Pachinko machine
Patent Information
- Application Number
- JP2024025529
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-22
- Publication Date
- 2025-07-15
- Estimated Expiration
- 2040-05-27
AI Technical Summary
【0008】 上記形態によれば、遊技の興趣向上を図ることができる。
Smart Images

Figure 0007708245000001 
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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In gaming machines such as pachinko machines and slot machines, technical improvements have been made from various perspectives, such as structure, control, and presentation, with the aim of increasing the enjoyment of the game, reducing the processing load of the gaming machine, optimizing processing, simplifying control, and simplifying the structure (for example, Patent Document 1).
[0003] In addition, various technical improvements have been made with the aim of improving the soundness of gaming, such as detecting and preventing fraudulent acts by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-172988 Summary of the Invention [Problem to be solved by the invention]
[0005] In gaming machines such as those described above, further technological improvements are desired in order to increase the enjoyment of the game, reduce the processing load of the gaming machine, optimize processing, simplify control, simplify the structure, and provide a more sound game experience. [Means for solving the problem]
[0006] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized in the following aspects.
[0007] [form] a game processing execution means capable of executing a predetermined game processing when a predetermined power is supplied; a power cutoff process execution means for executing a predetermined power cutoff process when it is determined that the predetermined power has been cut off in a predetermined state; Equipped with A gaming machine that can be put into a playable state when the predetermined power is supplied in a predetermined manner after a power outage, a displacement means that is displaceable between a first position and a second position, and that can be in a predetermined non-energized state when positioned at the first position, and in a predetermined energized state when positioned at the second position; a storage means capable of retaining predetermined information during a power outage; an initialization switch that can be switched between a pressed state and an unpressed state, and that can initialize at least a portion of the information stored in the storage means when the predetermined power is supplied in the pressed state; a means for determining the predetermined information stored in the storage means when the predetermined power is supplied after a power outage; a state determination means for determining a state of the displacement means when the predetermined power is supplied to the gaming machine; a process execution means for determining information corresponding to the position of the displacement means by the state determination means at a predetermined timing after the predetermined power is supplied to the gaming machine, executing a first process in a first case where it is determined by the determination that information corresponding to the displacement means being located at the first position is set, and executing a second process which is different from the first process and is for displacing the displacement means to the first position in a second case where it is determined by the determination that information corresponding to the displacement means being located at the first position is not set; Equipped with 、 This gaming machine is a launch permission condition determination means for determining whether a predetermined launch permission condition is met; a launching means for launching a game ball based on a predetermined launching operation; Equipped with In the first case, when the launch permission condition determination means determines that the predetermined launch permission condition is met, the launch means is configured to be able to launch the game ball, This gaming machine is an acquisition condition determination means for determining whether or not an acquisition condition that allows predetermined lottery information to be acquired is satisfied; a lottery information storage means capable of storing the predetermined lottery information up to a predetermined upper limit; Equipped with when it is determined by the acquisition condition determination means that the acquisition condition is met in the first case, the lottery information storage means is configured to store the predetermined lottery information; This gaming machine is a lottery execution enabling condition determining means for determining whether a lottery execution enabling condition that allows a predetermined lottery to be executed is met; lottery means for executing the predetermined lottery; Equipped with When the lottery execution enabling condition determination means determines that the lottery execution enabling condition is established in the first case, the lottery means is configured to be able to execute the predetermined lottery, This gaming machine is a ball entry detection means for detecting a game ball entering a predetermined ball entry means; a ball entry detection condition determining means for determining whether a ball entry detection condition for detecting a game ball entering the predetermined ball entry means is satisfied; Equipped with In the first case, when the ball entry detection condition determination means determines that the ball entry detection condition is met, the ball entry into the predetermined ball entry means can be detected, This gaming machine is a bonus awarding mode execution means for executing a bonus awarding mode that can award a predetermined bonus to a player; In the second case, the bonus-granting mode execution means is configured to execute the bonus-granting mode when a predetermined condition is met in a predetermined gaming state after the supply of the predetermined power is started. A gaming machine characterized by: [Effects of the Invention]
[0008] According to the above embodiment, it is possible to increase the interest in the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a perspective view of a pachinko machine according to a first embodiment. [Figure 2] FIG. 2 is a rear view of the pachinko machine. [Figure 3] FIG. [Figure 4] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 7] An explanatory diagram showing the contents of the win / loss table. [Figure 8] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 9]An explanatory diagram showing the contents of a drop-off lottery win / loss table used when conducting a drop-off lottery. [Figure 10] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 11] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 12] This is a timing chart that explains an example of the processing that is performed when a player wins the drop lottery in a game before the guaranteed number of games is reached. [Figure 13] 10 is a timing chart illustrating an example of processing when a jackpot is won in a winning lottery in a game before the guaranteed number of games is reached. [Figure 14] This is a timing chart that explains an example of the processing that is performed when a player does not win the drop lottery and does not win the jackpot in the winning lottery in a play round before the guaranteed number of plays is reached, and it is determined that a reach will occur in the reach determination. [Figure 15] 10 is an explanatory diagram showing the display surface of the symbol display device when a battle effect or a result announcement effect is being executed. FIG. [Figure 16] FIG. 10 is an explanatory diagram illustrating an example of a battle effect. [Figure 17] FIG. 10 is an explanatory diagram illustrating an example of a result announcement effect executed after a battle effect. [Figure 18] This is a timing chart that explains an example of the processing that is performed when a player wins the drop lottery in a game after the guaranteed number of games has been reached. [Figure 19] This is a timing chart that explains the processing that is performed when, in a pachinko machine of Comparative Example 1, a player does not win the drop lottery but wins the jackpot in the winning lottery in a play round after the guaranteed number of plays has been reached. [Figure 20] This is a timing chart that explains the processing when, in a pachinko machine of Comparative Example 2, in a play round after the guaranteed number of plays has been reached, the player does not win the fall lottery but wins the jackpot in the win lottery. [Figure 21]This is a timing chart explaining an example of the processing when, in a play after the guaranteed number of plays has been reached, a player does not win the drop lottery, wins a jackpot in the win lottery, and also wins the first drop mode in the mode selection lottery. [Figure 22] This is a timing chart that explains an example of the processing when, in a play after the guaranteed number of plays has been reached, a player does not win the drop-out lottery, wins a jackpot in the win lottery, and also wins the late drop mode in the mode selection lottery. [Figure 23] This is a timing chart that explains an example of the processing that is performed when, in a play after the guaranteed number of plays has been reached, the player does not win the fall lottery, does not win the jackpot in the win lottery, and it is determined that a reach will occur in the reach determination. [Figure 24] 10 is a flowchart showing a timer interrupt process. [Figure 25] This is a flowchart showing the ball entry processing for the starting hole. [Figure 26] 10 is a flowchart showing a destination determination process. [Figure 27] 10 is a flowchart showing a through ball entry process. [Figure 28] 10 is a flowchart showing a normal process. [Figure 29] 10 is a flowchart showing a game play control process. [Figure 30] 10 is a flowchart showing a fluctuation start process. [Figure 31] 10 is a flowchart showing a hold information shift process. [Figure 32] 10 is a flowchart showing a gaming state determination process. [Figure 33] 10 is a flowchart showing a fall determination process. [Figure 34] 10 is a flowchart showing a hit determination process. [Figure 35] 10 is a flowchart showing a variable time setting process. [Figure 36] 10 is a flowchart showing a variable time setting process before the guaranteed number of games. [Figure 37]10 is a flowchart showing a variable time setting process after the guaranteed number of games. [Figure 38] 10 is a flowchart showing a fluctuation end process. [Figure 39] 10 is a flowchart showing a game state transition process. [Figure 40] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 41] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 42] 10 is a flowchart showing processing for electric utility support. [Figure 43] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 44] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 45] 10 is a flowchart showing processing for game play presentation. [Figure 46] 10 is a flowchart showing the game play presentation setting process. [Figure 47] 10 is a flowchart showing a performance pattern setting process. [Figure 48] 10 is a flowchart showing a process for setting an effect pattern before the guaranteed number of games. [Figure 49] 10 is a flowchart showing the process of setting an effect pattern after the guaranteed number of games has been played. [Figure 50] 10 is a flowchart showing the processing for executing game play presentations. [Figure 51] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 52] 10 is a flowchart showing a command interrupt process. [Figure 53] 10 is a flowchart showing a V interrupt process. [Figure 54] An explanatory diagram showing the contents of a win / loss table for a high probability mode provided in a pachinko machine of variant example 1. [Figure 55] FIG. 10 is an explanatory diagram showing the contents of a mode selection table provided in a pachinko machine according to a second modified example. [Figure 56] FIG. 10 is a perspective view of a pachinko machine according to a second embodiment. [Figure 57] FIG. [Figure 58] 1 is an explanatory diagram showing the decorative pattern displayed in a variable manner on a pattern display device and the display surface of the pattern display device. [Figure 59] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 60] This is an explanatory diagram showing the contents of various counters used in special lotteries, regular lotteries, etc. [Figure 61] An explanatory diagram showing the contents of the special drawing pass / fail determination table. [Figure 62] An explanatory diagram showing the contents of the special chart type determination table. [Figure 63] An explanatory diagram showing the contents of the special line opening / closing scenario selection table. [Figure 64] An explanatory diagram showing the contents of the general drawing pass / fail determination table. [Figure 65] An explanatory diagram showing the contents of a general map type determination table. [Figure 66] FIG. 10 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 67] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 68] 10 is a timing chart showing an example of the flow of processing executed in a pachinko machine of a second embodiment. [Figure 69] FIG. 10 is an explanatory diagram showing an example of a presentation executed in the pachinko machine of the second embodiment. [Figure 70] FIG. 10 is an explanatory diagram showing an example of a presentation executed in the pachinko machine of the second embodiment. [Figure 71] 10 is a flowchart showing a timer interrupt process. [Figure 72] This is a flowchart showing the ball entry process for a normal starting gate. [Figure 73] This is a flowchart showing the ball entry processing for the special starting hole. [Figure 74]A flowchart showing the ball entry processing for the V entry port. [Figure 75] 10 is a flowchart showing a normal process. [Figure 76] 10 is a flowchart showing a normal symbol control process. [Figure 77] This is a flowchart showing the normal pattern change start processing. [Figure 78] 10 is a flowchart showing a normal variable time setting process. [Figure 79] This is a flowchart showing the normal pattern variation stop processing. [Figure 80] 10 is a flowchart showing the normal electric device control process. [Figure 81] 10 is a flowchart showing a normal power switching process. [Figure 82] 10 is a flowchart showing a special symbol control process. [Figure 83] 10 is a flowchart showing the special pattern variation start processing. [Figure 84] 10 is a flowchart showing a special chart variation time setting process. [Figure 85] 10 is a flowchart showing the special symbol variation stop processing. [Figure 86] 10 is a flowchart showing the special electric device control process. [Figure 87] 10 is a flowchart showing a special line opening / closing process. [Figure 88] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 89] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 90] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 91] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 92] FIG. 10 is an explanatory diagram illustrating an example of a presentation executed in a pachinko machine according to a modified example of the second embodiment. [Figure 93] FIG. 10 is an explanatory diagram illustrating an example of a presentation executed in a pachinko machine according to a modified example of the second embodiment. [Figure 94] FIG. 10 is a perspective view of a pachinko gaming machine according to a third embodiment of the present invention. [Figure 95] FIG. 2 is a rear view of the pachinko machine 10. [Figure 96] FIG. 2 is a front view of the game board 30. [Figure 97] An explanatory diagram explaining the delay mechanism 202 and the V winning mechanism 210. [Figure 98] 1 is an explanatory diagram showing the liquid crystal pattern and the display surface 41a that are variably displayed on the pattern display device 41. FIG. [Figure 99] 1 is a block diagram showing the electrical configuration of a pachinko machine 10. FIG. [Figure 100] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 101] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 102] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 103] An explanatory diagram showing the contents of the distribution table for the first starting port. [Figure 104] An explanatory diagram showing the contents of the distribution table for the second starting port. [Figure 105] This is an explanatory diagram explaining the types of jackpots that are determined when a gaming ball enters a V winning slot (first V winning slot V1, second V winning slot V2). [Figure 106] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 107] 1 is a block diagram mainly showing the electrical configuration of an audio and light emission control device 90 and a display control device 100. FIG. [Figure 108] 1 is an explanatory diagram illustrating the flow of a game in the pachinko machine 10 of this embodiment. [Figure 109] An explanatory diagram showing an example of a specific suggestion effect. [Figure 110]10 is a flowchart showing an overview of the process for setting the effects in a game round (also called the game round effect setting process). [Figure 111] 10 is a flowchart showing a timer interrupt process. [Figure 112] This is a flowchart showing the ball entry processing for the starting hole. [Figure 113] 10 is a flowchart showing a destination determination process. [Figure 114] 10 is a flowchart showing a through ball entry process. [Figure 115] A flowchart showing the ball entry processing for the V entry port. [Figure 116] 10 is a flowchart showing a normal process. [Figure 117] 10 is a flowchart showing a game play control process. [Figure 118] 10 is a flowchart showing a fluctuation start process. [Figure 119] 10 is a flowchart showing a hold information shift process. [Figure 120] 10 is a flowchart showing a hit determination process. [Figure 121] 10 is a flowchart showing a variable time setting process. [Figure 122] 10 is a flowchart showing a fluctuation end process. [Figure 123] 10 is a flowchart showing a game state transition process. [Figure 124] 10 is a flowchart showing an opening / closing scenario setting process. [Figure 125] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 126] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 127] 10 is a flowchart showing processing for electric utility support. [Figure 128] 10 is a flowchart showing an electric utility switching process. [Figure 129] 10 is a flowchart showing a timer interrupt process executed in the sound and light side MPU 92. [Figure 130] 10 is a flowchart showing processing for game play presentation. [Figure 131] 10 is a flowchart showing a game play presentation pattern setting process. [Figure 132] 10 is a flowchart showing a game ball circulation pattern detection process. [Figure 133] An explanatory diagram explaining the game ball number count memory area. [Figure 134] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Figure 135] 10 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Figure 136] 10 is a flowchart showing V interrupt processing executed in the MPU 102 of the display control device 100. [Figure 137] This is an explanatory diagram that explains the specific suggestion effect that drives the driving role. [Figure 138] FIG. 4 is an explanatory diagram showing an example of the arrangement position of a detection sensor. [Figure 139] FIG. 10 is an explanatory diagram showing an example of Modification 5. [Figure 140] FIG. 13 is an explanatory diagram showing an example of Modification 6. [Figure 141] FIG. 13 is an explanatory diagram showing an example of Modification 7. [Figure 142] FIG. 10 is a perspective view of a pachinko machine according to a fourth embodiment. [Figure 143] FIG. 2 is a rear view of the pachinko machine. [Figure 144] FIG. [Figure 145] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 146] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 147] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 148] An explanatory diagram showing the contents of the win / loss table. [Figure 149]FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 150] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 151] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 152] An explanatory diagram showing an example of changes in the first start port holding area and the holding digestion area. [Figure 153] An explanatory diagram showing an example of changes in the second start port holding area and the holding digestion area. [Fig. 154] An explanatory diagram illustrating the display mode of the hold display icon. [Figure 155] 10 is an explanatory diagram showing the state when petals are displayed on the display surface of the pattern display device. FIG. [Figure 156] FIG. 1 is an explanatory diagram showing a method for displaying first to fourth type petals. [Figure 157] FIG. 10 is an explanatory diagram showing the behavior of third-type petals. [Figure 158] This is an explanatory diagram showing the appearance of the first hold display icon when the petal for Special 1 / Hold 1 moves along the target hold arrival trajectory. [Figure 159] An explanatory diagram showing how the fourth type of petals act on the pattern displayed on the display surface of the pattern display device. [Figure 160] 10 is a flowchart showing a timer interrupt process. [Figure 161] This is a flowchart showing the ball entry processing for the starting hole. [Figure 162] 10 is a flowchart showing a destination determination process. [Figure 163] 10 is a flowchart showing a through ball entry process. [Fig. 164] 10 is a flowchart showing a normal process. [Figure 165] 10 is a flowchart showing a game play control process. [Figure 166] 10 is a flowchart showing a fluctuation start process. [Figure 167]10 is a flowchart showing a hold information shift process. [Figure 168] 10 is a flowchart showing a hit determination process. [Figure 169] 10 is a flowchart showing a variable time setting process. [Figure 170] 10 is a flowchart showing a fluctuation end process. [Figure 171] 10 is a flowchart showing a game state transition process. [Fig. 172] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 173] 10 is a flowchart showing a transition process at the end of an ending period. [Fig. 174] 10 is a flowchart showing processing for electric utility support. [Figure 175] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 176] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 177] 10 is a flowchart showing a pending command response process. [Figure 178] 10 is a flowchart showing an update process when a ball goes in. [Figure 179] An explanatory diagram explaining the memory area for hold effects. [Figure 180] 10 is a flowchart showing a parameter setting process for hold effect. [Figure 181] 10 is a flowchart showing a display level upper limit setting process. [Figure 182] FIG. 10 is an explanatory diagram illustrating an upper limit value table. [Figure 183] 10 is a flowchart showing the game play presentation setting process. [Figure 184] 10 is a flowchart showing a performance pattern setting process. [Figure 185] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 186] 10 is a flowchart showing a third type petal effect setting process. [Figure 187]10 is a flowchart showing the third type petal effect setting process for holding the first start port. [Figure 188] This is a flowchart showing the petal effect setting process for Special 1 and Hold 1. [Figure 189] FIG. 10 is an explanatory diagram showing a petal trajectory lottery table. [Figure 190] This is a flowchart showing the petal effect setting process for Special 1 and Hold 2. [Figure 191] This is a flowchart showing the petal effect setting process for Special 1 and Hold 3. [Figure 192] This is a flowchart showing the petal effect setting process for Special 1 and Hold 4. [Figure 193] 10 is a flowchart showing the third type petal effect setting process for holding the second start port. [Figure 194] A flowchart showing the hold display change setting process. [Figure 195] A flowchart showing the first start port hold display change setting process. [Figure 196] A flowchart showing the second start port hold display change setting process. [Figure 197] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 198] 10 is a flowchart showing a command interrupt process. [Figure 199] 10 is a flowchart showing a V interrupt process. [Figure 200] A flowchart showing the first start port hold display change setting process in variant example 1. [Figure 201] 10 is a flowchart showing a petal display change process. [Figure 202] FIG. 10 is a perspective view of a pachinko machine according to a fifth embodiment. [Figure 203] FIG. 2 is a rear view of the pachinko machine. [Figure 204] FIG. [Figure 205] FIG. 2 is an explanatory diagram showing the display surface of the pattern display device. [Figure 206]FIG. 10 is an explanatory diagram showing the patterns that are variably displayed on the pattern display device. [Figure 207] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 208] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 209] An explanatory diagram showing the contents of the win / loss table. [Figure 210] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 211] FIG. 10 is an explanatory diagram showing a win / loss table for reach determination. [Figure 212] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 213] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 214] FIG. 10 is an explanatory diagram illustrating an example of a character stage. [Figure 215] FIG. 10 is an explanatory diagram illustrating a non-character stage. [Figure 216] 10 is an explanatory diagram showing an example of a battle effect and a result notification effect. FIG. [Figure 217] 10 is a timing chart showing the display modes of the changing and stopping symbols, the special reach screen effects, and the background images. [Figure 218] FIG. 1 is an explanatory diagram schematically showing the stage transitions executed in a pachinko machine. [Figure 219] FIG. 10 is an explanatory diagram showing the manner of stage transition in a character stage. [Figure 220] FIG. 10 is an explanatory diagram showing the manner of stage transition in a non-character stage. [Figure 221] 10 is a flowchart showing a timer interrupt process. [Figure 222] This is a flowchart showing the ball entry processing for the starting hole. [Figure 223] 10 is a flowchart showing a destination determination process. [Figure 224]10 is a flowchart showing a through ball entry process. [Figure 225] 10 is a flowchart showing a normal process. [Figure 226] 10 is a flowchart showing a game play control process. [Figure 227] 10 is a flowchart showing a fluctuation start process. [Figure 228] 10 is a flowchart showing a hold information shift process. [Figure 229] 10 is a flowchart showing a hit determination process. [Figure 230] 10 is a flowchart showing a variable time setting process. [Figure 231] 10 is a flowchart showing a fluctuation end process. [Figure 232] 10 is a flowchart showing a game state transition process. [Figure 233] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 234] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 235] 10 is a flowchart showing processing for electric utility support. [Figure 236] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 237] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 238] 10 is a flowchart showing a pending command response process. [Figure 239] 10 is a flowchart showing an update process when a ball goes in. [Figure 240] 10 is a flowchart showing the game play presentation setting process. [Figure 241] 10 is a flowchart showing a performance pattern setting process. [Figure 242] A flowchart showing the process of setting a presentation pattern for a jackpot. [Figure 243] FIG. 10 is an explanatory diagram showing the contents of a reach allocation table. [Figure 244]10 is a flowchart showing a process for setting an effect pattern when a reach occurs or when a miss occurs. [Figure 245] This is a flowchart showing the process of referring to the performance pattern table when a super reach misses. [Figure 246] FIG. 10 is an explanatory diagram showing the contents of a warrior character lottery table. [Figure 247] FIG. 10 is an explanatory diagram showing the contents of a warrior character judgment value correspondence table. [Figure 248] This is a flowchart showing the process of referring to the effect pattern table for when a special reach misses. [Figure 249] 10 is a flowchart showing the process of setting an effect pattern when a reach does not occur or is missed. [Figure 250] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 251] 10 is a flowchart showing a stage production process. [Figure 252] 10 is a flowchart showing a stage transition process in a character stage. [Figure 253] FIG. 10 is an explanatory diagram showing the contents of a stage lottery table. [Figure 254] 10 is a flowchart showing a stage transition process in a non-character stage. [Figure 255] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 256] 10 is a flowchart showing a command interrupt process. [Figure 257] 10 is a flowchart showing a V interrupt process. [Figure 258] FIG. 10 is a block diagram showing mainly the electrical configuration of the sound and light emission control device 90 and the display control device 100 in the pachinko machine 10 of the sixth embodiment. [Figure 259] FIG. 1 is an explanatory diagram showing an example of music data and its performance form as background art. [Figure 260] FIG. 2 is an explanatory diagram schematically showing the data structure of data stored in a ROM for audio data. [Figure 261] 1 is an explanatory diagram showing the structure of first data A1 of song A and second data A2 of song A. FIG. [Figure 262] 1 is an explanatory diagram showing the configurations of first data B1 of music piece B and second data B2 of music piece B. FIG. [Figure 263] 10 is a timing chart showing a reproduction procedure for music piece A in the sound output LSI 97. [Figure 264] 10 is a timing chart showing the playback procedure for music piece B in the sound output LSI 97. [Figure 265] FIG. 10 is an explanatory diagram showing the data structure and performance form of the musical piece A in the reference example. [Figure 266] 10 is a flowchart showing a timer interrupt process executed in the MPU 92 of the audio and light emission control device 90. [Figure 267] 10 is a flowchart showing a process for BGM. [Figure 268] 10 is a flowchart showing a BGM playback start process. [Figure 269] 10 is a flowchart showing a BGM continuous playback process. [Figure 270] 10 is a flowchart showing a playback start execution process executed in the sound output LSI 97. [Fig. 271] 10 is a timing chart showing a reproduction procedure for a piece of music A by the sound output LSI 97 in the first modification. [Fig. 272] 10 is a flowchart showing a BGM continuous playback process. [Fig. 273] 10 is a flowchart showing a first second data reproduction process. [Fig. 274] 10 is a flowchart showing second data reproduction processing from the second time onwards. [Figure 275] 10 is a flowchart showing a playback start execution process executed in the sound output LSI 97. [Figure 276] FIG. 13 is an explanatory diagram showing a predetermined period that defines the transmission timing in Modification 5. [Figure 277] FIG. 13 is a perspective view of a pachinko machine according to a seventh embodiment. [Fig. 278] FIG. 2 is a rear view of the pachinko machine. [Figure 279] FIG. [Figure 280] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 281] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 282] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 283] An explanatory diagram showing the contents of the win / loss table. [Fig. 284] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 285] An explanatory diagram showing the contents of a winning / losing table for the lottery to open electric gimmicks. [Figure 286] FIG. 13 is a block diagram mainly showing the electrical configuration of the audio and light emitting control device and the display control device of the seventh embodiment. [Figure 287] FIG. 13 is an explanatory diagram schematically showing a power switch according to a seventh embodiment. [Figure 288] FIG. 10 is an explanatory diagram schematically illustrating another example of the power switch. [Figure 289] FIG. 10 is an explanatory diagram schematically illustrating another example of the power switch. [Figure 290] 13 is a flowchart showing a main process executed by a main MPU of the seventh embodiment when power is turned on. [Figure 291] 13 is a flowchart showing a setting change process executed by a main MPU of the seventh embodiment. [Figure 292] 13 is a flowchart showing a setting confirmation process executed by a main MPU of the seventh embodiment. [Figure 293] 13 is a flowchart showing a timer interrupt process executed by a main MPU of the seventh embodiment. [Fig. 294] 13 is a flowchart showing a power supply monitoring process executed by a main MPU of the seventh embodiment. [Figure 295] This is a flowchart showing the ball entry processing for the starting hole executed by the main MPU of the seventh embodiment. [Figure 296] 13 is a flowchart showing a destination determination process executed by a main MPU of the seventh embodiment. [Figure 297] 13 is a flowchart showing the ball entry process for the through gate executed by the main MPU of the seventh embodiment. [Figure 298] 13 is a flowchart showing the game play control processing executed by the main MPU of the seventh embodiment. [Figure 299] 13 is a flowchart showing the pending information shift processing executed by the main MPU of the seventh embodiment. [Figure 300] 13 is a flowchart showing the fluctuation start processing executed by the main MPU of the seventh embodiment. [Figure 301] 13 is a flowchart showing a hit determination process executed by a main MPU of the seventh embodiment. [Figure 302] 13 is a flowchart showing a variable time setting process executed by a main MPU of the seventh embodiment. [Figure 303] 13 is a flowchart showing the game state transition processing executed by the main MPU of the seventh embodiment. [Figure 304] 10 is a flowchart showing the large prize opening and closing process executed by the main MPU of the seventh embodiment. [Figure 305] 13 is a flowchart showing a transition process at the end of an ending period executed by a main MPU of the seventh embodiment. [Figure 306] 13 is a flowchart showing the electric utility support processing executed by the main MPU of the seventh embodiment. [Figure 307] 13 is a flowchart showing an electric utility switching control process executed by a main MPU of the seventh embodiment. [Figure 308] 13 is a flowchart showing main processing executed by the acoustic / optical side MPU of the seventh embodiment. [Figure 309] 13 is a flowchart showing a startup date and time information storage process executed by the sound and light side MPU of the seventh embodiment. [Figure 310] 13 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU of the seventh embodiment. [Figure 311]13 is a flowchart showing an activation type determination process executed by the sound and light side MPU of the seventh embodiment. [Figure 312] 13 is a flowchart showing an acoustic / optical side abnormal power interruption flag response process executed by the acoustic / optical side MPU of the seventh embodiment. [Figure 313] 13 is a flowchart showing a timer interrupt process executed by the sound and light side MPU of the seventh embodiment. [Figure 314] 13 is a flowchart showing an acoustic / optical side power cutoff process executed by an acoustic / optical side MPU of the seventh embodiment. [Figure 315] 13 is a flowchart showing the RTC effect processing executed by the sound and light side MPU of the seventh embodiment. [Figure 316] FIG. 10 is an explanatory diagram illustrating an RTC effect execution determination table. [Figure 317] A flowchart showing the processing for stationary suggestion effect executed by the sound and light side MPU of the seventh embodiment. [Figure 318] FIG. 13 is an explanatory diagram illustrating a movable object for effect provided in a pachinko machine according to a first modified example of the seventh embodiment. [Figure 319] FIG. 13 is an explanatory diagram illustrating a movable object for effect provided in a pachinko machine according to a first modified example of the seventh embodiment. [Figure 320] 13 is a flowchart showing a main process executed by a main MPU in a twelfth modification of the seventh embodiment. [Figure 321] 13 is a flowchart showing a power supply monitoring process executed by a main MPU in a twelfth modification of the seventh embodiment. [Figure 322] 13 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU in a twelfth modified example of the seventh embodiment. [Figure 323] 13 is a flowchart showing an acousto-optical side power-off process executed by an acousto-optical side MPU in a twelfth modified example of the seventh embodiment. [Figure 324] 13 is a flowchart showing a power supply monitoring process executed by a main MPU in a thirteenth modification of the seventh embodiment. [Figure 325] 13 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU in a thirteenth modified example of the seventh embodiment. [Figure 326] 13 is a flowchart showing an acousto-optical side power-off process executed by an acousto-optical side MPU in a thirteenth modified example of the seventh embodiment. [Figure 327] FIG. 13 is a perspective view of a pachinko machine according to an eighth embodiment. [Figure 328] FIG. 2 is a rear view of the pachinko machine. [Figure 329] FIG. [Figure 330] FIG. 2 is an explanatory diagram showing the starting port unit. [Figure 331] 10 is an explanatory diagram showing the flow of game balls when the distribution piece is in the first position Q1. FIG. [Figure 332] 10 is an explanatory diagram showing the flow of game balls when the distribution piece is in the second position Q2. FIG. [Figure 333] An explanatory diagram showing the first route in the starting port unit. [Figure 334] An explanatory diagram showing the second route in the starting port unit. [Figure 335] An explanatory diagram showing the third route in the starting port unit. [Figure 336] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 337] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 338] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 339] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 340] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 341] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 342] FIG. 10 is an explanatory diagram showing a win / loss table for reach determination. [Figure 343] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 344] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 345] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 346] This is an explanatory diagram showing various aspects of a low-probability low-support state, a low-probability high-support state, a high-probability high-support state, and a high-probability low-support state. [Figure 347] 10 is a flowchart showing a timer interrupt process. [Figure 348] This is a flowchart showing the ball entry processing for the starting hole. [Figure 349] This is a flowchart showing the ball entry process for a fall entrance. [Figure 350] 10 is a flowchart showing a normal process. [Figure 351] 10 is a flowchart showing a game play control process. [Figure 352] A flowchart showing the fluctuation start processing for the first starting port. [Figure 353] A flowchart showing the pending information shift processing for the first starting port. [Figure 354] A flowchart showing the determination process for the first starting port. [Figure 355] A flowchart showing the variable time setting process for the first starting port. [Figure 356] This is a flowchart showing the process of acquiring variable time information during a low probability low support state for the first starting port. [Figure 357] This is a flowchart showing the process of acquiring variable time information during a low probability high support state for the first starting port. [Figure 358] This is a flowchart showing the process of acquiring variable time information during a high probability high support state for the first starting port. [Figure 359] This is a flowchart showing the process of acquiring variable time information during a high probability low support state for the first starting port. [Figure 360] 10 is a flowchart showing a first fluctuation stop process. [Figure 361] A flowchart showing the fluctuation start processing for the second starting port. [Figure 362] A flowchart showing the pending information shift processing for the second starting port. [Figure 363] A flowchart showing the determination process for the second starting port. [Figure 364] A flowchart showing the variable time setting process for the second starting port. [Figure 365] This is a flowchart showing the process of acquiring variable time information during a low probability low support state for the second starting port. [Figure 366] This is a flowchart showing the process of acquiring variable time information during a low probability high support state for the second starting port. [Figure 367] This is a flowchart showing the process of acquiring variable time information during a high probability high support state for the second starting port. [Figure 368] This is a flowchart showing the process of acquiring variable time information during a high probability low support state for the second starting port. [Figure 369] 10 is a flowchart showing a second fluctuation stop process. [Figure 370] 10 is a flowchart showing a game state transition process. [Figure 371] 10 is a flowchart showing an opening / closing scenario setting process. [Figure 372] 10 is a flowchart showing an opening time setting process. [Figure 373] 10 is a flowchart showing a process when an opening period flag is ON. [Figure 374] 10 is a flowchart showing a process when the opening / closing process period flag is ON. [Figure 375] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 376] 10 is a flowchart showing a process when an ending period flag is ON. [Figure 377] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 378] 10 is a flowchart showing processing for electric utility support. [Figure 379] 10 is a flowchart showing an electric utility switching process. [Figure 380] 10 is a flowchart showing a game ball distribution control process. [Figure 381]10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 382] 10 is a flowchart showing a pending command response process. [Figure 383] 10 is a flowchart showing an update process when a ball goes in. [Figure 384] 10 is a flowchart showing the game play presentation setting process. [Figure 385] 10 is a flowchart showing a display mode switching process. [Figure 386] This is a flowchart showing the process for setting the special 1 game play presentation. [Figure 387] 10 is a flowchart showing a first effect pattern setting process. [Figure 388] This is a flowchart showing the process for setting the presentation pattern for the first starting port in a low probability low support state. [Figure 389] This is a flowchart showing the process for setting the presentation pattern when in a low probability high support state for the first starting port. [Figure 390] This is a flowchart showing the process for setting the presentation pattern when in a high probability high support state for the first starting port. [Figure 391] This is a flowchart showing the process for setting the presentation pattern when in a high probability low support state for the first starting port. [Figure 392] This is a flowchart showing the process for setting the special 2 game play presentation. [Figure 393] 10 is a flowchart showing a second effect pattern setting process. [Figure 394] This is a flowchart showing the process for setting the presentation pattern for the second starting port in a low probability low support state. [Figure 395] This is a flowchart showing the process for setting the presentation pattern for the second starting port in a low probability high support state. [Figure 396] This is a flowchart showing the process for setting the presentation pattern when in a high probability high support state for the second starting port. [Figure 397] This is a flowchart showing the process for setting the presentation pattern when in a high probability low support state for the second starting port. [Figure 398]4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 399] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 400] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 401] An explanatory diagram showing a starting port unit in a modified example. [Figure 402] FIG. 13 is a perspective view of a pachinko machine according to a ninth embodiment. [Figure 403] FIG. 2 is a rear view of the pachinko machine. [Figure 404] FIG. [Figure 405] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 406] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 407] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 408] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 409] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 410] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 411] An explanatory diagram showing the contents of a win / loss table for a drop lottery. [Figure 412] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 413] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 414] FIG. 1 is an explanatory diagram showing the flow of a game in a pachinko machine. [Figure 415] 10 is a flowchart showing a timer interrupt process. [Figure 416] This is a flowchart showing the ball entry processing for the starting hole. [Figure 417] 10 is a flowchart showing a destination determination process. [Figure 418] 10 is a flowchart showing a through ball entry process. [Fig. 419] 10 is a flowchart showing a normal process. [Figure 420] 10 is a flowchart showing a game play control process. [Figure 421] 10 is a flowchart showing a fluctuation start process. [Figure 422] 10 is a flowchart showing a hold information shift process. [Figure 423] 10 is a flowchart showing a fall determination process. [Figure 424] 10 is a flowchart showing a hit determination process. [Figure 425] 10 is a flowchart showing a variable time setting process. [Figure 426] 10 is a flowchart showing a fluctuation end process. [Figure 427] 10 is a flowchart showing a process for providing a time reduction. [Figure 428] 10 is a flowchart showing a game state transition process. [Figure 429] 10 is a flowchart showing the process of opening and closing the large prize opening. [Fig. 430] 10 is a flowchart showing a shutter opening / closing process. [Figure 431] A flowchart showing the V prize determination process. [Figure 432] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 433] 10 is a flowchart showing processing for electric utility support. [Fig. 434] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 435] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 436] 10 is a flowchart showing a pending command response process. [Figure 437]10 is a flowchart showing the game play presentation setting process. [Fig. 438] 10 is a flowchart showing a performance pattern setting process. [Figure 439] 10 is a flowchart showing the update process at the start of fluctuation. [Fig. 440] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 441] 10 is a flowchart showing a command interrupt process. [Figure 442] 10 is a flowchart showing a V interrupt process. [Figure 443] FIG. 19 is a perspective view of a pachinko machine according to a tenth embodiment. [Figure 444] FIG. 2 is a rear view of the pachinko machine. [Figure 445] FIG. [Figure 446] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 447] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 448] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 449] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 450] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 451] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 452] An explanatory diagram showing the contents of a win / loss table for a drop lottery. [Figure 453] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 454] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 455] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 456]10 is a flowchart showing a timer interrupt process. [Figure 457] This is a flowchart showing the ball entry processing for the starting hole. [Figure 458] 10 is a flowchart showing a destination determination process. [Fig. 459] 10 is a flowchart showing a through ball entry process. [Figure 460] 10 is a flowchart showing a normal process. [Figure 461] 10 is a flowchart showing a game play control process. [Figure 462] 10 is a flowchart showing a fluctuation start process. [Figure 463] 10 is a flowchart showing a hold information shift process. [Fig. 464] 10 is a flowchart showing a fall determination process. [Figure 465] 10 is a flowchart showing a hit determination process. [Figure 466] 10 is a flowchart showing a variable time setting process. [Figure 467] 10 is a flowchart showing a fluctuation end process. [Fig. 468] 10 is a flowchart showing a process for providing a time reduction. [Figure 469] 10 is a flowchart showing a game state transition process. [Figure 470] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 471] 10 is a flowchart showing a shutter opening / closing process. [Figure 472] A flowchart showing the V prize determination process. [Fig. 473] 10 is a flowchart showing a transition process at the end of an ending period. [Fig. 474] 10 is a flowchart showing processing for electric utility support. [Figure 475] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 476] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 477] 10 is a flowchart showing a pending command response process. [Figure 478] 10 is a flowchart showing the game play presentation setting process. [Figure 479] 10 is a flowchart showing a performance pattern setting process. [Figure 480] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 481] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 482] 10 is a flowchart showing a command interrupt process. [Figure 483] 10 is a flowchart showing a V interrupt process. [Figure 484] FIG. 10 is an explanatory diagram showing the flow of a game in a pachinko machine according to a first modified example. [Figure 485] FIG. 10 is an explanatory diagram showing the contents of a distribution table for a first starting hole provided in a pachinko machine of the second modified example. [Figure 486] FIG. 10 is an explanatory diagram showing the flow of a game in a pachinko machine according to a second modified example. [Figure 487] An explanatory diagram showing the contents of the hit / miss table (for low probability mode) for the second starting port in variant example 3. [Figure 488] FIG. 10 is an explanatory diagram showing the flow of a game in a pachinko machine according to a third modified example. [Figure 489] This is a timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 13. [Figure 490] This is a timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 14. [Figure 491] This is a timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 15. [Figure 492] FIG. 23 is a front view of the game board in variant 18. [Figure 493] FIG. 19 is a perspective view of a pachinko machine according to an eleventh embodiment. [Figure 494] FIG. 2 is a rear view of the pachinko machine. [Figure 495] FIG. [Figure 496] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 497] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 498] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 499] An explanatory diagram showing the contents of the win / loss table. [Figure 500] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 501] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 502] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 503] An explanatory diagram showing an example of changes in the first start port holding area and the holding digestion area. [Figure 504] An explanatory diagram showing an example of changes in the second start port holding area and the holding digestion area. [Figure 505] This is an explanatory diagram showing the case where a jackpot is included in the special 1 reservation during normal play. [Figure 506] This is an explanatory diagram showing the changing display and premonition preview performance (first time) for Special 1 Reserve 1. [Figure 507] This is an explanatory diagram showing the changing display and premonition preview performance (second time) for Special 1 Reserve 2. [Figure 508] This is an explanatory diagram showing the changing display and premonition preview performance (3rd time) for Special 1 Hold 3. [Figure 509] An explanatory diagram showing the relationship between the number of times a premonition notice effect appears and the effects scheduled to be executed. [Figure 510] This is an explanatory diagram showing the variable display, reach effect, and stop display for Special 1 Reserve 4. [Figure 511] This is a time chart showing a series of effects for Special 1 Hold 1 to Special 1 Hold 4 on a timeline. [Figure 512] An explanatory diagram showing the basic concept of the hold continuous performance adopted in the pachinko machine 10 of the eleventh embodiment. [Figure 513] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 1. [Figure 514] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 1, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Figure 515] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 2. [Figure 516] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 2, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Figure 517] An explanatory diagram showing the relationship between the color of the same pattern and the planned performance. [Figure 518] This is an explanatory diagram showing a series of effects executed during a game session for Special 2 Reserve 1. [Figure 519] 10 is a time chart showing a comparative example 1. [Figure 520] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 3. [Figure 521] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 3, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Figure 522] FIG. 10 is an explanatory diagram showing the content of the charge effect. [Figure 523] This is an explanatory diagram showing a series of effects executed during a game session for Special 2 Reserve 1. [Figure 524] 10 is a flowchart showing a timer interrupt process. [Figure 525] This is a flowchart showing the ball entry processing for the starting hole. [Figure 526] 10 is a flowchart showing a destination determination process. [Figure 527]10 is a flowchart showing a through ball entry process. [Figure 528] 10 is a flowchart showing a normal process. [Figure 529] 10 is a flowchart showing a game play control process. [Fig. 530] 10 is a flowchart showing a fluctuation start process. [Figure 531] 10 is a flowchart showing a hold information shift process. [Fig. 532] 10 is a flowchart showing a hit determination process. [Figure 533] 10 is a flowchart showing a variable time setting process. [Fig. 534] 10 is a flowchart showing a fluctuation end process. [Fig. 535] 10 is a flowchart showing a game state transition process. [Fig. 536] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 537] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 538] 10 is a flowchart showing processing for electric utility support. [Fig. 539] 10 is a flowchart showing an electric utility opening / closing control process. [Fig. 540] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 541] 10 is a flowchart showing a pending command response process. [Fig. 542] 10 is a flowchart showing the game play presentation setting process. [Figure 543] 10 is a flowchart showing a performance pattern setting process. [Fig. 544] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 545] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 546] 10 is a flowchart showing a command interrupt process. [Figure 547]10 is a flowchart showing a V interrupt process. [Figure 548] An explanatory diagram conceptually showing the state of special 1 reservation in variant example 10. [Fig. 549] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing and the presentation for special 2 hold executed by special 2 hold presentation processing in variant example 10. [Fig. 550] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing and the presentation for special 2 hold executed by special 2 hold presentation processing in variant example 11. [Figure 551] FIG. 22 is a perspective view of a pachinko machine according to a twelfth embodiment. [Figure 552] FIG. 2 is a rear view of the pachinko machine. [Figure 553] FIG. [Figure 554] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 555] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 556] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 557] An explanatory diagram showing the contents of the win / loss table. [Figure 558] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 559] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Fig. 560] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Fig. 561] An explanatory diagram showing a display surface on which first reservation relationship information is displayed in a sub-area. [Fig. 562] This is an explanatory diagram showing how the unexecuted hold display area, the variable execution hold display area, and the executed hold display area change as the game progresses. [Fig. 563]An explanatory diagram showing a display surface on which second reservation relationship information is displayed in a sub-area. [Fig. 564] An explanatory diagram illustrating a reserve change pattern lottery table for reference conditions. [Figure 565] An explanatory diagram showing an example of a change in display color due to a hold change notice. [Fig. 566] This is an explanatory diagram explaining the data structure of the memory area for special 1 hold performance. [Fig. 567] 10 is a flowchart showing an outline of a process for notifying a pending execution of an already executed task. [Fig. 568] 10 is a flowchart showing processing for removing the same color when the color is not matched. [Fig. 569] An explanatory diagram showing how each pending display area changes in case 1. [Fig. 570] An explanatory diagram showing how each pending display area changes in case 2. [Figure 571] An explanatory diagram showing how each pending display area changes in case 3. [Figure 572] An explanatory diagram showing how each pending display area changes in case 4. [Figure 573] An explanatory diagram showing how each pending display area changes in case 5. [Figure 574] An explanatory diagram showing how each pending display area changes in case 6. [Figure 575] An explanatory diagram showing how each pending display area changes in case 7. [Fig. 576] 10 is a flowchart showing a timer interrupt process. [Figure 577] This is a flowchart showing the ball entry processing for the starting hole. [Figure 578] 10 is a flowchart showing a destination determination process. [Figure 579] 10 is a flowchart showing a through ball entry process. [Fig. 580] 10 is a flowchart showing a normal process. [Figure 581] 10 is a flowchart showing a game play control process. [Fig. 582] 10 is a flowchart showing a fluctuation start process. [Fig. 583] 10 is a flowchart showing a hold information shift process. [Fig. 584] 10 is a flowchart showing a hit determination process. [Figure 585] 10 is a flowchart showing a variable time setting process. [Fig. 586] 10 is a flowchart showing a fluctuation end process. [Figure 587] 10 is a flowchart showing a game state transition process. [Figure 588] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 589] 10 is a flowchart showing a transition process at the end of an ending period. [Fig. 590] 10 is a flowchart showing processing for electric utility support. [Fig. 591] 10 is a flowchart showing an electric utility opening / closing control process. [Fig. 592] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 593] 10 is a flowchart showing a pending command response process. [Fig. 594] 10 is a flowchart showing the game play presentation setting process. [Fig. 595] 10 is a flowchart showing a performance pattern setting process. [Fig. 596] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 597] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Fig. 598] 10 is a flowchart showing a command interrupt process. [Figure 599] 10 is a flowchart showing a V interrupt process. [Figure 600] An explanatory diagram showing how each pending display area changes in case 8. [Figure 601] An explanatory diagram showing how each pending display area changes in case A. [Figure 602] An explanatory diagram showing how each pending display area changes in case A. [Figure 603] An explanatory diagram showing how each pending display area changes in case A. [Figure 604] An explanatory diagram showing how each pending display area changes in case B. [Figure 605] An explanatory diagram showing how each pending display area changes in case B. [Figure 606] An explanatory diagram showing how each pending display area changes in case B. DETAILED DESCRIPTION OF THE INVENTION
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. <1> First embodiment (mainly corresponds to the following <Z> feature group 1A to feature group 1H): <2> Second embodiment (mainly corresponds to the feature mA group to feature mR group in <Z> below): <3> Third embodiment (mainly corresponds to the feature nA group to feature nN group in <Z> below): <4> Fourth embodiment (mainly corresponds to the following <Z> feature group oA to feature group oJ): <5> Fifth embodiment (mainly corresponds to the feature group pA to feature group pL in <Z> below): <6> Sixth embodiment (mainly corresponds to the feature qA group to feature qM group in <Z> below): <7> Seventh embodiment (mainly corresponds to the feature group rA to feature group rV in <Z> below): <8> Eighth embodiment (mainly corresponds to the feature group sA to feature group sV in <Z> below): <9> Ninth embodiment (mainly corresponds to the feature group tA to feature group tP in <Z> below): <10> Tenth embodiment (mainly corresponds to the feature group uA to feature group uU and the feature group uIA to feature group uIM in <Z> below): <11> Eleventh embodiment (mainly corresponds to the feature group vA to feature group vR in <Z> below): <12> Twelfth embodiment (mainly corresponds to the feature group wA to feature group wT in <Z> below): 《Y》Application to other structures: <Z> Regarding the feature group extracted from the above embodiments:
[0011] 1. First embodiment: 1-1. Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko gaming machine (hereinafter also referred to as a "pachinko machine") according to a first embodiment of the present invention. The pachinko machine 10 includes a wooden outer frame 11 assembled into a generally rectangular shape. When the pachinko machine 10 is installed in a gaming hall, the outer frame 11 is fixed to the gaming hall's island equipment. The pachinko machine 10 also includes a pachinko machine main body 12 rotatably supported by the outer frame 11. The pachinko machine main body 12 includes an inner frame 13 and a front door frame 14 disposed in front of the inner frame 13. The inner frame 13 is rotatably supported to the outer frame 11 by a metal hinge 15. The front door frame 14 is rotatably supported to the inner frame 13 by a metal hinge 16. Control devices for controlling the pachinko machine main body 12, such as a main control device, an audio / light-emitting control device, and a display control device, are disposed on the back of the inner frame 13. Details of these control devices will be described later. The pachinko machine 10 also includes a cylinder lock 17. The cylinder lock 17 has the function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and the function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.
[0012] An open window 18 is formed in the approximate center of the front door frame 14. Resin parts and decorative illumination parts for decorating the pachinko machine 10 are provided around the window 18. The decorative illumination parts are composed of light-emitting means consisting of various lamps such as LEDs. The light-emitting means serves to enhance the presentation effect by lighting or flashing during each game played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. In addition, a glass unit 19 consisting of two glass plates is disposed on the back side of the front door frame 14, and the open window 18 is sealed by the glass unit 19. A game board (described later) is detachably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board through the glass unit 19 from the front of the pachinko machine 10. Details of the game board will be described later.
[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open top, and stores game balls such as loaned balls loaned from a loaner machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the player operating the operating handle 25, and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is disposed below the upper tray 20 and is formed in a box shape with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. A discharge port 22 is formed in the bottom surface of the lower tray 21 for discharging the game balls stored in the lower tray 21. A lever 23 is provided below the outlet 22, and the player can switch between a closed state and an open state of the outlet 22 by operating the lever 23. When the player operates the lever 23 to open the outlet 22, the game balls fall from the outlet 22 and are discharged from the lower tray 21 to the outside.
[0014] A performance operation button 24 is provided in front of the periphery of the upper tray 20. The performance operation button 24 is an operation unit that allows the player to perform input operations for game performances performed by the pachinko machine 10. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game performance that reflects the operation.
[0015] An operating handle 25 for a player to operate is provided on the right side (hereinafter simply referred to as the "right side") of the front door frame 14 when viewed from the front. When a player operates (rotates) the operating handle 25, a game ball is launched from the game ball launching mechanism toward the front of the gaming board in response to the operation. Inside the operating handle 25, there are provided a touch sensor 25a for permitting the operation of the game ball launching mechanism, a wait button 25b that is pressed by the player to stop the game ball from being launched by the game ball launching mechanism, and a variable resistor 25c that detects the amount of rotation of the operating handle 25 by a change in electrical resistance. When the player grips the operating handle 25, the touch sensor 25a is turned on. When the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation, and a game ball is launched from the game ball launching mechanism toward the front of the gaming board with a strength corresponding to the resistance value of the variable resistor 25c.
[0016] A game ball launch button 26 for a player to operate is provided on the left side of the periphery of the upper tray 20 as viewed from the front (hereinafter simply referred to as the "left side"). When the game ball launch button 26 is operated by the player, a game ball is launched to the front of the game board with a predetermined launch strength, regardless of the amount of rotation of the operating handle 25 by the player. Specifically, when the player operates the game ball launch button 26, the game ball is launched to the front of the game board with the same launch strength as when the rotation amount of the operating handle 25 is maximum. In this embodiment, when the game ball is launched by operating the game ball launch button 26, the game ball flows to the right side of the game board as viewed from the front, and also flows down the right side of the game board. In other words, by operating the game ball launch button 26, the player can perform what is known as a "right shot." In the pachinko machine 10 of this embodiment, when the game ball launch button 26 is operated, the game ball is launched onto the game board on the condition that the touch sensor 25a is on. That is, the player can realize the launch of the game ball triggered by operating the game ball launch button 26 by gripping the operation handle 25 to turn on at least the touch sensor 25a and then operating the game ball launch button 26.
[0017] Next, we will explain the configuration of the back surface of the pachinko machine 10. On the back surface of the pachinko machine 10, control devices for controlling the operation of the pachinko machine 10 are arranged.
[0018] 2 is a rear view of the pachinko machine 10. As shown in the figure, the pachinko machine 10 includes a first control unit 51, a second control unit 52, a third control unit 53, and a power supply unit 58. Specifically, these units are provided on the rear surface of the inner frame 13.
[0019] The first control unit 51 is equipped with a main control device 60. The main control device 60 has a main control board that has the function of mainly controlling the game. The main control board is housed in a board box made of a transparent resin material. This board box is configured to leave traces of opening and closing. For example, a seal sticker is affixed to the openable part, and when the board box is opened, the word "opened" appears.
[0020] The second control unit 52 includes an audio and light emitting control device 90 and a display control device 100. The audio and light emitting control device 90 controls light emitting means such as speakers and various lamps provided on the front of the pachinko machine 10 based on commands sent from the main control device 60. The display control device 100 controls the symbol display device based on commands sent from the audio and light emitting control device 90. The symbol display device includes a liquid crystal display that displays symbols and images for effects.
[0021] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 controls the payout of prize balls. When a command to launch game balls is input from the main control device 60, the launch control device 80 controls the game ball launching mechanism to launch game balls with a strength corresponding to the amount of rotation of the operating handle 25 by the player. Additionally, the back surface of the inner frame 13 is provided with several devices necessary for the operation of the pachinko machine 10, such as a tank 54 that receives game balls supplied from the island facilities of the gaming hall, a tank rail 55 connected below the tank 54 and having a gently sloping surface so that game balls flow downstream, a case rail 56 connected vertically downstream of the tank rail 55, and a payout device 71 that receives game balls from the case rail 56 and pays out a predetermined number of game balls in response to a command from the payout control device 70.
[0022] The power supply unit 58 includes a power supply device 85 and a power switch 88. The power supply device 85 supplies the power necessary for the operation of the pachinko machine 10. The power switch 88 is connected to the power supply device 85. By turning the power switch 88 on and off, the pachinko machine 10 is switched between a supply state in which power is supplied to the pachinko machine 10 and a non-supply state in which power is not supplied to the pachinko machine 10.
[0023] Next, the game board will be described. The game board is detachably attached to the front surface of the inner frame 13.
[0024] FIG. 3 is a front view of a game board 30. The game board 30 is made of plywood, and a game area PA is formed on its front surface. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a portion of the outer edge of the game area PA. A guide rail 31 for guiding game balls is formed between the inner rail portion 31a and the outer rail portion 31b. Game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. A plurality of nails 42 are planted in the game area PA approximately perpendicular to the game board 30, and various devices such as windmills are also arranged. These nails 42 and windmills disperse and organize the falling direction of game balls flowing down the game area PA.
[0025] The gaming board 30 has a plurality of openings formed therethrough in the front-to-rear direction. Each opening is provided with a general winning opening 32, a first starting opening 33, a second starting opening 34, a through gate 35, and a variable winning device 36. Gaming balls that enter the general winning opening 32, the first starting opening 33, the second starting opening 34, the through gate 35, and the variable winning device 36 are guided to the respective openings formed in the gaming board 30. The gaming board 30 also has a variable display unit 40 and a main display section 45. The main display section 45 has a special symbol unit 37, a general symbol unit 38, and a round display section 39.
[0026] As shown in the figure, the general winning opening 32 is a ball entrance member that forms an entrance into which a gaming ball can enter, and a plurality of such openings are provided on the gaming board 30. In this embodiment, when a gaming ball enters the general winning opening 32, 10 gaming balls are paid out as prize balls from the payout device 71 (FIG. 2).
[0027] The first starting hole 33 is a ball entrance member that forms an entrance through which a gaming ball can enter. The first starting hole 33 is provided at the lower center of the gaming board 30. In this embodiment, when a gaming ball enters the first starting hole 33, three gaming balls are paid out as prize balls, and a winning lottery, which will be described later, is executed.
[0028] The second starting hole 34 is a ball entrance member that forms an entrance into which a game ball can enter, and is provided on the right side of the game board 30. In this embodiment, when a game ball enters the second starting hole 34, three game balls are paid out as prize balls, and a winning lottery, which will be described later, is executed. In addition, the second starting hole 34 is provided with an electric device 34a.
[0029] The through gate 35 has a through hole that penetrates vertically. The through gate 35 is a through gate that triggers a lottery to open the electric role device 34a. Specifically, when a gaming ball passes through the through gate 35, the main control device 60 uses the passing as an opportunity to conduct an internal lottery (electric role device opening lottery). If the result of the internal lottery is a winning entry for the electric role device opening, the electric role device 34a transitions to an electric role opening state in which it is opened in a predetermined manner. Since the through gate 35 is located upstream of the second start opening 34 in the flow direction of the gaming ball, the gaming ball that passes through the through gate 35 can flow down the game area PA after passing through and enter the second start opening 34. Note that in this embodiment, even if a gaming ball passes through the through gate 35, a prize ball is not paid out.
[0030] The variable winning device 36 includes a jackpot opening 36a that leads to the back side of the gaming board 30, and an opening / closing door 36b that opens and closes the jackpot opening 36a. The opening / closing door 36b is normally in a closed state, preventing game balls from entering the jackpot opening 36a. If a jackpot is won as a result of an internal lottery (winning lottery) by the main control device 60 and the system transitions to the opening / closing execution mode, the opening / closing door 36b alternates between an open state, allowing game balls to enter, and a closed state. The opening / closing execution mode is a mode that is entered when a jackpot is won as a result of a winning lottery by the main control device 60 triggered by a ball entering the first starting hole 33 or the second starting hole 34, and the opening / closing door 36b alternates between an open state and a closed state. In other words, if a jackpot is won as a result of a winning lottery based on a ball entering the first starting hole 33, the system transitions to the opening / closing execution mode, allowing a ball to enter the jackpot opening 36a of the variable winning device 36. Similarly, if a jackpot is won as a result of a winning lottery based on a ball entering the second starting opening 34, the system transitions to an open / close execution mode in which the ball can enter the large winning opening 36a of the variable winning device 36. In this embodiment, when a gaming ball enters the large winning opening 36a of the variable winning device 36, 15 gaming balls are paid out by the payout device 71 as prize balls.
[0031] An outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the general winning hole 32, the first starting hole 33, the second starting hole 34, or the variable winning device 36 are discharged from the game area PA through the outlet 43.
[0032] The special symbol unit 37 includes a first symbol display unit 37a and a second symbol display unit 37b. The first symbol display unit 37a and the second symbol display unit 37b are each configured by a segment display in which a plurality of segment light emitting units are arranged in a predetermined manner.
[0033] The first pattern display unit 37a is a display unit for displaying a first pattern. The first pattern refers to a pattern that is displayed variably or statically based on a winning lottery triggered by a gaming ball entering the first starting hole 33. When a winning lottery triggered by a gaming ball entering the first starting hole 33 is held, the first pattern display unit 37a causes the segment display to display a variable first pattern as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the first pattern display unit 37a causes the segment display to display a static first pattern corresponding to the lottery result.
[0034] The second symbol display unit 37b is a display unit for displaying a second symbol. The second symbol is a symbol that is displayed variably or statically based on a winning lottery triggered by a game ball entering the second starting hole 34. When a winning lottery triggered by a game ball entering the second starting hole 34 is held, the second symbol display unit 37b causes the segment display to display a variable second symbol as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the second symbol display unit 37b causes the segment display to display a static second symbol corresponding to the lottery result.
[0035] The time from when the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts to change until it is displayed still is also called the change time. Specifically, the time from when the first symbol displayed on the first symbol display section 37a starts to change until it is displayed still is also called the first change time, and the time from when the second symbol displayed on the second symbol display section 37b starts to change until it is displayed still is also called the second change time.
[0036] The special symbol unit 37 further includes a first reserve display section 37c and a second reserve display section 37d, each consisting of an LED lamp, located adjacent to the first symbol display section 37a and the second symbol display section 37b. In this embodiment, up to four game balls that have entered the first starting hole 33 are reserved. The first reserve display section 37c displays the number of reserved balls in the first starting hole 33 by the color and combination of the LED lamps that are lit. Also, in this embodiment, up to four game balls that have entered the second starting hole 34 are reserved. The second reserve display section 37d displays the number of reserved balls in the second starting hole 34 by the color and combination of the LED lamps that are lit.
[0037] The map unit 38 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner. When a lottery to open an electric role device is held, triggered by passing through the through gate 35, the map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery to open an electric role device is completed, the map unit 38 displays in a predetermined manner corresponding to the lottery result.
[0038] The round display unit 39 is composed of a light-emitting display unit with multiple LED lamps arranged in a predetermined pattern, and displays the number of rounds occurring in the open / close execution mode or a corresponding display. A round is a game in which the open / close door 36b remains open until one of the following conditions is met: a predetermined maximum duration has elapsed, or a predetermined maximum number of game balls have entered the variable winning device 36. The number of rounds varies depending on the type of jackpot that triggered the transition. The round display unit 39 begins displaying the number of rounds when the open / close execution mode is initiated, and ends when the open / close execution mode ends and a new game session begins.
[0039] In addition, the special drawing unit 37, the regular drawing unit 38, and the round display unit 39 are not limited to being composed of segment displays or light-emitting displays using LED lamps, but may also be composed of various display devices capable of showing the lottery in progress and the lottery results, such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display.
[0040] The variable display unit 40 is disposed approximately in the center of the play area PA. The variable display unit 40 includes a pattern display device 41. The pattern display device 41 includes a liquid crystal display. The display content of the pattern display device 41 is controlled by the display control device 100. The pattern display device 41 may be replaced with various display devices, such as a plasma display device, an organic EL display device, or a CRT.
[0041] When the first pattern display unit 37a displays a variable or predetermined display based on a ball entering the first starting hole 33, the pattern display device 41 displays a variable or predetermined display of the pattern accordingly. Also, when the second pattern display unit 37b displays a variable or predetermined display based on a ball entering the second starting hole 34, the pattern display device 41 displays a variable or predetermined display of the pattern accordingly. The pattern display device 41 is not limited to display effects triggered by a ball entering the first starting hole 33 or the second starting hole 34, but also displays effects during the opening and closing execution mode to which the mode shifts when a jackpot is won. Details of the pattern display device 41 will be explained below.
[0042] Fig. 4 is an explanatory diagram showing the patterns and display surface 41a variably displayed on the pattern display device 41. Fig. 4(a) is an explanatory diagram showing the patterns variably displayed on the pattern display device 41. As shown in Fig. 4(a), patterns representing the numbers 1 to 8 are variably displayed on the pattern display device 41. Note that the variably displayed patterns may be patterns in which each of the numbers 1 to 8 is accompanied by a picture of a character or the like.
[0043] FIG. 4(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, three symbol columns Z1, Z2, and Z3, namely, left, center, and right, are displayed on the display surface 41a. In each of the symbol columns Z1 to Z3, the numbers 1 to 8 shown in FIG. 4(a) are arranged in ascending or descending numerical order, and each symbol column is displayed in a variable display, scrolling from top to bottom or bottom to top periodically. As shown in FIG. 4(b), after the variable display by scrolling, one symbol for each symbol column is displayed in a stationary state on the pay line L. Specifically, when a gaming ball enters the first start hole 33 or the second start hole 34, a variable display begins in which the symbols in each symbol column Z1 to Z3 scroll in a predetermined direction periodically. Then, the scrolling symbols switch from a variable display to a standby display in the order of symbol column Z1, symbol column Z3, and symbol column Z2, and finally, predetermined symbols are displayed stationary in each of symbol columns Z1 to Z3. When the variable display of symbols ends and the display is stationary, if the result of the winning lottery by the main control device 60 is a jackpot, a predetermined combination of symbols is formed on the activated line L. For example, a combination of the same symbols is formed on the activated line L. Note that the manner of the variable display of symbols in the symbol display device 41 is not limited to the above-mentioned manner, and various other manners of the variable display of symbols can be adopted, such as the number of symbol columns, the number of activated lines, the direction of the variable display of symbols in the symbol columns, and the number of symbols in each symbol column.
[0044] Here, a "game round" refers to the period from when the variable display of the first symbol display unit 37a or the second symbol display unit 37b begins, when the variable display ends and the static display is displayed, and until the static display ends, and is one unit of processing for notifying the player of the result of a winning lottery for special information acquired based on a gaming ball entering either the first start hole 33 or the second start hole 34. In other words, the pachinko machine 10 notifies the player of the result of a winning lottery for one piece of special information for each game round. When the pachinko machine 10 of this embodiment acquires special information based on a gaming ball entering either the first start hole 33 or the second start hole 34, it causes the segment display of either the first symbol display unit 37a or the second symbol display unit 37b to display variable information for each game round, and then causes the segment display to display statically so as to show a display corresponding to the result of the lottery for the acquired special information. Furthermore, when the pachinko machine 10 of this embodiment acquires special information based on the entry of a game ball into either the first starting hole 33 or the second starting hole 34, it causes the symbol display device 41 to variably display a predetermined symbol sequence for each game, and then causes the symbol sequence to be statically displayed so as to correspond to the lottery result of the acquired special information. The time required for one game is also called the unit game time. The unit game time is composed of the variable time, which is the time from the start of the variable display to the static display of the predetermined lottery result, and the static time, which is the time during which the predetermined lottery result is statically displayed.
[0045] Furthermore, as shown in FIG. 4(b), a first hold display area Ds1 and a second hold display area Ds2 are displayed on the display surface 41a of the pattern display device 41. The first hold display area Ds1 displays the number of reserved balls based on balls entering the first start port 33. The second hold display area Ds2 displays the number of reserved balls based on balls entering the second start port 34. In this embodiment, as described above, the number of reserved game balls that have entered the first start port 33 and the second start port 34 is up to four each.
[0046] 3, a pair of nails (so-called life nails or navel nails) 42 (42a, 42b) are provided above the first starting hole 33. The probability of a game ball entering the first starting hole 33 changes depending on the distance between the pair of nails 42a, 42b.
[0047] 《1-2》Electrical configuration of the gaming machine: Next, a description will be given of the electrical configuration of the pachinko machine 10. In this description, the electrical configuration of the pachinko machine 10 will be explained using a block diagram.
[0048] 5 is a block diagram showing the electrical configuration of the pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes an audio and light emission control device 90 and a display control device 100.
[0049] The main control device 60 is equipped with a main control board 61 that is responsible for the main control of the game. The main control board 61 is equipped with an MPU 62 that is composed of elements having multiple functions. The MPU 62 is equipped with a CPU (not shown) that executes various control programs, a ROM 63 that records various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data and the like when executing the programs recorded in the ROM 63. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit that functions as a random number generator. Note that some of the functions of the MPU 62 may be provided by other elements. Details of the various areas provided in the ROM 63 and RAM 64 will be described later.
[0050] The main control board 61 is provided with an input port (not shown) and an output port (not shown). The input port of the main control board 61 is connected to the dispensing control device 70 and a power outage monitoring circuit 86 provided in the power supply unit 85. The main control board 61 receives a stable 24V DC power supply from the power supply unit 85 via the power outage monitoring circuit 86. The power supply unit 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power source into the operating power required by the main control device 60, the dispensing control device 70, etc., and supplies power to each device. The power supply unit 85 also has a capacitor (not shown) that continues to supply power to each device for a predetermined period of time in the event of a power outage or when the power switch 88 (Figure 2) is turned off.
[0051] In addition, various detection sensors 67a to 67e are connected to the input port of the main control board 61. Specifically, they are connected to a plurality of detection sensors provided at various winning ports, such as the general winning port 32, the first start port 33, the second start port 34, the through gate 35, and the variable winning device 36. Based on signals from the various detection sensors 67a to 67e, the MPU 62 of the main control board 61 determines whether a gaming ball flowing down the game area PA has entered each ball entry port and whether a gaming ball has passed through the through gate 35. Furthermore, the MPU 62 executes a winning lottery based on the gaming balls entering the first start port 33 and the second start port 34, and also executes a lottery to open an electric device based on the ball entering the through gate 35.
[0052] The output port of the main control board 61 is connected to a variable winning drive unit 36c that opens and closes the opening and closing door 36b of the variable winning device 36, an electric role drive unit 34b that opens and closes the electric role 34a of the second starting port 34, and the main display unit 45. The main control board 61 is provided with various driver circuits, and the MPU 62 controls the drive of the various drive units through these driver circuits.
[0053] Specifically, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 36c so that the opening / closing door 36b is opened and closed. Also, if the electric role opening is won as a result of the electric role opening lottery, the MPU 62 executes drive control of the electric role drive unit 34b so that the electric role 34a is opened. In each game round, the MPU 62 executes display control of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45. Also, when the type of jackpot is determined in the opening / closing execution mode and the number of rounds to be played in the opening / closing execution mode is determined, the MPU 62 executes display control of the round display unit 39 in the main display unit 45.
[0054] In addition, a payout control device 70 and an audio / light-emitting control device 90 are connected to the output port of the main control board 61. For example, the main control device 60 sends a prize ball command to the payout control device 70 based on the winning determination result. When the main control device 60 sends the prize ball command, the MPU 62 of the main control board 61 references the command information storage area 63g of the ROM 63. Specifically, if a ball has entered the general winning slot 32, the main control device 60 sends a prize ball command corresponding to the payout of 10 game balls. If a ball has entered the first starting slot 33, the main control device 60 sends a prize ball command corresponding to the payout of 3 game balls. If a ball has entered the second starting slot 34, the main control device 60 sends a prize ball command corresponding to the payout of 1 game ball. The payout control device 70 controls the payout device 71 to pay out prize balls based on the prize ball command received from the main control device 60.
[0055] A launch control device 80 is connected to the payout control device 70. The launch control device 80 controls the launch of a game ball launching mechanism 81. The game ball launching mechanism 81 is driven when predetermined launch conditions are met. In addition, an operating handle 25 and a game ball launch button 26 are connected to the launch control device 80.
[0056] The audio and light emission control device 90 receives various commands sent from the main control device 60 and executes processing corresponding to the received commands. When the main control device 60 sends various commands, it refers to the command information storage area 63g of the ROM 63. Details of these various commands will be described later.
[0057] Additionally, based on various commands received from the main control device 60, the audio and light emitting control device 90 controls the driving of various lamps 47 consisting of light emitting means such as LEDs arranged on the front door frame 14, controls the driving of the speaker 46, and controls the display control device 100. Also, the effect operation button 24 is connected to the audio and light emitting control device 90, and when the effect operation button 24 is operated by a player at a predetermined timing, the audio and light emitting control device 90 controls the various lamps 47, speaker 46, display control device 100, etc. to perform a game effect that reflects the operation.
[0058] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the audio and light-emitting control device 90. Specifically, based on various commands received from the audio and light-emitting control device 90, the display control device 100 determines the symbol variation time on the symbol display device 41 and the type of symbol combination that will ultimately be stopped and displayed, as well as whether or not a reach has occurred, the content of the reach effect, and the content of the preview effect that will be executed in each game round. In this embodiment, the stop time, which is the time during which the symbol combination is stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game round, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.
[0059] FIG. 6 is an explanatory diagram showing the contents of various counters used in the winning lottery, etc. The various counter information is used by the MPU 62 when performing the winning lottery, setting the display of the main display unit 45, and setting the symbol display of the symbol display device 41. Specifically, a jackpot random number counter C1 is used in the winning lottery. A jackpot type counter C2 is used to assign jackpot types such as a special jackpot result or a normal jackpot result. A reach random number counter C3 is used to determine whether a reach occurs when the symbol sequence displayed on the symbol display device 41 is changed to a miss. A fall random number counter CF is used in the fall lottery to determine whether to end the high-probability mode (also called a high-probability game state). The "high-probability mode" refers to a game state initiated by winning a special jackpot, in which the probability of winning a jackpot in the winning lottery is relatively higher than in a low-probability mode.
[0060] A random number initial value counter CINI is used to set the initial value of the jackpot random number counter C1. A variation type counter CS is used to determine the variation time in the first and second symbol display sections 37a and 37b of the main display section 45, and the symbol display device 41. Furthermore, an electric device opening counter C4 is used for the electric device opening lottery to determine whether or not the electric device 34a of the second starting hole 34 is opened.
[0061] Each of the counters C1 to C4, CF, CINI, and CS is a loop counter that adds 1 to its counter value each time it is updated and returns to 0 after reaching its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 64a set in a predetermined area of the RAM 64.
[0062] The RAM 64 is provided with a reserve information storage area 64b and a determination process execution area 64c. The reserve information storage area 64b is provided with a first reserve area Ra and a second reserve area Rb. In this embodiment, when a gaming ball enters the first starting hole 33, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF at the time of the ball entering are stored in chronological order in the first reserve area Ra of the reserve information storage area 64b. Furthermore, when a gaming ball enters the second starting hole 34, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF at the time of the ball entering are stored in chronological order in the second reserve area Rb of the reserve information storage area 64b.
[0063] The jackpot random number counter C1 will now be described in detail. The jackpot random number counter C1 is used for the winning lottery as described above. The jackpot random number counter C1 is configured to increment by one in sequence within a range of 0 to 1199, and return to 0 after reaching a maximum value. When the jackpot random number counter C1 goes through one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 1199).
[0064] The jackpot random number counter C1 is updated periodically, and when a gaming ball enters the first starting hole 33, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a gaming ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.
[0065] The value of the jackpot random number counter C1 stored in the first reserve area Ra is moved to the execution area AE of the determination process execution area 64c, and is checked against the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63 to determine whether or not a jackpot will occur. Also, the value of the jackpot random number counter C1 stored in the second reserve area Rb is moved to the execution area AE of the determination process execution area 64c, and is checked against the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63 to determine whether or not a jackpot will occur.
[0066] In the pachinko machine 10 of this embodiment, the value of the jackpot random number counter C1 stored in the first holding area Ra or the second holding area Rb is moved to the execution area AE of the determination process execution area 64c in the order obtained by the game ball entering the first start hole 33 or the second start hole 34. Then, the jackpot random number counter C1 moved to the execution area AE is checked against the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63, and it is determined whether or not a jackpot will occur.
[0067] Next, the details of the jackpot type counter C2 will be described. The jackpot type counter C2 is used to determine the type of jackpot. The jackpot type counter C2 is configured to increment by 1 in sequence within a range of 0 to 99, and to return to 0 after reaching the maximum value.
[0068] The jackpot type counter C2 is updated periodically, and when a gaming ball enters the first starting hole 33, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a gaming ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.
[0069] As described above, the MPU 62 performs a winning lottery using the value of the jackpot random number counter C1 stored in the determination process execution area 64c, and if the result of the winning lottery is a jackpot, determines the type of jackpot using the value of the jackpot type counter C2 stored in the determination process execution area 64c. Furthermore, the MPU 62 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display unit 37a and the second symbol display unit 37b. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.
[0070] Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is used to determine whether a reach occurs when the result of the winning lottery is not a jackpot. The reach random number counter C3 is configured to increment by 1 in sequence within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value.
[0071] The reach random number counter C3 is periodically updated, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the timing when a gaming ball enters the first start hole 33, and is stored in the second reserve area Rb of the reserve information storage area 64b at the timing when a gaming ball enters the second start hole 34. The value of the reach random number counter C3 stored in the first reserve area Ra is moved to the determination process execution area 64c and then compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether or not a reach has occurred. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the determination process execution area 64c and then compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether or not a reach has occurred. However, if the result of the winning lottery is a big win and the mode shifts to the open / close execution mode, the MPU 62 determines that a reach has occurred regardless of the value of the reach random number counter C3.
[0072] A reach-to-win state refers to a display state in which, among multiple symbol columns displayed on the display screen of the symbol display device 41, some combinations of symbols that may result in a jackpot are displayed as static symbols, and in this state, the remaining symbol columns are displayed as variable symbols. In the pachinko machine 10 of this embodiment, a symbol combination corresponding to a jackpot refers to a combination of identical symbols on a predetermined pay line. As a specific example, in the main display area MA of the display surface 41a of FIG. 4(b), a symbol is first displayed as static symbols in symbol column Z1, and then the same symbol as Z1 is displayed as static symbols in symbol column Z3, forming a reach-to-win line. While the reach-to-win line is formed, a reach-to-win state is reached when a variable symbol display is performed in symbol column Z2. When a jackpot occurs, the same symbol as the symbol forming the reach-to-win line is displayed as static symbols in symbol column Z2.
[0073] Further, reach includes a reach effect in which, when a reach line is formed, the remaining symbol rows are displayed with varying symbols, and a predetermined character or the like is displayed as a moving image on the background screen, and a reach effect is performed by reducing or hiding the symbol combination on which the reach line is formed, and then displaying a predetermined character or the like as a moving image on substantially the entire display surface 41a. Furthermore, when a reach effect is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to display a notice using a predetermined image such as a predetermined character.
[0074] Next, the details of the fall random number counter CF will be explained. The fall random number counter CF is used when a fall lottery is executed to determine whether or not to end the high probability mode in a game state where the lottery mode is the high probability mode. If the fall lottery is won, the lottery mode for the game round is changed from the high probability mode to the low probability mode.
[0075] The falling random number counter CF is configured to be incremented by one in sequence within a range of, for example, 0 to 99, and to return to 0 after reaching a maximum value. The falling random number counter CF is periodically updated, and is stored in the reserved information storage area 64b of the RAM 64 at the timing when a gaming ball enters the first start hole 33 or the second start hole 34. Specifically, the updated value of the falling random number counter CF is stored in the first reserve area Ra of the RAM 64 at the timing when a gaming ball enters the first start hole 33, and the updated value of the falling random number counter CF is stored in the second reserve area Rb of the RAM 64 at the timing when a gaming ball enters the second start hole 34. Then, the value of the falling random number counter CF stored in the first reserve area Ra or the second reserve area Rb is moved to the execution area AE, and then compared with a win / loss table (a win / loss table for the falling lottery) stored in the falling lottery table storage area 63d of the ROM 63, and it is determined whether or not to end the high probability mode.
[0076] Next, the details of the fluctuation type counter CS will be explained. The fluctuation type counter CS is used when the MPU 62 determines the fluctuation time in the first symbol display unit 37a and the second symbol display unit 37b and the fluctuation time of the symbol in the symbol display device 41. The fluctuation type counter CS is configured to be incremented by 1 in order within a range of, for example, 0 to 198, and to return to 0 after reaching the maximum value.
[0077] The fluctuation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated during the remaining time of the normal processing. The buffer value of the fluctuation type counter CS is acquired when determining the fluctuation pattern at the start of the fluctuation display in the first symbol display unit 37a or the second symbol display unit 37b and at the start of the symbol fluctuation by the symbol display device 41. When determining the fluctuation time in the first symbol display unit 37a and the second symbol display unit 37b, a fluctuation time table stored in the fluctuation time table storage area 63h of the ROM 63 is used.
[0078] Next, the details of the electric role release counter C4 will be explained. The electric role release counter C4 is configured to be incremented by one within a range of, for example, 0 to 465 and return to 0 after reaching a maximum value. The electric role release counter C4 is periodically updated and stored in the electric role reserve area 64d of the RAM 64 when a gaming ball enters the through gate 35. Then, at a predetermined timing, the value of the electric role release counter C4 stored in the electric role reserve area 64d is moved to the electric role execution area 64e, and then a lottery (hereinafter referred to as an electric role release lottery) is held in the electric role execution area 64e to determine whether or not to control the electric role 34a to an open state using the value of the electric role release counter C4. Specifically, in the electric role execution area 64e, a win / loss table (a win / loss table for the electric role release lottery) stored in the role lottery table storage area 63e of the ROM 63 is compared with the value of the electric role release counter C4 to determine whether or not to control the electric role 34a to an open state.
[0079] At least one of the acquired values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric role opening counter C4, and the fall random number counter CF corresponds to the special information in the present invention. Also, at least one of the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF stored in the first reserve area Ra and the second reserve area Rb is also called reserve information.
[0080] Next, the hit / miss table will be explained. The hit / miss table is table data for checking against the jackpot random number counter C1 when a hit lottery is performed based on the jackpot random number counter C1. The pachinko machine 10 has a low probability mode and a high probability mode set as lottery modes for the hit lottery, and when a hit lottery is performed in the low probability mode, the hit / miss table for the low probability mode is referenced, and when a hit lottery is performed in the high probability mode, the hit / miss table for the high probability mode is referenced.
[0081] Figure 7 is an explanatory diagram showing the contents of the win / loss table. Figure 7(a) shows the win / loss table for the low probability mode (for the low probability mode), and Figure 7(b) shows the win / loss table for the high probability mode.
[0082] As shown in FIG. 7(a), the hit / miss table for the low probability mode has five values from 0 to 4 set as the value of the jackpot random number counter C1 that results in a jackpot. Of the values from 0 to 1199, any value other than the five values from 0 to 4 (5 to 1199) is a miss. On the other hand, as shown in FIG. 7(b), the hit / miss table for the high probability mode has 16 values from 0 to 15 set as the value of the jackpot random number counter C1 that results in a jackpot. Of the values from 0 to 1199, any value other than the 16 values from 0 to 15 (16 to 1199) is a miss. In this way, the high probability mode has a higher probability of winning a jackpot in the winning lottery than the low probability mode.
[0083] In this embodiment, the value group of the jackpot random number counter C1 set as a jackpot in the hit / miss table for the low probability mode is included in the value group of the jackpot random number counter C1 set as a jackpot in the hit / miss table for the high probability mode. However, as long as the probability of a jackpot being obtained in the high probability mode is higher than that in the low probability mode as a result of the winning lottery, the number and value of the random numbers set as a jackpot are arbitrary.
[0084] Although not adopted in the win / loss table in this embodiment, a "small win" may be provided as a result of the winning lottery.
[0085] A "small win" is a result of winning or losing that triggers a transition to the opening and closing execution mode in which the opening and closing door 36b of the variable winning device 36 is opened and closed, but does not trigger a transition to either the lottery mode or the support mode. In contrast, a "miss" is a result of winning or losing that does not trigger a transition to the opening and closing execution mode, and further does not trigger a transition to the lottery mode or the support mode.
[0086] Next, the types of jackpots will be explained. Multiple types of jackpots can be set in the pachinko machine 10. Specifically, for example, multiple types of jackpots can be set by providing differences in the following three aspects or modes. (1) Opening and closing control of the variable winning device 36 in the opening and closing execution mode (2) Lottery mode for winning lottery after the opening and closing execution mode ends (3) Support mode of the electric accessory 34a of the second starting port 34 after the opening / closing execution mode ends
[0087] In the pachinko machine 10, as a mode of controlling the opening and closing of the variable winning device 36 in the above-mentioned (1) opening and closing execution mode, a high-frequency winning mode and a low-frequency winning mode can be set so that the frequency of winning in the variable winning device 36 is relatively high and low from the start to the end of the opening and closing execution mode. For example, in the high-frequency winning mode, the opening and closing door 36b is opened and closed multiple times (e.g., 16 times) from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 30 seconds have passed or until 10 balls have entered the opening and closing door 36b. On the other hand, in the low-frequency winning mode, the opening and closing door 36b is opened and closed twice from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 0.2 seconds have passed or until 6 balls have entered the opening and closing door 36b.
[0088] When the player operates the operating handle 25, the game ball launching mechanism 81 is controlled to launch one game ball toward the game area PA every 0.6 seconds. In the above specific example, in the low-frequency winning mode, the opening time of the opening / closing door 36b is 0.2 seconds. In other words, in the low-frequency winning mode, the opening time of the opening / closing door 36b is shorter than the game ball launch cycle. Therefore, in the opening / closing execution mode for the low-frequency winning mode, no game ball wins. However, the system may be set so that a game ball wins even in the opening / closing execution mode for the low-frequency winning mode.
[0089] The number of times the door 36b is opened and closed, the limit time for opening each time, and the limit number of balls to be opened each time are arbitrary, as long as the frequency of winning the variable prize winning device 36 from the start to the end of the opening and closing execution mode is higher in the high-frequency winning mode than in the low-frequency winning mode. Specifically, the high-frequency winning mode may be set to have a greater number of times the door 36b is opened and closed, a longer limit time for opening each time, or a larger limit number of balls to be opened each time than in the low-frequency winning mode. To clearly distinguish between the high-frequency winning mode and the low-frequency winning mode, the low-frequency winning mode may be configured so that winning the variable prize winning device 36 does not actually occur in the opening and closing execution mode.
[0090] In the pachinko machine 10, as the lottery mode for the winning lottery after the above (2) opening / closing execution mode ends, a high probability mode in which the winning lottery is performed using a high probability winning / losing table as the winning / losing table, and a low probability mode in which the winning lottery is performed using a low probability winning / losing table as the winning / losing table can be set. As explained using Figure 7, the probability of winning a jackpot is higher when the winning lottery is performed using a high probability winning / losing table than when the winning lottery is performed using a low probability winning / losing table.
[0091] In the pachinko machine 10, as the support mode of the electric device 34a of the second starting port 34 after the above (3) opening / closing execution mode ends, a high frequency support mode and a low frequency support mode can be set so that the frequency with which the electric device 34a of the second starting port 34 is in an open state per unit time is relatively high or low when compared with a situation in which game balls continue to be fired in a similar manner into the game area PA.
[0092] Specifically, the high-frequency support mode and the low-frequency support mode have different probabilities of winning the electric role release in the electric role release lottery using the electric role release counter C4. In the high-frequency support mode, the probability of winning the electric role release in the electric role release lottery is set higher than in the low-frequency support mode. Also, in the high-frequency support mode, the opening time of the electric role 34a per time when the electric role release is won may be set longer than in the low-frequency support mode.
[0093] Although not adopted in this embodiment, in the high-frequency support mode, the number of times the electric role device 34a is opened when an electric role release win is achieved may be set to be greater than in the low-frequency support mode. Furthermore, the opening time of the electric role device 34a may be set to be longer. Furthermore, when an electric role release win is achieved in the high-frequency support mode and the electric role device 34a is opened multiple times, the closing time from the end of one opening state to the start of the next opening state may be set to be shorter than the opening time of one. Furthermore, in the high-frequency support mode, the time secured between one electric role release lottery and the next electric role release lottery may be set to be relatively shorter than in the low-frequency support mode.
[0094] As described above, in the high frequency support mode, the probability of a ball landing in the second starting hole 34 is higher than in the low frequency support mode. In other words, the high frequency support mode functions as an auxiliary game state that assists in the establishment of the conditions for obtaining special information.
[0095] In this embodiment, if a jackpot is awarded as a result of the winning lottery, the jackpot type is assigned using the jackpot type counter C2. The assignment of the jackpot type corresponding to the value of the jackpot type counter C2 is stored as an assignment table in the assignment table storage area 63b of the ROM 63.
[0096] FIG. 8 is an explanatory diagram showing the contents of the allocation table. FIG. 8(a) shows an allocation table for the first start port, and FIG. 8(b) shows an allocation table for the second start port. The allocation table for the first start port is referenced when a winning lottery is drawn based on game balls entering the first start port 33, and the allocation table for the second start port is referenced when a winning lottery is drawn based on game balls entering the second start port 34. Both allocation tables function as reference tables when allocating jackpot types, but in this embodiment, they also function as reference tables for allocating between first-out mode and last-out mode in the mode selection lottery. Details of the mode selection lottery will be described later.
[0097] As shown in the distribution table for the first starting port in Figure 8(a), the distribution table for the first starting port has three types of jackpots set based on the entry of a game ball into the first starting port 33: a 16R special jackpot, an 8R special jackpot, and an 8R normal jackpot.
[0098] The 16R probability variable jackpot and 8R probability variable jackpot are jackpots in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is a high-frequency winning mode, the lottery mode for the winning lottery after the opening and closing execution mode ends (hereinafter simply referred to as the "lottery mode") is a high-probability mode, and the support mode after the opening and closing execution mode ends is a high-frequency support mode. The difference between the 16R probability variable jackpot and the 8R probability variable jackpot is the number of times the opening and closing door 36b of the variable winning device 36 is opened in the opening and closing execution mode: 16 times (16 rounds) for the 16R probability variable jackpot and 8 times (8 rounds) for the 8R probability variable jackpot.
[0099] The 8R normal jackpot is a jackpot in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is the high-frequency winning mode, the lottery mode after the opening and closing execution mode ends is the low-probability mode, and the support mode after the opening and closing execution mode ends is the high-frequency support mode. In the opening and closing execution mode, the opening and closing door 36b of the variable winning device 36 is opened 8 times (8 rounds).
[0100] In the distribution table for the first starting port, of the values of the jackpot type counter C2 from "0 to 99", "0 to 64" corresponds to a 16R special jackpot, "65 to 89" corresponds to an 8R special jackpot, and "90 to 99" corresponds to an 8R normal jackpot.
[0101] As described above, the pachinko machine 10 of this embodiment has three types of jackpots. Therefore, the jackpot patterns are diversified. When comparing these three types of jackpots, the 16R variable jackpot is the most advantageous to the player, followed by the 8R variable jackpot, and finally the 8R normal jackpot. By providing multiple types of jackpots with different advantages to the player in this way, monotony in the game is prevented and the interest in the game can be increased.
[0102] As shown in the allocation table for the second starting port in Figure 8(b), the allocation table for the second starting port has a 16R variable probability jackpot, an 8R variable probability jackpot, and an 8R normal jackpot set as jackpot types based on the entry of a gaming ball into the second starting port 34. In the allocation table for the second starting port, of the values of the jackpot type counter C2 of "0 to 99", "0 to 74" corresponds to a 16R variable probability jackpot, "75 to 89" corresponds to an 8R variable probability jackpot, and "90 to 99" corresponds to an 8R normal jackpot.
[0103] In this way, in the pachinko machine 10 of this embodiment, the allocation method for the type of jackpot when a jackpot is won is different between when the jackpot is won based on the ball entering the first starting hole 33 and when the jackpot is won based on the ball entering the second starting hole 34, and there is a clear difference in the advantage to the player.
[0104] In this embodiment, as described above, the type of jackpot set in the allocation table for the first starting port and the type of jackpot set in the allocation table for the second starting port are the same, but instead, they may be configured differently. Furthermore, the types of jackpots defined by each allocation table do not have to be limited to three types, and may be, for example, four types including a 16R normal jackpot, or two types, or five or more types. Furthermore, the number of times the opening and closing door 36b of the variable winning device 36 is opened in the opening and closing execution mode does not have to be limited to 8R or 16R, and may be other numbers, such as 4R or 5R.
[0105] In addition, if the winning lottery result is a loss, the game will not switch to the open / close execution mode, and the lottery mode and support mode will not change. If the jackpot type is a 16-variant jackpot or an 8R jackpot, as explained above, the lottery mode after the open / close execution mode ends will be the high probability mode, but this high probability mode will continue until the next time the jackpot is won in the winning lottery or the fall lottery is won.
[0106] As described above, the MPU 62 performs a winning lottery using the value of the jackpot random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE, but the MPU 62 also uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.
[0107] FIG. 9 is an explanatory diagram showing the contents of a fall lottery win / loss table used when executing a fall lottery. As shown in FIG. 9, the fall lottery win / loss table has three values, 0, 1, and 2, set as the values of the fall random number counter CF that result in a win in the fall lottery. Ninety-seven values, from 3 to 99, set as the values of the fall random number counter CF that result in a loss. That is, in a game in the high probability mode, the probability of a fall in which the fall lottery is won, the high probability mode ends, and the mode switches to the low probability mode is 3 / 100, and the probability of a loss in the fall lottery, and the high probability mode continues is 97 / 100. Note that in this embodiment, the fall lottery is not executed in a game in the low probability mode.
[0108] FIG. 10 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening an electric accessory) used when executing a lottery for opening an electric accessory.
[0109] FIG. 10(a) shows a winning / losing table for the electric feature opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 10(a), the winning / losing table for the electric feature opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric feature opening counter C4 that results in a winning electric feature opening. Forty-sixty-four values, from 2 to 465, have been set as the value of the electric feature opening counter C4 that results in a losing electric feature opening. That is, when a gaming ball passes through the through gate 35 in the low-frequency support mode and the electric feature opening lottery is executed, the electric feature opening is won with a probability of 1 / 233. In the pachinko machine 10 of this embodiment, when an electric feature opening lottery is won in the low-frequency support mode, the electric feature 34a is opened once, and the opening time is 1.4 seconds.
[0110] FIG. 10(b) shows a winning / losing table for the electric feature opening lottery (for high frequency support mode) used in the high frequency support mode. As shown in FIG. 10(b), the winning / losing table for the electric feature opening lottery (for high frequency support mode) has 462 values from 0 to 461 set as the value of the electric feature opening counter C4 that will result in a winning electric feature opening. Four values from 462 to 465 have been set as the value of the electric feature opening counter C4 that will result in a losing electric feature opening. In other words, when a gaming ball passes through the through gate 35 in the high frequency support mode and the electric feature opening lottery is executed, the electric feature opening is won with a probability of 231 / 233. In the pachinko machine 10 of this embodiment, when an electric feature opening lottery is won in the high frequency support mode, the electric feature 34a is opened once, and the opening time is 1.6 seconds.
[0111] In this way, the winning / losing table for the electric device opening lottery is set so that the high frequency support mode has a higher probability of causing the game ball to enter the second starting hole 34 than the low frequency support mode.
[0112] 1-3 Electrical configuration of the audio / light-emitting control device and the display control device: Next, the electrical configuration of the audio and light emission control device 90 and the display control device 100 will be described.
[0113] 11 is a block diagram mainly showing the electrical configuration of the audio and light emission control device 90 and the display control device 100. Note that some components such as the power supply device 85 (FIG. 5) are omitted. An MPU 92 is mounted on an audio and light emission control board 91 provided in the audio and light emission control device 90. The MPU 92 is an element incorporating a CPU, ROM 93, RAM 94, an interrupt circuit, a timer circuit, a data input / output circuit, etc.
[0114] The ROM 93 stores various control programs, fixed value data, tables, etc., which are executed by the MPU 92. For example, a performance pattern table storage area 93a, a variable display pattern table storage area 93b, etc. are provided in part of the area of the ROM 93. These will be described in detail later.
[0115] The RAM 94 is a memory for temporarily storing various data and the like when executing the control program stored in the ROM 93. For example, a various flag storage area 94a, a various counter area 94b, a lottery counter area 94c, etc. are provided in part of the area of the RAM 94. It is not essential that the ROM 93 and RAM 94 are integrated into a single chip for the MPU 92, and each may be integrated into a separate chip.
[0116] The MPU 92 is provided with an input port and an output port. The main control device 60 and the performance operation button 24 are connected to the input side of the MPU 92. Various commands are received from the main control device 60. The output side of the MPU 92 is connected to the speaker 46 and various lamps 47, as well as the display control device 100.
[0117] A display control board 101 provided in the display control device 100 is equipped with an MPU 102, which is an element in which a program ROM 103 and a work RAM 104 are integrated into a single chip, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. It is not essential that the program ROM 103 and the work RAM 104 are integrated into a single chip for the MPU 102, and each may be integrated into a separate chip.
[0118] The MPU 102 analyzes various commands received from the audio and light emission control device 90 or performs predetermined calculation processing based on the various received commands, thereby controlling the VDP 105 (specifically, generating internal commands for the VDP 105).
[0119] The program ROM 103 is a memory for storing various control programs executed by the MPU 102 and fixed value data, and also stores JPEG format image data for background images.
[0120] The work RAM 104 is a memory for temporarily storing work data, flags, etc. that are used when the MPU 102 executes various programs.
[0121] The VDP 105 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 41. The VDP 105 is also called a "drawing chip" because it is an IC chip, and is a type of microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 105 adjusts the timing of the MPU 102, video RAM 107, etc. to intervene in the reading and writing of data, and also reads image data to be stored in the video RAM 107 from the character ROM 106 at a predetermined timing and displays it on the pattern display device 41.
[0122] The character ROM 106 serves as an image data library for storing character data such as the designs to be displayed on the design display device 41. The character ROM 106 stores bitmap image data of various display designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like. It is also possible to provide a plurality of character ROMs 106, and have each character ROM 106 store image data and the like. It is also possible to configure the character ROM 106 to store JPEG image data for background images stored in the program ROM 103.
[0123] The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 41, and the display content of the pattern display device 41 is changed by rewriting the content of the video RAM 107.
[0124] In the following, the MPU 62, ROM 63, and RAM 64 of the main control unit 60 will also be referred to as the main side MPU 62, main side ROM 63, and main side RAM 64, respectively, the MPU 92, ROM 93, and RAM 94 of the audio-light emitting control unit 90 will also be referred to as the audio-light side MPU 92, audio-light side ROM 93, and audio-light side RAM 94, respectively, and the MPU 102 of the display control unit 100 will also be referred to as the display side MPU 102.
[0125] 1-4 Overview of processing by gaming machines: Next, an overview of the processing executed by the pachinko machine 10 of this embodiment will be described. In the pachinko machine 10 of this embodiment, after transitioning to the high-frequency support mode, the high-frequency support mode continues as the support mode until the number of plays reaches a predetermined guaranteed number of plays. The "guaranteed number of plays" is the number of plays guaranteed to continue in the high-frequency support mode, for example, 100 plays. In other words, in the pachinko machine 10, after transitioning to the high-frequency support mode, the high-frequency support mode is guaranteed up to the guaranteed number of plays of 100. After the guaranteed number of plays exceeds 100, if the low-probability mode is set as the lottery mode at that time, the support mode transitions from the high-frequency support mode to the low-frequency support mode. Even after the number of plays in the high-frequency support mode reaches 100, if the high-probability mode is still set as the lottery mode at that time, the high-frequency support mode continues as the support mode.
[0126] 12 is a timing chart illustrating an example of processing when a player wins the drop lottery in a game before the guaranteed number of games is reached. The lottery mode and the support mode are shown in FIG. 12(a). In FIG. 12, the numbers in brackets (e.g., [1],
[60] ) indicate the number of games played since the high-frequency support mode was initiated.
[0127] In the pachinko machine 10 of this embodiment, when a probability variable jackpot is won through a winning lottery and the opening / closing execution mode ends, the lottery mode transitions to the high probability mode and the support mode transitions to the high frequency support mode. If the drop lottery is won in a game before the number of games since the high frequency support mode started reaches the guaranteed number of games (60 in the illustrated example), the lottery mode transitions to the low probability mode. Then, from the 60th game, a winning lottery is executed in the low probability mode. Meanwhile, even if the drop lottery is won in the 60th game, the high probability mode ends, and the support mode transitions to the low probability mode, the high frequency support mode continues until the 100th game is played since the high frequency support mode started.
[0128] 12(b) shows the effects, lottery mode, and support mode states that the pachinko machine 10 of this embodiment executes in the 60th game in which the drop lottery is won. In this example, since the drop lottery, winning lottery, and reach lottery are not won up to the 60th game (1st to 59th games), a normal effect (also called a normal effect) that notifies the results of the winning lottery in each game and announces the lottery results is executed up to the 59th game. Then, in the 60th game in which the drop lottery is won, for example, a battle effect (hereinafter also called a battle effect) is executed in which a player character and an enemy character face off against each other.
[0129] The battle effect is an effect executed before the result announcement effect that announces the results of the fall lottery and the winning lottery. In the pachinko machine 10 of this embodiment, three types of battle effects are prepared: a normal battle effect, a life-and-death battle effect, and a superiority battle effect. The normal battle effect is an effect that suggests that the result will be either advantageous to the player (win), unfavorable to the player (lose), or neither advantageous nor disadvantageous to the player (draw). The life-and-death battle effect is an effect that suggests that the result will be either advantageous to the player (win), or unfavorable to the player (lose). The superiority battle effect is an effect that suggests that the result will be either advantageous to the player (win), or neither advantageous nor disadvantageous to the player (draw). In the game times before the guaranteed number of games is reached, the normal battle effect is executed as the battle effect. That is, in the example shown in FIG. 12(b), the normal battle effect is executed as the battle effect.
[0130] Then, after the battle effect is executed, a result announcement effect is executed to announce the results of the fall lottery and the win lottery. In the result announcement effect, an effect corresponding to the results of the fall lottery and the win lottery is executed. Specifically, if the fall lottery is won but the jackpot is not won in the win lottery, a defeat effect is executed in which the player's character is defeated. Regardless of the result of the fall lottery, if the jackpot is won in the win lottery, a victory effect is executed in which the player's character wins. If the fall lottery is not won and the jackpot is not won in the win lottery, and a reach occurs, a draw effect is executed in which the player's character and the enemy character draw. In the example of Figure 12(b), the fall lottery was won on the 60th play, so a defeat effect is executed as the result announcement effect.
[0131] In addition, the timing of the transition from the high probability mode to the low probability mode as a result of winning the fall lottery in the 60th game run coincides with the timing of the start of the 60th game run in which the fall lottery was won. In other words, when the fall lottery is won in the 60th game run, the lottery mode immediately transitions from the high probability mode to the low probability mode. As for the support mode, as mentioned above, the high frequency support mode continues.
[0132] FIG. 13 is a timing chart illustrating an example of processing when a jackpot is won in a winning lottery in a game before the guaranteed number of games is reached.
[0133] Specifically, in the pachinko machine 10 of this embodiment, if a player wins a guaranteed jackpot through a winning lottery, the lottery mode transitions to a high-probability mode and the support mode transitions to a high-frequency support mode. Then, if a player wins a jackpot in a winning lottery during a game (60 times in the illustrated example) before the number of games since the high-frequency support mode begins reaches the guaranteed number of games, the lottery mode transitions from the high-probability mode to the low-probability mode when the 60th game ends and the opening / closing execution mode begins (i.e., immediately after the winning result notification performance ends). Meanwhile, the support mode also transitions from the high-frequency support mode to the low-frequency support mode when the 60th game ends and the opening / closing execution mode begins. In other words, if the guaranteed number of games has not yet been reached, both the lottery mode and the support mode are reset to the low side when the game in which the jackpot was won ends and the opening / closing execution mode begins.
[0134] In the example of FIG. 13, since the player has not won the drop lottery, the winning lottery, or the reach lottery up to the 60th game (1st to 59th game), the normal effect is executed up to the 59th game. Then, in the 60th game in which the player wins the jackpot in the winning lottery, a battle effect and a result notification effect that notifies the player that the player has won the jackpot in the winning lottery are executed. Note that, as explained above, in the game before the guaranteed number of games is reached, the normal battle effect is executed as the battle effect, which is an effect that suggests that the result will be either a win, a loss, or a draw. That is, in the example of FIG. 13, the normal battle effect is executed as the battle effect.
[0135] 14 is a timing chart illustrating an example of processing in the pachinko machine 10 of this embodiment when a player does not win the falling lottery and does not win the jackpot in the winning lottery in a game before the guaranteed number of games is played, and it is determined in the reach judgment that a reach (so-called loss reach) will occur. Specifically, in the pachinko machine 10 of this embodiment, a probability variable jackpot is won in the winning lottery, and after the opening / closing execution mode ends, the lottery mode shifts to the high probability mode and the support mode shifts to the high frequency support mode, and then, in the game before the number of games since the high frequency support mode starts (60 times in the illustrated example), the player does not win the falling lottery and does not win the jackpot in the winning lottery, and it is determined in the reach judgment that a reach (loss reach) will occur.
[0136] In the 60th game in which the player does not win the fall lottery, does not win the jackpot in the win lottery, and is determined to have reached a reach (miss reach) in the reach judgment, a normal battle presentation that can suggest either a win, a loss, or a draw is executed, and then a draw presentation in which the player's character does not win or lose is executed as the result announcement presentation. In the game in which the player does not win the fall lottery, and does not win the jackpot in the win lottery, regardless of whether a reach occurs or not, the lottery mode remains in the high probability mode, and the support mode remains in the high frequency support mode.
[0137] 15 is an explanatory diagram showing the display surface 41a of the symbol display device 41 when the above-mentioned battle effect or result notification effect is being executed. When the battle effect or result notification effect is being executed, the display surface 41a is divided into a first display area 41aS and a second display area 41aL. Then, in the first display area 41aS, variable and static display of symbols is executed. Specifically, during the variable time of the unit game time, variable display of symbols is executed, and during the static time, static display of symbols is executed. Meanwhile, in the second display area 41aL, the battle effect or result notification effect is executed.
[0138] FIG. 16 is an explanatory diagram illustrating an example of a battle presentation. FIG. 16(a) shows an example of a normal battle presentation, FIG. 16(b) shows an example of a life-or-death battle presentation, and FIG. 16(c) shows an example of a superiority battle presentation. In the pachinko machine 10 of this embodiment, an image (moving image) of a battle presentation in which a female character on the player's side and a male character on the enemy's side face off against each other is displayed, but this image is different for each type of battle presentation. In the life-or-death battle shown in FIG. 16(b), the swords held by both characters are larger than those held by the normal battle shown in FIG. 16(a), suggesting that the outcome of the battle can only be victory or defeat. In the superiority battle shown in FIG. 16(c), the sword held by the female character on the player's side is larger than that held by the male character on the enemy's side, suggesting that the player is superior and that the outcome of the battle can only be victory or a draw (i.e., there is no loss). In each battle performance, the images shown in Figures 16(a) to 16(c) are displayed in the second display area 41aL of the display surface 41a, and sound and light accompanying the images are output from the speaker 46 and various lamps 47.
[0139] The images of the normal battle effect, life-and-death battle effect, and superiority battle effect described above are merely examples, and the present invention is not limited to these. In this embodiment, the overall composition of each battle effect is essentially the same, with a female character on the player's side facing off against a male character on the enemy's side, with only the swords the characters wield differing. However, the overall composition may also be completely different depending on the type of battle effect. In short, the normal battle effect is an effect that can suggest that the battle will result in either a win, a loss, or a draw, the life-and-death battle effect is an effect that can suggest that the battle will result in either a win or a draw, and the superiority battle effect can be any effect type as long as it can suggest that the battle will result in either a win or a draw. Furthermore, even if the effects do not provide the above-mentioned hints, the normal battle effect, life-and-death battle effect, and superiority battle effect can be any effect type as long as they are different from each other. The normal battle presentation, life and death battle presentation, and superiority battle presentation are all different in order to change the sense of tension and anticipation given to the player depending on the type of battle presentation, but if such changes are not desired, the normal battle presentation, life and death battle presentation, and superiority battle presentation can all have the same presentation content.
[0140] FIG. 17 is an explanatory diagram illustrating an example of a result notification effect executed after a battle effect. FIG. 17(a) shows a victory effect as a result notification effect, FIG. 17(b) shows a defeat effect as a result notification effect, and FIG. 17(c) shows a draw effect as a result notification effect. In the victory effect, as shown in FIG. 17(a), an image (moving image) of the player's female character celebrating her victory is displayed in the second display area 41aL (FIG. 15) on the display surface 41a, and sound and light accompanying the image are output from the speaker 46 and various lamps 47. In the example of FIG. 13 where a jackpot has been won in the winning lottery, a victory effect is executed as a result notification effect.
[0141] In the defeat effect, as shown in Fig. 17(b), an image (moving image) of the female character on the player's side feeling sad about the defeat is displayed in the second display area 41aL of the display surface 41a, and sound and light accompanying the image are output from the speaker 46 and various lamps 47. In the example of Fig. 12 where the fall lottery is won, a defeat effect is executed as the result notification effect.
[0142] In the draw effect, as shown in Fig. 17(c), an image (moving image) informing the player that the female character on the player's side has not lost is displayed in the second display area 41aL (Fig. 15) on the display surface 41a, and sound and light accompanying the image are output from the speaker 46 and various lamps 47. In a game in which the number of games since the high frequency support mode was started has not yet reached the guaranteed number of games, and in which a reach has occurred without winning the fall lottery or winning the jackpot in the win lottery, a draw effect is executed as a result announcement effect. Note that the win effect, defeat effect, and draw effect can each be replaced with other images (moving images) instead of the images (moving images) shown in Figs. 17(a) to 17(c). In short, the winning effect can be any image that can notify the player that the result is favorable to the player, the losing effect can be any image that can notify the player that the result is unfavorable to the player, and the draw effect can be any image that can notify the player that the result is neither favorable nor unfavorable to the player.
[0143] Next, we will explain what happens when a player wins the drop lottery and when a player wins the jackpot in the winning lottery after the guaranteed number of games has been played.
[0144] FIG. 18 is a timing chart illustrating an example of processing when a player wins a drop lottery in a game after the guaranteed number of games has been played. FIG. 18(a) shows a case in which a player wins a jackpot lottery in a winning lottery, and after the opening / closing execution mode ends, the lottery mode shifts to a high-probability mode and the support mode shifts to a high-frequency support mode. Then, in a game after the high-frequency support mode starts and the number of games reaches the guaranteed number of games (120 in the illustrated example), the player wins a drop lottery, and the lottery mode shifts to a low-probability mode and the support mode shifts to a low-frequency support mode. Even if the player wins a drop lottery in the 120th game, the result of the drop lottery is reflected in the lottery mode for the winning lottery in that game, just as in the case of winning a drop lottery in the 60th game. That is, in the example of FIG. 18(a), the player wins a drop lottery in the 120th game, and the lottery mode shifts to a low-probability mode. Then, from the 120th game, a winning lottery will be held in the low probability mode.
[0145] As explained above, after the high-frequency support mode is entered, the support mode transitions to the low-frequency support mode when the number of plays reaches the guaranteed number of plays (100). However, even if the number of plays in the high-frequency support mode reaches 100, the high-frequency support mode continues as the support mode if the high-probability mode is still in effect as the lottery mode at that time. Therefore, in the example of FIG. 18(a), if the drop lottery is won on the 120th play, the high-probability mode continues until the 120th play, and the high-frequency support mode continues. Then, when the drop lottery is won on the 120th play, the lottery mode transitions from the high-probability mode to the low-probability mode, and the support mode also transitions from the high-frequency support mode to the low-frequency support mode.
[0146] Figure 18(b) shows the effects, lottery mode, and support mode states that the pachinko machine 10 of this embodiment executes in the 120th game round when the drop lottery is won. In this example, since neither the drop lottery nor the winning lottery is won until the 120th game round (1st to 119th), a normal effect (also called a normal effect) that notifies the results of the winning lottery in each game round and announces the lottery results is executed until the 120th game round. Then, in the 120th game round when the drop lottery is won, a battle effect is executed. Here, the life-and-death battle effect (see Figure 16(b)) described earlier is executed as the battle effect.
[0147] Then, after the life and death battle presentation is executed, a result announcement presentation is executed to announce the results of the fall lottery and the win lottery. In the result announcement presentation, a presentation corresponding to the results of the fall lottery and the win lottery is executed. Specifically, if the fall lottery is won but the jackpot is not won in the win lottery, a defeat presentation in which the player's character is defeated, as shown in FIG. 17(b), is executed. If the jackpot is won in the win lottery, regardless of the result of the fall lottery, a victory presentation in which the player's character wins, as shown in FIG. 17(a), is executed. In the case of FIG. 18(b), the fall lottery was won in the 120th play, but the jackpot was not won in the win lottery, so a defeat presentation is executed as the result announcement presentation.
[0148] Note that the timing of the transition from the high-probability mode to the low-probability mode as a result of winning the fall lottery in the 120th game run coincides with the start of the 120th game run in which the fall lottery was won. That is, when the fall lottery is won in the 120th game run, the lottery mode immediately transitions from the high-probability mode to the low-probability mode. Furthermore, as the lottery mode transitions to the low-probability mode, the support mode transitions from the high-frequency support mode to the low-frequency support mode. The timing of the transition of the support mode to the low-frequency support mode is almost simultaneous with the timing of the transition of the lottery mode to the low-probability mode. Therefore, the transition to the low-frequency support mode occurs almost simultaneously with the start of the 120th game run.
[0149] Next, a process to be performed when a jackpot is won in a winning lottery in a game after the guaranteed number of games has been reached will be described. Prior to describing the process performed by the pachinko machine 10 of this embodiment, the process performed by the pachinko machines of Comparative Examples 1 and 2 will be described below.
[0150] Fig. 19 is a timing chart explaining the processing when the player does not win the falling lottery but wins the jackpot in the winning lottery in the game after the guaranteed number of games has been played in the pachinko machine of Comparative Example 1. Specifically, Fig. 19 shows a case in which the player wins the probability variable jackpot in the winning lottery in the pachinko machine of Comparative Example 1, and after the opening / closing execution mode ends, the lottery mode shifts to the high probability mode and the support mode shifts to the high frequency support mode, and then, in the game after the number of games since the high frequency support mode started reaches the guaranteed number of games (120 times in the example shown), the player wins the jackpot in the winning lottery, and at the start of the opening / closing execution mode, the lottery mode shifts to the low probability mode and the support mode shifts to the low frequency support mode.
[0151] In the 120th game in which the player does not win the fall lottery but wins the jackpot in the win lottery, a battle effect is executed, and then a victory effect in which the player's character wins is executed as the result notification effect. Then, when the 120th game in which the jackpot was won ends and the opening / closing execution mode begins (i.e., when the victory result notification effect ends), the lottery mode transitions from the high probability mode to the low probability mode, and the support mode transitions from the high frequency support mode to the low frequency support mode. In other words, when the game in which the jackpot was won ends and the opening / closing execution mode begins, both the lottery mode and the support mode are reset to the low side.
[0152] Here, the pachinko machine of Comparative Example 1 performs the same lottery mode and support mode operations as the pachinko machine 10 of the present embodiment, i.e., the operations shown in FIG. 18, when a player wins the drop lottery but does not win the jackpot in the winning lottery in a play after the guaranteed number of plays has been reached. Comparing FIG. 18(b) with FIG. 19, it can be seen that the manner in which the support mode changes is different between the two during the period from the start to the end of the 120th play. During this period, if the player does not win the drop lottery but wins the jackpot in the winning lottery, the high-frequency support mode is set as shown in FIG. 19, whereas if the player wins the drop lottery but does not win the jackpot in the winning lottery, the low-frequency support mode is set as shown in FIG. 18(b). Therefore, assuming a pachinko machine of Comparative Example 1 that executes both the processing shown in Figure 18(b) and the processing shown in Figure 19, the player can recognize whether or not he has won the drop lottery on the 120th play by checking the open / closed state of the electric device 34a (Figure 3) to see whether the high-frequency support mode has ended and the low-frequency support mode has been entered before the result announcement performance is executed.
[0153] Specifically, if the player can confirm that the electric device 34a (FIG. 3) stops opening and closing before the result announcement effect is executed in the 120th game, the player can predict that the high-frequency support mode will end and the low-frequency support mode will be entered at the start of the 120th game, and that the player has won the fall lottery in the 120th game. As a result, the player can predict the type of result announcement effect that will be executed after the battle effect is executed. In other words, when the high-probability mode has been played 100 times or more and the high-frequency support mode is active, when the battle effect begins, it is not clear whether the player's character or the enemy character will win until the result is announced (i.e., it is not clear until the result is announced whether the player will win the drop lottery or the jackpot in the winning lottery). However, by checking the open / closed state of the electric device 34a during the battle effect execution to confirm that the high-frequency support has ended, the player can predict during the battle effect that the player's character will lose the battle (win the drop lottery). As a result, the battle effect and the result announcement effect may not be able to create a sense of tension or anticipation for the results of the drop lottery and winning lottery in the 120th play. This is the issue with Comparative Example 1.
[0154] 20 is a timing chart explaining the processing when a player does not win the falling lottery but wins the jackpot in the winning lottery in a game after the guaranteed number of games has been played in the pachinko machine of Comparative Example 2. Specifically, in the pachinko machine of Comparative Example 2, a player wins a probability variable jackpot in the winning lottery, the lottery mode shifts to the high probability mode, and the support mode shifts to the high frequency support mode, and then, in the 120th game played after the high frequency support mode starts, the player does not win the falling lottery but wins the jackpot in the winning lottery, and at the start of the opening / closing execution mode, the lottery mode shifts to the low probability mode.
[0155] In the 120th game in which the player does not win the fall lottery but wins the jackpot in the winning lottery, a battle effect is executed, and then a victory effect in which the player's character wins is executed as the result notification effect. When the 120th game in which the jackpot is won starts, the support mode shifts from the high frequency support mode to the low frequency support mode, and when the 120th game in which the jackpot is won ends and the opening / closing execution mode starts (i.e., immediately after the victory result notification effect ends), the lottery mode shifts from the high probability mode to the low probability mode. In other words, when the number of play times in the high probability mode has been continuously executed for more than the guaranteed number of play times (100 times), and the player does not win the fall-out lottery but wins the jackpot in the winning lottery, the timing at which the support mode transitions from the high frequency support mode to the low frequency support mode is when the play time in which the jackpot was won ends and the opening / closing execution mode begins (see Figure 19) in the pachinko machine of comparative example 1, whereas in the pachinko machine of comparative example 2, the timing is when the play time in which the jackpot was won starts (i.e., at the start of the play time).
[0156] Comparing FIG. 18(b), which illustrates an example of winning the drop lottery, with FIG. 20, which illustrates an example of winning the jackpot in the winning lottery, reveals that the support mode changes are the same from the start to the end of the 120th game. Therefore, before the result announcement effect is executed, the player cannot tell from the open / closed state of the electric device 34a (FIG. 3) whether the drop lottery or the jackpot in the winning lottery has been won in the 120th game. In other words, while the battle effect is being executed, the player cannot predict the type of result announcement effect (whether a victory effect or a defeat effect) that will be executed afterwards. Therefore, the pachinko machine of Comparative Example 2, which executes the process shown in FIG. 18(b) when the drop lottery is won in a game after the guaranteed number of games has been reached, and executes the process shown in FIG. 20 when a jackpot is won in a game after the guaranteed number of games has been reached, can solve the aforementioned problem of Comparative Example 1.
[0157] However, even in the pachinko machine of Comparative Example 2, the following problem is apparent.
[0158] According to the pachinko machine of Comparative Example 2, if a player wins the falling lottery or the jackpot in the winning lottery in a play after the guaranteed number of plays has been reached, the support mode shifts from the high-frequency support mode to the low-frequency support mode at the start of the play, and the electric device 34a (FIG. 3) stops opening and closing. If a player does not win the falling lottery or the jackpot in the winning lottery in a play after the guaranteed number of plays has been reached, the support mode remains in the high-frequency support mode, and the electric device 34a (FIG. 3) continues opening and closing. Therefore, by confirming that the electric device 34a (FIG. 3) continues opening and closing even after the start of a play, the player can predict that he or she will not win the falling lottery or the jackpot in the winning lottery in a play after the guaranteed number of plays has been reached.
[0159] Therefore, according to the pachinko machine of Comparative Example 2, even if the battle effects executed in the play rounds after the guaranteed number of plays has been reached were effects that could suggest that the player did not win the drop lottery and did not win the jackpot in the winning lottery, specifically, superiority battle effects, the superiority battle effects would be meaningless because it would be possible to predict a draw by confirming that the electric device 34a (FIG. 3) continues to open and close, i.e., that the player did not win the drop lottery and did not win the jackpot in the winning lottery. In other words, the battle effects executed in the play rounds after the guaranteed number of plays has been reached would only be life-or-death battle effects in which the battle results are either victory or defeat. As a result, the pachinko machine of Comparative Example 2 had a problem in that it was not possible to expand the range of effects for the battle effects executed in the play rounds after the guaranteed number of plays has been reached.
[0160] The pachinko machine 10 of this embodiment solves both the problems of the first and second comparative examples by adopting the following configuration.
[0161] The pachinko machine 10 of this embodiment has two modes for changing the support mode when a jackpot is won in a winning lottery, the lottery mode changes to a high probability mode, and the support mode changes to a high frequency support mode. After that, in the number of games (for example, the 120th game) after the guaranteed number of games has been played since the high frequency support mode started, if a jackpot is won in the winning lottery, the two modes are referred to as "first-out mode" and "last-out mode" below. In this embodiment, which of the first-out mode and the last-out mode is used is determined by lottery (hereinafter referred to as mode selection lottery), and the result of the allocation by the mode selection lottery is not notified to the player.
[0162] In this embodiment, when a jackpot is awarded as a result of a winning lottery, the jackpot type counter C2 is used to assign the jackpot type, but also when a jackpot is awarded as a result of a winning lottery in a mode selection lottery, the jackpot type counter C2 is used to assign either a first-drop mode or a last-drop mode. When a jackpot is awarded in a winning lottery based on a game ball entering the first starting hole 33, the allocation table for the first starting hole shown in Figure 8(a) is used to assign either a first-drop mode or a last-drop mode, and when a jackpot is awarded in a winning lottery based on a game ball entering the second starting hole 33, the allocation table for the second starting hole shown in Figure 8(b) is used to assign either a first-drop mode or a last-drop mode.
[0163] In the allocation table for the first starting port, of the jackpot type counter C2 values of "0 to 99," "0 to 39," "65 to 89," and "90 to 99" correspond to the first-out mode, and "40 to 64" corresponds to the last-out mode. That is, in the allocation table for the first starting port, of the jackpot type counter C2 values of "0 to 64" associated with a 16R variable probability jackpot as the allocation result of the jackpot type, "0 to 39" corresponds to the first-out mode, and "40 to 64" corresponds to the last-out mode. The jackpot type counter C2 value of "65 to 89" associated with an 8R variable probability jackpot as the allocation result of the jackpot type is associated with the first-out mode. The jackpot type counter C2 value of "90 to 99" associated with an 8R normal jackpot as the allocation result of the jackpot type is associated with the first-out mode.
[0164] In the allocation table for the second starting port, of the jackpot type counter C2 values of "0 to 99," "0 to 49," "75 to 89," and "90 to 99" correspond to the first-out mode, and "50 to 74" corresponds to the last-out mode. That is, in the allocation table for the second starting port, of the jackpot type counter C2 values of "0 to 74" associated with a 16R probability variable jackpot as the allocation result of the jackpot type, "0 to 49" corresponds to the first-out mode, and "50 to 74" corresponds to the last-out mode. The jackpot type counter C2 value of "75 to 89" associated with an 8R probability variable jackpot as the allocation result of the jackpot type is associated with the first-out mode. The jackpot type counter C2 value of "90 to 99" associated with an 8R normal jackpot as the allocation result of the jackpot type is associated with the first-out mode.
[0165] In this embodiment, the allocation result of the mode selection lottery for the value of the type counter C2 specified in the allocation table for the first starting port is different from the allocation result of the mode selection lottery for the value of the type counter C2 specified in the allocation table for the second starting port, but they may also be configured to be the same.
[0166] 21 is a timing chart illustrating an example of processing in the pachinko machine 10 of this embodiment when, in a game after the guaranteed number of games has been played, the player does not win the falling lottery, wins a jackpot in the winning lottery, and wins the first-out mode in the mode selection lottery. Specifically, in the pachinko machine 10 of this embodiment, a player wins a probability variable jackpot in the winning lottery, and after the opening / closing execution mode ends, the lottery mode shifts to the high-probability mode and the support mode shifts to the high-frequency support mode. Then, in a game after the number of games since the high-frequency support mode started has reached the guaranteed number of games (120 times in the illustrated example), the player does not win the falling lottery, wins a jackpot in the winning lottery, and wins the first-out mode in the mode selection lottery, and the lottery mode shifts to the low-probability mode at the start of the opening / closing execution mode.
[0167] In the 120th game round, if the player does not win the drop lottery but wins the jackpot in the winning lottery and also wins the first-to-win mode in the mode selection lottery, a life-or-death battle effect (see FIG. 16(b)) is executed, which may indicate either victory or defeat. Then, a victory effect (see FIG. 17(a)) in which the player's character wins is executed as the result announcement effect. If the first-to-win mode is won in the mode selection lottery, the support mode shifts from the high-frequency support mode to the low-frequency support mode at the start of the 120th game round in which the jackpot was won (i.e., at the start of the game round), and the lottery mode shifts from the high-probability mode to the low-probability mode at the end of the 120th game round in which the jackpot was won and the opening / closing execution mode begins (i.e., immediately after the victory result announcement effect ends). These changes in the effects, lottery mode, and support mode are consistent with the changes in the effects, lottery mode, and support mode in Comparative Example 2 shown in FIG. 20.
[0168] 22 is a timing chart illustrating an example of processing in the pachinko machine 10 of this embodiment when, in a game after the guaranteed number of games has been played, the player does not win the drop lottery, wins a jackpot in the winning lottery, and wins the late-game mode in the mode selection lottery. Specifically, in the pachinko machine 10 of this embodiment, a player wins a guaranteed jackpot in the winning lottery, and after the opening / closing execution mode ends, the lottery mode shifts to the high-probability mode and the support mode shifts to the high-frequency support mode. Then, in the game after the number of games since the high-frequency support mode started has reached the guaranteed number of games (120 times in the illustrated example), the player does not win the drop lottery, wins a jackpot in the winning lottery, and wins the late-game mode in the mode selection lottery, and the lottery mode shifts to the low-probability mode at the start of the opening / closing execution mode.
[0169] In the 120th game in which the player does not win the drop-out lottery but wins the jackpot in the win lottery and wins the late-game mode in the mode selection lottery, a superiority battle effect (see FIG. 16(c)) is executed, which may suggest either a win or a draw, and then a victory effect (see FIG. 17(a)) in which the player's character wins is executed as the result announcement effect. If the late-game mode is won in the mode selection lottery, the lottery mode transitions from the high-probability mode to the low-probability mode at the timing when the 120th game in which the jackpot was won ends and the opening / closing execution mode begins (i.e., immediately after the victory result announcement effect ends), and the support mode transitions from the high-frequency support mode to the low-frequency support mode. These changes in the lottery mode and support mode states are consistent with the changes in the lottery mode and support mode states in Comparative Example 1 shown in FIG. 19.
[0170] Comparing the case where the first-out mode is selected in the mode selection lottery (FIG. 21) with the case where the last-out mode is selected in the mode selection lottery (FIG. 22), when the number of plays in the high-probability mode has been continuously executed for at least the guaranteed number of plays (100 plays) and a jackpot is won in the winning lottery, the battle effect executed in that play is a life-or-death battle effect that may indicate either a win or a loss if the first-out mode is selected, whereas it is a dominance battle effect that may indicate either a win or a draw if the last-out mode is selected. The difference is that the timing at which the support mode transitions from the high-frequency support mode to the low-frequency support mode is when the first-out mode is selected, it is the start of the play in which the jackpot was won (i.e., the start of the play), whereas when the last-out mode is selected, it is the end of the play in which the jackpot was won and the opening / closing execution mode begins.
[0171] 23 is a timing chart illustrating an example of processing in the pachinko machine 10 of this embodiment when, in a game after the guaranteed number of games has been played, a player does not win the falling lottery, does not win the jackpot in the winning lottery, and is determined to have a reach (so-called miss reach) in the reach judgment. Specifically, in the pachinko machine 10 of this embodiment, a probability variable jackpot is won in the winning lottery, and after the opening / closing execution mode ends, the lottery mode shifts to the high probability mode, and the support mode shifts to the high frequency support mode, and then, in a game after the number of games since the high frequency support mode has started reaches the guaranteed number of games (120 times in the illustrated example), a player does not win the falling lottery, does not win the jackpot in the winning lottery, and is determined to have a reach (miss reach) in the reach judgment.
[0172] In the 120th game in which the player does not win the fall lottery, does not win the jackpot in the win lottery, and is determined to have reached a reach (miss reach) in the reach judgment, a superiority battle effect (see Figure 16(c)) that may suggest either a win or a draw is executed, and then a draw effect (see Figure 17(c)) in which the player's character neither wins nor loses is executed as the result announcement effect. In the game in which the player does not win the fall lottery, and does not win the jackpot in the win lottery, regardless of whether a reach occurs or not, the lottery mode remains in the high probability mode, and the support mode remains in the high frequency support mode.
[0173] In summary, the pachinko machine 10 of this embodiment performs the following in the game after the guaranteed number of games is reached: (A) you win a tumble lottery (regardless of the outcome of a winning lottery), or (B) If you do not win the falling lottery, but win the jackpot in the winning lottery, and also win the first-fall mode in the mode selection lottery, A life-or-death battle performance is executed as a battle performance executed in the game round, and the support mode is shifted to a low-frequency support mode at the timing when the game round starts (i.e., at the start of the game round).
[0174] In addition, in the pachinko machine 10 of this embodiment, in the game after the guaranteed number of games is reached, (C) If you do not win the falling lottery and do not win the jackpot in the winning lottery, but it is determined that a reach will occur in the reach determination, or (D) If you do not win the drop lottery, but win the jackpot in the winning lottery, and also win the late drop mode in the mode selection lottery, A superiority battle performance is executed as a battle performance executed in the game round, and the support mode is shifted to a low frequency support mode at the timing when the game round in which the big win was won ends and an opening / closing execution mode starts.
[0175] Therefore, according to the pachinko machine 10 of this embodiment, in the cases (A) and (B), the support mode is shifted to the low-frequency support mode at the same timing, so that it is possible to prevent the player from predicting that they have won the fall lottery during the battle presentation in the game after the guaranteed number of plays has been reached from the open / closed state of the electric device 34a (Fig. 3). Furthermore, in the game after the guaranteed number of plays has been reached, it is possible to perform a life-or-death battle presentation or a superiority battle presentation, so that it is possible to widen the range of presentations for the battle presentations to be executed in the game after the guaranteed number of plays has been reached.
[0176] 1-5. Various processes executed by the main control unit: Next, an example of specific control for executing the above-mentioned processing in the pachinko machine 10 of this embodiment will be described. First, the processing executed in the main control device 60 will be described, and then the processing executed in the sound and light emission control device 90 and the display control device 100 will be described.
[0177] In order to progress each game, the MPU 62 of the main control device 60 executes timer interrupt processing and normal processing. These processes will be explained below. In addition to the timer interrupt processing and normal processing, the MPU 62 also executes NMI interrupt processing, which is activated by the input of a power outage signal, but the explanation of these processes will be omitted.
[0178] <Timer interrupt processing> 24 is a flowchart showing the timer interrupt process. As described above, the timer interrupt process is started by the MPU 62 of the main control device 60 periodically (for example, every 2 msec).
[0179] In step S10101, the process reads the status of the various detection sensors 67a-67e. That is, the state of the various detection sensors 67a-67e connected to the main control device 60 is read, the state of the sensors is determined, and the detection information (ball entry detection information) is saved. Then, the process proceeds to step S10102.
[0180] In step S10102, the random number initial value counter CINI is updated. Specifically, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of RAM 64. After that, the process proceeds to step S10103.
[0181] In step S10103, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the fall random number counter CF, and the electric accessory release counter C4 are updated. Specifically, 1 is added to each of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the fall random number counter CF, and the electric accessory release counter C4, and when each counter value reaches its maximum value, it is cleared to 0. Then, the updated values of each counter C1 to C4 and CF are stored in the corresponding buffer area of RAM 64. Then, the process proceeds to step S10104. The value of the fluctuation type counter CS is updated in the normal processing (FIG. 28) described later.
[0182] In step S10104, a ball entry process for the starting hole is executed in response to a ball entering the first starting hole 33 and the second starting hole 34. The details of the ball entry process for the starting hole in step S10104 will be described later. After executing step S10104, the process proceeds to step S10105.
[0183] In step S10105, a through ball entry process is executed in response to a ball entering the through gate 35. The through ball entry process in step S10105 will be described in detail later. After executing step S10105, the MPU 62 ends the timer interrupt process.
[0184] <Starting hole entry processing> Next, the ball-entry process for the starting hole will be described. The ball-entry process for the starting hole is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 24: S10104).
[0185] 25 is a flowchart showing ball entry processing for the start hole. In step S10201, whether or not the gaming ball has entered the first start hole 33 (start ball entry) is determined based on the detection state of the detection sensor corresponding to the first start hole 33. In step S10201, if it is determined that the gaming ball has entered the first start hole 33 (S10201: YES), the process proceeds to step S10202, where a prize ball command is set to the payout control device 70 to pay out three gaming balls. Thereafter, the process proceeds to step S10203.
[0186] In step S10203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a gaming ball has entered the first starting hole 33. Then, the process proceeds to step S10204.
[0187] In step S10204, the start pending number RaN (hereinafter also referred to as the first start pending number RaN), which is the value stored in the pending number storage area of the first pending area Ra, is read, and the first start pending number RaN is set as the target of the processing described below. The first start pending number RaN indicates the number of reserved balls based on balls entering the first start opening 33. Then, proceed to step S10209.
[0188] In step Sl0201, if it is determined that the game ball has not entered the first starting hole 33 (Sl0201: NO), proceed to step Sl0205, and determine whether the game ball has entered the second starting hole 34 based on the detection state of the detection sensor corresponding to the second starting hole 34.
[0189] In step Sl0205, if it is determined that the gaming ball has entered the second starting hole 34 (Sl0205: YES), the process proceeds to step Sl0206, where a prize ball command is set to cause the payout control device 70 to pay out three gaming balls. Then, the process proceeds to step Sl0207. On the other hand, in step Sl0205, if it is determined that the gaming ball has not entered the second starting hole 34 (Sl0205: NO), the ball entry process for this starting hole is terminated.
[0190] In step S10207, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a gaming ball has entered the second starting hole 34. Then, the process proceeds to step S10208.
[0191] In step S10208, the start pending number RbN (hereinafter also referred to as the second start pending number RbN), which is the value stored in the pending number storage area of the second pending area Rb, is read, and the second start pending number RbN is set as the target of the processing described below. The second start pending number RbN indicates the number of reserved balls based on balls entering the second start opening 34. Then, proceed to step S10209.
[0192] In step S10209, it is determined whether the start pending number N (RaN or RbN) set in step S10204 or step S10208 described above is less than the upper limit (4 in this embodiment). In step S10209, if the start pending number N is not less than the upper limit (S10209: NO), the ball entry process for this start port is terminated.
[0193] On the other hand, if the start pending number N is less than the upper limit in step S10209 (S10209: YES), proceed to step S10210, add 1 to the start pending number N in the corresponding pending area, and then proceed to step S10211, add 1 to the value stored in the total pending number storage area (hereinafter referred to as the total pending number CRN). The total pending number CRN indicates the sum of the first start pending number RaN and the second start pending number RbN. Then proceed to step S10212.
[0194] In step Sl0212, the values of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and fall random number counter CF updated in step Sl0103 (Figure 24) are stored in the first memory area among the empty memory areas of the corresponding reserve area, i.e., the memory area corresponding to the reserved number to which 1 was added in step Sl0210. Specifically, if the first start reserved number RaN is set as the processing target, the values of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and fall random number counter CF updated in step Sl0103 are stored in the first memory area among the empty memory areas of the first reserve area Ra, i.e., the memory area corresponding to the first start reserved number RaN to which 1 was added in step Sl0210. Furthermore, if the second start pending number RbN is set as the processing target, the values of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and fall random number counter CF updated in step S10103 are stored in the first free memory area of the second holding area Rb, that is, the memory area corresponding to the second start pending number RbN to which 1 was added in step S10210. After executing step S10212, proceed to step S10213.
[0195] In step Sl0213, a first-place determination process is executed. The first-place determination process is a process that executes a determination of the winning lottery result (lottery result), the type of jackpot, whether or not a reach has occurred, the winning lottery result (lottery result), etc. based on the information (reserved information) of each value of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF before the reserved information becomes the subject of the winning lottery by the main control device 60. Details of the first-place determination process will be described later. After executing step Sl0213, the process proceeds to step Sl0214.
[0196] In step S10214, a process for setting a reserved command is executed. Specifically, the result of the determination process executed based on the information (reserved information) of the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fall random number counter CF is set as a reserved command.
[0197] The hold command is a command for causing the sub-side control device to confirm that a ball has entered the first starting hole 33 or the second starting hole 34 and the judgment result (first judgment information) by the first judgment process based on the hold information acquired based on the ball entry, before the hold information becomes the subject of the winning lottery by the main control device 60. The hold command is sent to the audio and light emission control device 90 in the command output process of the normal process (FIG. 28: step S10503) described later.
[0198] Furthermore, when the audio and light-emitting control device 90 receives a hold command transmitted based on a ball entering the first starting gate 33, it transmits a command to the display control device 100 to change the display in the first hold display area Ds1 of the pattern display device 41 to correspond to the increase in the number of reserved balls. The display control device 100, which has received the command, changes the display in the first hold display area Ds1 of the pattern display device 41 to correspond to the increase in the number of reserved balls. On the other hand, when the audio and light-emitting control device 90 receives a hold command transmitted based on a ball entering the second starting gate 34, it transmits a command to the display control device 100 to change the display in the second hold display area Ds2 of the pattern display device 41 to correspond to the increase in the number of reserved balls. The display control device 100, which has received the command, changes the display in the second hold display area Ds2 of the pattern display device 41 to correspond to the increase in the number of reserved balls.
[0199] After executing step S10214, the MPU 62 of the main control unit 60 ends the ball entry processing for this starting hole.
[0200] <First Determination Process> Next, the first-goal determination process will be described. The first-goal determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the ball-entering process for the starting hole (FIG. 25: S10213).
[0201] 26 is a flowchart showing the first determination process. As described above, the first determination process is a process that executes, based on the reserved information, determination of whether the winning lottery will be won or lost, determination of the type of big win, determination of whether a reach will occur, determination of whether the falling lottery will be won or lost, and the like, before the reserved information becomes the subject of the winning lottery by the main control device 60.
[0202] In step S10301, the value of the jackpot random number counter C1 stored in the memory area by the ball entering the starting hole in the ball entry process for the starting hole (Fig. 25) is grasped. Then, proceed to step S10302, and determine the lottery mode at the time when the winning lottery for this ball entry is executed as a game round. Specifically, the determination result of the prior determination process executed by the ball entry before this ball entry is read from the corresponding memory area, and by grasping whether or not there is a probability variable jackpot that occurs before the winning lottery for this ball entry and whether or not there is a win in the drop lottery, the lottery mode at the time when the winning lottery for this ball entry is executed as a game round is determined.
[0203] In step S10302, when the lottery mode is determined to be the low probability mode at the time when the winning lottery due to this ball entry is executed as a game round (S10302: YES), the process proceeds to step S10303, where the winning / losing table for the low probability mode stored in the winning / losing table storage area 63a is referenced. After that, the process proceeds to step S10308, where the result of reference to the winning / losing table for the low probability mode is used to determine whether the value information of the jackpot random number counter C1 grasped this time corresponds to a jackpot.
[0204] On the other hand, in step S10302, when the lottery mode is determined not to be the low probability mode at the time when the winning lottery due to this ball entry is executed as a game round (S10302: NO), the process proceeds to step S10304, where the value of the fall random number counter CF stored in the memory area due to this ball entry is grasped. After that, the process proceeds to step S10305, where the fall win / loss determination table stored in the fall win / loss determination table memory area 63d is referenced to determine whether or not the fall lottery has been won.
[0205] In step S10305, if it is determined that the player has won the drop lottery (S10305: YES), the process proceeds to step S10306, where the drop lottery winning information is stored in the first determination processing result storage area 64h, and the process proceeds to step S10303. In step S10303, as described above, the win / loss table for the low probability mode stored in the win / loss table storage area 63a is referenced. Thereafter, the process proceeds to step S10308, where, as a result of referencing the win / loss table for the low probability mode, it is determined whether the value of the jackpot random number counter C1 currently grasped corresponds to a jackpot.
[0206] In step S10305, if it is determined that the player has not won the drop lottery (S10305: NO), the process proceeds to step S10307. In step S10307, the process refers to the hit / miss table for the high probability mode and determines whether the value of the jackpot random number counter C1 currently grasped corresponds to a jackpot. Thereafter, the process proceeds to step S10308, where the process refers to the hit / miss table for the high probability mode and determines whether the value of the jackpot random number counter C1 currently grasped corresponds to a jackpot.
[0207] In step S10308, if it is determined that the value of the currently grasped jackpot random number counter C1 corresponds to a jackpot (S10308: YES), the process proceeds to step S10309, where the value of the jackpot type counter C2 stored in the memory area due to the ball entering the current start hole is grasped. Then, the process proceeds to step S10310, where the allocation table stored in the allocation table memory area 63b is referenced. Specifically, if the jackpot type counter C2 that is the subject of this allocation was acquired based on a ball entering the first start hole 33, the allocation table for the first start hole is referenced, and if it was acquired based on a ball entering the second start hole 34, the allocation table for the second start hole is referenced. After executing step S10310, the process proceeds to step S10311.
[0208] In step Sl0311, the allocation table is referenced to determine whether the value of the jackpot type counter C2 currently grasped corresponds to a probability variable jackpot. If it is determined in step Sl0311 that it corresponds to a probability variable jackpot (Sl0311: YES), the process proceeds to step Sl0312, where probability variable jackpot information is stored in the first determination processing result storage area 64h. The first determination processing is then terminated. On the other hand, if it is determined in step Sl0311 that it does not correspond to a probability variable jackpot (Sl0311: NO), the process proceeds to step Sl0313, where normal jackpot information is stored in the first determination processing result storage area 64h. The first determination processing is then terminated.
[0209] In step S10308, if it is determined that the currently determined value of the jackpot random number counter C1 does not correspond to a jackpot (S10308: NO), the process proceeds to step S10314, where the value of the reach random number counter C3 stored in the memory area due to the current ball entering the starting hole is determined. Then, the process proceeds to step S10315, where the reach determination table stored in the reach determination table memory area 63c is referenced. Then, the process proceeds to step S10316, where, as a result of referencing the reach determination table, it is determined whether the currently determined value of the reach random number counter C3 corresponds to a reach occurrence.
[0210] In step S10316, if it is determined that the reach occurrence is possible (S10316: YES), the process proceeds to step S10317, where the reach occurrence information is stored in the first hand determination process result storage area 64h. Thereafter, the first hand determination process is terminated. On the other hand, in step S10316, if it is determined that the reach occurrence is not possible (S10316: NO), the first hand determination process is terminated.
[0211] <Processing a through ball> Next, the through ball scoring process will be described. The through ball scoring process is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 24: S10105).
[0212] 27 is a flowchart showing the ball entry process for through play. In step Sl0401, it is determined whether or not a gaming ball has entered the through gate 35. If it is determined in step Sl0401 that a gaming ball has entered the through gate 35 (Sl0401: YES), the process proceeds to step Sl0402, where it is determined whether or not the number of reserved accessory items SN is less than the upper limit (4 in this embodiment). The number of reserved accessory items SN is a value indicating the number of balls that have entered the through gate 35 and are reserved for the purpose of holding a lottery to open an electric accessory. In this embodiment, the maximum value of the number of reserved accessory items SN is 4. On the other hand, if it is determined in step Sl0401 that a gaming ball has not entered the through gate 35 (Sl0401: NO), the ball entry process for through play is terminated.
[0213] In step S10402, if it is determined that the number of reserved reel items SN is less than the upper limit (less than 4) (S10402: YES), proceed to step S10403, and add 1 to the number of reserved reel items SN. Then, proceed to step S10404.
[0214] In step S10404, the value of the electric accessory opening counter C4 updated in step S10103 (FIG. 24) is stored in the first storage area among the empty storage areas of the electric accessory holding area 64d of the RAM 64. After that, the ball entry process for through is completed.
[0215] On the other hand, in step Sl0402, if it is determined that the value of the number of reserved reels SN is not less than the upper limit value (Sl0402: NO), that is, if it is determined that the value of the reserved reels SN is equal to or greater than the upper limit value, the ball entry process for through is terminated without storing the value of the electric reel opening counter C4.
[0216] <Normal processing> Next, normal processing will be described. Normal processing is processing that is started by the MPU 62 of the main control device 60 when the power switch 88 is switched from the OFF state to the ON state (hereinafter also referred to as "power-on"). In normal processing, the main processing of the game is executed.
[0217] 28 is a flowchart showing normal processing. In step S10501, startup processing is executed. Specifically, initial settings of each control device are performed when power is turned on, and the validity of data stored and held in RAM 64 is determined. Then, the process proceeds to step S10502.
[0218] In step S10502, a startup command is set. The startup command is a command for causing each control device on the sub-side to start a demo video when power is turned on. Then, the process proceeds to step S10503.
[0219] In step Sl0503, output data such as the startup command set in step Sl0502, the command set in the timer interrupt process or the previously executed normal process, etc. are sent to each control device on the sub-side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 70. Also, if commands related to effects such as a startup command, a variable command, a type command, or a hold command are set, they are sent to the sound and light emission control device 90. After executing step Sl0503, proceed to step Sl0504.
[0220] In step S10504, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of RAM 64. Then, the process proceeds to step S10505.
[0221] In step Sl0505, the prize ball count signal and payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Sl0506. In step Sl0506, a game round control process is executed to control the game in each game round. The game round control process includes the drawing of winning balls, setting the variable display of patterns by the pattern display device 41, and display control of the first pattern display unit 37a and the second pattern display unit 37b. Details of the game round control process will be described later. After executing step Sl0506, the process proceeds to step Sl0507.
[0222] In step S10507, a game state transition process is executed to transition the game state. By executing the game state transition process, the game state transitions to an open / close execution mode, a high probability mode, a high frequency support mode, etc. Details of the game state transition process will be described later. Then, the process proceeds to step S10508.
[0223] In step S10508, an electric role support process is executed to drive and control the electric role 34a provided in the second starting port 34. In the electric role support process, it is determined whether or not to open the electric role 34a. The details of the electric role support process will be described later. Then, the process proceeds to step S10509.
[0224] In step Sl0509, it is determined whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing (strictly speaking, the start of the command output processing in step Sl0503). That is, it is determined whether the timing for executing the next normal processing has arrived. In step Sl0509, if it is determined that the predetermined time (4 msec) has not elapsed since the start of the current normal processing (Sl0509: NO), in steps Sl0510 and Sl0511, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated within the remaining time until the timing for executing the next normal processing. Specifically, in step Sl0510, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, the counter is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of RAM 64. In addition, in step Sl0511, 1 is added to the fluctuation type counter CS, and when the counter value reaches its maximum value, the counter is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of the RAM 64. On the other hand, if it is determined in step Sl0509 that the predetermined time (4 msec) has elapsed since the start of this normal processing (Sl0509: YES), the process returns to step Sl0503 and executes the processes from step Sl0503 to step Sl0508.
[0225] Since the execution time of each process from step S10503 to step S10508 changes depending on the game state, the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI and the variation type counter CS using this remaining time, the values of these counters can be randomly updated.
[0226] <Game Play Control Processing> Next, the game play control process will be described. The game play control process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 28: S10506).
[0227] 29 is a flowchart showing the game play control process. In step S10601, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not the open / close execution mode flag in the various flag storage area 64g of RAM 64 is ON. The open / close execution mode flag is turned ON when the game state is to be transitioned to the open / close execution mode in the game state transition process described below, and is turned OFF when the open / close execution mode is to be terminated in the game state transition process.
[0228] In step Sl0601, if it is determined that the opening and closing execution mode is in progress (Sl0601: YES), the game round control process is terminated without executing any of the processes from step Sl0602 onwards. In other words, if the opening and closing execution mode is in progress, a game round will not be started regardless of whether a ball has entered the first start hole 33 or the second start hole 34. On the other hand, in step Sl0601, if it is determined that the opening and closing execution mode is not in progress (Sl0601: NO), the process proceeds to step Sl0602.
[0229] In step S10602, it is determined whether the special symbol unit 37 is currently displaying a variable. Specifically, it is determined whether either the first symbol display unit 37a or the second symbol display unit 37b provided in the special symbol unit 37 is currently displaying a variable. This determination is made by determining whether the special symbol variable display flag in the special symbol variable display flag storage area in the various flag storage area 64g of the RAM 64 is ON. The special symbol variable display flag is turned ON when variable display is started for either the first symbol display unit 37a or the second symbol display unit 37b, and is turned OFF when the variable display ends.
[0230] In step Sl0602, if it is determined that the special chart unit 37 is not displaying a variable image (Sl0602: NO), the process proceeds to step Sl0603.
[0231] In step S10603, a change start process is executed to start the change display in the special chart unit 37 and the change display in the pattern display device 41. Details of the change start process will be described later. After executing step S10603, this game number control process is terminated.
[0232] On the other hand, in step S10602, if it is determined that the special chart unit 37 is displaying a variable image (S10602: YES), the process proceeds to step S10604.
[0233] In step S10604, a change end process is executed to end the change display in the special chart unit 37 and the change display in the pattern display device 41. Details of the change end process will be described later. After executing step S10604, this game number control process is terminated.
[0234] <Fluctuation start processing> Next, the fluctuation start processing will be described. The fluctuation start processing is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control processing (FIG. 29: S10603).
[0235] Figure 30 is a flowchart showing the fluctuation start process. In step Sl0701, it is determined whether the total reserved number CRN exceeds "0". If the total reserved number CRN is "0" or less, this means that the start reserved number is "0" for both the first start port 33 and the second start port 34. Therefore, if it is determined in step Sl0701 that the total reserved number CRN is "0" or less (Sl0701: NO), this fluctuation start process is terminated. On the other hand, if it is determined in step Sl0701 that the total reserved number CRN exceeds "0" (Sl0701: YES), the process proceeds to step Sl0702.
[0236] In step S10702, a reserved information shift process is executed to set the reserved information stored in the first reserved area Ra or the second reserved area Rb to the state after the change has started, and the process proceeds to step S10703. The details of the reserved information shift process will be described later.
[0237] In step S10703, a gaming state determination process is performed to determine the gaming state. The gaming state determination process will be described in detail later. After step S10703 is executed, the process proceeds to step S10704.
[0238] In step S10704, a fall determination process is performed, including the process to be performed when the fall lottery is won. The fall determination process will be described in detail later. Next, the process proceeds to step S10705.
[0239] In step S10705, a win determination process is performed, including the process to be performed when a jackpot is won in the lottery. The details of the win determination process will be described later. After executing step S10705, the process proceeds to step S10706.
[0240] In step S10706, a variable time setting process is executed. The variable time setting process is a process for setting a variable time, which is the time required for the current game round in the first symbol display section 37a or the second symbol display section 37b, based on whether or not a jackpot has been achieved or whether or not a reach has occurred. The variable time setting process will be described in detail later. After executing step S10706, the process proceeds to step S10707.
[0241] In step Sl0707, a variable command is set. The variable command includes information indicating whether the current game round is related to the reserved information acquired based on a ball entering the first starting hole 33 or the reserved information acquired based on a ball entering the second starting hole 34, as well as information on whether a reach has occurred and information on the variable time set in step Sl0706. After executing step Sl0707, the process proceeds to step Sl0708.
[0242] In step S10708, a type command is set. The type command includes information on whether or not there is a jackpot and the results of the allocation judgment. In other words, the type command includes information on the type of jackpot, such as 16R probability jackpot information, 8R probability jackpot information, 8R normal jackpot information, or information on the result of a miss.
[0243] The variation command and type command set in step Sl0707 and step Sl0708 are sent to the sound and light emission control device 90 in step Sl0503 of the normal processing (Fig. 28). The sound and light emission control device 90 determines the content of the presentation for that game round based on the received variation command and type command, and controls various devices so that the determined content of the presentation is executed. After executing step Sl0708, the process proceeds to step Sl0709.
[0244] In step S10709, the symbol display section corresponding to the current game round, either the first symbol display section 37a or the second symbol display section 37b, is caused to start displaying a variable symbol. Specifically, if the second symbol display section flag in RAM 64 is not ON, the symbol display section corresponding to the current game round is identified as the first symbol display section 37a and variable display is started, and if the second symbol display section flag is ON, the symbol display section corresponding to the current game round is identified as the second symbol display section 37b and variable display is started. After executing step S10709, the process proceeds to step S10710.
[0245] In step S10710, the special chart change display flag stored in the special chart change display flag storage area in the various flag storage area 64g of the RAM 64 is turned on. After executing step S10710, this change start processing is terminated.
[0246] <Hold information shift processing> Next, the hold information shift process will be described. The hold information shift process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 30: S10702).
[0247] 31 is a flowchart showing the holding information shifting process. In step S10801, it is determined whether the holding area to be processed for the holding information shifting process is the first holding area Ra. Specifically, if the earliest holding information (the holding information stored in the first area of the first holding area Ra) among the holding information stored in chronological order in the first holding area Ra (FIG. 6) is stored in the holding area earlier than the earliest holding information (the holding information stored in the first area of the second holding area Rb) among the holding information stored in chronological order in the second holding area Rb (FIG. 6), it is determined that the holding area to be processed is the first holding area Ra. On the other hand, if the earliest holding information among the holding information stored in chronological order in the second holding area Rb is stored in the holding area earlier than the earliest holding information among the holding information stored in chronological order in the first holding area Ra, it is determined that the holding area to be processed is the second holding area Rb. That is, by executing the process of step S10801, the reserved information can be processed in the order in which it was stored in the first reserved area Ra or the second reserved area Rb.
[0248] In step Sl0801, if it is determined that the holding area to be processed is the first holding area Ra (step Sl0801: YES), holding information shift processing for the first holding area is executed in steps Sl0802 to Sl0807. On the other hand, in step Sl0801, if it is determined that the holding area to be processed is not the first holding area Ra, that is, if it is determined that the holding area to be processed is the second holding area Rb (step Sl0801: NO), holding information shift processing for the second holding area is executed in steps Sl0808 to Sl0813.
[0249] In step Sl0802, the first start pending number RaN in the first pending area Ra is decremented by 1, and then the process proceeds to step Sl0803, where the total pending number CRN is decremented by 1. Then the process proceeds to step Sl0804. In step Sl0804, the data stored in the first area of the first pending area Ra is moved to the execution area AE. Then the process proceeds to step Sl0805.
[0250] In step Sl0805, a process is executed to shift the data stored in the storage area of the first reserved area Ra. This data shift process shifts the data stored in areas 1 to 4 sequentially toward the lower areas. Specifically, the data in area 1 is cleared, and the data in each area is shifted from area 2 to area 1, area 3 to area 2, area 4 to area 3, and so on. After executing step Sl0805, the process proceeds to step Sl0806.
[0251] In step S10806, if the second symbol display unit flag in the various flag storage area 64g is ON, the flag is turned OFF, and if it is not ON, the state is maintained. The second symbol display unit flag is information for identifying whether the target for the start of this variable display is the first symbol display unit 37a or the second symbol display unit 37b. Then, proceed to step S10807.
[0252] In step S10807, a shift command is set. The shift command is a command containing information for causing the audio / light-emitting control device 90, which is the sub-control device, to recognize that a shift of data from the holding area has occurred. In this case, a shift command containing information indicating that the holding area targeted for this data shift corresponds to the first holding area Ra, i.e., corresponds to the first starting port 33, is selected from the command information storage area 63g of ROM 63, and the selected shift command is set as the command to be sent to the audio / light-emitting control device 90. Thereafter, this hold information shift process is terminated.
[0253] The shift command set in step Sl0807 is sent to the audio and light emitting control device 90 in step Sl0503 of normal processing (Fig. 28). Based on the received shift command, the audio and light emitting control device 90 sends a command to the display control device 100 to change the display in the first hold display area Ds1 of the pattern display device 41 in accordance with the decrease in the number of hold items. Upon receiving the command, the display control device 100 changes the display in the first hold display area Ds1 of the pattern display device 41 in accordance with the decrease in the number of hold items.
[0254] In step S10801, if it is determined that the holding area to be processed is not the first holding area Ra, that is, if it is determined that the holding area to be processed is the second holding area Rb (S10801: NO), the process proceeds to step S10808.
[0255] In step Sl0808, the second start pending number RbN in the second pending area Rb is decremented by 1. Then, the process proceeds to step Sl0809. In step Sl0809, the total pending number CRN is decremented by 1, and the process proceeds to step Sl0810, where the data stored in the first area of the second pending area Rb is moved to the execution area AE. Then, the process proceeds to step Sl0811.
[0256] In step Sl0811, a process is executed to shift the data stored in the memory area of the second reserve area Rb. This data shift process shifts the data stored in areas 1 to 4 sequentially toward the lower areas. Specifically, the data in area 1 is cleared, and the data in each area is shifted from area 2 to area 1, area 3 to area 2, area 4 to area 3, and so on. After executing step Sl0811, the process proceeds to step Sl0812.
[0257] In step S10812, if the second symbol display unit flag in the various flag storage area 64g is not ON, the flag is turned ON, and if it is ON, the state is maintained. After that, the process proceeds to step S10813.
[0258] In step S10813, a shift command is set. The shift command is a command containing information for causing the audio / light-emitting control device 90, which is the sub-control device, to recognize that a shift of data from the holding area has occurred. In this case, a shift command containing information indicating that the holding area targeted for this data shift corresponds to the second holding area Rb, i.e., corresponds to the second starting port 34, is selected from the command information storage area 63g of ROM 63, and the selected shift command is set as the command to be sent to the audio / light-emitting control device 90. Thereafter, this hold information shift process is terminated.
[0259] The shift command set in step Sl0813 is sent to the audio and light emitting control device 90 in step Sl0503 of normal processing (Fig. 28). Based on the received shift command, the audio and light emitting control device 90 sends a command to the display control device 100 to change the display in the second hold display area Ds2 of the pattern display device 41 in accordance with the decrease in the number of reserved items. Upon receiving the command, the display control device 100 changes the display in the second hold display area Ds2 of the pattern display device 41 in accordance with the decrease in the number of reserved items.
[0260] <Game Status Determination Processing> Next, the gaming state determination process will be described. The gaming state determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 30: S10703).
[0261] 32 is a flowchart showing the gaming state determination process. In step S10901, it is determined whether the lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON.
[0262] If it is determined in step S10901 that the mode is the high probability mode (S10901: YES), the process proceeds to step S10902, where it is determined whether the support mode is the high frequency support mode. Specifically, it is determined whether the high frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON.
[0263] If it is determined in step Sl0902 that the mode is the high-frequency support mode (Sl0902: YES), the process proceeds to step Sl0903, where the high probability / high support flag is turned on. The high probability / high support flag is a flag used by the MPU 62 to determine whether the game is in a high-probability mode and the support mode is the high-frequency support mode (high probability / high support state), and is stored in the various flag storage area 64g of the RAM 64. When the high probability / high support flag is ON, the game is in a high probability / high support state. When the high probability / high support flag is OFF, the game is not in a high probability / high support state. According to step Sl0903, the MPU 62 can determine the result of the determination of whether the game is in a high probability / high support state when this game state determination process is executed. After executing step Sl0903, the process proceeds to step Sl0904.
[0264] In step Sl0904, a high probability / high support command, which is a command including information for making the sub-side control device recognize that it is in a high probability / high support state, is set as a command to be sent to the sound / light emission control device 90. After executing step Sl0904, the game state determination process is terminated.
[0265] On the other hand, if it is determined in step Sl0901 that the mode is not the high probability mode (Sl0901: NO), or if it is determined in step Sl0902 that the mode is not the high frequency support mode (Sl0902: NO), the game status determination process is terminated without executing steps Sl0903 and Sl0904.
[0266] <Fall detection process> Next, the fall determination process will be described. The fall determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 30: S10704).
[0267] 33 is a flowchart showing the fall determination process. In step S11001, it is determined whether the lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flag storage area 64g of RAM 64 is ON. In step S11001, if it is determined that the mode is the high probability mode (S11001: YES), the process proceeds to step S11002.
[0268] In step Sl1002, a win / loss determination for the fall lottery is performed by referring to the win / loss table for the fall lottery. Specifically, it is determined whether the value of the fall random number counter CF stored in the execution area AE matches the value set as a win in the fall lottery win / loss table (see FIG. 9) in the fall lottery table storage area 63d. In the following step Sl1003, if the result of the win / loss determination in step Sl1002 is a win in the fall lottery (Sl1003: YES), the process proceeds to step Sl1004.
[0269] In step S11004, the high probability mode flag is turned OFF. Then, the process proceeds to step S11005, where the fall flag stored in the various flag storage area 64g of RAM 64 is turned ON. The fall flag is a flag for storing the result of the fall lottery win / loss judgment. After executing step S11005, the process proceeds to step S11006.
[0270] In step S11006, it is determined whether the number of games continuously executed in the high frequency support mode has not yet reached the guaranteed number of games (e.g., 100 games) (hereinafter simply referred to as "before the guaranteed number of games"). Specifically, it is determined whether the value of the guaranteed number of games counter PNC is greater than 0. Since the guaranteed number of games counter PNC indicates the remaining number of guaranteed games, by determining whether PNC > 0, it is possible to determine whether the number of games continuously executed in the high frequency support mode has not yet reached the guaranteed number of games. In step S11006, if it is determined that the value of the guaranteed number of games counter PNC is not greater than 0 (step S11006: NO), that is, if it is determined that the number of games has not yet reached the guaranteed number of games (=after the guaranteed number of games), the process proceeds to step S11007, where the high frequency support mode flag is turned OFF. After executing step S11007, this fall determination process is terminated.
[0271] On the other hand, if it is determined in step S11006 that the guaranteed number of plays has not yet been reached (S11006: YES), the fall determination process is immediately terminated. Also, if it is determined in step S11001 that the mode is not high probability mode (S11001: NO), or if the result of the win / loss determination in step S11003 is that the player has not won the fall lottery (S11003: NO), the fall determination process is immediately terminated.
[0272] The fall determination process configured as above realizes the change in the lottery mode and the support mode at the time of the fall winning in FIG. 18 (fall winning after the guaranteed number of games).
[0273] <Collision detection processing> Next, the hit determination process will be described. The hit determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process (FIG. 30: S10705).
[0274] 34 is a flowchart showing the winning determination process. In step S1101, it is determined whether the lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON.
[0275] If it is determined in step S1101 that the mode is high probability mode (S1101: YES), the process proceeds to step S1102, where a win / loss determination is made by referring to the win / loss table for high probability mode. Specifically, the process determines whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for high probability mode shown in Figure 7(b). Then, the process proceeds to step S1104.
[0276] On the other hand, if it is determined in step S1101 that the mode is not the high probability mode (S1101: NO), the process proceeds to step S1103, where a win / loss determination is made by referring to the win / loss table for the low probability mode. Specifically, the process determines whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the low probability mode shown in Figure 7(a). Then, the process proceeds to step S1104.
[0277] In step S1104, it is determined whether or not the result of the hit / miss determination (winning lottery) in step S1102 or step S1103 is a jackpot win. In step S1104, if the result of the hit / miss determination is a jackpot win (S1104: YES), the process proceeds to step S1105.
[0278] In steps S1105 to S1109, processing for setting the game result in the case of a big win and processing for setting the stop result are executed.
[0279] In step Sl1105, it is determined whether the second symbol display unit flag in RAM 64 is ON. If it is determined in step Sl1105 that the second symbol display unit flag is not ON (Sl1105: NO), it proceeds to step Sl1106, and performs allocation determination by referring to the allocation table for the first starting slot (see Figure 8(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of a 16R probability variable jackpot, the numerical range of an 8R probability variable jackpot, or the numerical range of an 8R normal jackpot.
[0280] On the other hand, if it is determined in step Sl1105 that the second symbol display unit flag is ON (Sl1105: YES), the process proceeds to step Sl1107, where an allocation determination is made by referring to the allocation table for the second starting port (see FIG. 8(b)). Specifically, it determines whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of a 16R variable probability jackpot, the numerical range of an 8R variable probability jackpot, or the numerical range of an 8R normal jackpot. After executing the processing of step Sl1106 or step Sl1107, the process proceeds to step Sl1108.
[0281] In step Sl1108, a flag (jackpot flag) corresponding to the type of jackpot allocated in step Sl1106 or step Sl1107 is turned ON. Specifically, if it is a 16R variable probability jackpot, the 16R variable probability jackpot flag is turned ON, if it is an 8R variable probability jackpot, the 8R variable probability jackpot flag is turned ON, and if it is an 8R normal jackpot, the 8R normal jackpot flag is turned ON. After executing step Sl1108, proceed to step Sl1109.
[0282] In step Sl1109, a process for setting a stop result for a jackpot is executed. Specifically, this process is for setting which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in the current game round in which a jackpot is won. Specifically, by referencing the stop result table for a jackpot stored in the stop result table storage area 63f (FIG. 5), address information for the stop result data corresponding to the type of jackpot assigned in step Sl1106 or step Sl1107 is obtained, and the address information is stored in the stop result address storage area of RAM 64. After executing step Sl1109, the process proceeds to step Sl1110.
[0283] In step S1110, it is determined whether the support mode is the high frequency support mode, specifically, whether the high frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON.
[0284] In step Sl1110, if it is determined that the mode is the high frequency support mode (Sl1110: YES), the process proceeds to step Sl1111, where it is determined whether the number of games continuously executed in the high frequency support mode has not yet reached the guaranteed number of games (for example, 100 games) (= before the guaranteed number of games). Specifically, it is determined whether the value of the guaranteed number of games counter PNC is greater than 0. In step Sl1111, if it is determined that the value of the guaranteed number of games counter PNC is not greater than 0 (step Sl1111: NO), that is, if it is determined that the value has not yet reached the guaranteed number of games (= after the guaranteed number of games), the process proceeds to step Sl1112.
[0285] In steps S1112 to S1116, various processes are executed when, after the guaranteed number of plays, the player does not win the drop lottery but wins the jackpot in the win lottery.
[0286] In step Sl1112, a command after the guaranteed number of plays is set. The set command after the guaranteed number of plays is sent to the audio and light emitting control device 90 in step Sl0503 of the normal processing (FIG. 28). When the audio and light emitting control device 90 receives this command after the guaranteed number of plays, it becomes possible to understand that the current number of plays is the number of plays after the guaranteed number of plays. After executing step Sl1112, the process proceeds to step Sl1113.
[0287] In step S1113, it is determined whether the result of the allocation determination (mode selection lottery) in step S1106 or step S1107 is the first-to-win mode. As explained above, in step S1106 or step S1107, an allocation determination is made to allocate the type of jackpot as the allocation determination. However, in the play count after the guaranteed number of plays has been reached since the high-frequency support mode was started, a mode selection lottery is also performed to allocate a manner in which the support mode will change when a jackpot is won in the win lottery without winning the fall-out lottery. Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE matches the value set as the first-to-win mode in the allocation table for the first start port shown in Figure 8(a) or the allocation table for the second start port shown in Figure 8(b). Then, in step S1113, it is determined whether the result of the mode selection lottery in step S1106 or step S1107 is the first-to-drop mode (=last-to-drop mode).
[0288] In step S11113, if the result of the mode selection lottery is the first-to-play mode (S11113: YES), the process proceeds to step S11114, where the high-frequency support mode flag is turned OFF, and then the process proceeds to step S11115.
[0289] In step S11115, the first-to-play mode flag stored in the various flag storage area 64g of the RAM 64 is turned ON. The first-to-play mode flag is a flag for storing that the result of the mode selection lottery is the first-to-play mode. After executing step S11115, the process proceeds to step S1116.
[0290] In step S1116, a first-drop mode command is set. The set first-drop mode command is sent to the audio and light emission control device 90 in step S10503 of the normal processing (FIG. 28). When the audio and light emission control device 90 receives this first-drop mode command, it can understand that the result of the mode selection lottery is the first-drop mode. After executing step S1116, the win determination processing ends.
[0291] On the other hand, if it is determined in step S1110 that the mode is not the high frequency support mode (S1110: NO), if it is determined in step S1111 that the guaranteed number of plays has not yet been played (step S1111: YES), or if it is determined in step S1113 that the mode is not the first-drop mode, i.e., the last-drop mode (step S1113: NO), the win determination process is immediately terminated. Note that if the player wins the drop lottery and also wins a jackpot in the win lottery, the determination in step S1110 is NO, and therefore the processes in steps S1111 to S1116 are not executed.
[0292] The above-mentioned processing from step Sl1101 to step Sl1107 and processing from step Sl1110 to step Sl1116 realizes the change of the lottery mode and support mode at the time of winning the jackpot in Figure 21 (after the guaranteed number of plays, winning the jackpot, winning the first-out mode).
[0293] In step S1104, if the result of the winning lottery in step S1102 or step S1103 is not a jackpot win (S1104: NO), the process proceeds to step S1117, where a reach determination table is referenced to determine whether a reach will occur in the current game. Specifically, the process determines whether the value of the reach random number counter C3 stored in the execution area AE matches the value set as a reach occurrence in the reach determination table stored in the reach determination table storage area 63c (FIG. 5). Then, the process proceeds to step S1118.
[0294] In step Sl1118, if the result of the reach determination in step Sl1117 is that a reach will occur in the game (Sl1118: YES), the process proceeds to step Sl1119, where the reach occurrence flag is turned ON. Specifically, the reach occurrence flag in the various flag storage area 64g of RAM 64 is turned ON. After executing step Sl1119, the process proceeds to step Sl1120.
[0295] On the other hand, in step S1118, if the result of the reach determination in step S1117 is that reach will not occur in the game round (S1118: NO), the process proceeds to step S11120 without executing step S1119.
[0296] In step S1120, a process for setting a stop result for a loss is executed. Specifically, this process is for setting which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in this game round, which results in a loss. Specifically, by referencing the stop result table for a loss in the stop result table storage area 63f, address information for the stop result data corresponding to the value of the jackpot random number counter C1 stored in the execution area AE is obtained, and the address information is stored in the stop result address storage area of RAM 64. After executing step S1120, the win determination process ends.
[0297] <Variable time setting process> Next, the variable time setting process will be described. The variable time setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the variable start process (FIG. 30: S10706).
[0298] 35 is a flowchart showing the variable time setting process. In step S11201, the process obtains the value of the variable type counter CS stored in the variable type counter buffer in the lottery counter buffer 64a of the RAM 64. Then, the process proceeds to step S11202.
[0299] In step Sl1202, it is determined whether or not the game is in a high probability / high support state. Specifically, it is determined whether or not the high probability / high support flag stored in the various flag storage area 64g of RAM 64 is ON. The high probability / high support flag is a flag that is turned ON in step Sl0903 of FIG. 32. In step Sl1202, if it is determined that the high probability / high support flag is not ON (Sl1202: NO), the process proceeds to step Sl1203.
[0300] In steps Sl1203 to Sl1209, processing is executed to set the variable time in a game state that is not a high probability / high support state (a game state in which the lottery mode is a high probability mode and the support mode is a high frequency support mode).
[0301] In step S11203, it is determined whether the result of the winning lottery for this game is a jackpot. Specifically, it is determined whether any of the 16R probability variable jackpot flag, 8R probability variable jackpot flag, and 8R normal jackpot flag in RAM 64 is ON. If any of the flags is ON, it is determined that the jackpot has been won (S11203: YES), and the process proceeds to step S11204.
[0302] In step S11204, the jackpot variable time table stored in the variable time table storage area 63h of ROM 63 is referenced to acquire variable time information corresponding to the current value of the variable type counter CS. Then, the process proceeds to step S11205, where the acquired variable time information is set in the variable time counter area provided in the various counter area 64f of RAM 64. Then, this variable time setting process is terminated.
[0303] In step Sl1203, if it is determined that the result of the winning lottery for the current game round is not a jackpot win (Sl1203: NO), the process proceeds to step Sl1206, where it is determined whether or not a reach will occur in the current game round. Since this process (Sl1206) is executed if a jackpot win has not been won in the winning lottery for the current game round in step Sl1203, in Sl1206 it is determined whether or not a reach (so-called miss reach) will occur among the game rounds in which a jackpot win has not been won in the winning lottery. Specifically, it is determined whether or not the reach occurrence flag stored in the various flag storage area 64g of RAM 64 is ON, and if it is ON, it is determined that a reach will occur (Sl1206: YES), and the process proceeds to step Sl1207.
[0304] In step S11207, the reach occurrence flag stored in the various flag storage area 64g of the RAM 64 is shifted from ON to OFF, and then the process proceeds to step S11208.
[0305] In step S11208, the CPU 111 references the reach occurrence variable time table stored in the variable time table storage area 63h of the ROM 63 and acquires variable time information corresponding to the current value of the variable type counter CS. Then, the CPU 111 proceeds to step S11205 described above and sets the acquired variable time information in the variable time counter area provided in the various counter area 64f of the RAM 64. Then, the variable time setting process is terminated.
[0306] In step S11206, if it is determined that no reach will occur in the current game (S11206: NO), the process proceeds to step S11209, where the non-reach fluctuation time table stored in the fluctuation time table storage area 63h is referenced to obtain the fluctuation time corresponding to the current value of the fluctuation type counter CS. The non-reach fluctuation time table is a so-called loss fluctuation time table. Then, the process proceeds to step S11205 described above, where the obtained fluctuation time information is set in the fluctuation time counter area provided in the various counter area 64f of RAM 64. Then, this fluctuation time setting process is terminated.
[0307] In step Sl1202, when it is determined that the high probability / high support flag is ON (Sl1202: YES), the process proceeds to step Sl1210.
[0308] In steps Sl1210 to Sl1213, processing is executed to set the variable time in a high probability / high support state in which the lottery mode is a high probability mode and the support mode is a high frequency support mode.
[0309] In step S11210, the high probability / high support flag is changed from ON to OFF. Then, the process proceeds to step S11211.
[0310] In step S11211, it is determined whether the number of games continuously executed in the high frequency support mode has not yet reached the guaranteed number of games (for example, 100 games) (=before the guaranteed number of games). Specifically, it is determined whether the value of the guaranteed number of games counter PNC is greater than 0. In step S1211, if it is determined that the value of the guaranteed number of games counter PNC is greater than 0 (step S1211: YES), that is, if it is determined that the guaranteed number of games has not yet been reached, the process proceeds to step S11212.
[0311] In step S11212, variable time setting processing before the guaranteed number of games is executed. The variable time setting processing before the guaranteed number of games will be described later. After executing step S11212, this variable time setting processing is terminated.
[0312] In step S11211, if it is determined that the value of the guaranteed number of plays counter PNC is not greater than 0 (step S1211: NO), that is, if it is determined that the guaranteed number of plays has passed, the process proceeds to step S1213, and variable time setting processing after the guaranteed number of plays is executed. The variable time setting processing after the guaranteed number of plays will be described later. After executing step S11213, this variable time setting processing is terminated.
[0313] <Variable time setting process before the guaranteed number of games> Next, the variable time setting process before the guaranteed number of games will be described. The variable time setting process before the guaranteed number of games is executed by the MPU 62 of the main control device 60 as a subroutine of the variable time setting process (FIG. 35: S11212).
[0314] 36 is a flowchart showing the variable time setting process before the guaranteed number of games. In step S11301, it is determined whether the result of the winning lottery for the current game is a jackpot win. Specifically, it is determined whether any of the 16R probability variable jackpot flag, 8R probability variable jackpot flag, and 8R normal jackpot flag in RAM 64 is ON, and if any flag is ON, it is determined that a jackpot win has been won (S11301: YES), and the process proceeds to step S11302.
[0315] In step S11302, a variable time table for a jackpot is identified from a group of variable time tables for the period before the guaranteed number of games stored in the variable time table storage area 63h of the ROM 63. The group of variable time tables for the period before the guaranteed number of games includes: (i) A variable time table for a jackpot used when a jackpot is won in a winning lottery in a game before the number of games since the high frequency support mode started reaches the guaranteed number of games (hereinafter referred to as the variable time table for a jackpot before the guaranteed number of games), (ii) A fluctuation time table for falling used when the number of games played after the start of the high frequency support mode has reached the guaranteed number of games, the player wins the falling lottery, and does not win the jackpot in the winning lottery (hereinafter referred to as the fluctuation time table for falling before the guaranteed number of games), (iii) A variable time table for occurrence of a miss reach, which is used when a reach (so-called miss reach) occurs without winning the fall lottery and without winning the jackpot in the winning lottery in a play count before the number of plays since the start of the high frequency support mode reaches the guaranteed number of plays (hereinafter referred to as the variable time table for occurrence of a miss reach before the guaranteed number of plays), In step S11302, the variable time table for before the guaranteed number of plays and for the jackpot, which is (i), is identified from (i) to (iii). The variable time table for before the guaranteed number of plays and for the jackpot is a variable time table for, for example, executing a normal battle effect as the battle effect and executing a victory effect as the result announcement effect (see FIG. 13). After executing step S11302, the process proceeds to step S11303.
[0316] In step S11303, the variable time table identified in step S11302 is referenced to obtain variable time information corresponding to the value of the current variable type counter CS obtained in step S1201 of the variable time setting process (FIG. 35). In the following step S11304, the variable time information obtained in step S11303 is set in the variable time counter area provided in the various counter area 64f of RAM 64. Thereafter, the variable time setting process before the guaranteed number of games is terminated.
[0317] On the other hand, if it is determined in step S1301 that the result of the winning lottery for the current game round is not a jackpot win (S1301: NO), the process proceeds to step S1305, where it is determined whether or not the fall lottery for the current game round has been won. Specifically, it is determined whether or not the fall flag stored in the various flag storage area 64g of RAM 64 is ON. If it is determined in step S1305 that the fall flag is ON (S1305: YES), the process proceeds to step S1306.
[0318] In step S11306, a variable time table for falling is identified from the group of variable time tables for the period before the guaranteed number of games stored in the variable time table storage area 63h of ROM 63. Specifically, the variable time table for the period before the guaranteed number of games and falling, which is (ii) from among the above-mentioned (i) to (iii), is identified. The variable time table for the period before the guaranteed number of games and falling is, for example, a variable time table for executing a normal battle effect as the battle effect and a defeat effect as the result notification effect (see FIG. 12). After executing step S11306, the process proceeds to step S11303 described above, where the variable time table identified in step S11306 is referenced to obtain variable time information corresponding to the current value of the variable type counter CS. Then, the process proceeds to step S11304, where the obtained variable time information is set in the variable time counter area provided in the various counter area 64f of RAM 64. Then, the variable time setting process for the period before the guaranteed number of games is terminated.
[0319] If it is determined in step S1305 that the player has not won the falling lottery for the current game round (S11305: NO), the process proceeds to step S11307, where it is determined whether a reach will occur in the current game round. Since this process (step S11307) is executed if the player has not won the jackpot in the winning lottery for the current game round in step S1301 above, and if the player has not won the falling lottery for the current game round in step S1305 above, in step S11307, it is determined whether a reach will occur (a so-called miss reach) among the game rounds in which the player has not won the falling lottery and has not won the jackpot in the winning lottery. Specifically, it is determined whether the reach occurrence flag stored in the various flag storage area 64g of RAM 64 is ON, and if it is ON, it is determined that a reach will occur (S11307: YES), and the process proceeds to step S1308.
[0320] In step S11308, the reach occurrence flag stored in the various flag storage area 64g of the RAM 64 is shifted from ON to OFF, and then the process proceeds to step S11309.
[0321] In step S11309, a variable time table for a miss-reach occurrence is identified from the group of variable time tables for the period before the guaranteed number of games stored in the variable time table storage area 63h of ROM 63. Specifically, the variable time table for the period before the guaranteed number of games and a miss-reach occurrence, which is (iii), is identified from the above-mentioned (i) to (iii). The variable time table for the period before the guaranteed number of games and a miss-reach occurrence is, for example, a variable time table for executing a normal battle effect as the battle effect and a draw effect as the result notification effect (see FIG. 14). After executing step S11309, the process proceeds to step S11303, where the variable time table identified in step S11309 is referenced to obtain variable time information corresponding to the current value of the variable type counter CS. Then, the process proceeds to step S11304, where the obtained variable time information is set in the variable time counter area provided in the various counter area 64f of RAM 64. Then, the variable time setting process for the period before the guaranteed number of games is terminated.
[0322] On the other hand, if it is determined in step S11307 that a reach will not occur in the current game (S11307: NO), the process proceeds to step S11310, where the non-reach reach occurrence variable time table stored in the variable time table storage area 63h is referenced to obtain the variable time corresponding to the current value of the variable type counter CS. The process of step S11310 is the same as the process of step S1209 in the variable time setting process (FIG. 35). Then, the process proceeds to step S11304, where the obtained variable time information is set in the variable time counter area provided in the various counter area 64f of RAM 64. Then, the variable time setting process prior to the guaranteed number of games is terminated.
[0323] <Variable time setting process after guaranteed number of games> Next, the variable time setting process after the guaranteed number of games is explained. The variable time setting process after the guaranteed number of games is executed by the MPU 62 of the main control device 60 as a subroutine of the variable time setting process (FIG. 35: S11213).
[0324] 37 is a flowchart showing the variable time setting process after the guaranteed number of games. In step S11401, it is determined whether the result of the winning lottery for the current game is a jackpot win. Specifically, it is determined whether any of the 16R probability variable jackpot flag, 8R probability variable jackpot flag, and 8R normal jackpot flag in RAM 64 is ON, and if any flag is ON, it is determined that a jackpot win has been won (S11401: YES), and the process proceeds to step S11402.
[0325] In step S11402, it is determined whether or not the fall lottery for the current game has been won. Specifically, it is determined whether or not the fall flag stored in the various flag storage area 64g of RAM 64 is ON. In step S11402, if it is determined that the fall flag is not ON (S11402: NO), the process proceeds to step S11403.
[0326] In step S11403, it is determined whether the result of the mode selection lottery for the current game round is the first-out mode. Specifically, it is determined whether the first-out mode flag stored in the various flag storage area 64g of RAM 64 is ON. In step S11403, if it is determined that the first-out mode flag is ON (S11403: YES), the process proceeds to step S11404.
[0327] In step S11404, the first-drop mode flag stored in the various flag storage area 64g of the RAM 64 is changed from ON to OFF, and then the process proceeds to step S11405.
[0328] In step S11405, a variable time table for the jackpot first-out mode is identified from the variable time table group for after the guaranteed number of games stored in the variable time table storage area 63h of the ROM 63. The variable time table group for after the guaranteed number of games includes: (iv) A variable time table for the jackpot and first-out mode used when a jackpot is won in the winning lottery and the first-out mode is won in the mode selection lottery in a game after the number of games since the start of the high-frequency support mode has reached the guaranteed number of games (hereinafter referred to as the variable time table for the jackpot and first-out mode after the guaranteed number of games), (v) A variable time table for a jackpot and a later-drop mode used when a jackpot is won in a winning lottery and a later-drop mode is selected in a mode selection lottery in a game after the number of games since the start of the high-frequency support mode has reached the guaranteed number of games (hereinafter referred to as the variable time table for the after-guaranteed number of games / jackpot later-drop mode), (vi) A fluctuation time table for falling used when the number of games played after the high frequency support mode has started reaches the guaranteed number of games, the player wins the falling lottery, and does not win the jackpot in the winning lottery (hereinafter referred to as the fluctuation time table for falling after the guaranteed number of games), (vii) A variable time table for occurrence of a miss reach, which is used when a reach (so-called miss reach) occurs without winning the fall lottery and without winning the jackpot in the winning lottery in a play after the number of plays since the start of the high frequency support mode has reached the guaranteed number of plays (hereinafter referred to as the variable time table for occurrence of a miss reach after the guaranteed number of plays), In step S1405, the variable time table for the after-guaranteed-number-of-plays / jackpot-first-out mode, which is (iv), is specified from among (iv) to (vii). The variable time table for the after-guaranteed-number-of-plays / jackpot-first-out mode is a variable time table for, for example, executing a life-or-death battle effect as the battle effect and executing a victory effect as the result announcement effect (see FIG. 21). After executing step S1405, the process proceeds to step S1406.
[0329] In step S11406, the variable time table identified in step S11405 is referenced to obtain variable time information corresponding to the value of the current variable type counter CS obtained in step S1201 of the variable time setting process (FIG. 35). In the following step S11407, the variable time information obtained in step S11406 is set in the variable time counter area provided in the various counter area 64f of RAM 64. Thereafter, the variable time setting process after the guaranteed number of games is terminated.
[0330] On the other hand, in step S1403, if it is determined that the result of the mode selection lottery for the current game round is not the first-drop mode, that is, the last-drop mode (S1403: NO), the process proceeds to step S1408.
[0331] In step S11408, a variable time table for the post-jackpot drop mode is identified from the group of variable time tables for after the guaranteed number of games stored in the variable time table storage area 63h of ROM 63. Specifically, the variable time table for the post-jackpot drop mode, which is (v) from the above-mentioned (iv) to (vii), is identified. The variable time table for the post-jackpot drop mode is, for example, a variable time table for executing a superiority battle effect as the battle effect and a victory effect as the result notification effect (see FIG. 22). After executing step S11408, the process proceeds to step S11406 described above, where the variable time table identified in step S11408 is referenced to obtain variable time information corresponding to the current value of the variable type counter CS. Then, the process proceeds to step S11407, where the obtained variable time information is set in the variable time counter area provided in the various counter area 64f of RAM 64. Then, the variable time setting process for after the guaranteed number of games is terminated.
[0332] If it is determined in step S1402 that the player has won the drop-out lottery for the current game (S1402: YES), the process proceeds to step S1405 without executing steps S1403 and S1404, and the variable time table for the after-guaranteed-play / jackpot-first-drop mode is specified. If the player has won the drop-out lottery for the game after the guaranteed number of games and has won the jackpot in the win lottery for the current game, the high-frequency support mode flag is turned OFF in step S11007 of the drop-out determination process (Fig. 33), and step S1110 of the win determination process (Fig. 34) is determined as NO, so the first-drop mode flag is not turned ON by step S1115 of the win determination process (Fig. 34). For this reason, in the variable time setting process after the guaranteed number of plays, in order to avoid the process of step S1403, the process of step S1402 for determining the fall flag is provided between step S1401 and step S1403. Then, when the determination of step S1402 is YES, the process proceeds to step S1405, and the variable time table for the after-guaranteed-number-of-plays / jackpot-first-fall mode is specified.
[0333] In step Sl1401, if it is determined that the result of the winning lottery for the current game round is not a jackpot win (Sl1401: NO), the process proceeds to step Sl1409, where it is determined whether or not the fall lottery for the current game round has been won. Specifically, it is determined whether or not the fall flag stored in the various flag storage area 64g of RAM 64 is ON. In step Sl1409, if it is determined that the fall flag is ON (Sl1409: YES), the process proceeds to step Sl1410.
[0334] In step S11410, a variable time table for falling is identified from the group of variable time tables for after the guaranteed number of games stored in the variable time table storage area 63h of ROM 63. Specifically, the variable time table for after the guaranteed number of games, which is (vi) from the above-mentioned (iv) to (vii), is identified. The variable time table for after the guaranteed number of games and falling is a variable time table for, for example, executing a life-or-death battle effect as the battle effect and a defeat effect as the result notification effect (see FIG. 18). After executing step S11410, the process proceeds to step S11406, where the variable time table identified in step S11410 is referenced to obtain variable time information corresponding to the current value of the variable type counter CS. Then, the process proceeds to step S11407, where the obtained variable time information is set in the variable time counter area provided in the various counter area 64f of RAM 64. Then, the variable time setting process for after the guaranteed number of games is terminated.
[0335] If it is determined in step Sl1409 that the player has not won the falling lottery for the current game round (Sl1409: NO), the process proceeds to step Sl1411, where it is determined whether a reach will occur in the current game round. Since this process (step Sl1411) is executed if the player has not won the jackpot in the winning lottery for the current game round in step Sl1401 above, and if the player has not won the falling lottery for the current game round in step Sl1409 above, it is determined in step Sl1411 whether a reach will occur (a so-called miss reach) among the game rounds in which the player has not won the falling lottery and has not won the jackpot in the winning lottery. Specifically, it is determined whether the reach occurrence flag stored in the various flag storage area 64g of RAM 64 is ON, and if it is ON, it is determined that a reach will occur (Sl1411: YES), and the process proceeds to step Sl1412.
[0336] In step S11412, the reach occurrence flag stored in the various flag storage area 64g of the RAM 64 is shifted from ON to OFF, and then the process proceeds to step S11413.
[0337] In step S11413, a variable time table for a miss reach occurrence is identified from the group of variable time tables for after the guaranteed number of games stored in the variable time table storage area 63h of ROM 63. Specifically, the variable time table for after the guaranteed number of games and a miss reach occurrence, which is (vii), is identified from the above-mentioned (iv) to (vii). The variable time table for after the guaranteed number of games and a miss reach occurrence is, for example, a variable time table for executing a superiority battle effect as the battle effect and a draw effect as the result announcement effect (see FIG. 23). After executing step S11413, the process proceeds to step S11406, where the variable time table identified in step S11413 is referenced to obtain variable time information corresponding to the current value of the variable type counter CS. Then, the process proceeds to step S11407, where the obtained variable time information is set in the variable time counter area provided in the various counter area 64f of RAM 64. Then, the variable time setting process for after the guaranteed number of games is terminated.
[0338] On the other hand, if it is determined in step S1411 that a reach will not occur in the current game (S1411: NO), the process proceeds to step S1414, where the non-reach-occurrence variable time table stored in the variable time table storage area 63h is referenced to obtain the variable time corresponding to the current value of the variable type counter CS. The process of step S1414 is the same as the process of step S1209 in the variable time setting process (FIG. 35). Then, the process proceeds to step S1407, where the obtained variable time information is set in the variable time counter area provided in the various counter area 64f of RAM 64. Then, the variable time setting process after the guaranteed number of games is terminated.
[0339] <Fluctuating end processing> Next, the fluctuation end processing will be explained. The fluctuation end processing is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control processing (FIG. 29: S10604).
[0340] FIG. 38 is a flowchart showing the variation end process. In step S11501, it is determined whether the variation time for the current game has elapsed. As described above, the variation time is the time from when the symbol row starts to vary until all the symbol rows stop, and is part of the unit game time. Specifically, in step S11501, it is determined whether the value of the variation time information stored in the variation time counter area (various counter area 64f) of RAM 64 has become "0." The value of this variation time information is set in the variation time setting process (FIG. 35) described above. The value of this set variation time information is decremented by 1 each time the timer interrupt process is started.
[0341] In step S11501, if it is determined that the fluctuation time has not elapsed (S11501: NO), this fluctuation termination process is terminated.
[0342] In step Sl1501, if it is determined that the variation time has elapsed (Sl1501: YES), the process proceeds to step Sl1502, where a process is performed to terminate the variation of the symbols in the symbol display section corresponding to the current game round, either the first symbol display section 37a or the second symbol display section 37b. In the following step Sl1503, the special symbol variation display flag stored in the special symbol variation display flag storage area in the various flag storage area 64g of RAM 64 is turned OFF. After executing step Sl1503, the process proceeds to step Sl1504.
[0343] In step S11504, it is determined whether the result of the winning lottery for this game is a jackpot. Specifically, it is determined whether any of the 16R probability variable jackpot flag, 8R probability variable jackpot flag, and 8R normal jackpot flag in RAM64 is ON. In step S11504, if it is determined that none of the above flags is ON, that is, the result of the winning lottery for this game is not a jackpot (S11504: NO), it proceeds to step S11505.
[0344] In step S11505, it is determined whether the support mode is the high frequency support mode, specifically, whether the high frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON.
[0345] If it is determined in step Sl1505 that the high frequency support mode flag is ON (Sl1505: YES), the process proceeds to step Sl1506, where it is determined whether the value of the guaranteed play count counter PNC exceeds 0. If it is determined in step Sl1506 that the value of the guaranteed play count counter PNC exceeds 0 (Sl1506: YES), the process proceeds to step Sl1507, where the value of the guaranteed play count counter PNC is decremented by 1. After executing step Sl1507, the process proceeds to step Sl1508. On the other hand, if it is determined in step Sl1506 that the value of the guaranteed play count counter PNC is 0 or less (Sl1506: NO), the process proceeds to step Sl1508 without executing step Sl1507.
[0346] In step S11508, it is determined whether the lottery mode is the high probability mode, specifically, whether the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON.
[0347] In step S11508, if it is determined that the high probability mode flag is not ON (S11508: NO), the process proceeds to step S11509, where it is determined whether the number of games continuously executed in the high frequency support mode has not yet reached the guaranteed number of games (for example, 100 games) (=before the guaranteed number of games). Specifically, it is determined whether the value of the guaranteed number of games counter PNC exceeds 0.
[0348] In step S1509, if it is determined that the value of the guaranteed number of games counter PNC is not greater than 0 (step S1509: NO), that is, if it is determined that the guaranteed number of games has not yet been reached, the process proceeds to step S1510, where the high frequency support mode flag is turned OFF. After executing step S1510, the process proceeds to step S1511.
[0349] In step S11511, it is determined whether the fall flag stored in the various flag storage area 64g of the RAM 64 is ON. If it is determined in step S11511 that the fall flag is ON (S11511: YES), the process proceeds to step S11512, where the fall flag is turned OFF. After executing step S11512, this variable time end process is terminated.
[0350] If it is determined in step S11508 that the high probability mode flag is ON (S11508: YES), or if it is determined in step S1509 that the guaranteed number of games has not yet been played (S11509: YES), this variable time end process is terminated without executing steps S11510 to S11512. Also, if it is determined in step S1511 that the fall flag is not ON (S11511: NO), this variable time end process is terminated without executing step S11512.
[0351] On the other hand, if it is determined in step S11505 that the high frequency support mode flag is not ON (S11505: NO), the process proceeds to step S11513.
[0352] In step S11513, it is determined whether the fall flag stored in the various flag storage area 64g of the RAM 64 is ON. If it is determined in step S11513 that the fall flag is ON (S11513: YES), the process proceeds to step S11514, where the fall flag is turned OFF. After executing step S11514, this variable time end process is terminated.
[0353] In step S11513, if it is determined that the fall flag is not ON (S11513: NO), this variable time ending process is ended without executing step S11514.
[0354] In step Sl1504, if any of the 16R probability variable jackpot flag, 8R probability variable jackpot flag, or 8R normal jackpot flag is ON, that is, if it is determined that the result of the winning lottery for this game is a jackpot win (Sl1504: YES), the process proceeds to step Sl1515, and the open / close execution mode flag in the various flag storage area 64g of RAM 64 is turned ON. After executing step Sl1515, this variable time end process is terminated.
[0355] <Game status transition processing> Next, the gaming state transition process will be described. The gaming state transition process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 28: S10507).
[0356] 39 is a flowchart showing the game state transition process. In step S11601, it is determined whether the ending period flag is ON. The ending period flag is turned ON at the end of the large prize opening open / close processing period in the open / close execution mode (at the start of the ending period), and is turned OFF at the end of the ending period. The ending period is the period for executing the ending presentation in the open / close execution mode.
[0357] In step S1601, if it is determined that the ending period flag is not ON (S1601: NO), the process proceeds to step S1602, where it is determined whether the opening / closing processing period flag is ON. The opening / closing processing period flag is turned ON when the opening period ends in the opening / closing execution mode and the large prize opening opening / closing processing period, during which the opening / closing operation of the opening / closing door 36b of the variable prize winning device 36 is executed, begins, and is turned OFF when the opening / closing operation of the opening / closing door 36b ends.
[0358] If it is determined in step S1602 that the opening / closing processing period flag is not ON (S1602: NO), the process proceeds to step S1603, where it is determined whether the opening period flag is ON. The opening period flag is set to ON at the start of the opening period and set to OFF at the end of the opening period.
[0359] In step Sl1603, if it is determined that the opening period flag is not ON (Sl1603: NO), the process proceeds to step Sl1604, where it is determined whether the opening / closing execution mode flag is ON. In step Sl1604, if it is determined that the opening / closing execution mode flag is ON (Sl1604: YES), the process proceeds to step Sl1605. On the other hand, in step Sl1604, if it is determined that the opening / closing execution mode flag is OFF (Sl1604: NO), the game state transition process is terminated.
[0360] In step S1605, the high probability mode flag is turned OFF. Then, the process proceeds to step S1606. In step S1606, the high frequency support mode flag is turned OFF. Then, the process proceeds to step S1607.
[0361] In step S11607, an opening / closing scenario setting process is executed to set an opening / closing scenario. The opening / closing scenario determines the pattern of the opening / closing operation of the opening / closing door 36b in a round game, and in this embodiment, it is a program in which the conditions for transitioning the opening / closing door 36b from a closed state to an open state (hereinafter also referred to as "opening conditions") and the conditions for transitioning the opening / closing door 36b from an open state to a closed state (hereinafter also referred to as "closing conditions"). The opening / closing scenario is stored in the opening / closing scenario storage area 63i of the ROM 63.
[0362] The opening conditions are as follows: The current state of the pachinko machine 10 is the timing to start each round of play in the open / close execution mode. When one of the above items is met, the opening and closing door 36b transitions from the closed state to the open state.
[0363] The closing conditions are, for example, as follows: The time elapsed since the start of each round of play exceeds a predetermined maximum duration (for example, 15 seconds). The number of game balls that enter the big prize slot 36a after the start of each round of play exceeds the predetermined upper limit. When either of the above two conditions is met, the opening and closing door 36b transitions from the open state to the closed state.
[0364] After executing step S11607, the process proceeds to step S11608 described above.
[0365] In step S11608, an opening time setting process is executed. The opening time setting process is a process for setting the time length of the opening period in the opening / closing execution mode (hereinafter also referred to as the opening time). In this embodiment, the same fixed opening time length is set for each opening period. Specifically, "3000" (i.e., 6 seconds) is set in the third timer counter area T3, which determines the opening time. The third timer counter area T3 is provided in the various counter area 64f of the RAM 64. After executing step S11608, the process proceeds to step S11609.
[0366] In step Sl1609, an opening command is set. The set opening command is sent to the audio and light emitting control device 90 in step Sl0503 in the normal processing (Fig. 28). This opening command includes information on the set opening time and the number of rounds in the current opening / closing execution mode. Based on the received opening command, the audio and light emitting control device 90 determines the content of the presentation corresponding to the opening time and the period of the large prize opening / closing processing, and controls various devices so that the determined content is executed. After executing step Sl1609, the process proceeds to step Sl1610, where the opening period flag is set ON. Then, the game state transition process ends.
[0367] In step S11603, if it is determined that the opening period flag is ON (S11603: YES), the process proceeds to step S11611.
[0368] In step S11611, it is determined whether the opening period has ended. Specifically, it is determined whether the value of the third timer counter area T3 is "0." If it is determined in step S1611 that the opening period has ended (S11611: YES), the process proceeds to step S1612, where the opening period flag is turned OFF. Then, the process proceeds to step S1613.
[0369] In step S11613, a process for starting a round display for notifying the type of current opening / closing execution mode is executed. Specifically, the address information stored in the stop result address storage area of RAM 64 is confirmed. Then, based on the confirmed address information, stop result data corresponding to the address information is identified from the stop result data group stored in ROM 63, and the details of the number of rounds are confirmed from the identified stop result data. Thereafter, the details of the confirmed number of rounds are output to the round display unit 39 in the main display unit 45. As a result, the round information related to the output is displayed on the round display unit 39. After executing step S11613, the process proceeds to step S11614.
[0370] In step Sl1614, the opening / closing processing period flag is turned ON. In the following step Sl1615, an opening / closing processing start command is set. The opening / closing processing start command is a command for making the sub-side control device recognize that the opening / closing processing period has started. The opening / closing processing start command is sent to the audio / light emission control device 90 in the command output process of normal processing (Figure 28: step Sl0503). After executing step Sl1615, this game state transition process is terminated.
[0371] In step S1602, if it is determined that the open / close processing period flag is ON (S1602: YES), the process proceeds to step S1616, where the special prize opening open / close processing is executed. The special prize opening open / close processing will be described later. After executing step S1616, the process proceeds to step S1617.
[0372] In step Sl1617, it is determined whether the special prize opening / closing process has ended. Specifically, it is determined whether the special prize opening / closing process has ended based on whether the value of the first round counter area RC1, which counts the number of times the opening / closing door 36b has been opened, is "0." If it is determined in step Sl1617 that the special prize opening / closing process has ended (Sl1617: YES), the process proceeds to step Sl1618. On the other hand, if it is determined in step Sl1617 that the special prize opening / closing process has not ended (Sl1617: NO), the game state transition process ends immediately.
[0373] In step S11618, the open / close processing period flag is turned OFF, and then the process proceeds to step S11619.
[0374] In step S11619, processing for ending the round display is executed. In this processing, display control of the round display section 39 is ended so that the round display section 39 in the main display unit 45 is turned off. After executing step S11619, the process proceeds to step S11620.
[0375] In step S11620, an ending time setting process is executed. The ending time setting process is a process for setting the time length of the ending period in the opening / closing execution mode (hereinafter also referred to as the ending time). In this embodiment, the same fixed ending time is set for each ending period. Specifically, "3000" (i.e., 6 seconds) is set in the fourth timer counter area T4, which determines the ending time. The fourth timer counter area T4 is provided in the various counter area 64f of the RAM 64. After executing step S11620, the process proceeds to step S11621.
[0376] In step S11621, an ending command is set. This set ending command is sent to the audio and light emission control device 90 in step S10503 of the normal processing (FIG. 28). Upon receiving the ending command, the audio and light emission control device 90 ends the performance corresponding to the opening / closing execution mode. After executing step S11621, the process proceeds to step S11622.
[0377] In step S11622, the ending period flag is turned ON. After that, the game state transition process is terminated.
[0378] In step S11601, if it is determined that the ending period flag is ON (S11601: YES), the process proceeds to step S11623.
[0379] In step S11623, it is determined whether the ending period has ended. Specifically, it is determined whether the value of the fourth timer counter area T4 set as the ending time in the ending time setting process (S11620) is "0." If it is determined in step S11620 that the value of the fourth timer counter area T4 set as the ending time is "0" (S11623: YES), the process proceeds to step S11624.
[0380] In step Sl1624, the ending period flag is turned OFF. Then, the process proceeds to step Sl1625, where the transition process at the end of the ending period is executed. The transition process at the end of the ending period is a process for setting various modes for the game round after the current ending period has ended. Details of the transition process at the end of the ending period will be described later. After executing step Sl1625, the process proceeds to step Sl1626, where the open / close execution mode flag is turned OFF. After executing step Sl1626, the process proceeds to step Sl1627.
[0381] In step S11627, it is determined whether the total reserved number CRN is "0". If the total reserved number CRN is "0", it means that the start reserved number is "0" for both the first start port 33 and the second start port 34. In step S11627, if it is determined that the total reserved number CRN is "0" (S11627: YES), proceed to step S11628.
[0382] In step Sl1628, a customer waiting command is set. The customer waiting command is a command containing information for making the audio and light emitting control device 90, which is the sub-side control device, recognize that no pending information is stored in the pending information storage area 64b at the time when the pattern variation (game round) has ended. This set customer waiting command is sent to the audio and light emitting control device 90 in step Sl1628 in the normal processing (Fig. 28). After step Sl1628 is executed, this game round control processing ends.
[0383] On the other hand, in step Sl1627, if it is determined that the total reserved number CRN is not "0" (Sl1627: NO), the game number control process is terminated. Also, in step Sl1623, if it is determined that the value of the fourth timer counter area T4 set as the ending time is not "0" (Sl1623: NO), the game state transition process is terminated.
[0384] <Big prize opening and closing process> Next, the special prize opening / closing process will be described. The special prize opening / closing process is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 39: S11616).
[0385] Figure 40 is a flowchart showing the large prize opening opening and closing process. In step Sl1701, it is determined whether the opening and closing door 36b is open or not. Specifically, this determination is made based on the drive state of the variable prize drive unit 36c. In step Sl1701, if it is determined that the opening and closing door 36b is not open (Sl1701: NO), the process proceeds to step Sl1702.
[0386] In step S11702, it is determined whether the opening conditions for the door 36b have been met. Specifically, the opening / closing scenario set by the opening / closing scenario setting process is read, and it is determined whether it is the timing to open the door 36b. In step S11702, if it is determined that the opening conditions for the door 36b have been met (S11702: YES), the process proceeds to step S11703.
[0387] In step S11703, the door 36b is opened, and then the process proceeds to step S11704.
[0388] In step Sl1704, a door open command is set. The door open command is a command for making the sub-side control device recognize that the door 36b has been opened. The door open command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 28: step Sl0503). After step Sl1704 is executed, the large prize opening open / close process is terminated.
[0389] In step Sl1702, if it is determined that the opening condition for the opening / closing door 36b is not met (Sl1702: NO), the big prize opening opening / closing process is terminated without executing steps Sl1703 and Sl1704.
[0390] In step S11701, if it is determined that the opening and closing door 36b is open (S11701: YES), the process proceeds to step S11705.
[0391] In step S11705, it is determined whether the closing conditions for the opening and closing door 36b have been met. Specifically, the opening and closing scenario set by the opening and closing scenario setting process is read, and it is determined whether it is the timing to close the opening and closing door 36b. In step S11705, if it is determined that the closing conditions for the opening and closing door 36b have been met (S11705: YES), the process proceeds to step S11706.
[0392] In step S11706, the opening and closing door 36b is closed, and then the process proceeds to step S11707.
[0393] In step Sl1707, a door closing command is set. The door closing command is a command for making the sub-side control device recognize that the door 36b has been closed. The door closing command is sent to th...
Claims
【Claim 1】 Game processing execution means capable of executing a predetermined game process when a predetermined power is supplied; Power-off processing execution means capable of executing a predetermined power-off process when it is determined that the power-off is a power-off in which the predetermined power is cut off in a predetermined state; Comprising: A gaming machine that can be in a playable state when the predetermined power is supplied by a predetermined method after a power-off, Displacement means that can be displaced between a first position and a second position, and can be in a predetermined non-energized state when located at the first position and can be in a predetermined energized state when located at the second position; Storage means capable of holding predetermined information during a power-off; An initialization switch that can be displaced between a pressed state and a non-pressed state where it is not pressed, and at least a part of the information stored in the storage means can be initialized when the predetermined power is supplied in the pressed state; Means for determining the predetermined information stored in the storage means when the predetermined power is supplied after a power-off; State determination means capable of determining the state of the displacement means when the predetermined power is supplied to the gaming machine; At a predetermined timing after the predetermined power is supplied to the gaming machine, the state determination means determines information corresponding to the position of the displacement means, and in a first case where it is determined that the information corresponding to the displacement means being located at the first position is set by the determination, a first process is executed, and in a second case where it is determined that the information corresponding to the displacement means being located at the first position is not set by the determination, a second process different from the first process and for displacing the displacement means to the first position is executed; Processing execution means; Comprising: This gaming machine, Emission permission condition determination means for determining whether a predetermined emission permission condition is satisfied; Emission means for emitting a game ball based on a predetermined emission operation being performed; Comprising: In the first case, when it is determined by the emission permission condition determination means that the predetermined emission permission condition is satisfied, the emission means is configured to be able to emit a game ball; This gaming machine, Acquisition possible condition determination means for determining whether a condition for being able to acquire predetermined lottery information is satisfied; Lottery information storage means capable of storing the predetermined lottery information up to a predetermined upper limit number; Comprising: In the first case, when it is determined by the acquirable condition determination means that the acquirable condition is satisfied, the lottery information storage means is configured to be able to store the predetermined lottery information. This gaming machine includes lottery execution possible condition determination means for determining whether a lottery execution possible condition for executing a predetermined lottery is satisfied, lottery means for executing the predetermined lottery, and is provided with in the first case, when it is determined by the lottery execution possible condition determination means that the lottery execution possible condition is satisfied, the lottery means is configured to be able to execute the predetermined lottery. This gaming machine includes ball entry detection means for detecting the entry of a game ball into a predetermined ball entry means, and ball entry detection condition determination means for determining whether a ball entry detection condition for detecting the entry of a game ball into the predetermined ball entry means is satisfied. and is provided with in the first case, when it is determined by the ball entry detection condition determination means that the ball entry detection condition is satisfied, it is configured to be able to detect the entry of a game ball into the predetermined ball entry means. This gaming machine is provided with privilege granting mode execution means capable of executing a privilege granting mode for granting a predetermined privilege to a player, and in the second case, in a predetermined game state after the supply of the predetermined power is started, it is configured to enable the execution of the privilege granting mode by the privilege granting mode execution means based on the satisfaction of a predetermined condition determined in advance. A gaming machine characterized by the above.
Citation Information
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