically, the maximum number of holds when a game ball wins the first activation port 62a is 4, and correspondingly, in the hold number display area for the first activation port, a first unit hold display area, a second unit hold display area, a third unit hold display area, and a fourth unit hold display area are set. For example, when the number of holds when a game ball wins the first activation port 62a is 1, a predetermined hold image (hold icon) is displayed in the first unit hold display area, and when the number of holds when a game ball wins the first activation port 62a is 4, a predetermined hold image (hold icon) is displayed in all of the first unit hold display area to the fourth unit hold display area. Note that the display / non-display of these hold images is switched according to the type of game state (the first normal game state to the third normal game state described later). Specifically, a predetermined hold image (hold icon) is displayed in the first normal game state and the third normal game state where the game turn related to the first activation port 62a is the main one, while a predetermined hold image (hold icon) is not displayed in the second normal game state where the game turn related to the second activation port 63a is the main one.

[0137] (Regarding various counters) Next, with reference to the schematic diagram of FIG. 9, the configuration related to the operation of the pachinko machine 10 configured as described above will be described.

[0138] During the game, the MPU602 uses various counter information to perform a lottery for transitioning to a special game state (open / close execution mode), setting the display of the main display unit 81 (main display section D), setting the symbol display of the symbol display device 75, etc. Specifically, it uses a hit random number counter C1 used for the lottery of a big win or special win occurrence, a hit type counter C2 used for determining the type when a big win result occurs, a reach random number counter C3 used for the lottery of generating a reach display when the symbol display device 75 deviates and fluctuates, a random number initial value counter CINI used for setting the initial value of the hit random number counter C1, and a variation type counter CS for determining the variation display time of the patterns at the operation ports D1 and D2 of the main display unit 81 and the variation display time of the symbols in the symbol display device 75. Furthermore, it uses an open random number counter C4 used for the lottery (support lottery) of whether to open the electric accessory 71 attached to the right operation ball entry section 62R or not.

[0139] Each of the counters C1 to C4, CINI, and CS is a loop counter that has 1 added to the previous value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short time intervals, and its updated value is appropriately stored in a lottery counter buffer 631 set in a predetermined area of the RAM604.

[0140] The RAM604 is provided with a hold ball storage area 632 composed of a hold area Ra for the first operation port, a first execution area AE1 for the first operation port, and a second execution area AE2 for the second operation port. Then, in accordance with the winning history of the game balls entering the first operation port 62a or the second operation port 63a, the values of the hit random number counter C1, the hit type counter C2, and the reach random number counter C3 are stored in chronological order in this hold ball storage area 632.

[0141] Regarding each counter, specifically, the winning random number counter C1 is configured to be incremented by 1 in sequence within a range of, for example, "0" to "599", and after reaching the maximum value (i.e., 599), it returns to 0. In particular, when the winning random number counter C1 makes one full cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. Note that the random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = "0" to "599"). The winning random number counter C1 is updated periodically and is stored in the hold ball storage area 632 of the RAM 604 at the timing when the game ball wins at the first activation port 62a or the second activation port 63a. More specifically, it is stored in the first activation port hold area Ra of the RAM 604 at the timing when the game ball wins at the first activation port 62a, and is stored in the second execution area AE2 of the RAM 604 at the timing when the game ball wins at the second activation port 63a.

[0142] The values of the random numbers for jackpot winning and special winning are stored as a win / loss table (win / loss information group) in the win / loss table storage area 621 as the win / loss information group storage means in the ROM 603. Here, the content of the win / loss table will be described using the schematic diagrams of FIGS. 10 and 11. As the win / loss table, a win / loss table group for the first activation port 62a (see FIG. 10) and a win / loss table for the second activation port 63a (see FIG. 11) are provided. In the lottery based on the ball entry into the first activation port 62a, the win / loss table for the first activation port 62a is referred to, and in the lottery based on the ball entry into the second activation port 63a, the win / loss table for the second activation port 63a is referred to.

[0143] (Win / Loss Table for the First Activation Port) Referring to FIG. 10(a), the case where the lottery mode is the low-probability mode will be described. When the pass / fail table for the low-probability mode is referred to in the above lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 2, the number of random number values (i.e., winning information) that result in a special win is 300, and the values other than those correspond to non-winning results. As a result, the jackpot probability is 2 / 600, the special win probability is 300 / 600, and the non-winning probability is 298 / 600.

[0144] Next, referring to FIG. 10(b), the case where the lottery mode is the high-probability mode will be described. When the pass / fail table for the high-probability mode is referred to in the above lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 20, the number of random number values (i.e., winning information) that result in a special win is 300, and the values other than those correspond to non-winning results. As a result, the jackpot probability is 20 / 600, the special win probability is 300 / 600, and the non-winning probability is 280 / 600.

[0145] (Pass / Fail Table for the Second Actuating Port) Referring to FIG. 11(a), the case where the lottery mode is the low-probability mode will be described. When the pass / fail table for the low-probability mode is referred to in the above lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 2, the number of random number values (i.e., winning information) that result in a special win is 0, and the values other than those correspond to non-winning results. As a result, the jackpot probability is 2 / 600, the special win probability is 0 / 600, and the non-winning probability is 598 / 600.

[0146] Next, referring to FIG. 11(b), the case where the lottery mode is the high-probability mode will be described. When the pass / fail table for the high-probability mode is referred to in the above lottery, the number of random number values (i.e., winning information) that result in a jackpot win is 20, the number of random number values (i.e., winning information) that result in a special jackpot win is 0, and the values other than those random number values correspond to non-winning results. As a result, the jackpot probability is 20 / 600, the special jackpot probability is 0 / 600, and the non-winning probability is 580 / 600.

[0147] Returning again to the description of FIG. 9, the winning type counter C2 is configured to be incremented by 1 in order within the range of "0" to "999" and return to 0 after reaching the maximum value (i.e., "999"). The winning type counter C2 is updated periodically and is stored in the hold ball storage area 632 of the RAM 604 at the timing when the game ball wins in the first activation port 62a or the second activation port 63a. More specifically, it is stored in the first activation port hold area Ra of the RAM 604 at the timing when the game ball wins in the first activation port 62a, and is stored in the second execution area AE2 of the RAM 604 at the timing when the game ball wins in the second activation port 63a.

[0148] The destination for distributing the game result for the winning type counter C2 is stored as a distribution table (distribution information group) in the distribution table storage area 622 as the distribution information group storage means in the ROM 603. In the present embodiment, referring to the winning type counter C2 and the distribution table, the type of the jackpot result is determined. As types of the jackpot, a 2R probability-variable jackpot, a 10R probability-variable jackpot A, and a 10R probability-variable jackpot B are provided.

[0149] For the distribution table for each operation port, it is stored for each type of normal game state. Here, the types of normal game states will be described. Regarding the normal game state, there is a first normal game state (so-called normal state) in which the lottery mode is the low-probability mode and the support mode by the electric accessory 71 is the low-frequency support mode, a second normal game state (so-called probability change state) in which the lottery mode is the high-probability mode and the support mode by the electric accessory 71 is the high-frequency support mode, and a third normal game state (so-called potential probability change state) in which the lottery mode is the high-probability mode and the support mode by the electric accessory 71 is the low-frequency support mode. The switching between these first to third normal game states is made via a special game state corresponding to the jackpot result and the like.

[0150] (Distribution table for the first operation port) As shown in FIG. 12(a), the distribution table for the first operation port is roughly classified into a distribution table for the first normal game state, a distribution table for the second normal game state, and a distribution table for the third normal game state.

[0151] Regarding the distribution table for the first normal game state, among the values of the winning type counter C2 from "0" to "999", a total of 665 (first result) from "0" to "664" correspond to the 2R probability change jackpot, a total of 333 (second result) from "665" to "997" correspond to the 10R probability change jackpot A, and a total of 2 (third result) from "998" to "999" correspond to the 10R probability change jackpot A.

[0152] Regarding the distribution table for the second normal game state, among the values of the winning type counter C2 from "0" to "999", a total of 665 (first result) from "0" to "664" correspond to the 2R probability change jackpot, a total of 333 (second result) from "665" to "997" correspond to the 10R probability change jackpot A, and a total of 2 (third result) from "998" to "999" correspond to the 10R probability change jackpot A.

[0153] Regarding the distribution table for the third normal gaming state, out of the values of the winning type counter C2 from "0" to "999", a total of 665 (the first result) from "0" to "664" correspond to the 2R certain variable big win, a total of 333 (the second result) from "665" to "997" correspond to the 2R certain variable big win, and a total of 2 (the third result) from "998" to "999" correspond to the 10R certain variable big win A.

[0154] In addition, in the present embodiment, when a big win result is obtained by a win / loss lottery based on the ball entry into the first operation port 62a, the certain variable probability is 100%.

[0155] (Distribution table for the second operation port) As shown in FIG. 12(b), the distribution table for the second operation port is roughly classified into the distribution table for the first normal gaming state, the distribution table for the second normal gaming state, and the distribution table for the third normal gaming state.

[0156] Regarding the distribution table for the first normal gaming state, a total of 1000 from "0" to "999" out of the values of the winning type counter C2 from "0" to "999" correspond to the 10R certain variable big win B. Regarding the distribution table for the second normal gaming state, a total of 1000 from "0" to "999" out of the values of the winning type counter C2 from "0" to "999" correspond to the 10R certain variable big win A. Regarding the distribution table for the third normal gaming state, a total of 1000 from "0" to "999" out of the values of the winning type counter C2 from "0" to "999" correspond to the 10R certain variable big win B.

[0157] As shown in the schematic diagram of FIG. 13, the 2R certain variable big win is a control mode in the special gaming state, and the winning mode corresponds to the high-frequency winning mode, and it is defined such that the opening target is the second variable winning device 65 on the downstream side. In the special gaming state triggered by the 2R certain variable big win, the opening time of the second variable winning device 65 is 8 seconds, and the round game is repeated twice (see FIG. 14). In the said special gaming state, by continuously launching the game balls toward the right route, approximately 120 prize balls are given to the player.

[0158] The 10R Probability Variable Jackpot A and the 10R Probability Variable Jackpot B are control modes in a special game state. The winning mode, which corresponds to the high-frequency winning mode, is defined such that the target for opening is the first variable winning device 64 on the upstream side. In the special game state triggered by the 10R Probability Variable Jackpot A, the opening time of the first variable winning device 64 is 8 seconds, and the round game is repeated 10 times (see Fig. 14). In this special game state, by continuously launching game balls towards the right route, approximately 12,000 prize balls are awarded to the player.

[0159] As shown in the schematic diagram of Fig. 13, the 2R Probability Variable Jackpot and the 10R Probability Variable Jackpot B are jackpots that transition to the third normal game state corresponding to the high-probability mode and the low-frequency support mode after the end of the special game state (opening / closing execution mode). In contrast, the 10R Probability Variable Jackpot A is a jackpot that transitions to the second normal game state corresponding to the high-probability mode and the high-frequency support mode after the end of the special game state (opening / closing execution mode).

[0160] Regarding the above-mentioned special wins, the winning mode, which is a control mode in the special game state, corresponds to the low-frequency winning mode, and it is defined such that the target for opening is the second variable winning device 65 on the downstream side. In the special game state triggered by the special win, the opening time of the second variable winning device 65 is 0.8 seconds, and the round game is executed only once (see Fig. 14). In this special game state, by continuously launching game balls towards the right route, approximately 6 prize balls are awarded to the player.

[0161] Incidentally, the special win does not have a function to change the type of the normal game state. That is, basically, after the special game state corresponding to the special win ends, it returns to the normal game state before transitioning to the special game state, and it is configured not to substantially affect the switching of the normal game state. In the following description, the special game state that transitions triggered by a jackpot is appropriately distinguished as the "first special game state", and the special game state that transitions triggered by a special win is distinguished as the "second special game state".

[0162] Returning again to the description of FIG. 9, the reach random number counter C3 is configured to be incremented by one in sequence within a range of, for example, 0 to 238, and return to 0 after reaching the maximum value (i.e., 238). The reach random number counter C3 is updated periodically, and is stored in the hold ball storage area 632 of the RAM 604 at the timing when the game ball wins the first activation port 62a or the second activation port 63a. More specifically, it is stored in the first activation port hold area Ra of the RAM 604 at the timing when the game ball wins the first activation port 62a, and is stored in the second activation port hold area Rb of the RAM 604 at the timing when the game ball wins the second activation port 63a. Then, it is appropriately determined whether or not to generate a reach display (reach state) based on the reach table stored in the reach table storage area of the ROM 603.

[0163] Here, the reach display refers to a display state in a gaming machine equipped with a symbol display device 75 capable of performing variable display (or variable display) of symbols (patterns), and in a game round where the game result is a game result corresponding to the opening / closing execution mode, the stop display result after the variable display can be a special display result. It is a display state for making the player think that it is a variable display state likely to result in the special display result at a stage prior to the stop display result being derived and displayed after the variable display (or variable display) of the symbols (patterns) in the symbol display device 75 is started.

[0164] In other words, by stopping and displaying symbols for some of the symbol columns displayed on the display screen 75a of the symbol display device 75, a reach symbol combination in which a combination of symbols corresponding to the occurrence of the opening / closing execution mode may be formed is displayed, and it is a display state in which variable display of symbols is performed in the remaining symbol columns in that state.

[0165] More specifically, as a stage before ending the variable display of symbols, a reach line is formed by causing a stop display of a combination of reach symbols that may form a combination of symbols corresponding to the occurrence of the open / close execution mode on a preset effective line within the display screen 75a of the symbol display device 75, and the variable display of the symbols is performed by the final stop symbol sequence in the situation where the reach line is formed.

[0166] Explaining the display content on the display screen 75a in more detail, first, in the state where the variable display of the symbols has ended in the right symbol sequence and further ended in the left symbol sequence, a reach line is formed by the stop display of the main symbol with a number assigned to form a combination of symbols hitting any of the effective lines, and a reach display is achieved by performing the variable display of the symbols in the middle symbol sequence in the situation where the reach line is formed. Then, when a big win occurs, the variable display of the symbols in the middle symbol sequence is ended so that the main symbol with a number assigned to form a combination of winning symbols together with the main symbol forming the reach line is stopped and displayed on the reach line.

[0167] Also, for the reach display, a reach effect is performed by performing the variable display of the symbols in the remaining symbol sequences in the state of displaying the combination of reach symbols as described above and displaying a predetermined character or the like as a video on the background screen, or by performing a reach effect by reducing or hiding the combination of reach symbols and then displaying a predetermined character or the like as a video on substantially the entire display screen 75a. Further, the determination of whether to perform a preview display using a predetermined image such as a predetermined character before or when the reach display is being performed may be made using a reach random number counter C3 or other counters.

[0168] The variable type counter CS is configured to be incremented by 1 in sequence within a range of, for example, 0 to 198, and return to 0 after reaching the maximum value (that is, 198). The variable type counter CS is used by the MPU602 to determine the variable display time of the patterns in the display unit D1 for the first operation port and the display unit D2 for the second operation port of the main display unit 81 (main display unit D), and the variable display time of the patterns in the pattern display device 75. The variable type counter CS is updated once each time the normal process described later is executed once, and is repeatedly updated even within the remaining time in the normal process. Then, the buffer value of the variable type counter CS is acquired when determining the variable pattern at the start of the variable display in the display unit D1 for the first operation port and the display unit D2 for the second operation port (at the start of the pattern variation by the pattern display device 75).

[0169] The release random number counter C4 for the electric accessory 71 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 249, and return to 0 after reaching the maximum value. The release random number counter C4 is updated periodically and stored in the storage area 633 for electric accessories of the RAM604 at the timing when a game ball wins in the through gate 66. Then, at a predetermined timing, a release lottery (support lottery) is performed to control whether to control the electric accessory 71 to the open state by referring to the stored value of the release random number counter C4 and the support lottery table (win / loss information group) stored in the win / loss table storage area 621 of the ROM603. Note that the probability of winning support in the high-frequency support mode (specifically, 249 / 250) is higher than the probability of winning support in the low-frequency support mode (specifically, 125 / 250), and the high-frequency support mode is given preferential treatment.

[0170] (Regarding various processes executed by the MPU602 of the main control device 162) Next, the timer interrupt process and the normal process executed by the MPU 602 in the main control device 162 to advance the game in each game round will be described. In addition to the above-mentioned timer interrupt process and normal process, the MPU 602 executes a main process that is started when the power is turned on and an NMI interrupt process that is started by the input of a power failure signal to the NMI terminal (non-maskable terminal). However, the description of these processes will be omitted.

[0171] (Timer Interrupt Process) First, the timer interrupt process will be described with reference to the flowchart of FIG. 15. This process is periodically started by the MPU 602 (for example, at a cycle of 2 msec).

[0172] In step S101, a reading process of various detection sensors (for example, the detection sensors 391a to 391f) is executed. That is, the states of various detection sensors connected to the main control device 162 are read, and the state of the detection sensor (detection information from the detection sensor) is determined to store detection information (winning detection information). For example, when it is determined that a winning has occurred at the first operation port 62a, a winning detection flag for the first operation port is stored in the various flag storage areas 635 of the RAM 604. When it is determined that a winning has occurred at the second operation port 63a, a winning detection flag for the second operation port is stored in the various flag storage areas 635. When it is determined that a winning has occurred at the first variable winning device 64, a winning detection flag for the first big winning port is stored in the various flag storage areas 635. When it is determined that a winning has occurred at the second variable winning device 65, a winning detection flag for the lower big winning port is stored in the various flag storage areas 635. When it is determined that a winning has occurred at the through gate 66, a winning detection flag for the through gate is stored in the various flag storage areas 635.

[0173] Thereafter, in step S102, the update of the random number initial value counter CINI is executed. Specifically, the random number initial value counter CINI is incremented by 1, and when its counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of the RAM 604.

[0174] In the subsequent step S103, the hit random number counter C1, the hit type counter C2, the reach random number counter C3, and the release random number counter C4 are updated. Specifically, the hit random number counter C1, the hit type counter C2, the reach random number counter C3, and the release random number counter C4 are each incremented by 1, and when their counter values reach the maximum value, they are each cleared to 0. Then, the updated values of the respective counters C1 to C4 are stored in the corresponding buffer area of the RAM604. Thereafter, in step S104, a through winning process associated with winning through the through gate 66 is executed.

[0175] (Through winning process) In the through winning process of step S104, first, it is determined whether or not a game ball has won through the through gate 66. If the game ball has won through the through gate 66 and the number SN of reserved accessory memories is less than the upper limit (specifically 4), the number SN of reserved accessory memories is incremented by 1, and the value of the release random number counter C4 updated in step S103 is stored in the first area among the free storage areas of the electric accessory storage area 633 of the RAM604. Thereafter, this winning process is terminated.

[0176] If it is determined that the game ball has not won through the through gate 66, or if the number SN of reserved accessory memories has reached the upper limit although it is determined that the game ball has won through the through gate 66, this winning process is terminated without storing the value of the release random number counter C4.

[0177] Note that in the through winning process, a display control process of the through gate reserved number display unit SS of the main display unit 81 is executed. Specifically, for the through gate reserved number display unit SS composed of four light emitters (LEDs), a light emission control process is executed so that the same number of light emitters as the number SN of reserved accessory memories are lit.

[0178] After executing the through winning process in step S104, in step S105, a winning process for the operation ports is executed in association with winning through the operation ports 62a and 63a, and this timer interrupt process is terminated.

[0179] (Winning process for the operating port) In the winning process for the operating port in step S105, first, it is determined whether or not a winning detection flag for the first operating port is stored in the various flag storage areas 635 of the RAM 604 based on whether or not a game ball has won (start winning) at the first operating ball entry part 62 (the first operating port 62a). When it is determined that the winning detection flag is stored, that is, when a detection signal indicating that a winning of the game ball has occurred at the first operating ball entry part 62 (the first operating port 62a) is received, a prize ball command for causing the payout control device 181 to pay out two game balls is set. Then, an external signal setting process is performed to output a signal to the hall computer HC on the game hall side with information indicating that a game ball has won at the first operating ball entry part 62 (the first operating port 62a). As a result, the hall computer HC grasps that a winning has occurred at the first operating ball entry part 62 (the first operating port 62a).

[0180] After that, the value (start hold storage number) stored in the hold number storage area of the hold area Ra for the first operating port is updated (incremented by 1). Subsequently, an information acquisition process for storing the respective values of the hit random number counter C1, the hit type counter C2, and the reach random number counter C3 is performed, and this winning process is terminated.

[0181] On the other hand, when the winning detection flag for the first operating port is not stored in the various flag storage areas 635 of the RAM 604 and the winning detection flag for the second operating port is stored, a prize ball command for causing the payout control device 181 to pay out one game ball is set. The set prize ball command is transmitted to the payout control device 181 in the external output process of the normal process described later.

[0182] Subsequently, an external signal setting process is performed to output a signal to the hall computer HC on the game hall side with information indicating that a game ball has won at the second operating ball entry part 63 (the second operating port 63a). As a result, the hall computer HC grasps that a winning has occurred at the second operating ball entry part 63 (the second operating port 63a).

[0183] After that, when there is no stored information in the second execution area AE2 (that is, when it is not during the progress of a game round related to the second operation port 63a), information acquisition processing for storing the values of the hit random number counter C1, the hit type counter C2, and the reach random number counter C3 in the second execution area AE2 is performed, and this winning process is terminated. In this embodiment, since there is no hold function related to the second operation port 63a, when a winning occurs at the second operation port 63a under the condition that hold information is stored in the second execution area AE2, no hold information is stored based on the winning.

[0184] If no game ball wins at either the first operation ball entry part 62 or the second operation ball entry part 63, this winning process is terminated as it is.

[0185] (Normal processing) Next, the flow of normal processing will be described with reference to the flowchart of FIG. 16. Normal processing is a process started after the main process that is started when the power is turned on is executed, and the main processes of the game are executed in normal processing. As an overview, the processes of steps S201 to S207 are executed as periodic processes with a 4 msec cycle, and the counter update processes of steps S209 and S210 are executed during the remaining time.

[0186] In normal processing, in step S201, output data such as timer interrupt processing or commands set in the previous normal processing is transmitted to each control device on the sub - side. Specifically, it is determined whether there is a bonus ball command, and if the bonus ball command is set, it is transmitted to the payout control device 181. Also, if there are commands for game effects such as a variation start command, a type command, a variation end command, etc., or commands for effects corresponding to the opening / closing execution mode, they are transmitted to the notification / effect control device 143. Further, output settings for the external terminal board 213 are made according to the information set in the external output buffer of the RAM604.

[0187] Next, in step S202, the update of the variation type counter CS is executed. Specifically, the variation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding buffer area of the RAM604.

[0188] In the subsequent step S203, a game round control process for advancing the game of each game round is executed. In this game round control process, a win / loss determination such as a hit and a distribution determination of the big win type are performed, and settings for the variable display of symbols by the symbol display device 75, display control of the operation port display parts D1, D2, etc. in the main display unit 81 (main display part D), etc. are performed.

[0189] After that, in step S204, a game state transition process for transitioning the game state is executed. Although details will be described later, by this game state transition process, the game state transitions to an opening / closing execution mode, a high probability mode, etc.

[0190] In the subsequent step S205, an electric accessory support process for driving and controlling the electric accessory 71 attached to the right operation ball entry part 62R is executed. In this electric accessory support process, a determination is made as to whether to open the electric accessory 71 using the information stored in the electric accessory storage area of the RAM604, and opening / closing processing of the electric accessory 71 and display control of the through gate display part DS, etc. are performed.

[0191] In the subsequent step S206, a game ball launch control process is executed. In the game ball launch control process, based on the condition that a launch permission signal output from the power supply / launch control device 191 is input based on the fact that a launch operation is being performed on the game ball launch handle 41, the solenoid 111 of the game ball launch mechanism 110 is excited once during a predetermined launch period (0.6 sec in this embodiment). Thereby, the game ball is launched toward the game area PE. That is, when an irregular shot such as a so-called stop shot is not being performed, the game ball is repeatedly launched at a predetermined cycle on the condition that a launch operation is being performed.

[0192] In the subsequent step S207, it is determined whether a power failure flag is set in various flag storage areas 635 of the RAM 604. The power failure flag is a flag that is set when the occurrence of a power failure is confirmed on the power failure monitoring board 605 and a power failure signal is input from the power failure monitoring board 605 to the NMI terminal of the MPU 602, and is erased in the next main process.

[0193] If the power failure flag is not set, it means that the last process of the plurality of repeatedly executed processes has ended. Therefore, in step S208, it is determined whether the execution timing of the next normal process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the previous normal process. And within the remaining time until the execution timing of the next normal process arrives, the update of the random number initial value counter CINI and the variation type counter CS is repeatedly executed. That is, in step S209, the update of the random number initial value counter CINI is executed, and in step S210, the update of the variation type counter CS is executed.

[0194] Here, since the execution times of the processes in steps S201 to S206 change according to the state of the game, the remaining time until the execution timing of the next normal process is not constant but varies. Therefore, by repeatedly executing the update of the random number initial value counter CINI using such remaining time, the random number initial value counter CINI (that is, the initial value of the winning random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.

[0195] On the other hand, if it is determined in step S207 that the power failure flag is set, it means that a power cut has occurred. Therefore, the power cut processing after step S211 is executed. Specifically, in step S211, the occurrence of the timer interrupt process is prohibited, and then, in step S212, the RAM determination value is calculated and saved. After prohibiting the access to the RAM 604 in step S213, an infinite loop is continued until the power is completely cut off and the process cannot be executed.

[0196] (Game Turn Control Process) Here, with reference to the flowcharts of FIGS. 17 to 21, a supplementary explanation will be given for the game turn control process in step S203. As shown in FIG. 17, in the game turn control process shown in the present embodiment, first, it is determined in step S301 whether it is in a special game state (opening / closing execution mode). Specifically, it is determined whether an opening / closing execution mode flag (opening / closing execution state information) is stored (memorized) in the opening / closing execution mode flag storage area (opening / closing execution state information storage means) in the various flag storage areas 635 of the RAM 604. The opening / closing execution mode flag is stored when the game state is shifted to the opening / closing execution mode in the game state transition process described later, and is erased when the opening / closing execution mode is terminated in the game state transition process as well.

[0197] If an affirmative determination is made in step S301, this game turn control process is terminated as it is. If a negative determination is made in step S301, the game turn control process for the game related to the winning in the first operation winning ball section 62 (first operation port 62a) (first operation port corresponding game turn control process, first operation port control process) is executed in step S302 and the game turn control process for the game related to the winning in the second operation winning ball section 63 (second operation port 63a) (second operation port corresponding game turn control process, second operation port control process) is executed in step S303, and then this game turn control process is terminated. The basic flow of these two control processes is common. Hereinafter, first, with reference to FIGS. 18 and 19, the first operation port control process will be described, and then, with reference to FIGS. 20 and 21, the second operation port control process will be described centering on the differences from the first operation port control process.

[0198] (First Operation Port Control Process) As shown in FIG. 18, in the control process for the first operation port, first, in step S401, it is determined whether or not it is during a game round related to the first operation port 62a. Specifically, it is determined whether or not the display unit D1 for the first operation port of the main display unit 81 is in the variable display to fixed display state, that is, whether or not the game for one game round is being executed. This determination is made by determining whether or not a game-round flag (game-round information) for the first operation port is stored (memorized) in the game-round flag storage area (variable display information storage means) in the various flag storage areas 635 of the RAM 604. The game-round flag for the first operation port is a flag that is stored when the variable display is started by the display unit D1 for the first operation port and is erased when the pattern stops displaying and the fixed display ends.

[0199] If it is not during a game round related to the first operation port 62a, a negative determination is made in step S401 and the process proceeds to step S402. In step S402, the total hold count storage area of the hold ball storage area 632 is referred to, and it is determined whether or not the first-operation-port hold memory count CRN (specifically, the number of hold information related to the first operation port 62a), which is the number of hold information stored in hold memory, is "0". If the first-operation-port hold memory count CRN is "0", the game round control process is terminated as it is. On the other hand, if the first-operation-port hold memory count CRN is not "0", the process proceeds to step S403. In step S403, data setting processing is performed.

[0200] In the data setting process for the first operation port, first, the first-operation-port hold memory count CRN is decremented by 1. Then, the data stored in the first area of the first-operation-port hold area Ra is moved to the first execution area AE1 (see FIG. 9), and a process of shifting the data stored in each storage area of the first-operation-port hold area Ra is executed.

[0201] This data shift process is a process of sequentially shifting the data stored in the first to fourth areas to the lower area side. When the data in the first area is cleared, the data within each area is shifted such that the data in the second area → the first area, the third area → the second area, and the fourth area → the third area. Then, one of the LEDs that is lit in the pending number display unit S1 for the first operation port is turned off. In this turning-off process, contrary to the lighting process executed when pending information is added, the LEDs of the pending number display unit S1 for the first operation port are turned off in order from the bottom side.

[0202] After performing the data setting process described in detail above, after executing the variation start process for the first operation port (first operation port variation start process) for starting the variation display of the pattern in the display unit D1 for the first operation port and the variation display of the pattern in the pattern display device 75 at step S404, this game round control process is terminated. Here, referring to FIG. 19, the variation start process for the first operation port in step S404 will be described.

[0203] (First operation port variation start process) In the variation start process for the first operation port, first, a determination process is executed at step S501. In the determination process, referring to the determination table for the first operation port, it is determined whether the information for determination among the information stored in the first execution area AE1, that is, the numerical information obtained from the hit random number counter C1, matches the numerical information for the big win or the numerical information for the special win described above. If the determination result in step S501 is a big win result, an affirmative determination is made at step S502 and the process proceeds to step S503.

[0204] In step S503, a type determination process is executed. In the type determination process, among the information stored in the first execution area AE1, that is, the numerical information obtained from the winning type counter C2, which is the information for type determination, is grasped. Also, referring to the distribution table stored in the distribution table storage area 622 of the ROM603, it is specified whether the grasped information for type determination is included in any of the information groups corresponding to the first to third results, that is, whether it is included in the information group corresponding to the 2R sure win big hit or the information group corresponding to the 10R sure win big hit A.

[0205] In step S504, a stop result setting process for the big hit result is executed. Specifically, the symbol to be finally stopped and displayed on the main display unit D (the first operation port display unit D1) of the main display unit 81 in this game round is specified from the stop result table for the big hit result stored in advance in the ROM603, and the specified information is stored in the RAM604. A plurality of symbols to be stopped and displayed on the main display unit D are set in this stop result table for the big hit result. In step S504, information indicating the symbol corresponding to the big hit result is stored in the RAM604. Also, in step S504, information for the MPU602 to specify whether the current game result is either a 2R sure win big hit or a 10R sure win big hit A is stored in the various flag storage areas 635 of the RAM604. Specifically, a 2R sure win flag is stored in the case of a 2R sure win big hit, and a 10R sure win flag A is stored in the case of a 10R sure win big hit A.

[0206] Note that, although details will be described later, in this embodiment, an upper limit is set for the number of consecutive big hits corresponding to the transition to the high-frequency support mode and the number of consecutive big hits corresponding to the transition to the high-probability mode (so-called limiter). In the MPU602, by referring to the value of the consecutive count counter provided in the various counter areas 634 of the RAM604, it is determined whether the number of consecutive big hits corresponding to the transition to the high-frequency support mode has reached the upper limit due to the current big hit result.

[0207] Return to the description of step S501. If a special win is determined in step S501, a negative determination is made in step S502 and an affirmative determination is made in step S505, and the process proceeds to step S506. In step S506, a stop result setting process for the special win result is executed. Specifically, the symbol to be finally stopped and displayed on the main display unit D (the first operation port display unit D1) of the main display unit 81 in the game round is specified from a stop result table for the special win result stored in advance in the ROM 603, and the specified information is stored in the RAM 604. A plurality of symbols to be stopped and displayed on the main display unit D are set in this stop result table for the special win result. In step S506, information indicating a symbol corresponding to the special win result is stored in the RAM 604. Also, in step S506, a special win flag is stored in the various flag storage areas 635 of the RAM 604 as information for the MPU 602 to identify that the current game result is a special win result.

[0208] On the other hand, if it is determined in step S501 that the result is a miss, negative determinations are made in steps S502 and S505, and the process proceeds to step S507. In step S507, a stop result setting process for the miss result is executed. Specifically, the symbol to be finally stopped and displayed on the main display unit D (the first operation port display unit D1) of the main display unit 81 in the game round is specified from a stop result table for the miss result stored in advance in the ROM 603, and the specified information is stored in the RAM 604. A plurality of symbols to be stopped and displayed on the main display unit D are set in this stop result table for the miss result. In step S506, information indicating a symbol corresponding to the miss result is stored in the RAM 604. Also, in step S506, a miss flag is stored in the various flag storage areas 635 of the RAM 604 as information for the MPU 602 to identify that the current game result is a miss result.

[0209] After executing the setting processes of step S504, step S506, and step S507, proceed to step S508. In step S508, a setting process for the variable display time (display duration) is executed. Details of this setting process will be described later. After executing the setting process for the variable display time in step S508, in step S509, a variable start command and a type command are set. The variable start command includes information on the variable display time. Note that since the variable display time obtained by referring to the non-reach-occurrence variable display time table is different from the variable display time obtained by referring to the reach-occurrence variable display time table as described above, even if the variable start command does not include information on the presence or absence of reach occurrence, the notification and effect control device 143, which is the sub-control device, can identify the presence or absence of reach occurrence from the information on the variable display time. In this regard, it can also be said that the variable start command includes information indicating the presence or absence of reach occurrence. Incidentally, the variable start command may directly include information indicating the presence or absence of reach occurrence.

[0210] After executing the setting process in step S509, proceed to step S510. After starting the variable display of the display unit D1 for the first operation port in the main display unit 81, this first operation port variable start process ends. In the process of step S510, a game-in-progress flag for the first operation port is stored in the various flag storage areas 635 of the RAM 604. Thereby, in subsequent processes, it becomes possible to identify that a game (for example, variable display) related to the first operation port 62a is being executed.

[0211] Returning to the description of FIG. 18 again, if an affirmative determination is made in step S401, that is, if it is determined that it is during a game round related to the first operation port 62a, the process proceeds to step S405. In step S405, it is determined whether or not the definite display is being executed during the game round related to the first operation port 62a. If an affirmative determination is made in step S405, the process for the first operation port is terminated as it is. If a negative determination is made in step S405, the process proceeds to step S406. In step S406, it is determined whether or not it is the timing to stop and display a pattern corresponding to a big win result in the game round related to the second operation port 63a. If a negative determination is made in step S406, the process proceeds to step S407.

[0212] In step S407, it is determined whether or not it is the timing when the variable display time set in step S508 has elapsed. If a negative determination is made in step S407, after executing the variable display process in step S408, the control process for the first operation port is terminated. In the variable display process of step S408, the pattern is variably displayed by performing a process of turning on / off various LEDs constituting the first operation port display unit D1.

[0213] If an affirmative determination is made in step S407, the process proceeds to step S410. In step S410, the variable end process is executed. In the variable end process, the display control of the main display unit 81 is performed so that the pattern is stopped and displayed on the first operation port display unit D1 in a previously determined manner. That is, for example, the definite display of the pattern corresponding to the lottery result (game result) is executed. Also, a definite display flag for the first operation port is stored in the various flag storage areas 635 of the RAM 604. This definite display flag is a flag that is erased when the definite display is completed, and in the process of step S405, it is determined whether or not the definite display is in progress based on the presence or absence of the definite display flag.

[0214] After setting the variation end command in the subsequent step S412, this game round control process ends. The variation end command set in step S412 is transmitted to the notification and effect control device 143 in step S201 of the normal process (FIG. 17). Based on receiving the variation end command, the notification and effect control device 143 executes a process to end the effect in that game round. Also, the variation end command is transmitted to the display control device 710 via the notification and effect control device 143. By receiving the variation end command, the display control device 710 causes the combination of symbols corresponding to the game result etc. of that game round to be fixedly displayed (final stop display) on the display screen 75a of the symbol display device 75. Note that it may be configured such that the notification and effect control device 143 or the display control device 710 independently ends the game effect without transmitting the variation end command.

[0215] Returning to the explanation of step S406, if an affirmative determination is made in step S406, that is, if it is the timing to stop and display the symbol corresponding to the big win result in the game round related to the second operating port 63a, the process proceeds to step S409. In step S409, a process of rewriting the stopped symbol is executed. Specifically, regardless of whether the current game round is a big win result, a special win result, or a miss result, the stop result (game result) is rewritten to a miss result. That is, when the game round corresponding to the big win result related to the second operating port 63a is carried out in parallel with the game round related to the first operating port 62a, if the game round related to the second operating port 63a ends first, the game round related to the first operating port 62a is forcibly ended so as to be a miss result. After executing the rewriting process of step S409, after executing each process of the above steps S410 to S411, this control process for the first operating port ends.

[0216] Next, with reference to FIGS. 20 and 21, the control process for the second operating port will be described.

[0217] (Control Process for the Second Operating Port) As shown in FIG. 20, in the control process for the second operation port, first, in step S601, it is determined whether or not it is during a game round related to the second operation port 63a. Specifically, it is determined whether or not the display section D2 for the second operation port of the main display unit 81 is in the process of variable display to fixed display, that is, whether or not a game for one game round is being executed. This determination is made by determining whether or not a game-round flag for the second operation port (variable display information) is stored (memorized) in the game-round flag storage area (variable display information storage means) in the various flag storage areas 635 of the RAM 604. The game-round flag for the second operation port is stored when the variable display is started by the display section D2 for the second operation port, and is erased when the pattern stops displaying and the fixed display ends.

[0218] If it is not during a game round, a negative determination is made in step S601 and the process proceeds to step S602. In step S602, it is determined whether or not it is the timing at which a winning has occurred at the second operation port 63a. If a negative determination is made in step S602, the control process for this second operation port is terminated as it is. If a positive determination is made in step S602, the process proceeds to step S603. In step S603, data setting processing for the second operation port 63a is executed.

[0219] In the data setting processing for the second operation port 63a, various information obtained from the lottery counter buffer 631 is set in the second execution area AE2. After performing the data setting processing described in detail above, in step S604, after executing the variable start processing for the second operation port (variable start processing for the second operation port) for starting the variable display of the pattern in the main display unit 81 (main display section D) and the variable display of the pattern in the symbol display device 75, this game-round control process is terminated.

[0220] Here, with reference to FIG. 21, the variable start processing for the second operation port in step S604 will be described.

[0221] (Variable start processing for the second operation port) In the variable start process for the second operation port, first, a determination process is executed in step S701. In the determination process, with reference to the determination table for the second operation port, it is determined whether the information for determination among the various types of information stored in the second execution area AE2, that is, the numerical information related to the hit random number counter C1, matches the jackpot numerical information described above. If the determination result in step S701 is a jackpot result, an affirmative determination is made in step S702 and the process proceeds to step S703.

[0222] In step S703, a type determination process is executed. In the type determination process, with reference to the information for type determination among the various types of information stored in the second execution area AE2, that is, the numerical information obtained from the hit type counter C2, and the distribution table stored in the distribution table storage area 622 of the ROM603, it is specified which of the information groups corresponding to the 10R sure change jackpot A and the information group corresponding to the 10R sure change jackpot B the grasped information for type determination is included in.

[0223] In the subsequent step S704, a stop result setting process for the jackpot result is executed. Specifically, the symbol to be finally stopped and displayed on the main display unit 81's main display section D (the second operation port display section D2) in the current game round is specified from the stop result table for the jackpot result pre-stored in the ROM603, and the specified information is stored in the RAM604. A plurality of symbols to be stopped and displayed on the main display section D are set in this stop result table for the jackpot result. In step S704, the information indicating the symbol corresponding to the jackpot result is stored in the RAM604. Also, in step S704, the information for specifying whether the current game result is either the 10R sure change jackpot A or the 10R sure change jackpot B is stored in the various flag storage areas 635 of the RAM604 by the MPU602. Specifically, the 10R sure change flag A is stored if it is the 10R sure change jackpot A, and the 10R sure change flag B is stored if it is the 10R sure change jackpot B.

[0224] Returning to the description of step S701, if the result of the pass / fail determination is a deviation result, a negative determination is made in step S702 and the process proceeds to step S705. In step S705, a stop result setting process for the deviation result is executed. Specifically, the symbol to be finally stopped and displayed on the main display unit 81's main display portion D (second operation port display portion D2) in the current game round is specified from a stop result table for deviation results pre-stored in the ROM 603, and the specified information is stored in the RAM 604. A plurality of symbols to be stopped and displayed on the main display portion D are set in this stop result table for deviation results. In step S506, information indicating a symbol corresponding to the deviation result is stored in the RAM 604. Also, in step S506, a deviation flag is stored in the various flag storage area 635 of the RAM 604 as information for the MPU 602 to specify that the current game result is a deviation result.

[0225] After executing the setting processes of steps S704 and S705, the process proceeds to step S706. In step S706, a setting process for the variable display time (display duration) is executed. Details of this setting process for the variable display time will be described later.

[0226] After executing the setting process for the variable display time in step S706, a variable start command and a type command are set in step S707. The variable start command includes information on the variable display time. Here, as described above, since the variable display time obtained by referring to the non-reach variable display time table is different from the variable display time obtained by referring to the reach variable display time table, even if the variable start command does not include information on the presence or absence of a reach, the notification and effect control device 143, which is the sub-control device, can specify the presence or absence of a reach from the information on the variable display time. In this regard, it can also be said that the variable start command includes information indicating the presence or absence of a reach. Note that the variable start command may directly include information indicating the presence or absence of a reach.

[0227] After executing the setting process of step S707, the process proceeds to step S708. After starting the variable display of the display unit D2 for the second operation port in the main display unit 81, this variable start process for the second operation port ends. In the process of step S708, a game-in-progress flag for the second operation port is stored in the various flag storage areas 635 of the RAM 604. As a result, in subsequent processes, it becomes possible to identify that a game round (for example, variable display) related to the second operation port 63a is in progress.

[0228] Returning again to the description of FIG. 20, if an affirmative determination is made in step S601, that is, if it is determined that it is during a game round related to the second operation port 63a, the process proceeds to step S605. In step S605, it is determined whether it is during the execution of the confirmed display in the game round related to the second operation port 63a. If an affirmative determination is made in step S605, this process for the second operation port ends as it is. If a negative determination is made in step S605, the process proceeds to step S606. In step S606, it is determined whether it is the timing to stop and display a pattern corresponding to a special winning result in the game round related to the first operation port 62a. If a negative determination is made in step S606, the process proceeds to step S607.

[0229] In step S607, it is determined whether it is the timing to stop and display a pattern corresponding to a big winning result in the game round related to the first operation port 62a. If a negative determination is made in step S607, the process proceeds to step S608. In step S608, it is determined whether it is the timing when the variable display time set in step S706 has elapsed. If a negative determination is made in step S608, after executing the variable display process in step S609, this control process for the second operation port ends. In the variable display process of step S609, the pattern is variably displayed by performing a process of turning on / off various LEDs constituting the display unit D2 for the second operation port.

[0230] If an affirmative determination is made in step S608, the process proceeds to step S611. In step S611, end-of-variation processing is executed. In the end-of-variation processing, display control of the main display unit 81 is performed so that a pattern is stopped and displayed on the second operation port display unit D2 in a previously determined manner. That is, for example, fixed display of a pattern corresponding to a lottery result (game result) is executed. Also, a fixed display flag for the second operation port is stored in the various flag storage areas 635 of the RAM 604. This fixed display flag is a flag that is erased when the fixed display is completed, and in the process of step S605, it is determined whether or not the fixed display is in progress based on the presence or absence of the fixed display flag.

[0231] After setting an end-of-variation command in the subsequent step S612, the game round control process is terminated. The end-of-variation command set in step S612 is transmitted to the notification / effect control device 143 in step S201 of the normal process (FIG. 17). Based on receiving the end-of-variation command, the notification / effect control device 143 executes a process for ending the effect in that game round. Also, the end-of-variation command is transmitted to the display control device 710 via the notification / effect control device 143, and when the display control device 710 receives the end-of-variation command, the combination of patterns corresponding to the game result, etc. of that game round is fixedly displayed (finally stopped display) on the display screen 75a of the pattern display device 75. Note that it may be configured such that the notification / effect control device 143 or the display control device 710 independently ends the game-use effect without transmitting the end-of-variation command.

[0232] Return to the descriptions of step S606 and step S607. If an affirmative determination is made in any of these steps S606 and S607, that is, if it is the timing to stop displaying a symbol corresponding to a jackpot result or a special loss result in the game round related to the second operation port 63a, the process proceeds to step S610. In step S610, an overwrite process for the stopped symbol is executed. Specifically, regardless of whether the current game round is a jackpot result or a loss result, the stop result (game result) is overwritten with a loss result. That is, when the game round corresponding to the jackpot result related to the second operation port 63a is performed in parallel with the game round related to the second operation port 63a, if the game round related to the first operation port 62a ends first, the game round related to the second operation port 63a is forcibly ended so as to be a loss result. After executing the overwrite process of step S610, after executing each process of the above steps S611 to S612, this control process for the second operation port is ended.

[0233] (Game state transition process) Next, the game state transition process of step S204 will be described with reference to the flowcharts of FIGS. 22 to 26. As already described, in the present embodiment, a normal game state in which the game progresses based on the balls entering the operation ports 62a and 63a, and a special game state (opening / closing execution mode) in which the variable prize devices 64 and 65 are opened are provided. As already described, regarding the normal game state, there are a first normal game state in which the lottery mode is a low-probability mode and the support mode by the electric accessory 71 is a low-frequency support mode, a second normal game state in which the lottery mode is a high-probability mode and the support mode by the electric accessory 71 is a high-frequency support mode, and a third normal game state in which the lottery mode is a high-probability mode and the support mode by the electric accessory 71 is a low-frequency support mode. The switching between these first normal game state to the third normal game state is made via a special game state corresponding to a jackpot result and the like.

[0234] In the game state transition process, first, it is determined whether it is in the opening / closing execution mode at step S801. If it is not in the opening / closing execution mode, the process proceeds to step S802, and it is determined whether it is the timing when the game turn (specifically, the confirmed display) has ended. If it is not the timing when the game turn has ended, the current game state transition process is terminated as it is.

[0235] If the game turn has ended, more specifically, if it is the timing when the stop display time (confirmed display time) set in advance has elapsed after the variable display has ended, the process proceeds to step S803, and it is determined whether the game result of the current game turn (the result of the above-mentioned win / loss lottery) corresponds to the transition to the special game state (opening / closing execution mode). Specifically, it is determined whether any of the above-mentioned 2R sure-variable flag, 10R sure-variable flag A, 10R sure-variable flag B, and special winning flag is stored in the RAM604. If none of the above flags are stored, the current game state transition process is terminated as it is.

[0236] If any of the above flags are stored, the start process of the opening / closing execution mode is executed at step S804. In the start process, first, a waiting time for opening (start waiting time) for waiting for the variable prize devices 64 and 65 without starting the opening of the variable prize devices 64 and 65 for the opening of the opening / closing execution mode is set. Specifically, the waiting time information for opening stored in advance in the ROM603 is set in the counter area for waiting time provided in the various counter areas 634 of the RAM604.

[0237] The waiting time (opening time) for opening in this embodiment varies depending on the type of hit. Specifically, the waiting time for opening when a 2R certain-variable big hit or a 10R certain-variable big hit occurs during the first normal game state is 7 seconds, the waiting time for opening when a 2R certain-variable big hit or a 10R certain-variable big hit occurs during the second normal game state is 3 seconds, and the waiting time for opening when a 2R certain-variable big hit or a 10R certain-variable big hit occurs during the third normal game state is 3 seconds. On the other hand, the waiting time for opening in the case of a special hit result is a shorter time than that, specifically 8 msec, regardless of the game state.

[0238] In the subsequent step S805, it is determined whether the current opening execution mode corresponds to a big hit result. If an affirmative determination is made in step S805, the process proceeds to step S806, and a value corresponding to the current big hit result is set in the round number counter RC provided in the various counter areas 634 of the RAM 604. Specifically, if the current big hit result is a 2R certain-variable big hit, "2" is set in the round number counter RC, and if the current big hit result is a 10R certain-variable big hit, "10" is set in the round number counter RC. The round number counter RC is decremented each time a round progresses, and when the value of the round number counter RC becomes "0", the current special game state ends. After executing the setting process of step S806, the high-frequency support mode flag stored in the various flag storage areas 635 of the RAM 604 is cleared in step S807.

[0239] Returning to the description of step S805, if a negative determination is made in step S805, that is, in the case of a special game state triggered by a special hit result, the process proceeds to step S808. In step S808, a second winning mode flag (low-frequency winning mode flag) is set in the various flag storage areas 635 of the RAM 604. Then, in step S809, "1" is set in the round number counter. In the subsequent processing, based on the fact that the second winning mode flag is set, it is determined that the current special game state corresponds to a special hit result.

[0240] After executing the process of step S807 or step S809, the process proceeds to step S810. In step S810, setting processing for an opening command is performed. This set opening command is transmitted to the notification / performance control device 143 and the display control device 710 in step S201 of the normal processing (FIG. 17). The notification / performance control device 143 can control various devices so that, based on the received opening command, the content of the performance corresponding to the opening / closing execution mode is determined and the determined performance content is executed. The content of this performance includes the display mode in the symbol display device 75, and this determined display mode is output as a display content command from the notification / performance control device 143 to the display control device 710. The display control device 710 executes display control of the symbol display device 75 so that, based on the opening command received from the main control device 162 and the display content command received from the notification / performance control device 143, a display corresponding to the current opening / closing execution mode, for example, video display of a character or the like as display content corresponding to a big win, switching of a background image, etc. is performed.

[0241] After executing the opening command setting process in step S810, an external signal setting process is executed in step S811, and this game state transition process ends. In the external signal setting process of step S811, it is determined whether any of the above various big win flags and special win flags are stored in the RAM 604. If any flag is stored, a signal indicating that a big win or a special win has occurred is output to the management control device (hall computer HC) on the game hall side. By receiving this external signal, the management control device grasps that the transition to the special game state (opening / closing execution mode) has been made.

[0242] Return to the description of step S801. If it is in the opening / closing execution mode, a positive determination is made in step S801, and the process proceeds to step S812. In step S812, it is determined whether or not the waiting time for opening has elapsed. If the waiting time for opening has not elapsed, the present game state transition process is terminated as it is. If the waiting time for opening has elapsed, the big winning opening / closing process is executed in step S813.

[0243] Here, the big winning opening / closing process will be described with reference to the flowcharts of FIGS. 23 to 25.

[0244] (Big winning opening / closing process) As shown in FIG. 23, in the big winning opening / closing process, first, in step S901, it is determined whether or not the second winning mode flag is stored in the various flag storage areas 635 of the RAM 604. If a negative determination is made in step S901, the process proceeds to step S902, and the first opening / closing process is executed. The first opening / closing process is a process executed when it is in a special game state (opening / closing execution mode) corresponding to a big win result, that is, the first special game state.

[0245] (First opening / closing process) As shown in FIG. 24, in the first opening / closing process, first, in step S1001, it is determined whether or not the first variable winning device 64 (the first big winning opening 331) is open. Specifically, such determination is made based on the driving state of the variable winning drive unit 451 of the first variable winning device 64. If the first big winning opening 331 is not open, in step S1002, it is determined whether or not the value of the round number counter RC is "0". If a positive determination is made in step S1002, the present first opening / closing process is terminated as it is.

[0246] If a negative determination is made in step S1002, the process proceeds to step S1003. In step S1003, it is determined whether the value of the timer counter TC1 provided in the various counter areas 634 of the RAM 604 is "0". The timer counter TC1 is a counter referred to when grasping the opening time of the first large winning port 331, the interval time (interval time between rounds), etc., and its value is decremented by "1" each time a timer interrupt process (see FIG. 15) is executed. If a negative determination is made in step S1003, this first opening / closing process ends.

[0247] When the value of the round number counter RC is not "0" and the value of the timer counter TC1 is "0", the processes of steps S1004 to S1005 are executed as the setting process (setting process for opening) of the closing condition for the first variable winning device 64 (the first large winning port 331). Specifically, in step S1004, "4000" (corresponding to 8 seconds) is set in the timer counter TC1, and in the subsequent step S1005, "10" is set in the winning counter PC.

[0248] In the subsequent step S1006, it is determined whether the current opening / closing execution mode is triggered by a 10R certain-variable big win. If an affirmative determination is made in step S1006, the process proceeds to step S1007, and the opening process of the first variable winning device 64 (the first large winning port 331) is executed. Specifically, the variable winning drive unit 451 is set to the driving state (excitation state) to open the first large winning port 331. If the current opening / closing execution mode is triggered by a 2R certain-variable big win, a negative determination is made in step S1006 and the process proceeds to step S1008. In step S1008, the opening process of the second variable winning device 65 (the second large winning port 341) is executed. Specifically, the variable winning drive unit 461 is set to the driving state (excitation state) to open the second large winning port 341.

[0249] After that, the process proceeds to step S1009, where an open command is set to end this first opening / closing process. The open command includes information indicating the object to be opened (the first variable winning device 64 or the second variable winning device 65). This set open command is transmitted to the notification / performance control device 143 in step S201 of the normal process (see FIG. 16). The notification / performance control device 143 can determine the content of the performance corresponding to the opening based on receiving this open command, and can control various devices so that the determined content of the performance is executed.

[0250] Returning to the description of step S1001, if it is determined in step S1001 that the first variable winning device 64 (the first major winning opening 331) or the second variable winning device 65 (the second major winning opening 341) is open, the process proceeds to step S1010. In step S1010, it is determined whether the value of the timer counter TC1 is "0". If the value of the timer counter TC1 is not "0", the process proceeds to step S1011, and it is determined based on the detection information (detection signal) from the detection sensors (detection sensors 391d, 391e) attached to the variable winning device (the first variable winning device 64 or the second variable winning device 65) whether a game ball has won in the major winning opening (the first major winning opening 331 or the second major winning opening 341) that was the object to be opened.

[0251] If a winning has occurred, the output process of the winning command is executed in step S1012. The winning command is output to the notification / performance control device 143, and the notification / performance control device 143 can change the display on the display screen 75a of the symbol display device 75 based on this winning command.

[0252] After executing the command output process in step S1012, the process proceeds to step S1013. In step S1013, the value of the winning counter PC is decremented by 1, and in the subsequent step S1014, it is determined whether the value of the winning counter PC is "0". If it is not "0", the major winning opening opening / closing process ends as it is.

[0253] If an affirmative determination is made in step S1014, that is, if the value of the winning counter PC is "0", or if an affirmative determination is made in step S1010 (that is, if it is determined that the value of the timer counter TC1 is "0"), it means that the big winning opening closing condition is satisfied. In this case, the variable winning device (the first variable winning device 64 or the variable winning device 65) that is the target for release in step S1019 is closed by setting the variable winning drive unit (the variable winning drive units 451 and 461) to a non-driven state (a non-excited state).

[0254] In the subsequent step S1016, an update process for the round number counter RC is executed. Specifically, if the value of the round number counter RC is not "0", the round number counter RC is decremented by 1, and if the value of the round number counter RC is "0", the value of the round number counter RC is maintained as "0".

[0255] Thereafter, in step S1017, it is determined whether the value of the updated round number counter RC is "0". If a negative determination is made in step S1017, the process proceeds to step S1018, and "750" (corresponding to 1.5 seconds) is set in the timer counter TC1.

[0256] After executing the process of step S1018, a closing command is set in step S1019, and this first opening / closing process ends. This set closing command is transmitted to the notification / performance control device 143 in step S201 in the normal process (FIG. 17). The notification / performance control device 143 can control various devices so that the content of the performance corresponding to this closing command is determined based on receiving this closing command and the determined performance content is executed.

[0257] Return to the description of step S1017. If it is determined in step S1017 that the value of the round number counter RC is "0", proceed to step S1020. In step S1020, execute the start process of the ending. In this start process, set the waiting time for ending for waiting without starting the next game round for the ending in the opening / closing execution mode. Specifically, set the waiting time information for ending, which is stored in advance in the ROM603, in the counter area for waiting time provided in the various counter areas 634 of the RAM604.

[0258] After that, in step S1021, after setting the ending command, end this first opening / closing process. This set ending command is transmitted to the notification / effect control device 143 in step S201 in the normal process (Figure 17). The notification / effect control device 143 can control various devices based on receiving this ending command so that the content of the effect corresponding to the ending command is executed.

[0259] Return to the description of Figure 23. If an affirmative determination is made in step S901, execute the second opening / closing process in step S903. Hereinafter, the second opening / closing process will be described with reference to the flowchart of Figure 25.

[0260] (Second Opening / Closing Process) In the second opening / closing process, first, in step S1101, determine whether the second variable winning device 65 (the second large winning opening 341) is open. Specifically, make such a determination based on the driving state of the variable winning driving unit 461 of the second variable winning device 65. If the second large winning opening 341 is not open, in step S1102, execute the opening process of the second variable winning device 65 (the second large winning opening 341). Specifically, set the variable winning driving unit 461 to the driving state (excitation state) to open the second large winning opening 341.

[0261] After that, as the setting process for the closing condition (setting process for the opening time) corresponding to the second variable winning device 65 (the second large winning opening 341), the processes of step S1103 to step S1104 are executed. Specifically, in step S1103, "400" (corresponding to 0.8 seconds) is set in the timer counter TC1, and in the subsequent step S1104, "6" is set in the winning counter PC.

[0262] Returning to the explanation of step S1101, if it is determined in step S1101 that the second variable winning device 65 (the second large winning opening 341) is open, the process proceeds to step S1105 to determine whether the value of the timer counter TC1 is "0". If the value of the timer counter TC1 is not "0", the process proceeds to step S1106, and it is determined based on the detection signal from the detection sensor 391d attached to the second variable winning device 65 whether a game ball has won in the second large winning opening 341.

[0263] If a win has occurred, the output process of the winning command is executed in step S1107. The winning command is output to the notification and effect control device 143, and in the notification and effect control device 143, the display on the display screen 75a of the symbol display device 75 can be changed based on the winning command.

[0264] After executing the command output process in step S1107, the process proceeds to step S1108. In step S1108, the value of the winning counter PC is decremented by 1, and in the subsequent step S1109, it is determined whether the value of the winning counter PC is "0". If it is not "0", this second opening / closing process is terminated as it is.

[0265] If an affirmative determination is made in step S1109, that is, if the value of the winning counter PC is "0", or if an affirmative determination is made in step S1105 (that is, if it is determined that the value of the timer counter TC1 is "0"), it means that the large winning opening closing condition is satisfied. In this case, in step S1110, the variable winning drive unit 461 is set to the non-driven state (non-excited state) to close the second variable winning device 65 (the second large winning opening 341).

[0266] In the subsequent step S1111, the ending start process is executed. In this start process, an ending standby time for waiting without starting the next game round for the ending in the opening / closing execution mode is set. Specifically, the standby time information for ending, which is stored in advance in the ROM603, is set in the standby time counter area provided in each counter area 634 of the RAM604.

[0267] Thereafter, in step S1112, after setting the ending command, the main winning opening / closing process is terminated. This set ending command is transmitted to the notification / effect control device 143 in step S201 in the normal process (Figure 17).

[0268] Returning to the description of Figure 22, after executing the winning opening / closing process in step S813, proceed to step S814. In step S814, it is determined whether the round number counter RC is "0". If a negative determination is made in step S814, the current game state transition process is terminated as it is. If a positive determination is made in step S814, proceed to step S815. In step S815, it is determined whether the standby time for ending has elapsed. If the standby time for ending has not elapsed, the current game state transition process is terminated as it is.

[0269] On the other hand, when the value of the round number counter RC is "0" and the standby time for ending has elapsed, in step S816, after executing the transition process at the end of the opening / closing execution mode, the current game state transition process is terminated. Here, referring to Figure 27, the transition process at the end of the opening / closing execution mode will be described.

[0270] (Transition process at the end of the opening / closing execution mode) In the transition process at the end of the opening / closing execution mode, first, in step S1201, it is determined whether the hit that triggered the transition to the current opening / closing execution mode is a hit corresponding to the high-probability mode, that is, whether it is any one of 2R jackpot, 10R jackpot A, or 10R jackpot B. If an affirmative determination is made in step S1201, the process proceeds to step S1202. In step S1202, an update process is performed on the continuous occurrence counter for probability variation provided in the various counter areas 634 of the RAM 604. Specifically, the value of the continuous occurrence counter for probability variation is incremented by "1".

[0271] In the subsequent step S1203, it is determined whether the hit that triggered the transition to the current opening / closing execution mode is a hit corresponding to the high-frequency support mode, that is, whether it is 10R jackpot A. If an affirmative determination is made in step S1203, the process proceeds to step S1205. In step S1205, an update process is performed on the continuous occurrence counter for time shortening provided in the various counter areas 634 of the RAM 604. Specifically, the value of the continuous occurrence counter for time shortening is incremented by "1".

[0272] After that, the process proceeds to step S1205, and it is determined whether the value of the updated continuous occurrence counter for time shortening is equal to the first reference value stored in the ROM 603. If a negative determination is made in step S1205, the process proceeds to step S1206. In step S1206, it is determined whether the value of the above-mentioned continuous occurrence counter for probability variation is equal to the second reference value stored in the ROM 603. If a negative determination is made in step S1206, the process proceeds to step S1207.

[0273] In the present embodiment, the first reference value is "10 times" and the second reference value is "40 times", and the second reference value is larger than the first reference value. As long as such a magnitude relationship is maintained, the first reference value and the second reference value may be arbitrarily changed. In addition, even when such a change is made, it is preferable that both the first reference value and the second reference value be "2 times" or more.

[0274] In step S1207, it is determined whether or not the hit that triggered the transition to the current opening / closing execution mode is either a 2R sure-win big hit or a 10R sure-win big hit B. If an affirmative determination is made in step S1207, the process proceeds to step S1208, and a transition process to the third normal game state corresponding to the high-probability mode and the low-frequency support mode is executed. Specifically, a high-probability mode flag and a low-frequency support mode flag are set in the various flag storage areas 635 of the RAM 604. As a result, in subsequent normal game states, the lottery mode for win / loss lottery becomes the high-probability mode, and the support mode by the electric accessory 71 becomes the low-frequency support mode. After that, in step S1209, various flags for advancing the opening / closing execution mode (for example, a winning mode flag, a big hit flag, etc.) are erased, and this transition process ends.

[0275] On the other hand, if the hit that triggered the transition to the current opening / closing execution mode is a 10R sure-win big hit A, a negative determination is made in step S1207 described above, and the process proceeds to step S1210. In step S1210, a transition process to the second normal game state corresponding to the high-probability mode and the high-frequency support mode is executed. Specifically, a high-probability mode flag and a high-frequency support mode flag are set in the various flag storage areas 635 of the RAM 604. As a result, in subsequent normal game states, the lottery mode for win / loss lottery becomes the high-probability mode, and the support mode by the electric accessory 71 becomes the high-frequency support mode. After that, in step S1209, various flags for advancing the opening / closing execution mode (for example, a winning mode flag, a big hit flag, etc.) are erased, and this transition process ends.

[0276] Here, in the present embodiment, there may be a case where a forced switching of the gaming state occurs by using the above-described short-time continuous count counter and the probability-variable continuous count counter. That is, even when it becomes a 10R probability-variable jackpot A corresponding to the transition to the high-frequency support mode, it may shift to the normal gaming state corresponding to the low-frequency support mode (for example, the third normal gaming state), or even when it becomes a 2R probability-variable jackpot, a 10R probability-variable jackpot A, or a 10R probability-variable jackpot B corresponding to the transition to the high-probability mode, it may shift to the normal gaming state corresponding to the low-probability mode (for example, the first normal gaming state). Hereinafter, the control for realizing such behavior will be described.

[0277] Returning to the description of step S1205, when an affirmative determination is made in step S1205, that is, when the value of the short-time continuous count counter is the first reference value, the process proceeds to step S1210. In step S1210, the short-time continuous count counter is reset. Specifically, the value of the short-time continuous count counter is cleared to 0. Thereafter, the transition process to the third normal gaming state is executed in step S1208, and various flags (for example, a winning mode flag and a jackpot flag) for advancing the opening / closing execution mode are erased in step S1209, and this transition process is terminated.

[0278] Returning to the description of step S1206, when an affirmative determination is made in step S1206, that is, when the value of the probability-variable continuous count counter is the second reference value, the process proceeds to step S1212. In step S1212, the probability-variable continuous count counter is reset. Specifically, the value of the probability-variable continuous count counter is cleared to 0. Thereafter, the transition process to the first normal gaming state is executed in step S1213. Specifically, a low-probability mode flag and a low-frequency support mode flag are set in the various flag storage areas 635 of the RAM 604. As a result, in the subsequent normal gaming state, the lottery mode for the win / loss lottery becomes the low-probability mode, and the support mode by the electric accessory 71 becomes the low-frequency support mode. Thereafter, various flags (for example, a winning mode flag and a jackpot flag) for advancing the opening / closing execution mode are erased in step S1209, and this transition process is terminated.

[0279] Return to the description of step S1201. If the trigger for the transition to the current opening / closing execution mode is a special hit, a negative determination is made in step S1201 and the process proceeds to step S1214. In step S1214, a return process to the game state before the transition to the opening / closing execution mode is executed. That is, if the current special hit occurs during the first normal game state, a return process to the first normal game state is executed; if the current special hit occurs during the second normal game state, a return process to the second normal game state is executed; and if the current special hit occurs during the third normal game state, a return process to the third normal game state is executed. After that, in step S1209, various flags for advancing the opening / closing execution mode (for example, a winning mode flag, a big hit flag, etc.) are erased, and this transition process ends.

[0280] Next, with reference to FIGS. 27 to 29, the electric role support process executed in step S205 of the normal process (see FIG. 16) will be described. FIG. 27 is a flowchart showing the electric role support process, FIG. 28 is a schematic diagram comparing the low-frequency support mode and the high-frequency support mode, and FIG. 29 is a flowchart showing the electric role opening / closing process.

[0281] (Electric role support process) In the electric role support process, first, in step S1301, it is determined whether support is in progress. Specifically, it is determined whether a support-in-progress flag is stored in the support-in-progress flag storage area provided in the various flag storage areas 635 of the RAM 604. The support-in-progress flag is a flag that is stored when switching the electric accessory 71 attached to the right operation port 62aR to the open state and is erased when returning to the closed state.

[0282] If the support-in progress flag is not stored, the process proceeds to step S1302, and it is determined whether a support-won flag is stored in the support-won flag storage area provided in the various flag storage areas 635 of the RAM 604. The support-won flag is a flag that is stored when winning the opening lottery for whether to open the electric accessory 71, and is erased when the support-in progress flag is stored.

[0283] If the support-won flag is not stored, the process proceeds to step S1303, and it is determined whether the value of the timer counter TC2 provided in the various counter areas 634 of the RAM 604 is "0". If the value of the timer counter TC2 is not "0", the electric accessory support process is terminated as it is.

[0284] If the value of the timer counter TC2 is "0", the process proceeds to step S1304, and it is determined whether it is the end timing of the pattern change display on the through gate display unit DS. If it is the end timing of the change display, in step S1305, the off display is set and "250" (corresponding to 0.5 sec) is set in the timer counter TC2, and then the electric accessory support process is terminated. By setting the off display, the pattern change display on the through gate display unit DS is terminated in a state where the off display is stopped, and this off display continues for 0.5 sec (see Fig. 29).

[0285] If the value of the timer counter TC2 is "0" and it is not the end timing of the change display, the process proceeds to step S1306, and it is determined whether the value of the accessory hold memory number SN is greater than "0". If the value of the accessory hold memory number SN is "0", the electric accessory support process is terminated as it is. If the value of the accessory hold memory number SN is greater than "0", in step S1307, it is determined whether the support mode is the high-frequency support mode.

[0286] If it is in the high-frequency support mode, a positive determination is made in step S1307, and the process proceeds to step S1308. In step S1308, it is determined whether to perform support by the electric accessory 71 by lottery (support lottery or release lottery). Specifically, the value stored in the electric accessory reservation area Rc of the electric accessory storage area 633 is shifted, and the release lottery is performed with reference to the value of the release random number counter C4 shifted to the third execution area AE3 and the lottery table for the high-frequency support mode stored in the determination table storage area 621 of the ROM 603. At the same time as the release lottery, "500" (corresponding to 1 second) is set in the timer counter TC2. Note that the timer counter TC2 is decremented by 1 each time the timer interrupt process is activated. Thereafter, until the value of the timer counter TC2 becomes "0", that is, for 1 second, the variable display of the pattern on the through gate display unit DS continues (see FIG. 28).

[0287] In the subsequent step S1309, it is determined whether the result of the release lottery in step S1308 is a winning result (support winning). If it is not a support win, the electric accessory support process ends as it is. If it is a support win, in step S1310, a support win flag is set in the various flag storage areas 635 of the RAM 604, and the electric accessory support process ends.

[0288] If it is in the low-frequency support mode, a negative determination is made in step S1307, and the process proceeds to step S1311. In step S1311, it is determined whether to perform support by the electric accessory 71 by lottery (support lottery or release lottery). Specifically, the value stored in the electric accessory reserved area Rc of the electric accessory storage area 633 is shifted, and the release lottery is performed with reference to the value of the release random number counter C4 shifted to the third execution area AE3 and the lottery table for the low-frequency support mode stored in the determination table storage area 621 of the ROM 603. At the same time as the release lottery, "1000" to "2500" (corresponding to 2 to 5 seconds) is set in the timer counter TC2. Thereafter, until the value of the timer counter TC2 becomes "0", that is, for 2 to 5 seconds, the variable display of the pattern on the through gate display unit DS continues (see FIG. 28).

[0289] In the subsequent step S1312, it is determined whether the result of the release lottery in step S1311 is a winning result (support winning). If it is not a support win, the electric accessory support process is terminated as it is. If it is a support win, a support win flag is set in the various flag storage areas 635 of the RAM 604 in step S1313, and the electric accessory support process is terminated.

[0290] Note that the probability of winning support in the high-frequency support mode (specifically 249 / 250) is higher than the probability of winning support in the low-frequency support mode (specifically 125 / 250), and the high-frequency support mode is given preferential treatment.

[0291] Returning to the description of step S1302 in FIG. 27, if the support winning flag is stored in the various flag storage areas 635 of the RAM 604, an affirmative determination is made in step S1302, and the process proceeds to step S1314 to determine whether the value of the timer counter TC2 is "0". If the value of the timer counter TC2 is not "0", since the pattern is being variably displayed on the through gate display unit DS, the support process for this electric accessory is terminated as it is. If the value of the timer counter TC2 is "0", in step S1315, a winning display is set. As a result, the variable display of the pattern on the through gate display unit DS ends in a state where the winning display is stopped. In the subsequent step S1316, a support-in progress flag is set in the various flag storage areas 635, and after erasing the support winning flag stored in the various flag storage areas 635, the support process for this electric accessory is terminated.

[0292] Returning to the description of step S1301, if an affirmative determination is made in step S1301, that is, if the support-in progress flag is stored in the various flag storage areas 635 of the RAM 604, the process proceeds to step S1317. After executing an electric accessory opening / closing process for controlling the opening and closing of the electric accessory 71, the support process for this electric accessory is terminated. Hereinafter, with reference to FIG. 29, the electric accessory opening / closing process will be described.

[0293] (Electric accessory opening / closing process) In the electric accessory opening / closing process, first, in step S1401, it is determined whether the electric accessory 71 is in an open state. Whether the electric accessory 71 is in an open state is determined by whether the drive unit 332 is in a driving state. If the electric accessory 71 is in an open state, the process proceeds to step S1402 to determine whether the number of winning times after opening has reached the upper limit (in this embodiment, "10") for the right operation port 62aR attached to the electric accessory 71. If a negative determination is made in step S1402, the process proceeds to step S1403 to determine whether the value of the timer counter TC2 is "0".

[0294] If the value of the timer counter TC2 is not "0", the electric accessory opening / closing process is terminated as it is. On the other hand, if the value of the timer counter TC2 is "0", or if it is determined in step S1402 that the number of winning times has reached the upper limit, the process proceeds to step S1404. In step S1404, a closing process is performed to switch (restore) the electric accessory 71 to the closed state. Thereafter, in step S1405, the support-in flag stored in the various flag storage areas 635 is erased, and the electric accessory opening / closing process is terminated.

[0295] Returning to the explanation of step S1401, if the electric accessory 71 is not in the open state, a negative determination is made in step S1401 and the process proceeds to step S1406. In step S1406, it is determined whether the timer counter TC2 is "0". If the timer counter TC2 is not "0", the electric accessory opening / closing process is terminated as it is. If the timer counter TC2 is "0", in step S1407, an opening process is executed to switch the electric accessory 71 to the open state.

[0296] Thereafter, in step S1408, it is determined whether it is in the high-frequency support mode. If it is in the high-frequency support mode, after setting "750" (corresponding to 1.5 seconds) to the timer counter TC2 in step S1409, the electric accessory opening / closing process is terminated. On the other hand, if it is in the low-frequency support mode, after setting "250" (corresponding to 0.5 seconds) to the timer counter TC2 in step S1410, the electric accessory opening / closing process is terminated.

[0297] (Relationship between the gaming state and the variable display time) As already described, in the present embodiment, hold information is acquired based on the entry into the first operation port 62a and the second operation port 63a, and the variable display to the fixed display of the patterns and symbols in the game turn is executed based on the acquired hold information. Here, the variable display time of the patterns and symbols is configured to be set according to the game state and the lottery result. Hereinafter, with reference to FIGS. 30 to 33, a configuration related to the setting of the variable display time, etc. (the variable display time setting process in the variable start process for the first operation port and the variable display time setting process in the variable start process for the second operation port) will be supplemented and explained. FIG. 30(a) is a flowchart showing the variable display time setting process (the variable display time setting process for the first operation port) in the variable start process for the first operation port, FIG. 30(b) is a flowchart showing the variable display time setting process (the variable display time setting process for the second operation port) in the variable start process for the first operation port, and FIGS. 31 to 33 are schematic diagrams showing the relationship between the game state and the variable display time.

[0298] (Variable display time setting process for the first operation port) As shown in FIG. 30(a), in the variable display time setting process for the first operation port, first, in step S1501, it is determined whether it is the above-described first normal game state corresponding to the low probability mode and the low frequency support mode. If an affirmative determination is made in step S1501, the first normal game state setting process is executed in step S1502, and then this variable display time setting process is terminated.

[0299] In the first normal game state setting process, a table corresponding to the current game turn is selected from various variable display time tables for the first normal game state stored in the variable display time table storage area 623 of the ROM 603, and the number of hold information stored in the first operation port hold area Ra in the hold ball storage area 632 of the RAM 604, the result of the pass / fail lottery, whether a reach has occurred, etc. are used to set the variable display time.

[0300] Regarding the variable display time, when comparing the jackpot result and the off - target result, the former is more likely to be longer than the latter. In the case of an off - target result where no reach display occurs (complete off - target), the variable display time is configured to become shorter as the number of stored pending information increases. In Fig. 31(a1), the variable display time in the case of complete off - target in the first normal gaming state is exemplified. For example, when the number of stored pending information is "0" or "1", any one of "12, 13, 14 sec" is set as the variable display time; when the number of stored pending information is "2", any one of "7, 8, 9 sec" is set as the variable display time; and when the number of stored pending information is "3" or "4", any one of "3, 4, 5 sec" is set as the variable display time.

[0301] As shown in Fig. 33(a1), regarding the variable display time in the case of a special win in the first normal gaming state, it is basically the same as in the case of an off - target. However, in this embodiment, when a special win occurs during the first normal gaming state, the game round performance ends without going through the reach display.

[0302] As shown in Fig. 32(a1), regarding the variable display time in the case of a jackpot in the first normal gaming state, any one of "20 - 40 sec" is set regardless of the number of stored pending information. This variable display time is in the same range as the variable display time set in the game round corresponding to a reach - off (see Fig. 31(a1)). In the case of a jackpot, a relatively long time is likely to be set within this range, and in the case of an off - target, a relatively short time is likely to be set within this range. That is, a difference is provided so that the reach display with a longer variable display time has a higher expectation of a jackpot than the reach display with a shorter variable display time.

[0303] Returning to the description of FIG. 30(a), if a negative determination is made in step S1501, the process proceeds to step S1503. In step S1503, it is determined whether it is the second normal game state corresponding to the high-probability mode and the high-frequency support mode. If an affirmative determination is made in step S1503, after executing the setting process for the second normal game state in step S1504, this variable display time setting process ends.

[0304] In the setting process for the second normal game state, a table corresponding to the current game turn is selected from various variable display time tables for the second normal game state stored in the variable display time table storage area 623 of the ROM 603, and the variable display time is set.

[0305] In the second normal game state, unlike the first normal game state, regardless of the number of stored hold information, the selection candidates for the variable display time are limited to one. Specifically, when it comes out in the second normal game state, it is configured such that "1200 sec" is set as the variable display time (see FIG. 31(a2)), and the variable display time is longer compared to the first normal game state.

[0306] Also, when a big win or a special win occurs in the second normal game state, it is configured such that "600 sec" is set as the variable display time (see FIGS. 32(a2) and 33(a2)). That is, it is configured such that the variable display time is shorter when a big win or a special win occurs compared to when it comes out.

[0307] As will be described in detail later, in the second normal gaming state, by firing the game ball into the right route formed in the game area PE, the game will progress more advantageously for the player compared to the case of aiming for the left route. Most of the game balls fired into the right route will win the second activation port 63a. And in the second normal gaming state, since the variable display time of the game turn related to the first activation port 62a becomes extremely long, a large number of game turns related to the second activation port 63a can be executed while one game turn related to the first activation port 62a is being executed, and the game mainly progresses based on the hold information related to the second activation port 63a.

[0308] If a negative determination is made in step S1503 of FIG. 30(a), the process proceeds to step S1505. In step S1505, it is determined whether it is the third normal gaming state corresponding to the high probability mode and the low frequency support mode. If an affirmative determination is made in step S1505, after executing the setting process for the third normal gaming state in step S1506, this variable display time setting process ends.

[0309] In the setting process for the third normal gaming state, a table corresponding to the current game turn is selected from the various variable display time tables for the third normal gaming state stored in the variable display time table storage area 623 of the ROM 603 to set the variable display time.

[0310] In the third normal gaming state, when it is a miss or a special hit in the second normal gaming state, regardless of the number of stored hold information, the selection candidates for the variable display time are limited to one. Specifically, for any game turn that results in a miss or a special hit in the third normal gaming state, "0.1 sec" is set as the variable display time (see Figs. 31(a3) and 33(a3)). The variable display time = "0.1 sec" does not support the reach display, and when it is a special hit in the third normal gaming state, it is explicitly stated that it is a special hit without going through the reach display. On the other hand, when it is a big hit in the third normal gaming state, "5 sec" is set as the variable display time (see Fig. 32(a3)). Also, the variable display time = "5 sec" does not support the reach display, and when it is a big hit in the third normal gaming state, it is explicitly stated that it is a big hit without going through the reach display.

[0311] Incidentally, in the game turn that triggers the transition to the second normal gaming state in the third normal gaming state (i.e., the game turn that results in a 10R sure-variable big hit A), it is also possible to set a variable display time longer (e.g., "300 sec") than the variable display time when it is a 10R sure-variable big hit A in the first normal gaming state or the second normal gaming state, and configure it to delay the transition from the third normal gaming state to the second normal gaming state.

[0312] Note that "1 sec" is set as the determination display time of the pattern in the first operation port display unit D1 and the determination display time of the pattern in the pattern display device 75 in the first normal gaming state and the third normal gaming state, and "0.5 sec" is set as the determination display time of the pattern in the first operation port display unit D1 and the determination display time of the pattern in the pattern display device 75 in the second normal gaming state.

[0313] (Variable Display Time Setting Process for the Second Operation Port) As shown in Fig. 30(b), in the variable display time setting process for the second operation port, first, it is determined in step S1601 whether it is in the above-mentioned first normal game state corresponding to the low probability mode and the low frequency support mode. If an affirmative determination is made in step S1601, the setting process for the first normal game state is executed in step S1602, and then this variable display time setting process ends.

[0314] In the setting process for the first normal game state, a table corresponding to the current game turn is selected from various variable display time tables for the first normal game state stored in the variable display time table storage area 623 of the ROM 603, and the variable display time is set. Note that the variable display time table referred to in the variable display time setting process for the second operation port is a different table from the variable display time table referred to in the variable display time setting process for the first operation port.

[0315] In the first normal game state, regardless of various conditions such as the number of held information stored in the hold ball storage area 632 of the RAM 604 in the hold area Rb for the second operation port and the presence or absence of a reach occurrence, the selection candidates for the variable display time are limited to one. Specifically, when it becomes a miss in the first normal game state, "1200 sec" is set as the variable display time (see Fig. 31(b1)). On the other hand, when it becomes a big win in the first normal game state, "600 sec" is set as the variable display time (see Fig. 32(b1)).

[0316] Returning to the description of Fig. 30(b), if a negative determination is made in step S1601, the process proceeds to step S1603. In step S1603, it is determined whether it is in the second normal game state corresponding to the high probability mode and the high frequency support mode. If an affirmative determination is made in step S1603, the setting process for the second normal game state is executed in step S1604, and then this variable display time setting process ends.

[0317] In the setting process for the second normal game state, a table corresponding to the current game round is selected from various variable display time tables for the second normal game state stored in the variable display time table storage area 623 of the ROM 603, and the variable display time is set. Note that the variable display time table referred to in the variable display time setting process for the second operation port is a different table from the variable display time table referred to in the variable display time setting process for the first operation port.

[0318] In the setting process for the second normal game state, when it is a miss in the second normal game state, "1 sec" is set as the variable display time (see Fig. 31(b2)). On the other hand, when it is a big win in the first normal game state, "5 sec" is set as the variable display time (see Fig. 32(b2)). The variable display time = "5 sec" does not support the reach display. When it is a big win in the second normal game state, it is explicitly stated that it is a big win without going through the reach display.

[0319] Returning to the explanation of Fig. 30(b), if an affirmative determination is made in step S1603, the process proceeds to step S1605. In step S1605, after executing the setting process for the third normal game state corresponding to the high-probability mode and the low-frequency support mode (the setting process for the third normal game state), this variable display time setting process ends.

[0320] In the setting process for the third normal game state, a table corresponding to the current game round is selected from various variable display time tables for the first normal game state stored in the variable display time table storage area 623 of the ROM 603, and the variable display time is set. Note that the variable display time table referred to in the variable display time setting process for the second operation port is a different table from the variable display time table referred to in the variable display time setting process for the first operation port.

[0321] In the setting process for the third normal game state, when it results in a miss in the third normal game state, "1200 sec" is set as the variable display time (see Fig. 31(b3)). On the other hand, when it results in a big win in the first normal game state, "600 sec" is set as the variable display time (see Fig. 32(b3)).

[0322] Note that in the first normal game state and the third normal game state, "1 sec" is set as the fixed display time of the pattern in the display section D2 for the second operating port and the fixed display time of the pattern in the pattern display device 75. In the second normal game state, "0.5 sec" is set as the fixed display time of the pattern in the display section D2 for the second operating port and the fixed display time of the pattern in the pattern display device 75.

[0323] In the present embodiment, although the game turns related to the first operating port 62a and the game turns related to the second operating port 63a are executed simultaneously in parallel, as described above, by providing a large difference between the variable display time of the game turns related to the first operating port 62a and the variable display time of the game turns related to the second operating port 63a for each normal game state, the main target in advancing the game is switched. Specifically, in the first normal game state, the game advances with the game turns related to the first operating port 62a as the main, in the second normal game state, the game advances with the game turns related to the second operating port 63a as the main, and a configuration is realized in which the game advances with the game turns related to the first operating port 62a as the main in the third normal game state.

[0324] Also, in the game turns related to the first operating port 62a, there is a 1 / 2 probability of a special win. Although the game balls launched to the right route can enter the second operating port 63a, in the third normal game state, when the pattern stops and is displayed on the display section D1 for the first operating port while the game turns related to the second operating port 63a are in progress, the game turns related to the second operating port 63a are forced to end so as to result in a miss. Thereby, a configuration in which the game advances with the game turns related to the first operating port 62a as the main in the third normal game state is preferably realized.

[0325] (Game flow) Next, with reference to FIGS. 12 and 34 to 36, the basic game flow will be described. FIG. 34 is a block diagram (game flow) showing the game flow, FIG. 35 is a schematic diagram comparing game states, and FIG. 36 is a schematic diagram showing changes in the held balls as the game progresses. In the following description, FIG. 34 will be the center, and FIGS. 12, 35, and 36 will be referred to as appropriate.

[0326] (First normal game state) In the first normal game state corresponding to the low probability mode and the low frequency support mode, a jackpot and a special win lottery are executed when a winning occurs in the first winning port 62a (specifically, the lower winning port 62aL) disposed in the game area PE (left route). In the present embodiment, the first normal game state is a game state in which a difference is provided so that the degree of advantage to the player is the lowest among the first normal game state to the third normal game state.

[0327] In the first normal game state, the symbols displayed in the central portion of the display screen 75a of the symbol display device 75 are associated with the game turns related to the first winning port 62a (in other words, the symbols displayed in the central portion of the display screen 75a are not associated with the game turns related to the second winning port 63a). In the first normal game state, a game turn effect (reach display, etc.) corresponding to the game turns related to the first winning port 62a is executed using those symbols.

[0328] Note that when a game ball is launched toward the right route during the first normal game state, specifically, when a winning occurs in the through gate 66, a warning sound is output from the speaker unit 29 and the message "Please return to hitting the left" is displayed in the central portion of the display screen 75a as a message prompting to launch the game ball toward the left route.

[0329] When various jackpot wins occur during the first normal game state, a transition is made to the first special game state (opening / closing execution mode). As already explained, in the first normal game state, a 2R certain-variable jackpot and a 10R certain-variable jackpot A are provided as jackpot wins based on winning in the first winning opening 62a. The breakdown of the two in the first normal game state is that the 2R certain-variable jackpot is 66.5% and the 10R certain-variable jackpot A is 33.5% (see Fig. 12).

[0330] When a 10R certain-variable jackpot A occurs during the first normal game state, after the end of the first special game state, a transition is made to the second normal game state corresponding to the high-probability mode and the high-frequency support mode. The second normal game state is a game state set so that the degree of advantage for the player is the highest among the first normal game state to the third normal game state. On the other hand, when a 2R certain-variable jackpot occurs during the first normal game state, after the end of the first special game state, a transition is made to the third normal game state corresponding to the high-probability mode and the low-frequency support mode. Although the degree of advantage for the player is the first normal game state < the third normal game state < the second normal game state, the difference in the degree of advantage between the third normal game state and the first normal game state is smaller than the difference in the degree of advantage between the third normal game state and the second normal game state and the difference in the degree of advantage between the first normal game state and the second normal game state, and that difference is suppressed to be extremely small.

[0331] (Second normal game state) In the second normal game state, the variable display time of the pattern (special figure 1) on the display unit D1 for the first winning opening becomes a long time (1200 sec or 600 sec), and the variable display time of the pattern (special figure 2) on the display unit D2 for the second winning opening becomes a short time (1 sec or 5 sec). That is, by transitioning from the first normal game state to the second normal game state, the relationship between the long and short variable display times is reversed between the display unit D1 for the first winning opening and the display unit D2 for the second winning opening (see Fig. 35). During the second normal game state, by firing the game ball to the right route, the game ball will win in both the first winning opening 62a and the second winning opening 63a. However, due to the long variable display time on the display unit D1 for the first winning opening, the game will progress with the game turns related to the second winning opening 63a being the main.

[0332] In the second normal game state, the symbols displayed in the central portion of the display screen 75a of the symbol display device 75 are associated with the game turns related to the second operation port 63a. That is, in the second normal game state, a game turn effect corresponding to the game turn related to the second operation port 63a is executed in the central portion of the display screen 75a. In other words, the symbols displayed in the central portion of the display screen 75a are not associated with the game turns related to the first operation port 62a.

[0333] When a big win occurs in the second normal game state, it shifts to the first special game state (opening / closing execution mode). As already explained, in the second normal game state, only the 10R certain variable big win A is provided as a big win based on winning in the second operation port 63a (see Fig. 12). That is, after shifting to the second normal game state, the loop of 10R certain variable big win A → first special game state → second normal game state will occur.

[0334] As already explained, the pachinko machine shown in this embodiment is equipped with two types of limiters (certain variable limiter and time-saving limiter) by two consecutive count counters. In the second normal game state, when the above loop is repeated, those consecutive count counters are each updated. Specifically, the 10R certain variable big win A is a big win corresponding to the transition to the high probability mode and the high frequency support mode. By achieving the 10R certain variable big win A, the values of the time-saving consecutive count counter and the certain variable consecutive count counter are each incremented by "1".

[0335] When the value of the continuous count counter for time reduction reaches the first reference value (equivalent to 10 continuous times), the time reduction limiter operates. As a result, it shifts from the first special game state to the third normal game state corresponding to the high probability mode and the low frequency support mode, and the above loop ends. At this time, the value of the continuous count counter for time reduction is cleared to 0. When shifting from the first normal game state to the second normal game state, when the value of the continuous count counter for time reduction reaches the first reference value, the value of the continuous count counter for probability variation has not reached the second reference value (equivalent to 40 continuous times). And the value of the continuous count counter for probability variation will be carried over from the second normal game state to the third normal game state without being cleared to 0.

[0336] In addition, when shifting from the first normal game state to the second normal game state, 10R probability variation big wins will continue for 10 consecutive times including the 10R probability variation big win A that triggered the shift, and it is expected to obtain approximately 12,000 prize balls. That is, the number of balls held by the player will increase significantly due to the shift to the second normal game state (see Fig. 36).

[0337] (Third normal game state) The route to shift to the third normal game state is roughly divided into two: the 2R probability variation big win during the first normal game state and the operation of the time reduction limiter during the second normal game state.

[0338] In the third normal game state, the variation display time of the pattern (Special Fig. 1) on the first operation port display unit D1 is a short time (0.1 sec or 5 sec), and the variation display time of the pattern (Special Fig. 2) on the second operation port display unit D2 is a short time (1200 sec or 600 sec). That is, when shifting from the second normal game state to the third normal game state, the relationship between the lengths of the variation display times is reversed (see Fig. 35). That is, in the third normal game state, when the game ball is launched toward the right route in the same way as in the second normal game state, the game will proceed with the game turns related to the first operation port 62a being the main. Incidentally, when shifting from the first normal game state to the third normal game state, the relationship between the lengths of the variation display times is maintained.

[0339] Here, when shifting to the third normal game state, the support mode by the electric accessory 71 switches from the high-frequency support mode to the low-frequency support mode. As a result, the winning probability for the first operating port 62a when shooting the game ball into the right route decreases compared to during the high-frequency support mode. However, in most of the game turns related to the first operating port 62a, a special hit occurs and the second variable winning device 65 is opened.

[0340] During the high-frequency support mode, most of the game balls are guided by the electric accessory 71 to the first operating port 62a, and the flow of the game balls to the second variable winning device 65 located downstream of the first operating port 62a (right operating port 62aR) is suppressed. On the other hand, during the low-frequency support mode, a certain number of game balls pass through the electric accessory 71 and flow downward toward the second variable winning device 65, and it is set such that approximately one game ball wins the second variable winning device 65 with one opening. As a result, the decrease in the player's held balls is alleviated.

[0341] Also, when a 2R sure-variable jackpot occurs in the third normal game state, the game shifts to the first special game state (opening / closing execution mode). The 2R sure-variable jackpot is a jackpot corresponding to the high-probability mode and the low-frequency support mode. After the shift to the third normal game state, a loop of 2R sure-variable jackpot → first special game state → third normal game state occurs with the second special game state sandwiched by the special jackpot. Here, in the third normal game state, among the cases where a jackpot occurs due to winning in the first winning port 62a, the 2R sure-variable jackpot accounts for 99.8% and the 10R sure-variable jackpot A accounts for 0.2%. That is, almost all jackpots are 2R sure-variable jackpots. And due to the intervention of the second special game state, the player can continue the game while suppressing the decrease of the held balls by firing the game balls to the right route. Also, in the second normal game state, the jackpot probability is 10 times that of the first normal game state, and a certain number of prize balls can be obtained by the 2R sure-variable jackpot. Generally speaking, in the third normal game state, by continuing to fire the game balls towards the right route, it is possible to proceed with the game while suppressing the decrease of the held balls to almost zero (see Fig. 36).

[0342] Note that in the third normal game state, the symbols displayed in the central part of the display screen 75a of the symbol display device 75 are associated with the game rounds related to the first winning port 62a. That is, in the third normal game state, in the central part of the display screen 75a, a game round performance corresponding to the game rounds related to the first winning port 62a is executed. In other words, the symbols displayed in the central part of the display screen 75a are not associated with the game rounds related to the second winning port 63a.

[0343] In the third normal gaming state, since all jackpot wins correspond to the high-probability mode, the above-mentioned short-time continuous count counter is not updated and remains at 0. On the other hand, for the probability-variable continuous count counter, "1" is added each time a probability-variable jackpot win occurs according to the above loop. If the value of the probability-variable continuous count counter has not reached the above second reference value (equivalent to a continuous count of 40 times), the above loop continues, and when the value of the probability-variable continuous count counter reaches the above second reference value (equivalent to a continuous count of 40 times), a transition is made to the first normal gaming state after the end of the first special gaming state.

[0344] Although the probability is extremely low, if a 10R probability-variable jackpot win A occurs before the probability-variable limiter by the probability-variable continuous count counter activates, a transition is made to the second normal gaming state. Also in this case, the value of the probability-variable continuous count counter is carried over from the third normal gaming state to the second normal gaming state. Therefore, when transitioning from the third normal gaming state to the second normal gaming state, the subsequent behavior will change significantly depending on whether the difference between the value of the probability-variable continuous count counter and the second reference value exceeds the first reference value.

[0345] Specifically, when the difference between the value of the probability-variable continuous count counter and the second reference value exceeds the first reference value, a total of 10 10R probability-variable jackpot wins A, including the 10R probability-variable jackpot win A that triggered the transition to the second normal gaming state, will occur, presenting another chance to significantly increase the number of hold balls. In contrast, when the difference between the value of the probability-variable continuous count counter and the second reference value is less than the first reference value, the probability-variable limiter will activate before the short-time limiter activates, and after increasing the number of hold balls to a certain extent, a return will be made to the first normal gaming state. That is, when returning from the third normal gaming state to the second normal gaming state, the stay in the third normal gaming state may be shorter compared to the first transition to the third normal gaming state.

[0346] Also, when the value of the short-time continuous count counter reaches the first reference value and the value of the probability-variable continuous count counter reaches the second reference value, a transition is made from the second normal gaming state to the first normal gaming state.

[0347] Next, a supplementary explanation will be given regarding the relationship between the trigger for transitioning to the third normal gaming state and the duration of stay in the third normal gaming state. When transitioning from the first normal gaming state to the second normal gaming state and then the time-saving limiter activates to transition to the third normal gaming state, the count of the continuous occurrence counter for probability variation has already advanced by the above-mentioned first reference value corresponding to the continuous occurrence counter for time saving. That is, the "remaining number of times" until the probability variation limiter activates = "second reference value" - "first reference value". On the other hand, when a 2R probability variation big win occurs during the first normal gaming state, the value of the continuous occurrence counter for probability variation has been added by the amount of the 2R probability variation big win, and thus the third normal gaming state starts. Therefore, the "remaining number of times" until the probability variation limiter activates = "second reference value" - 1.

[0348] As already explained, the first reference value is greater than 1. For this reason, when transitioning to the third normal gaming state triggered by a 2R probability variation big win during the first normal gaming state, the duration of stay in the third normal gaming state, that is, the expectation of promotion to the second normal gaming state, is higher than when transitioning to the third normal gaming state due to the activation of the time-saving limiter.

[0349] Here, regarding the third normal gaming state, since the decrease in the number of balls in hand is suppressed compared to the first normal gaming state, the player can proceed with the game while suppressing investment. Although generally the third normal gaming state is more advantageous for the player compared to the first normal gaming state, in the third normal gaming state, the proportion of big wins for transitioning to the second normal gaming state is extremely small. Specifically, in the first normal gaming state, the big win probability is 1 / 300 and the proportion of 10R probability variation big win A is 335 / 1000, while in the third normal gaming state, the big win probability is 1 / 30 and the proportion of 10R probability variation big win A is 2 / 1000. That is, the probability of getting a 10R probability variation big win A in one draw is 0.112% in the first normal gaming state and 0.007% in the third normal gaming state. The player can choose whether to play the game in the third normal gaming state emphasizing the suppression of investment or not play the game in the third normal gaming state emphasizing time efficiency.

[0350] Here, referring to FIG. 36, the residence time of the upper loop section consisting of the second normal game state and the special game state and the residence time of the lower loop section consisting of the third normal game state and the special game state will be described.

[0351] The average required time from the first normal game state, through the second normal game state, to the transition to the third normal game state is set to be "30 minutes" when the game ball is continuously (without interruption) launched toward the right route. On the other hand, the average required time from when the limiter by the time-saving counter operates and the transition to the third normal game state until the limiter by the probability-variable continuous count counter operates and the transition to the first normal game state, that is, the average required time from the second game state, through the third game state, to the transition to the first game state is also set to be "30 minutes". That is, the average residence time of the upper loop section (the second normal game state to the special game state) where the number of hold balls can be significantly increased and the average residence time of the lower loop section (the third game state to the special game state) where the increase and decrease of the hold balls are suppressed are the same. In this way, the average residence time in the lower loop section is set to be longer so that it does not become shorter than the average residence time in the upper loop section, and by interposing the lower loop section between the upper loop sections, it is possible to secure a certain interval between the time when a large number of balls are launched in the upper loop section and the time when the transition back to the upper loop section occurs and a large number of balls are launched again.

[0352] In this way, in order to function the third game state as a suppression means for suppressing excessive ball launch, it is not preferable that the game gives an impression that it is simply being prolonged due to the existence of the third game state. In this regard, in the present embodiment, during the third game state, the frequent occurrence of 2R probability-variable big wins and special wins suppresses the monotony of the game and dispels the above concern.

[0353] In addition, when shifting from the first normal game state to the third normal game state without going through the second normal game state, the staying time in the third normal game state is approximately 40 minutes. During this period, the game can be advanced with a very small investment. By giving preferential treatment to the staying time in the third normal game state that functions as a chance zone in this way compared to the case of going through the second normal game state, it is possible to suppress the rapid decline in the gaming motivation of players who did not achieve the 10R certain-variable big win A.

[0354] In the third normal game state, the transition probability to the second normal game state is lower than the transition probability from the first normal game state to the second normal game state. On the other hand, regarding the decrease in the number of balls in hand, it is given preferential treatment over the first normal game state in that it is extremely small. After a large number of prize balls are paid out in the second normal game state, by shifting to the above-mentioned third normal game state once, it is possible to suppress the excessive increase in the change in the number of balls in hand in a short period of time. This is preferable for enhancing the soundness of the game.

[0355] In the second normal gaming state corresponding to the high-probability mode and the high-frequency support mode, the lotteries based on winning at the first winning opening 62a and winning at the second winning opening 63a are each given preferential treatment. In this second normal gaming state, the game progresses with the gaming turns related to the second winning opening 63a as the main, and by winning the lottery based on winning at the second winning opening 63a to become a 10R certain-variation big win A, the value of the short-time use consecutive count counter (the consecutive number of big wins that triggers the transition to the high-frequency support mode) and the value of the certain-variation use consecutive count counter (the consecutive number of big wins that triggers the transition to the high-probability mode) are each updated. Here, when the consecutive number (the consecutive number of big wins that triggers the transition to the high-frequency support mode) stored by the short-time use consecutive count counter reaches the first reference value (specifically 10 times), it transitions to the third gaming state which is a gaming state corresponding to the low-frequency support mode, and when the consecutive number (the consecutive number of big wins that triggers the transition to the high-probability mode) stored by the certain-variation use consecutive count counter reaches the second reference value (specifically 40 times), it transitions to the first gaming state which is a gaming state corresponding to the low-probability mode. That is, depending on which of the two types of limiters (the short-time use limiter and the certain-variation use limiter) operates, the subsequent development of the game will change significantly. With such a configuration, it is possible to suppress the monotony of the game and contribute to an improvement in the degree of attention to the game.

[0356] In particular, since the first reference value (10 times) is less than the second reference value (40 times), basically the short-time use limiter is more likely to operate earlier than the certain-variation use limiter. That is, the transition destination from the second normal gaming state corresponding to the high-probability mode and the second switching mode is likely to be the third normal gaming state corresponding to the high-probability mode and the first switching mode. Both the second normal gaming state and the third normal gaming state correspond to the high-probability mode, and the chance of getting a big win is maintained to be the same as that in the second normal gaming state even after the transition (downgrading) to the third gaming state. This is preferable for suppressing the monotony of the game in the third gaming state which is the transition destination from the second gaming state.

[0357] When the time-saving limiter operates and the game shifts from the second normal game state to the third normal game state, the value of the probability-variable continuous count counter is carried over from the second normal game state to the third normal game state. In the third normal game state, the game progresses with the game turns related to the first operation port 62a being the main ones. When a big win occurs in the lottery based on winning at the first operation port 62a, most of them are configured to be 2R probability-variable big wins. The 2R probability-variable big win is a big win that triggers a shift to the high-probability mode and the low-frequency support mode. When the 2R probability-variable big win occurs, the value of the probability-variable continuous count counter is updated. Then, until the value of the probability-variable continuous count counter reaches the second reference value (40 times), the special game state and the third normal game state loop. With such a configuration where the time-saving limiter and the probability-variable limiter operate step by step, the diversification of the game described above can be preferably realized.

[0358] Regarding the main transition route to the second normal game state, it is defined to be a 10R probability-variable big win A during the first normal game state. However, in the first normal game state, both the time-saving limiter (the value of the time-saving continuous count counter) and the probability-variable limiter (the value of the probability-variable continuous count counter) are reset (cleared to 0). That is, when shifting from the first normal game state to the second normal game state via the above main transition route, the value of the time-saving continuous count counter and the value of the probability-variable continuous count counter become the same (both are "1"), and basically, the time-saving limiter operates earlier than the probability-variable limiter. This makes it easier to gain an interval until returning to the upper loop of the second game state and the special game state, and it is easier to suppress the continuous occurrence of a large number of balls being ejected by the upper loop in a short period.

[0359] Also, in the third normal game state, the game progresses with the game turn related to the first operation port 62a being the main one as described above. Although the probability of winning based on winning the first operation port 62a is extremely low, it can result in a 10R probability variable big win A which serves as an opportunity (return opportunity) to shift to the second normal game state. The value of the probability variable continuous count counter is carried over from the third normal game state to the second normal game state, while the value of the time shortening continuous count counter becomes "0" when returning from the third normal game state. Therefore, when returning from the third normal game state to the second normal game state, the probability variable limiter may operate before the time shortening limiter operates. In other words, depending on how much the value of the probability variable continuous count counter is incremented by achieving a 2R probability variable big win in the third normal game state, there is a difference in which limiter operates first. As a result, the monotony of the game is suitably suppressed.

[0360] In the configuration shown in this embodiment, when the game shifts to the second normal game state, in most cases, 10R sure-variable big wins A will occur continuously, and a large number of balls will be ejected. Then, when the continuous number of 10R sure-variable big wins A reaches the upper limit and the time-limit limiter operates, the game shifts to the third normal game state, and the game is played aiming to return to the second normal game state. Here, although the third normal game state is configured to be more advantageous to the player compared to the first normal game state, the transition to the most advantageous second normal game state is more difficult than from the first normal game state. Specifically, when compared in one game round, the probability of transitioning from the first normal game state to the second normal game state is approximately 1 / 896, while the probability of transitioning from the third normal game state to the second normal game state is approximately 1 / 15000 (see FIGS. 10 to 12). Furthermore, in the third normal game state, the number of times (big win times) that can challenge 10R sure-variable big wins A, which is the trigger for transitioning to the second normal game state, is also restricted by the sure-variable limiter, and the transition condition to the first normal game state can be satisfied before becoming 10R sure-variable big wins A. Considering this point, the third normal game state is treated more coldly than the first normal game state in terms of the transition condition to the second normal game state. Thus, if the configuration is such that the game returns to the first normal game state via the third normal game state where the transition to the second normal game state is difficult, the excessive continuous occurrence of the above upper loop can be suppressed. This is preferable, for example, in suppressing an excessive increase in the probability of winning (e.g., excessive ball ejection in a short time) while creating a large number of ball ejections.

[0361] Since both the second normal game state and the third normal game state correspond to the high-probability mode, even if the game degrades from the second normal game state to the third normal game state, the probability of a big win itself does not decrease. With such a configuration, it is possible to suppress the tempo of getting a big win from becoming slower with the transition from the second normal game state to the third normal game state as an opportunity during the game progress. Therefore, it is possible to make it difficult for the player to have the impression that the game is being unnecessarily delayed in the configuration where the game is shifted to the first normal game state via the third normal game state.

[0362] As described above, the third normal game state corresponds to the high probability mode and is configured to be more likely to result in a big win compared to the first normal game state. After the transition to the third normal game state, the special game state and the third game state loop to suppress the monotony of the game. Further, in the third normal game state, by continuing to launch the game balls toward the right route, a special game state triggered by a special win occurs in addition to the special game state triggered by a 2R certain-variable big win. As a result, the winning opportunities for the variable winning devices 64 and 65 increase compared to the first normal game state, and the decrease of the held balls is suppressed. When the third normal game state is interposed in the process of returning from the second normal game state to the first normal game state, although there is a concern that the existence of the third normal game state may give the player an impression of annoyance, during the third normal game state, the 2R certain-variable big win and the special win frequently occur, and the above inconvenience is suppressed by raising the base (the ratio of the number of game balls paid out to the number of game balls launched per unit time) compared to the first normal game state.

[0363] When immediately returning to the first normal game state right after transitioning from the second normal game state to the third normal game state, there is a high possibility of re-transitioning (re-promoting) to the second normal game state in a short span. The occurrence of such an event can be a factor in excessive ball payouts. Although excessive ball payouts can be suppressed by lowering the advantage level in the second normal game state, it is assumed that the game loses its sharpness as the difference in advantage levels among the first to third normal game states becomes smaller. This is a major concern as it is feared to be a significant constraint in suppressing the monotony of the game and enhancing the attention paid to the game. In this regard, as shown in this embodiment, when transitioning from the second normal game state to the first normal game state via the third normal game state under the situation where the launch of game balls to the right route is continuously (without interruption) carried out, the average required period is set to be equal to or longer than the average required period when transitioning from the first normal game state to the third normal game state via the second normal game state under the same situation, and an interval until returning to the second normal game state is created, thereby suppressing the occurrence of excessive ball payouts in a short time. This is preferable in terms of relaxing the constraints related to the advantage level of the second normal game state and strengthening the sharpness of the game (creating a concentrated ball payout). For the above reasons, according to the above configuration, it is possible to suitably improve the attention paid to the game.

[0364] In the configuration shown in this embodiment, regarding the number of consecutive jackpot hits stored by the probability variation continuous count counter, it is configured to be carried over from the second normal game state to the third normal game state. Depending on the number of jackpot hits that occurred during the second normal game state, the remaining number of times to reach the second reference value during the third normal game state can be reduced. According to such a configuration, the possibility of the transition condition (10R probability variation jackpot A) to the second normal game state being satisfied before reaching the second reference value is higher when transitioning to the third normal game state without going through the second normal game state than when transitioning to the third normal game state via the second normal game state.

[0365] The number of consecutive wins of the special jackpot stored by the special jackpot counter is carried over from the third normal game state to the second normal game state. As a result, the number of loops between the second normal game state and the special game state can change depending on the number of times the special jackpot occurs in the third normal game state. By strengthening the relationship between the second normal game state and the third normal game state in this way, the attention-grabbing effect on the game due to the diversification of the game can be more appropriately exerted. In addition, when the third normal game state → the second normal game state → the third normal game state is reached, the number of remaining times until the second reference value is reached is less in the second third normal game state than in the first third normal game state. In this way, it is preferable to suppress excessive loops between the third normal game state and the second normal game state in order to ensure the soundness of the gaming machine.

[0366] In addition, when the game state is transitioned to the third normal game state, the difficulty of achieving the transition condition to the second normal game state (10R special jackpot A) before the number of consecutive special jackpots reaches the second reference value, i.e., the difficulty of returning to or progressing to the second normal game state, differs depending on whether or not the game state has been transitioned to the advantageous second normal game state. In particular, by favoring the progression to the third normal game state when the game state has not been transitioned to the second normal game state to be easier than the return to the third normal game state when the game state has been transitioned to the second normal game state, it is possible to diversify the game while suppressing excessive bias in the player's advantage.

[0367] <Variation 1> In the first embodiment, the average time required for a transition from the second normal gaming state to the first normal gaming state via the third normal gaming state is made equal to the average time required for a transition from the first normal gaming state to the third normal gaming state via the second normal gaming state, but this is not limited to this. For example, a difference may be provided so that the average time required for a transition from the second normal gaming state to the first normal gaming state via the third normal gaming state is longer than the average time required for a transition from the first normal gaming state to the third normal gaming state via the second normal gaming state.

[0368] <Variation 2> In the above-described first embodiment, a return route from the third normal game state to the second normal game state is provided. Specifically, although with an extremely low probability, when a 10R sure-change big hit A occurs during the third normal game state, the configuration is such that it can return to the second normal game state via the first special game state. Here, in the game turn that triggers the transition from the third normal game state to the second normal game state, a long variable display time (for example, 5 minutes or more) is set as the variable display time. Even when considering the case of transitioning from the third normal game state to the second normal game state, the average stay time of the upper loop section (the second normal game state to the special game state) and the average stay time of the lower loop section (the third game state to the special game state) with the increase and decrease of the held balls suppressed are made the same or the latter is longer than the former, so that it is advisable to configure it to create an interval between large ball discharges.

[0369] <Second Embodiment> In the above-described first embodiment, in the section from the transition from the first normal game state or the second normal game state to the third normal game state until the transition back to the first normal game state or the second normal game state, the decrease of the held balls is suppressed (configured to be slightly reduced). In this embodiment, the configuration is such that the held balls increase in this section, and the configuration related to the second normal game state is partially changed accordingly, which is different from the first embodiment in this regard. Hereinafter, with reference to FIGS. 37 to 39, the characteristic configuration in this embodiment will be described centering on the differences from the first embodiment. FIG. 37 is a schematic diagram showing the distribution table for each operating port, FIG. 38 is a schematic diagram showing the first variable winning device, and FIG. 39 is a block diagram (game flow) showing the flow of the game.

[0370] As shown in FIG. 37, the distribution tables for each operating port are stored for each type of normal game state. The distribution table for the first operating port is the same as that in the first embodiment (see FIGS. 12(a) and 37(a)). In contrast, the distribution table for the second operating port is different from the first embodiment in that the distribution of the normal big hit is provided.

[0371] As shown in FIG. 37(b), the distribution table for the second operation port is roughly classified into a distribution table for the first normal gaming state, a distribution table for the second normal gaming state, and a distribution table for the third normal gaming state.

[0372] Regarding the distribution table for the first normal gaming state, out of the values of the winning type counter C2 from "0" to "999", a total of 900 (the 11th result) from "0" to "899" correspond to the 10R certain variable big win B, and a total of 100 (the 12th result) from "900" to "999" correspond to the 10R normal big win.

[0373] Regarding the distribution table for the second normal gaming state, out of the values of the winning type counter C2 from "0" to "999", a total of 900 (the 11th result) from "0" to "899" correspond to the 10R certain variable big win A, and a total of 100 (the 12th result) from "900" to "999" correspond to the 10R normal big win.

[0374] Regarding the distribution table for the third normal gaming state, out of the values of the winning type counter C2 from "0" to "999", a total of 900 (the 11th result) from "0" to "899" correspond to the 10R certain variable big win B, and a total of 100 (the 12th result) from "900" to "999" correspond to the 10R normal big win.

[0375] Thus, when a big win occurs in the game related to the second operation port 63a, it is stipulated that the distribution of the certain variable big win is 90% in any of the first normal gaming state to the third normal gaming state.

[0376] The 10R normal big win corresponds to the low probability mode in the lottery mode and the low frequency support in the support mode. When the 10R normal big win occurs, it shifts to the first normal gaming state corresponding to the low probability mode and the low frequency support mode via the first special gaming state.

[0377] In this embodiment, in the special game state (first special game state) that transitions triggered by the 2R certain big win, 10R certain big win A, 10R certain big win B, and 10R normal big win, the first variable winning device 64 becomes the object to be opened. When a game ball flows into the advantageous ball entry part (V area) of the first variable winning device 64 during the first special game state, the transition to the normal game state corresponding to the high probability mode after the end of the first special game state is determined. When no game ball flows into the advantageous ball entry part (V area), the transition to the normal game state (first normal game state) corresponding to the low probability mode after the end of the special game state is determined.

[0378] Here, with reference to FIG. 38, the first variable winning device 64X in this embodiment will be described.

[0379] (First variable winning device 64X) Inside the first variable winning device 64X, a ball passage 332X through which the game balls flowing into the first big winning opening 331 pass is formed. The ball passage 332X branches into a first branch passage 334X and a second branch passage 335X at an intermediate position thereof. At this branching portion, a flow path switching member 336X capable of switching the flowing-down destination of the game balls to the first branch passage 334X and the second branch passage 335X is disposed. The drive part (specifically, a solenoid) for the flow path switching member 336X is connected to the main control device 162 and operates based on a drive signal from the main control device 162. The flow path switching member 336X is configured to standby at a protruding position protruding into the ball passage 332X in a state where no drive signal is output from the main control device 162 (non-excited state).

[0380] When the flow path switching member 336X is disposed at the protruding position, the entrance portion of the first branch passage 334X is blocked by the flow path switching member 336X. In this state, the inflow of the game balls that have reached the branching portion into the first branch passage 334X is avoided, and those game balls flow into the second branch passage 335X.

[0381] When a drive unit drive signal for the flow path switching member 336X is output from the main control device 162 and the drive unit becomes excited, the flow path switching member 336X moves to a retracted position where protrusion into the ball passage 332X is avoided, and the inlet portion of the first branch passage 334X is opened. As a result, the inflow destination of the game balls is changed. In this state, the inflow of the game balls that have reached the branch portion into the second branch passage 335X is avoided, and those game balls will flow into the first branch passage 334X.

[0382] Here, the movement of the flow path switching member 336X is defined in advance according to the type of jackpot result. Specifically, when a normal 10R jackpot occurs, the flow path switching member 336X moves to the retracted position as the shutter 333 moves from the closed position to the open position, and the flow path switching member 336X is defined to return to the protruding position immediately after that. Specifically, the time required for the flow path switching member 336X to return to the protruding position is shorter than the required time for the game balls that have flowed into the first big winning opening 331 to reach the branch portion. For this reason, when a normal 10R jackpot occurs, the inflow into the first branch passage 334X is substantially avoided.

[0383] On the other hand, when a 2R sure-change jackpot or a 10R sure-change jackpot occurs, although the flow path switching member 336X moves to the retracted position as the shutter 333 moves from the closed position to the open position, it is then defined to wait in the protruding position until the shutter 333 returns to the closed position. For this reason, when a 2R sure-change jackpot or a 10R sure-change jackpot occurs, most of the game balls that have flowed into the first big winning opening 331 will flow into the first branch passage 334X.

[0384] An upstream detection sensor 391d is disposed at a portion upstream of the branch portion in the ball passage 332X. Downstream detection sensors 338X and 339X are disposed at portions downstream of the branch portion, specifically, in the first branch passage 334X and the second branch passage 335X. The upstream detection sensor 391d and the downstream detection sensors 338X and 339X are connected to the main control device 162. Based on the detection information (detection signal) from the upstream detection sensor 391d, the main control device 162 identifies the presence or absence of winning in the first variable winning device 64X, and when a winning occurs, it pays out a predetermined number of game balls. Also, the remaining state of the game balls is monitored based on the detection information (detection signals) from the upstream detection sensor 391d and the downstream detection sensors 338X and 339X.

[0385] In the main control device 162 shown in the present embodiment, when it is specified based on the detection information (detection signal) from the downstream detection sensor 338X attached to the first branch passage 334X that a ball has entered the first branch passage 334X during the opening / closing execution mode, after the opening / closing execution mode ends, the lottery mode switches from the low probability mode to the high probability mode (except when the above-mentioned probability change limiter operates). In the present embodiment, the first branch passage 334X corresponds to the "advantageous ball entry portion".

[0386] (Game flow) Next, with reference to FIG. 39, the basic game flow will be described.

[0387] (First normal game state) In the first normal game state corresponding to the low probability mode and the low frequency support mode, when a winning occurs at the first operating port 62a (specifically, the lower operating port 62aL) disposed in the game area PE (left route), a jackpot and a special winning lottery are executed. In the present embodiment, the first normal game state is a game state in which a difference is provided so that the degree of advantage for the player is the lowest among the first to third normal game states.

[0388] When various jackpot wins occur during the first normal gaming state, the game shifts to the first special gaming state (opening / closing execution mode). As already explained, in the first normal gaming state, there are provided a 2R certain-variable jackpot and a 10R certain-variable jackpot A as jackpot wins based on winning in the first winning opening 62a. The breakdown of the two in the first normal gaming state is that the 2R certain-variable jackpot is 66.5% and the 10R certain-variable jackpot A is 33.5% (see Fig. 37).

[0389] When a 10R certain-variable jackpot A occurs during the first normal gaming state, after the end of the first special gaming state, the game shifts to the second normal gaming state corresponding to the high-probability mode and the high-frequency support mode. When a 2R certain-variable jackpot occurs during the first normal gaming state, after the end of the first special gaming state, the game shifts to the third normal gaming state corresponding to the high-probability mode and the low-frequency support mode.

[0390] (The second normal gaming state) In the second normal gaming state, the variable display time of the pattern (special figure 1) on the display unit D1 for the first winning opening becomes a long time (1200 sec or 600 sec), and the variable display time of the pattern (special figure 2) on the display unit D2 for the second winning opening becomes a short time (1 sec or 5 sec). That is, by shifting from the first normal gaming state to the second normal gaming state, the relationship between the long and short variable display times is reversed between the display unit D1 for the first winning opening and the display unit D2 for the second winning opening (see Fig. 35). During the second normal gaming state, by shooting the game ball to the right route, the game ball wins in both the first winning opening 62a and the second winning opening 63a. However, due to the long variable display time on the display unit D1 for the first winning opening, the game progresses with the game turns related to the second winning opening 63a being the main.

[0391] When various jackpot wins occur in the second normal gaming state, the game shifts to the first special gaming state (opening / closing execution mode). As already explained, in the second normal gaming state, there are provided a 10R certain-variable jackpot A and a 10R normal jackpot as jackpot wins based on winning in the second winning opening 63a (see Fig. 37).

[0392] For the pachinko machine shown in this embodiment as well, similar to the first embodiment, two types of limiters by two consecutive count counters are mounted. In the second normal game state, when the above loop is repeated, those consecutive count counters are each updated. Specifically, the 10R probability-variable jackpot A is a jackpot corresponding to the transition to the high probability mode and the high frequency support mode. By becoming the 10R probability-variable jackpot A, the value of the time-saving consecutive count counter and the value of the probability-variable consecutive count counter are each incremented by "1".

[0393] When the value of the time-saving consecutive count counter reaches the above first reference value (corresponding to a consecutive count of 10 times), the above loop ends, and it shifts to the third normal game state corresponding to the high probability mode and the low frequency support mode through the first special game state. At this time, the value of the time-saving consecutive count counter is cleared to 0. On the other hand, when shifting from the first normal game state to the second normal game state, when the value of the time-saving consecutive count counter reaches the above first reference value, the value of the probability-variable consecutive count counter is less than the above second reference value (corresponding to a consecutive count of 40 times). Therefore, the value of the probability-variable consecutive count counter is carried over from the second normal game state to the third normal game state without being cleared to 0.

[0394] Note that when shifting from the first normal game state to the second normal game state, a configuration is adopted such that the 10R probability-variable jackpot can continue up to 10 times in a row including the 10R probability-variable jackpot A that triggered the transition. When the 10R probability-variable jackpot A continues until the time-saving limiter operates, it is expected to obtain approximately 12,000 prize balls.

[0395] Here, the distribution ratio when it becomes the 10R probability-variable jackpot A is 90%. The probability (complete run probability) that the time-saving limiter operates when shifting from the first normal game state to the second normal game state is approximately 65%. When it becomes the 10R normal jackpot before the time-saving limiter operates, it shifts (degrades) to the first normal game state after the end of the first special game state, but the probability is approximately 35%.

[0396] In this embodiment, when comparing the increase rate of game balls in a short time, the second normal game state is higher than the third normal game state. However, when comparing the assumed increase amount (expected value) of the held balls, the third normal game state is configured to have more than the second normal game state. That is, regarding the degree of advantage for the player, it is different from the first embodiment in that the relationship is the first normal game state < the second normal game state < the third normal game state. That is, in order to aim for the third normal game state, which is the most advantageous for the player, via the second normal game state from the first normal game state, it is necessary to operate the time-saving limiter while avoiding a 10R normal jackpot during the second normal game state.

[0397] (Third normal game state) The transition route to the third normal game state is roughly classified into two: a 2R certain-variable jackpot during the first normal game state and the operation of the time-saving limiter during the second normal game state, as described above.

[0398] In the third normal game state, the variation display time of the pattern (specific figure 1) on the first operation port display unit D1 is a short time (0.1 sec or 5 sec), and the variation display time of the pattern (specific figure 2) on the second operation port display unit D2 is a short time (1200 sec or 600 sec). That is, when transitioning from the second normal game state to the third normal game state, the relationship between the lengths of the variation display times is reversed (see Fig. 35). That is, when the game ball is launched toward the right route as in the second normal game state, the game progresses mainly with the game turns related to the first operation port 62a. On the other hand, when transitioning from the first normal game state to the third normal game state, the relationship between the lengths of the variation display times is maintained.

[0399] Here, due to the transition to the third normal game state, the support mode by the electric accessory 71 switches from the high-frequency support mode to the low-frequency support mode. As a result, the winning probability for the first operation port 62a when the game ball is launched toward the right route decreases compared to during the high-frequency support mode. However, most of the game turns related to the first operation port 62a result in special wins, and the second variable winning device 65 is opened.

[0400] During the high-frequency support mode, most game balls are guided by the electric accessory 71 to the first operating port 62a, and the flow of game balls to the second variable winning device 65 located downstream of the first operating port 62a (right operating port 62aR) is suppressed. On the other hand, during the low-frequency support mode, a certain number of game balls pass through the electric accessory 71 and flow downward toward the second variable winning device 65, and it is set that approximately one game ball wins the second variable winning device 65 with each opening. As a result, the decrease in the player's held balls is alleviated.

[0401] Also, when a 2R certain-variable big win occurs in the third normal game state, the game shifts to the first special game state (opening / closing execution mode). The 2R certain-variable big win is a big win corresponding to the high-probability mode and the low-frequency support mode. After the shift to the third normal game state, the loop of 2R certain-variable big win → first special game state → third normal game state will occur. Here, among the cases of achieving a big win by winning the first operating port 62a in the third normal game state, the 2R certain-variable big win accounts for 99.8% and the 10R certain-variable big win A accounts for 0.2%. That is, most big wins are 2R certain-variable big wins.

[0402] Furthermore, in the lottery related to the first operation port 62a, half of it becomes a special winning. In the present embodiment, it is the same as the first embodiment in that when a special winning occurs, a second special game state in which the second variable winning device 65 is to be opened is entered. However, the opening time of the second variable winning device 65 in this second special game state is 1.8 seconds, and a configuration is adopted in which approximately two winnings can occur with one opening. In this way, when the second normal game state and the first special game state loop, the second special game state intervenes, making it possible to continue the game while slightly increasing the number of held balls. Also, in the second normal game state, the jackpot probability is 10 times that of the first normal game state, and a certain number of prize balls can be obtained by a 2R probability-variable jackpot. Furthermore, when a 2R probability-variable jackpot occurs, the opening target is changed from the second variable winning device 65 to the first variable winning device 64, increasing the number of prize balls per round. Overall, in the third normal game state, by continuing to launch game balls towards the right route, it is possible to advance the game while increasing the number of held balls, and its expected value exceeds that of the second normal game state.

[0403] In the third normal game state, since all jackpots correspond to the high-probability mode, the above-mentioned short-time continuous count counter for time reduction is not updated and remains at 0. On the other hand, for the probability-variable continuous count counter, "1" is added each time a probability-variable jackpot occurs due to the above loop. When the value of the probability-variable continuous count counter has not reached the above second reference value (corresponding to a continuous count of 40 times), the above loop continues, and when the value of the probability-variable continuous count counter reaches the above second reference value (corresponding to a continuous count of 40 times), a transition is made to the first normal game state after the end of the first special game state.

[0404] Although the probability is extremely low, if a 10R probability variable jackpot A occurs before the limiter by the continuous count counter for probability variation is activated, the game shifts to the second normal game state. Also in this case, the update of the continuous count counter for probability variation continues. That is, when shifting from the third normal game state to the second normal game state, the subsequent behavior will change significantly depending on whether the difference between the value of the continuous count counter for probability variation and the second reference value exceeds the first reference value.

[0405] Specifically, when the difference between the value of the continuous count counter for probability variation and the second reference value exceeds the first reference value, a total of 10 10R probability variable jackpots A including the 10R probability variable jackpot A that triggered the shift to the second normal game state will occur, and it will be a chance to significantly increase the number of hold balls again. On the other hand, when the difference between the value of the continuous count counter for probability variation and the second reference value is less than the first reference value, before the limiter by the continuous count counter for probability variation is activated, the limiter by the continuous count counter for time shortening will be activated, and after increasing the number of hold balls to some extent, the game will return to the third normal game state. Also in this case, the value of the continuous count counter for probability variation will be carried over to the third normal game state. That is, when shifting from the third normal game state to the second normal game state and then returning to the third normal game state again, the stay in the third normal game state will be shorter compared to the first transition to the third normal game state.

[0406] Note that when the value of the continuous count counter for time shortening reaches the first reference value and the value of the continuous count counter for probability variation reaches the second reference value, the game will shift from the second normal game state to the first normal game state.

[0407] Next, a supplementary explanation will be given regarding the relationship between the trigger for transitioning to the third normal game state and the duration of stay in the third normal game state. When transitioning to the third normal game state due to the operation of the time-saving limiter after transitioning from the first normal game state to the second normal game state, the count of the continuous occurrence counter for probability variation has already advanced by the above-mentioned first reference value corresponding to the counter for the number of times of time saving. That is, the "remaining number of times" until the probability variation limiter operates = "second reference value" - "first reference value". On the other hand, when a 2R probability variation big win occurs during the first normal game state, the third normal game state starts with the value of the continuous occurrence counter for probability variation increased by the amount of the 2R probability variation big win. Therefore, the "remaining number of times" until the probability variation limiter operates = "second reference value" - 1.

[0408] As already explained, the first reference value is greater than 1. For this reason, when transitioning to the third normal game state triggered by a 2R probability variation big win during the first normal game state, the duration of stay in the third normal game state, that is, the expectation of promotion to the second normal game state, is higher than when transitioning to the third normal game state due to the operation of the time-saving limiter.

[0409] In the second normal gaming state corresponding to the high-probability mode and the high-frequency support mode, when the number of consecutive jackpot occurrences (10R probability-variable jackpot A) corresponding to the high-frequency support mode stored by the short-time consecutive count counter has not reached the specified number, after the end of the special gaming state triggered by the jackpot, it returns to the second normal gaming state. When such a loop is repeated and the number of consecutive occurrences reaches the first reference value, it shifts to the third normal gaming state corresponding to the high-probability mode and the low-frequency support mode. That is, reaching the first reference value triggers the shift to the third normal gaming state. In the third normal gaming state, the probability of a special win is higher compared to the second normal gaming state, and the shift to the second special gaming state frequently occurs. As a result, during the third normal gaming state, it becomes possible to progress the game while increasing the number of hold balls. According to the above configuration, a player who anticipates the shift to the third normal gaming state aims to shift to the third normal gaming state while accumulating balls by repeating the shift to the first special gaming state during the second normal gaming state, and can suitably improve the player's satisfaction.

[0410] In this embodiment, it is configured to be able to win the 10R normal jackpot in the lottery related to the second operation port 63a. To aim for the second normal gaming state → the third normal gaming state, it is necessary to make the 10R probability-variable jackpot A consecutive while avoiding the 10R normal jackpot. With such a configuration, the excitement of the game in the second normal gaming state can be suitably increased.

[0411] If, immediately after transitioning from the second normal gaming state to the third normal gaming state, a 10R normal jackpot occurs and the third normal gaming state ends, there is concern that the player's enthusiasm for the game expected in the third normal gaming state will rapidly decline. In this regard, in the configuration shown in the present embodiment, it is impossible to stock the hold information related to the second operation port 63a, and even if a 10R normal jackpot occurs in the game related to the second operation port 63a, the game related to the first operation port 62a (specifically, the game related to a jackpot or a special hit) invalidates the 10R normal jackpot. That is, it is regulated that a 10R normal jackpot occurs after the transition to the third normal gaming state. According to such a configuration, it is possible to avoid the configuration that can result in a 10R normal jackpot from extremely shortening the staying time of the third normal gaming state, and suppress the occurrence of the above-mentioned inconvenience.

[0412] After the transition to the third normal gaming state, the third normal gaming state and the special gaming state loop until the consecutive number of times of hitting a probability-variable jackpot reaches the second reference value. With such a configuration, it is possible to gain the staying period in the third normal gaming state and preferably suppress the immediate degradation from the third normal gaming state to the first normal gaming state immediately after the transition to the third normal gaming state.

[0413] <The Third Embodiment> In the above-described first embodiment, after a large number of balls are released due to the loop between the second normal gaming state and the first special gaming state, the transition is made to the first normal gaming state via the third normal gaming state (low-risk, low-return) in which a significant increase in the number of held balls is unlikely to occur. Thereby, while creating a concentrated ball release (bias in ball release), an excessive increase in the probability of winning caused thereby is suppressed. In the present embodiment, although it is possible to solve the same problems as those solved in the first embodiment, the specific configuration for solving the problems is different from that of the first embodiment. Hereinafter, with reference to FIGS. 40 to 42, the characteristic configuration in the present embodiment will be described centering on the differences from the first embodiment. FIG. 40 is a schematic diagram showing a distribution table for each operation port, FIG. 41 is a block diagram (game flow) showing the flow of the game, and FIG. 42 is a timing chart exemplifying the change in the number of held balls accompanying the progress of the game.

[0414] As shown in FIG. 40, for the distribution table for each operation port, it is stored for each type of normal game state. The distribution table for the second operation port is the same as that in the first embodiment (see FIGS. 12(b) and 40(b)). On the other hand, the distribution table for the first operation port is broadly classified into a distribution table for the first normal game state, a distribution table for the second normal game state, and a distribution table for the third normal game state, which is the same as the distribution table for the first operation port shown in the first embodiment in that regard. However, the configuration of the distribution table for the third normal game state is different from the distribution table for the first operation port shown in the first embodiment.

[0415] Specifically, for the distribution table for the third normal game state, among the values of the hit type counter C2 from "0" to "999", a total of 665 (the first result) from "0" to "664", a total of 333 (the second result) from "665" to "997", and a total of 2 (the third result) from "998" to "999" all correspond to the 2R certain variable big hit. As already explained, the 2R certain variable big hit is a big hit that shifts to the third normal game state corresponding to the high probability mode and the low frequency support mode after the end of the special game state (opening / closing execution mode).

[0416] Also, in this embodiment, a part of the variable display time table for the big hit result stay is also changed from the first embodiment. Specifically, as shown in FIG. 41, the variable display time of the pattern on the display unit for the first operation port in the third normal game state corresponding to the high probability mode and the low frequency support mode is shortened from "5 sec" to "2 sec". As a result, when a big hit (2R certain variable big hit) occurs during the third normal game state, the time required to shift to the first special game state is shortened.

[0417] In the above-described first embodiment, the second normal game state and the first special game state loop until the time-saving limiter operates, so that 12,000 prize balls, which is the assumed upper limit number, are paid out. After that, the third normal game state, the first special game state, and the second special game state loop until the probability-variable limiter operates and then shift to the first normal game state, and the number of hold balls gradually decreases so that the substantial number of prize balls is adjusted to about 11,900. That is, a configuration is adopted in which a strategy of whether or not to aim for a 10R probability-variable big win A with an extremely low probability with an investment of 100 shots is generated before the probability-variable limiter operates. In this embodiment, the second normal game state and the first special game state loop until the time-saving limiter operates, so that 11,000 prize balls, which is a number less than the assumed upper limit number, are paid out. After that, the third normal game state, the first special game state, and the second special game state loop until the probability-variable limiter operates and then shift to the first normal game state, and the number of hold balls gradually increases so that the substantial number of prize balls is adjusted to about 11,100 (see FIG. 42). During the third normal game state, although 2R probability-variable big wins and special wins frequently occur and the number of hold balls gradually increases, when a big win occurs in a lottery based on winning the first operation port 62a, the type thereof is limited to all 2R probability-variable big wins, and the transition to the second normal game state where a large number of balls can be expected is restricted. That is, in the third normal game state, while 100 game balls can be obtained over about 30 minutes (before the probability-variable limiter operates), no opportunity to obtain a large number of balls is provided. According to the configuration described in detail above, it is possible to create a concentrated ball payout while suppressing an excessive increase in the gambling nature caused thereby.

[0418] <Fourth Embodiment> In the above-described first embodiment, during the third normal game state, the variation display time of the pattern on the first operation port display unit D1 is significantly shorter than the variation display time of the pattern on the second operation port display unit D2, and the game is configured to progress mainly centering around the game turns related to the first operation port 62a. In the game turns related to the second operation port 63a, although it can become a 10R certain probability big hit A corresponding to the transition to the second normal game state, the 10R certain probability big hit A is substantially invalidated by becoming a special hit or a certain probability big hit in the game turns related to the first operation port 62a. As a result, during the third normal game state, when winning the 10R certain probability big hit A (0.2%) based on winning the first operation port before the probability variation limiter activates, the opportunity for transition is limited so as to transition to the second normal game state where a large number of balls can be expected. On the other hand, in the present embodiment, when a partial big hit occurs during the third normal game state, the result of the game turns related to the second operation port 63a is not substantially invalidated, and by making the result valid, diversifying the opportunity for transition to the second normal game state is one of the features. Hereinafter, with reference to FIGS. 43 to 45, the characteristic configuration in the present embodiment will be described centering on the differences from the first embodiment. FIG. 43 is a schematic diagram showing the distribution table for each operation port, FIG. 44 is a schematic diagram showing a part of the variation display time table, and FIG. 45 is a schematic diagram showing the relationship between the variation display time and the opportunity for transition to the special game state.

[0419] (Distribution Table for the First Operation Port) As shown in FIG. 43(a), the distribution table for the first operation port is roughly classified into a distribution table for the first normal game state, a distribution table for the second normal game state, and a distribution table for the third normal game state.

[0420] Regarding the distribution table for the first normal game state, among the values of the hit type counter C2 from "0" to "999", a total of 665 (first result) from "0" to "664" correspond to the 2R certain probability big hit, a total of 330 (second result) from "665" to "994" correspond to the 10R certain probability big hit A, a total of 3 (third result) from "995" to "997" correspond to the 10R certain probability big hit A, and a total of 2 (fourth result) from "998" to "999" correspond to the 10R certain probability big hit A.

[0421] Regarding the distribution table for the second normal game state, out of the values of the winning type counter C2 from "0" to "999", a total of 665 (the first result) from "0" to "664" correspond to the 2R sure change big win, a total of 330 (the second result) from "665" to "994" correspond to the 10R sure change big win A, a total of 3 (the third result) from "995" to "997" correspond to the 10R sure change big win A, and a total of 2 (the fourth result) from "998" to "999" correspond to the 10R sure change big win A.

[0422] Regarding the distribution table for the third normal game state, out of the values of the winning type counter C2 from "0" to "999", a total of 665 (the first result) from "0" to "664" correspond to the 2R sure change big win, a total of 330 (the second result) from "665" to "994" correspond to the 2R sure change big win, a total of 3 (the third result) from "995" to "997" correspond to the 10R sure change big win C, and a total of 2 (the fourth result) from "998" to "999" correspond to the 10R sure change big win A.

[0423] (Distribution Table for the Second Actuating Port) As shown in FIG. 43(b), the distribution table for the second actuating port is roughly classified into the distribution table for the first normal game state, the distribution table for the second normal game state, and the distribution table for the third normal game state.

[0424] Regarding the distribution table for the first normal gaming state, out of the values of the winning type counter C2 from "0" to "999", a total of 1000 values from "0" to "999" correspond to the 10R certain variable big win B. Regarding the distribution table for the second normal gaming state, out of the values of the winning type counter C2 from "0" to "999", a total of 1000 values from "0" to "999" correspond to the 10R certain variable big win A. Regarding the distribution table for the third normal gaming state, out of the values of the winning type counter C2 from "0" to "999", a total of 1000 values from "0" to "999" correspond to the 10R certain variable big win A. The 10R certain variable big win A is a big win corresponding to the high probability mode and the high frequency support mode. In the present embodiment, when the 10R certain variable big win A occurs based on winning at the second winning port during the third normal gaming state, it is configured to be able to shift from the third normal gaming state to the second normal gaming state.

[0425] Here, regarding the above-mentioned 10R certain variable big win C, similar to the 10R certain variable big win B, it is a big win corresponding to the high probability mode and the low frequency support mode. However, there is a difference in the set variable display time compared to the 10R certain variable big win B. Hereinafter, with reference to FIG. 44, the variable display time set during the third normal gaming state will be described. Note that since the variable display time set during the first normal gaming state and the second normal gaming state is the same as that in the first embodiment, the description thereof will be omitted.

[0426] (Variable display time) First, the variable display time table for the first winning port referred to during the third normal gaming state will be described. In the variable display time table for the first winning port, when the game turn related to the first winning port 62a is a complete miss, the variable display time is "0.1 sec", when it corresponds to a special win, the variable display time is "0.1 sec", when it corresponds to a 2R certain variable big win, the variable display time is "5 sec", when it corresponds to the 10R certain variable big win A, the variable display time is "5 sec", and when it corresponds to the 10R certain variable big win C, the variable display time is defined to be "601 sec".

[0427] Next, the variable display time table for the second operation port, which is referred to during the third normal game state, will be described. In the variable display time table for the second operation port, when the game turn related to the second operation port 63a corresponds to a complete miss, the variable display time is defined as "1200 sec", and when it corresponds to 10R certain probability big hit A, the variable display time is defined as "600 sec".

[0428] That is, in the present embodiment, the variable display time set when a 10R certain probability big hit C is achieved by winning a prize at the first operation port 62a during the third normal game state is longer than the variable display time set when a 10R certain probability big hit A is achieved by winning a prize at the second operation port 63a during the third normal game state and shorter than the variable display time set when a complete miss occurs by winning a prize at the second operation port 63a during the third normal game state.

[0429] Here, referring to FIG. 45, the flow of the game during the third normal game state will be exemplified.

[0430] In the example shown in FIG. 45(a), a winning entry to the second operation port 63a occurs at the timing of ta0, and the variable display of the pattern starts in the display section D2 for the second operation port. This game round corresponds to the 10R certain probability big win A, and "600 sec" is set as the variable display time of the pattern. During the game round related to the display section D2 for the second operation port, the game round related to the display section D1 for the first operation port is repeated, and at the timing of ta1, the game round corresponding to the special win starts. In the game round corresponding to the special win, "0.1 sec" is set as the variable display time of the pattern, and at the timing of ta2 when 0.1 sec has elapsed from the timing of ta2, the pattern corresponding to the special win is stopped and displayed (confirmed display) on the display section D1 for the first operation port. At this timing, the variable display of the pattern on the display section D2 for the second operation port is forced to end so as to stop and display (confirm display) the pattern corresponding to the miss. That is, even if a winning entry to the second operation port 63a results in the 10R certain probability big win A and the transition to the first special game state is pending, the 10R certain probability big win A is canceled due to a winning entry to the first operation port 62a resulting in the special win.

[0431] Note that the same applies to the behavior when a 2R certain probability big win or a 10R certain probability big win A occurs due to a winning entry to the first operation port 62a. That is, if the game round related to the display section D1 for the first operation port ends before the game round related to the display section D2 for the second operation port ends, even if a winning entry to the second operation port 63a results in the 10R certain probability big win A and the transition to the first special game state is pending, the 10R certain probability big win A is canceled.

[0432] Also, if the game round related to the display section D1 for the first operation port (special win, 2R certain probability big win, 10R certain probability big win) ends while the game round corresponding to the miss is being executed in the display section D2 for the second operation port, the game round related to the display section D2 for the second operation port is forced to end midway accordingly.

[0433] In the example shown in FIG. 45(b), a winning entry occurs at the timing of tb0 into the second operation port 63a, and the variable display of the pattern starts in the display section D2 for the second operation port. This game round corresponds to a 10R certain probability big win A, and "600 sec" is set as the variable display time of the pattern. At the timing of tb1 during the game round related to the display section D2 for the second operation port, a game round corresponding to a 10R certain probability big win C starts. In the game round corresponding to a 10R certain probability big win C, "601 sec" is set as the variable display time of the pattern.

[0434] The variable display of the pattern in the display section D1 for the first operation port and the variable display of the pattern in the display section D2 for the second operation port are executed in parallel. However, the variable display of the pattern in the display section D2 for the second operation port ends at the timing of tb2 before the timing of tb4 when the variable display time of the pattern in the display section D1 for the first operation port is expected to elapse, and the pattern corresponding to a 10R certain probability big win C is stopped and displayed (confirmed display). That is, in the present embodiment, when a 10R certain probability big win A occurs based on a winning entry into the second operation port 63a and a 10R certain probability big win C occurs based on a winning entry into the first operation port 62a during the execution of the game round related to the 10R certain probability big win A, the game round in the display section D2 for the second operation port exceptionally reaches its expiration.

[0435] At the timing of tb3 when the confirmed display of the pattern corresponding to a 10R certain probability big win A is completed in the display section D2 for the second operation port, a transition is made to the first special game state triggered by the 10R certain probability big win A. Then, after the end of the first special game state, a transition (promotion) is made to the second normal game state on the condition that the probability variable limiter is not operating.

[0436] Next, with reference to FIG. 45(c), the behavior...

Claims

【Claim 1】 A game board in which a game area is formed, Game ball launching means capable of launching a game ball into the game area based on the operation of a player, Special information acquisition means capable of acquiring special information when a game ball enters a predetermined ball entry means provided in the game area, Determination means capable of determining to shift the game state from a predetermined game state to a special game state advantageous to the player based on the special information acquired by the special information acquisition means, Means capable of performing a game replay operation by a predetermined notification means based on the determination by the determination means and controlling the predetermined notification means so that the game replay operation is terminated as a notification result corresponding to the result of the determination, Means capable of shifting to the special game state based on the result of the determination by the determination means, Variable ball entry means capable of switching between a first state in which a game ball flowing down in the game area can enter and a second state in which it is more difficult for a game ball to enter than in the first state, Means capable of executing switching control between the first state and the second state of the variable ball entry means when shifting to the special game state, A gaming machine comprising: As game situations when determination is made by the determination means in the predetermined game state, a first game situation, a second game situation that can be more advantageous to the player than the first game situation, and a game situation that can be more advantageous to the player than the first game situation and can be more disadvantageous to the player than the second game situation can be configured, The period from the establishment of a predetermined condition until becoming another game situation in the second game situation is configured to be shorter than the period from the establishment of a specific condition until becoming another game situation in the third game situation, A configuration in which it is possible to shift from the second game situation to the third game situation, A gaming machine characterized in that it has a configuration in which it is possible to shift from the third game situation to the second game situation.

Citation Information

Patent Citations

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