gaming machines
Patent Information
- Application Number
- JP2021127186
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-08-03
- Publication Date
- 2025-08-13
- Estimated Expiration
- 2041-08-03
AI Technical Summary
【0008】 上記形態によれば、上述の課題を解決することができる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In gaming machines such as pachinko machines and slot machines, technical improvements are being made from various perspectives, such as structure, control, and presentation, with the aim of increasing the enjoyment of the game, reducing the processing load of the gaming machine, optimizing processing, simplifying control, and simplifying the structure (for example, Patent Document 1).
[0003] Additionally, various technical improvements have been made with the aim of improving the soundness of gaming, such as by detecting and preventing fraudulent acts by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2011-172988 A Summary of the Invention [Problem to be solved by the invention]
[0005] In gaming machines such as those described above, further technological improvements are desired in order to increase the enjoyment of the game, reduce the processing load of the gaming machine, optimize processing, simplify control, simplify the structure, and improve the soundness of the game. [Means for solving the problem]
[0006] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized in the following forms.
[0007] [Embodiment] (This embodiment is mainly based on the sixth embodiment and its modified example below) An information acquisition means for acquiring special information when an acquisition condition is satisfied; A determination means for determining whether the acquired special information satisfies a predetermined condition; A first rotating means; A second rotating means; A gaming machine comprising: the first rotating means includes a rotating plate portion rotatable about a rotation axis; The rotating plate portion is configured to be able to visually recognize a light source located on a back side thereof, and is configured to be able to switch between a predetermined rotating state and a predetermined stopped state, The second rotation means is rotatably configured and is displaceable between a first position that is visible at least without passing through the rotating plate portion of the first rotation means when the game board is viewed from the front, and a second position that is visible through the rotating plate portion; The gaming machine is, a first state in which the light source is visible through the rotating plate portion in a predetermined game state; a second state in which the second rotation means moves to the rear side of the rotating plate portion, so that the second rotation means blocks the light from the light source and becomes visible through the rotating plate portion; and have A gaming machine characterized by: Effect of the Invention
[0008] According to the above embodiment, the above-mentioned problems can be solved. [Brief description of the drawings]
[0009] [Figure 1] 1 is a perspective view of a pachinko machine according to a first embodiment. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3] FIG. [Figure 4] FIG. 2 is an explanatory diagram showing the starting port unit. [Diagram 5] 13 is an explanatory diagram showing the flow of game balls when the distribution piece is in the first position Q1. [Figure 6] An explanatory diagram showing the flow of game balls when the distribution piece is in the second position Q2. [Figure 7] An explanatory diagram showing the first route in the starting port unit. [Figure 8] An explanatory diagram showing the second route in the starting port unit. [Figure 9] An explanatory diagram showing the third route in the starting port unit. [Figure 10] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Figure 11] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 12] FIG. 13 is an explanatory diagram showing the contents of various counters used in winning lotteries, etc. [Figure 13] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 14] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 15] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 16] FIG. 13 is an explanatory diagram showing a win / loss table for reach determination. [Figure 17] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 18] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 19] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 20] FIG. 13 is an explanatory diagram showing various aspects of a low-probability low-support state, a low-probability high-support state, a high-probability high-support state, and a high-probability low-support state. [Figure 21] 13 is a flowchart showing a timer interrupt process. [Figure 22] A flowchart showing the ball entry processing for the starting hole. [Figure 23] 13 is a flowchart showing ball entry processing for a fall entrance. [Figure 24] 13 is a flowchart showing a normal process. [Diagram 25]13 is a flowchart showing a game play control process. [Figure 26] A flowchart showing the fluctuation start processing for the first starting port. [Figure 27] A flowchart showing the pending information shift processing for the first starting port. [Figure 28] 13 is a flowchart showing the determination process for the first starting port. [Figure 29] A flowchart showing the process of setting the variable time for the first starting port. [Diagram 30] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the first starting port. [Diagram 31] A flowchart showing the process of acquiring variable time information during a low probability high support state for the first starting port. [Diagram 32] A flowchart showing the process of acquiring variable time information during a high probability high support state for the first starting port. [Diagram 33] A flowchart showing the process of acquiring variable time information during a high probability low support state for the first starting port. [Diagram 34] 13 is a flowchart showing the first fluctuation stop processing. [Diagram 35] A flowchart showing the fluctuation start processing for the second starting port. [Diagram 36] A flowchart showing the pending information shift processing for the second starting port. [Figure 37] A flowchart showing the determination process for the second starting port. [Figure 38] A flowchart showing the process of setting the variable time for the second starting port. [Figure 39] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the second starting port. [Diagram 40] A flowchart showing the process of acquiring variable time information during a low probability high support state for the second starting port. [Diagram 41] A flowchart showing the process of acquiring variable time information during a high probability high support state for the second starting port. [Diagram 42]A flowchart showing the process of acquiring variable time information during a high probability low support state for the second starting port. [Diagram 43] 13 is a flowchart showing a second fluctuation stop process. [Diagram 44] 13 is a flowchart showing a game state transition process. [Diagram 45] 13 is a flowchart showing an opening / closing scenario setting process. [Figure 46] 13 is a flowchart showing an opening time setting process. [Figure 47] 13 is a flowchart showing a process performed when an opening period flag is ON. [Figure 48] 13 is a flowchart showing a process when an opening / closing process period flag is ON. [Figure 49] A flowchart showing the process of opening and closing the large prize opening. [Figure 50] 13 is a flowchart showing a process when an ending period flag is ON. [Figure 51] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 52] 13 is a flowchart showing a process for electric utility support. [Figure 53] 11 is a flowchart showing an electric utility switching process. [Figure 54] 13 is a flowchart showing a game ball distribution control process. [Figure 55] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 56] 13 is a flowchart showing a pending command handling process. [Figure 57] 13 is a flowchart showing an update process when a ball goes in. [Figure 58] 13 is a flowchart showing the game play presentation setting process. [Figure 59] 13 is a flowchart showing a display mode switching process. [Figure 60] 13 is a flowchart showing the process for setting the special 1 game play presentation. [Figure 61]13 is a flowchart showing a first effect pattern setting process. [Figure 62] This is a flowchart showing the process of setting the presentation pattern for the first starting port in a low-probability, low-support state. [Figure 63] This is a flowchart showing the process of setting the presentation pattern when in a low probability high support state for the first starting port. [Figure 64] This is a flowchart showing the process of setting the presentation pattern during a high probability high support state for the first starting port. [Figure 65] This is a flowchart showing the process of setting the presentation pattern when in a high probability low support state for the first starting port. [Figure 66] 13 is a flowchart showing the process for setting the performance of special game round 2. [Figure 67] 13 is a flowchart showing a second effect pattern setting process. [Figure 68] A flowchart showing the process of setting the presentation pattern for the second starting port in a low-probability, low-support state. [Figure 69] A flowchart showing the process of setting the presentation pattern for the second starting port in a low probability high support state. [Figure 70] A flowchart showing the process of setting the presentation pattern during a high probability high support state for the second starting port. [Figure 71] A flowchart showing the process of setting the presentation pattern for the second starting port in a high probability low support state. [Figure 72] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 73] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Figure 74] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Figure 75] An explanatory diagram showing a starting port unit in a modified example. [Figure 76] FIG. 11 is a perspective view of a pachinko machine according to a second embodiment. [Figure 77] FIG. 2 is a rear view of the pachinko machine. [Figure 78] FIG. [Figure 79] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Figure 80] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 81] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Figure 82] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 83] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 84] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Figure 85] An explanatory diagram showing the contents of a win / lose table for a drop lottery. [Figure 86] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 87] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 88] FIG. 2 is an explanatory diagram showing the flow of play in a pachinko machine. [Figure 89] 13 is a flowchart showing a timer interrupt process. [Figure 90] A flowchart showing the ball entry processing for the starting hole. [Figure 91] 13 is a flowchart showing a destination determination process. [Figure 92] 13 is a flowchart showing a through ball entry process. [Figure 93] 13 is a flowchart showing a normal process. [Figure 94] 13 is a flowchart showing a game play control process. [Figure 95] 13 is a flowchart showing a fluctuation start process. [Figure 96] 13 is a flowchart showing a hold information shift process. [Figure 97] 13 is a flowchart showing a fall determination process. [Figure 98] 13 is a flowchart showing a hit determination process. [Figure 99] 13 is a flowchart showing a variable time setting process. [Figure 100] 13 is a flowchart showing a fluctuation end process. [Figure 101] 13 is a flowchart showing a time-saving granting process. [Figure 102] 13 is a flowchart showing a game state transition process. [Figure 103] A flowchart showing the process of opening and closing the large prize opening. [Figure 104] 13 is a flowchart showing a shutter opening / closing process. [Figure 105] A flowchart showing the V prize determination process. [Fig. 106] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 107] 13 is a flowchart showing a process for electric utility support. [Figure 108] 4 is a flowchart showing an electric utility opening / closing control process. [Figure 109] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 110] 13 is a flowchart showing a pending command handling process. [Figure 111] 13 is a flowchart showing the game play presentation setting process. [Figure 112] 13 is a flowchart showing a performance pattern setting process. [Figure 113] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 114] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 115] 13 is a flowchart showing a command interrupt process. [Fig. 116] 13 is a flowchart showing a V interrupt process. [Fig. 117] FIG. 11 is a perspective view of a pachinko machine according to a third embodiment. [Fig. 118] FIG. 2 is a rear view of the pachinko machine. [Figure 119] FIG. [Figure 120] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Figure 121] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 122] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Figure 123] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 124] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 125] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 126] An explanatory diagram showing the contents of a win / lose table for a drop lottery. [Figure 127] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 128] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 129] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Fig. 130] 13 is a flowchart showing a timer interrupt process. [Fig. 131] A flowchart showing the ball entry processing for the starting hole. [Fig. 132] 13 is a flowchart showing a destination determination process. [Fig. 133] 13 is a flowchart showing a through ball entry process. [Fig. 134] 13 is a flowchart showing a normal process. [Fig. 135] 13 is a flowchart showing a game play control process. [Fig. 136] 13 is a flowchart showing a fluctuation start process. [Fig. 137] 13 is a flowchart showing a hold information shift process. [Fig. 138] 13 is a flowchart showing a fall determination process. [Figure 139] 13 is a flowchart showing a hit determination process. [Fig. 140] 13 is a flowchart showing a variable time setting process. [Fig. 141] 13 is a flowchart showing a fluctuation end process. [Fig. 142] 13 is a flowchart showing a time-saving granting process. [Fig. 143] 13 is a flowchart showing a game state transition process. [Fig. 144] A flowchart showing the process of opening and closing the large prize opening. [Fig. 145] 13 is a flowchart showing a shutter opening / closing process. [Fig. 146] A flowchart showing the V prize determination process. [Fig. 147] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 148] 13 is a flowchart showing a process for electric utility support. [Figure 149] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 150] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 151] 13 is a flowchart showing a pending command handling process. [Fig. 152] 13 is a flowchart showing the game play presentation setting process. [Fig. 153] 13 is a flowchart showing a performance pattern setting process. [Fig. 154] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 155] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 156] 13 is a flowchart showing a command interrupt process. [Fig. 157] 13 is a flowchart showing a V interrupt process. [Fig. 158] FIG. 13 is an explanatory diagram showing the flow of a game in a pachinko machine of modified example 1. [Fig. 159] An explanatory diagram showing the contents of a distribution table for a first starting hole provided in a pachinko machine of the modified example 2. [Fig. 160] An explanatory diagram showing the flow of play in a pachinko machine of modified example 2. [Fig. 161] An explanatory diagram showing the contents of the hit / lose table (for low probability mode) for the second starting port in variant example 3. [Fig. 162] FIG. 11 is an explanatory diagram showing the flow of the game in a pachinko machine of modified example 3. [Fig. 163] This is a timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 13. [Fig. 164] 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. [Fig. 165] A timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 15. [Fig. 166] FIG. 23 is a front view of the game board in variant example 18. [Fig. 167] FIG. 11 is a perspective view of a pachinko machine according to a fourth embodiment. [Fig. 168] FIG. 2 is a rear view of the pachinko machine. [Fig. 169] FIG. [Fig. 170] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 171] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 172] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 173] An explanatory diagram showing the contents of a win / lose table. [Fig. 174] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 175]An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 176] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 177] An explanatory diagram showing an example of changes in the first starting port holding area and the held digestion area. [Fig. 178] An explanatory diagram showing an example of changes in the second start port holding area and the held digestion area. [Fig. 179] This is an explanatory diagram showing a case where a jackpot is included in the special 1 reservation during normal play. [Fig. 180] This is an explanatory diagram showing the changing display and premonition preview performance (first time) for Special 1 Reserve 1. [Fig. 181] This is an explanatory diagram showing the changing display and premonition preview performance (second time) for Special 1 Reserve 2. [Fig. 182] This is an explanatory diagram showing the changing display and premonition preview performance (3rd time) for Special 1 Reserve 3. [Fig. 183] An explanatory diagram showing the relationship between the number of times a premonition notice effect appears and the scheduled effects to be executed. [Fig. 184] This is an explanatory diagram showing the variable display, reach performance, and stop display for Special 1 Reserve 4. [Fig. 185] This is a time chart showing a series of performances for Special 1 Reserve 1 to Special 1 Reserve 4 on a timeline. [Fig. 186] An explanatory diagram showing the basic concept of the continuous hold presentation adopted in the pachinko machine 10 of the fourth embodiment. [Fig. 187] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 1. [Fig. 188] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 1, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Fig. 189] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 2. [Fig. 190]This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 2, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Fig. 191] An explanatory diagram showing the relationship between the color of the same pattern and the scheduled performance. [Fig. 192] This is an explanatory diagram showing a series of presentations executed during a game round for Special 2 Reserve 1. [Fig. 193] 4 is a time chart showing Comparative Example 1. [Fig. 194] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 3. [Fig. 195] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 3, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Fig. 196] 13 is an explanatory diagram showing the content of the charge performance. [Figure 197] This is an explanatory diagram showing a series of presentations executed during a game round for Special 2 Reserve 1. [Figure 198] 13 is a flowchart showing a timer interrupt process. [Figure 199] A flowchart showing the ball entry processing for the starting hole. [Figure 200] 13 is a flowchart showing a destination determination process. [Figure 201] 13 is a flowchart showing a through ball entry process. [Fig. 202] 13 is a flowchart showing a normal process. [Fig. 203] 13 is a flowchart showing a game play control process. [Fig. 204] 13 is a flowchart showing a fluctuation start process. [Fig. 205] 13 is a flowchart showing a hold information shift process. [Fig. 206] 13 is a flowchart showing a hit determination process. [Fig. 207] 13 is a flowchart showing a variable time setting process. [Fig. 208] 13 is a flowchart showing a fluctuation end process. [Fig. 209] 13 is a flowchart showing a game state transition process. [Fig. 210] A flowchart showing the process of opening and closing the large prize opening. [Fig. 211] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 212] 13 is a flowchart showing a process for electric utility support. [Fig. 213] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 214] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 215] 13 is a flowchart showing a pending command handling process. [Fig. 216] 13 is a flowchart showing the game play presentation setting process. [Fig. 217] 13 is a flowchart showing a performance pattern setting process. [Fig. 218] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 219] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 220] 13 is a flowchart showing a command interrupt process. [Fig. 221] 13 is a flowchart showing a V interrupt process. [Fig. 222] An explanatory diagram conceptually showing the state of special 1 reservation in variant example 10. [Fig. 223] A time chart explaining the presentation for special 1 hold executed by special 1 hold continuous presentation processing and the presentation for special 2 hold executed by special 2 hold presentation processing in variant example 10. [Fig. 224] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing and the presentation for special 2 hold executed by special 2 hold presentation processing in variant example 11. [Fig. 225] FIG. 11 is a perspective view of a pachinko machine according to a fifth embodiment. [Fig. 226] FIG. 2 is a rear view of the pachinko machine. [Fig. 227] FIG. [Fig. 228] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 229] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 230] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 231] An explanatory diagram showing the contents of a win / lose table. [Fig. 232] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 233] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 234] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 235] An explanatory diagram showing a display surface on which the first reservation relationship information is displayed in a sub-area. [Fig. 236] 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. 237] An explanatory diagram showing a display surface on which second reservation relationship information is displayed in a sub-area. [Fig. 238] An explanatory diagram illustrating an example of a reservation change pattern lottery table for reference conditions. [Fig. 239] An explanatory diagram showing an example of a change in display color due to a hold change notice. [Fig. 240] This is an explanatory diagram explaining the data structure of the memory area for special 1 hold performance. [Fig. 241] 13 is a flowchart showing an overview of the process for notifying already executed pending operations. [Fig. 242] 13 is a flowchart showing a process for removing the same color when the color is not matched. [Fig. 243] An explanatory diagram showing how each pending display area changes in case 1. [Fig. 244] An explanatory diagram showing how each pending display area changes in case 2. [Fig. 245] An explanatory diagram showing how each pending display area changes in case 3. [Fig. 246] An explanatory diagram showing how each pending display area changes in case 4. [Fig. 247] An explanatory diagram showing how each pending display area changes in case 5. [Fig. 248] An explanatory diagram showing how each pending display area changes in case 6. [Fig. 249] An explanatory diagram showing how each pending display area changes in case 7. [Fig. 250] 13 is a flowchart showing a timer interrupt process. [Fig. 251] A flowchart showing the ball entry processing for the starting hole. [Fig. 252] 13 is a flowchart showing a destination determination process. [Fig. 253] 13 is a flowchart showing a through ball entry process. [Fig. 254] 13 is a flowchart showing a normal process. [Figure 255] 13 is a flowchart showing a game play control process. [Fig. 256] 13 is a flowchart showing a fluctuation start process. [Fig. 257] 13 is a flowchart showing a hold information shift process. [Fig. 258] 13 is a flowchart showing a hit determination process. [Fig. 259] 13 is a flowchart showing a variable time setting process. [Fig. 260] 13 is a flowchart showing a fluctuation end process. [Fig. 261]13 is a flowchart showing a game state transition process. [Fig. 262] A flowchart showing the process of opening and closing the large prize opening. [Fig. 263] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 264] 13 is a flowchart showing a process for electric utility support. [Fig. 265] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 266] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 267] 13 is a flowchart showing a pending command handling process. [Fig. 268] 13 is a flowchart showing the game play presentation setting process. [Fig. 269] 13 is a flowchart showing a performance pattern setting process. [Fig. 270] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 271] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 272] 13 is a flowchart showing a command interrupt process. [Fig. 273] 13 is a flowchart showing a V interrupt process. [Fig. 274] An explanatory diagram showing how each pending display area changes in case 8. [Fig. 275] An explanatory diagram showing how each pending display area changes in case A. [Fig. 276] An explanatory diagram showing how each pending display area changes in case A. [Fig. 277] An explanatory diagram showing how each pending display area changes in case A. [Fig. 278] An explanatory diagram showing how each pending display area changes in case B. [Fig. 279]An explanatory diagram showing how each pending display area changes in case B. [Fig. 280] An explanatory diagram showing how each pending display area changes in case B. [Fig. 281] An explanatory diagram showing an example of a hold change precursor effect. [Fig. 282] An explanatory diagram showing an example of a hold change precursor effect. [Fig. 283] FIG. 13 is a perspective view of a pachinko machine according to a sixth embodiment. [Fig. 284] FIG. 2 is a rear view of the pachinko machine. [Fig. 285] FIG. [Fig. 286] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 287] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 288] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 289] An explanatory diagram showing the contents of a win / lose table. [Fig. 290] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 291] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 292] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 293] An explanatory diagram showing an example of changes in the first starting port holding area and the held digestion area. [Fig. 294] An explanatory diagram showing an example of changes in the second start port holding area and the held digestion area. [Fig. 295] This is a front view of the game board when the main rotating device for performance has moved to the lowest position. [Fig. 296] This is a right side schematic diagram showing the main rotating prop for performance and the main rotating prop drive unit for performance that operates the main rotating prop for performance. [Fig. 297]An explanatory diagram showing the operation of the main rotating device for the one-shot announcement performance processing. [Fig. 298] A front view showing a pair of rotating sub-props for performance. [Figure 299] This is a right side schematic diagram showing the sub-rotating prop for performance and the sub-rotating prop drive unit for performance that operates the sub-rotating prop for performance. [Figure 300] An explanatory diagram showing the operation of the main rotating device and the sub rotating device for performance using the big or small performance processing. [Fig. 301] FIG. 11 is an explanatory diagram showing a second predetermined rotation stop position for the main rotating prop for the performance. [Fig. 302] An explanatory diagram showing a second specific rotation stop position for a sub-rotating prop for performance. [Fig. 303] An explanatory diagram showing a state in which the main rotating part for performance is at a second predetermined rotation stop position and the sub rotating part for performance is at a second specific rotation stop position. [Fig. 304] FIG. 13 is a schematic side view of a rotation device of a comparative example. [Fig. 305] 13 is a flowchart showing a timer interrupt process. [Fig. 306] A flowchart showing the ball entry processing for the starting hole. [Fig. 307] 13 is a flowchart showing a destination determination process. [Fig. 308] 13 is a flowchart showing a through ball entry process. [Fig. 309] 13 is a flowchart showing a normal process. [Fig. 310] 13 is a flowchart showing a game play control process. [Fig. 311] 13 is a flowchart showing a fluctuation start process. [Fig. 312] 13 is a flowchart showing a hold information shift process. [Fig. 313] 13 is a flowchart showing a hit determination process. [Fig. 314] 13 is a flowchart showing a variable time setting process. [Fig. 315]13 is a flowchart showing a fluctuation end process. [Fig. 316] 13 is a flowchart showing a game state transition process. [Fig. 317] A flowchart showing the process of opening and closing the large prize opening. [Fig. 318] 13 is a flowchart showing a transition process at the end of an ending period. [Fig. 319] 13 is a flowchart showing a process for electric utility support. [Fig. 320] 4 is a flowchart showing an electric utility opening / closing control process. [Fig. 321] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 322] 13 is a flowchart showing a pending command handling process. [Fig. 323] 13 is a flowchart showing the game play presentation setting process. [Fig. 324] 13 is a flowchart showing a performance pattern setting process. [Fig. 325] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 326] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 327] 13 is a flowchart showing a command interrupt process. [Figure 328] 13 is a flowchart showing a V interrupt process. [Figure 329] A front view showing a pair of rotating sub-props for performance in a modified example. [Fig. 330] FIG. 13 is a perspective view of a pachinko machine according to a seventh embodiment. [Fig. 331] FIG. 2 is a rear view of the pachinko machine. [Fig. 332] FIG. [Figure 333] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 334] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 335] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 336] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 337] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 338] FIG. 4 is an explanatory diagram showing the contents of a distribution table. [Fig. 339] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Fig. 340] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 341] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Fig. 342] FIG. 13 is an explanatory diagram showing the operation at the time of a big win in Case 1. [Figure 343] FIG. 13 is an explanatory diagram showing the operation at the time of a big win in Case 2. [Figure 344] FIG. 13 is an explanatory diagram showing the operation at the time of a jackpot in Case 3. [Figure 345] 13 is a flowchart showing a timer interrupt process. [Fig. 346] A flowchart showing the ball entry processing for the starting hole. [Figure 347] 13 is a flowchart showing a through ball entry process. [Fig. 348] 13 is a flowchart showing ball entry processing for a gate. [Fig. 349] 13 is a flowchart showing a normal process. [Fig. 350] 13 is a flowchart showing a game play control process. [Fig. 351] A flowchart showing the fluctuation start processing for the first starting port. [Fig. 352] A flowchart showing the pending information shift processing for the first starting port. [Figure 353] 13 is a flowchart showing the determination process for the first starting port. [Fig. 354]A flowchart showing the process of setting the variable time for the first starting port. [Figure 355] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the first starting port. [Figure 356] A flowchart showing the process of acquiring variable time information during a low probability high support state for the first starting port. [Figure 357] A flowchart showing the process of acquiring variable time information during a high probability high support state for the first starting port. [Figure 358] A flowchart showing the process of acquiring variable time information during a high probability low support state for the first starting port. [Figure 359] 13 is a flowchart showing the first fluctuation stop processing. [Figure 360] A flowchart showing the fluctuation start processing for the second starting port. [Fig. 361] A flowchart showing the pending information shift processing for the second starting port. [Fig. 362] A flowchart showing the determination process for the second starting port. [Figure 363] A flowchart showing the process of setting the variable time for the second starting port. [Figure 364] A flowchart showing the process of acquiring variable time information during a low-probability, low-support state for the second starting port. [Figure 365] A flowchart showing the process of acquiring variable time information during a low probability high support state for the second starting port. [Fig. 366] A flowchart showing the process of acquiring variable time information during a high probability high support state for the second starting port. [Figure 367] A flowchart showing the process of acquiring variable time information during a high probability low support state for the second starting port. [Figure 368] 13 is a flowchart showing a second fluctuation stop process. [Figure 369] 13 is a flowchart showing a game state transition process. [Figure 370] 13 is a flowchart showing an opening time setting process. [Fig. 371]13 is a flowchart showing a process when a standby state transition flag is ON. [Figure 372] 13 is a flowchart showing a process performed when an opening period flag is ON. [Fig. 373] 13 is a flowchart showing a process when an opening / closing process period flag is ON. [Fig. 374] A flowchart showing the process of opening and closing the large prize opening. [Figure 375] 13 is a flowchart showing a process when an ending period flag is ON. [Figure 376] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 377] A flowchart showing the small win opening and closing processing. [Figure 378] 13 is a flowchart showing a process for electric utility support. [Figure 379] 11 is a flowchart showing an electric utility switching process. [Figure 380] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 381] 13 is a flowchart showing a pending command handling process. [Figure 382] 13 is a flowchart showing an update process when a ball goes in. [Figure 383] 13 is a flowchart showing the game play presentation setting process. [Figure 384] 13 is a flowchart showing a display mode switching process. [Figure 385] 13 is a flowchart showing the process for setting the special 1 game play presentation. [Figure 386] 13 is a flowchart showing a first effect pattern setting process. [Figure 387] This is a flowchart showing the process of setting the presentation pattern for the first starting port in a low-probability, low-support state. [Figure 388] This is a flowchart showing the process of setting the presentation pattern when in a low probability high support state for the first starting port. [Figure 389] This is a flowchart showing the process of setting the presentation pattern during a high probability high support state for the first starting port. [Figure 390] This is a flowchart showing the process of setting the presentation pattern when in a high probability low support state for the first starting port. [Figure 391] 13 is a flowchart showing the process for setting the performance of special game round 2. [Figure 392] 13 is a flowchart showing a second effect pattern setting process. [Figure 393] A flowchart showing the process of setting the presentation pattern for the second starting port in a low-probability, low-support state. [Figure 394] A flowchart showing the process of setting the presentation pattern for the second starting port in a low probability high support state. [Figure 395] A flowchart showing the process of setting the presentation pattern during a high probability high support state for the second starting port. [Figure 396] A flowchart showing the process of setting the presentation pattern for the second starting port in a high probability low support state. [Figure 397] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 398] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Figure 399] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Figure 400] A front view of a game board provided in a modified pachinko machine. [Fig. 401] A front view of a game board provided in a modified pachinko machine. [Fig. 402] FIG. 13 is an explanatory diagram showing the left-side round number allocation device. [Fig. 403] FIG. 13 is a perspective view of a pachinko machine according to an eighth embodiment. [Fig. 404] FIG. [Fig. 405] 1 is an explanatory diagram showing the decorative patterns that are variably displayed on the pattern display device and the display surface of the pattern display device. FIG. [Fig. 406] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 407] FIG. 2 is an explanatory diagram showing various counters and various storage areas provided in a RAM. [Fig. 408] An explanatory diagram showing the contents of the special drawing correctness determination table. [Fig. 409] An explanatory diagram showing the contents of the special chart type determination table. [Fig. 410] An explanatory diagram showing the contents of the special line opening and closing scenario selection table. [Fig. 411] FIG. 13 is an explanatory diagram showing the contents of the general drawing pass / fail determination table. [Fig. 412] An explanatory diagram showing the contents of a general map type determination table. [Fig. 413] FIG. 2 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Fig. 414] FIG. 1 is a block diagram showing the electrical configuration of a sound and light emission control device and a display control device. [Fig. 415] FIG. 2 is an explanatory diagram illustrating the flow of play in a pachinko machine. [Fig. 416] FIG. 13 is an explanatory diagram showing the battle presentation and the battle result presentation. [Fig. 417] An explanatory diagram showing the countdown effect, the opportunity indication effect, and the number of scored balls information. [Fig. 418] FIG. 13 is an explanatory diagram showing a step-up effect. [Fig. 419] 13 is a flowchart showing a normal process. [Fig. 420] 13 is a flowchart showing a timer interrupt process. [Fig. 421] 13 is a flowchart showing the ball entry processing for each ball entry port. [Fig. 422] A flowchart showing the ball entry processing for the first special chart starting hole. [Fig. 423] A flowchart showing the ball entry processing for the second special chart starting hole. [Fig. 424] 13 is a flowchart showing the ball entry processing for a normal start gate. [Fig. 425] A flowchart showing the ball entry processing for a V-guaranteed entry port. [Fig. 426]13 is a flowchart showing a special chart special electric control process. [Fig. 427] 13 is a flowchart showing the special pattern variation start processing. [Fig. 428] 13 is a flowchart showing the special pattern variation stop processing. [Fig. 429] 13 is a flowchart showing the processing after the special pattern variation has stopped. [Fig. 430] 13 is a flowchart showing a special line opening / closing execution mode start process. [Fig. 431] 13 is a flowchart showing processing during the special call opening period. [Fig. 432] 13 is a flowchart showing processing during a special line opening and closing period. [Fig. 433] 13 is a flowchart showing processing during the special call ending period. [Fig. 434] 13 is a flowchart showing a general-purpose power control process. [Fig. 435] 13 is a flowchart showing the normal pattern change start processing. [Fig. 436] 13 is a flowchart showing the normal pattern change stop processing. [Fig. 437] 13 is a flowchart showing the processing after normal pattern variation has stopped. [Fig. 438] 13 is a flowchart showing a normal power switching execution mode start process. [Fig. 439] 13 is a flowchart showing processing during a regular power opening period. [Fig. 440] 13 is a flowchart showing processing during a normal power switching period. [Fig. 441] 13 is a flowchart showing processing during a regular power ending period. [Fig. 442] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 443] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 444] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Figure 445] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Fig. 446] FIG. 13 is a perspective view of a pachinko machine according to a ninth embodiment. [Figure 447] FIG. [Figure 448] 1 is an explanatory diagram showing the decorative patterns that are variably displayed on the pattern display device and the display surface of the pattern display device. FIG. [Figure 449] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 450] FIG. 2 is an explanatory diagram showing various counters and various storage areas provided in a RAM. [Fig. 451] An explanatory diagram showing the contents of the special drawing correctness determination table. [Fig. 452] An explanatory diagram showing the contents of the special chart type determination table. [Fig. 453] An explanatory diagram showing the contents of the special line opening and closing scenario selection table. [Fig. 454] FIG. 13 is an explanatory diagram showing the contents of the general drawing pass / fail determination table. [Fig. 455] An explanatory diagram showing the contents of a general map type determination table. [Fig. 456] FIG. 2 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Fig. 457] FIG. 1 is a block diagram showing the electrical configuration of a sound and light emission control device and a display control device. [Fig. 458] FIG. 2 is an explanatory diagram illustrating the flow of play in a pachinko machine. [Fig. 459] An explanatory diagram showing the electric shaker device aiming right-hit notification performance. [Fig. 460] FIG. 13 is an explanatory diagram showing the battle presentation and the battle result presentation. [Fig. 461] An explanatory diagram showing the countdown effect, the opportunity indication effect, and the number of scored balls information. [Fig. 462] FIG. 13 is an explanatory diagram showing a step-up effect. [Fig. 463] 13 is a flowchart showing a normal process. [Fig. 464] 13 is a flowchart showing a timer interrupt process. [Fig. 465] 13 is a flowchart showing the ball entry processing for each ball entry port. [Fig. 466] A flowchart showing the ball entry processing for the first special chart starting hole. [Fig. 467] A flowchart showing the ball entry processing for the second special chart starting hole. [Fig. 468] 13 is a flowchart showing the ball entry processing for a normal start gate. [Fig. 469] A flowchart showing the ball entry processing for a V-guaranteed entry port. [Fig. 470] 13 is a flowchart showing a special chart special electric control process. [Fig. 471] 13 is a flowchart showing the special pattern variation start processing. [Fig. 472] 13 is a flowchart showing the special pattern variation stop processing. [Fig. 473] 13 is a flowchart showing the processing after the special pattern variation has stopped. [Fig. 474] 13 is a flowchart showing a special line opening / closing execution mode start process. [Fig. 475] 13 is a flowchart showing processing during the special call opening period. [Fig. 476] 13 is a flowchart showing processing during a special line opening and closing period. [Fig. 477] 13 is a flowchart showing processing during the special call ending period. [Fig. 478] 13 is a flowchart showing a general-purpose power control process. [Fig. 479] 13 is a flowchart showing the normal pattern change start processing. [Fig. 480] 13 is a flowchart showing the normal pattern change stop processing. [Figure 481] 13 is a flowchart showing the processing after normal pattern variation has stopped. [Figure 482] 13 is a flowchart showing a normal power switching execution mode start process. [Figure 483]13 is a flowchart showing processing during a regular power opening period. [Figure 484] 13 is a flowchart showing processing during a normal power switching period. [Figure 485] 13 is a flowchart showing processing during a regular power ending period. [Figure 486] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 487] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Figure 488] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Figure 489] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Fig. 490] FIG. 13 is a perspective view of a pachinko machine according to the tenth embodiment. [Figure 491] FIG. 2 is a rear view of the pachinko machine. [Fig. 492] FIG. [Figure 493] FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Figure 494] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 495] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 496] An explanatory diagram showing the contents of the win / lose table for the special winning lottery. [Figure 497] An explanatory diagram showing the contents of the allocation table for small wins. [Figure 498] An explanatory diagram showing the contents of the allocation table for V-winning jackpots. [Figure 499] An explanatory diagram showing the contents of a win / lose table used when conducting a lottery to open an electric gimmick. [Figure 500] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Fig. 501]FIG. 2 is an explanatory diagram showing the flow of play in a pachinko machine. [Figure 502] An explanatory diagram showing how the notification presentation of the game method changes depending on the value of the ceiling count counter. [Figure 503] FIG. 13 is an explanatory diagram showing an example of a notification presentation for a gaming method. [Figure 504] This is an explanatory diagram showing the presentation mode when the result of the special chart 1 winning lottery on a pachinko machine is a small winning prize. [Figure 505] 13 is a flowchart showing a timer interrupt process. [Figure 506] A flowchart showing the ball entry processing for the starting hole. [Figure 507] 13 is a flowchart showing a through ball entry process. [Figure 508] A flowchart showing the ball entry processing for the large prize slot. [Figure 509] A flowchart showing the ball entry processing for the V entry port. [Fig. 510] 13 is a flowchart showing a normal process. [Figure 511] 13 is a flowchart showing a game play control process. [Figure 512] 13 is a flowchart showing a fluctuation start process. [Figure 513] 13 is a flowchart showing a hold information shift process. [Figure 514] 13 is a flowchart showing a hit determination process. [Figure 515] 13 is a flowchart showing a variable time setting process. [Fig. 516] 13 is a flowchart showing a fluctuation stop process. [Figure 517] 13 is a flowchart showing ceiling time-saving processing. [Figure 518] 13 is a flowchart showing a V-target profit / loss determination process. [Figure 519] 13 is a flowchart showing a game state transition process. [Fig. 520] A flowchart showing the process of opening and closing the large prize opening. [Fig. 521] A flowchart showing the transition processing at the end of a V-winning jackpot game. [Figure 522] 13 is a flowchart showing a process for electric utility support. [Figure 523] 4 is a flowchart showing an electric utility opening / closing control process. [Figure 524] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 525] 13 is a flowchart showing a pending command handling process. [Fig. 526] 13 is a flowchart showing the game play presentation setting process. [Figure 527] 13 is a flowchart showing a performance pattern setting process. [Figure 528] 13 is a flowchart showing an update process at the start of fluctuation. [Figure 529] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 530] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Fig. 531] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Figure 532] An explanatory diagram showing how the notification presentation of the game method is changed depending on the value of the ceiling number counter in a modified example. [Figure 533] 13 is a flowchart showing a V-targeting profit / loss determination process in a modified example. [Fig. 534] FIG. 13 is an explanatory diagram showing an example of a notification presentation recommending profit and loss consideration. [Fig. 535] FIG. 11 is an explanatory diagram showing a part of the island equipment installed in an amusement hall in explaining the eleventh embodiment. [Fig. 536] FIG. 15 is a perspective view of a pachinko machine according to an eleventh embodiment. [Figure 537] FIG. 2 is a rear view of the pachinko machine. [Figure 538] FIG. [Figure 539]FIG. 2 is an explanatory diagram showing the patterns and display surface that are variably displayed on the pattern display device. [Fig. 540] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 541] FIG. 13 is an explanatory diagram illustrating the contents of various counters used in winning lotteries, etc. [Fig. 542] An explanatory diagram showing the contents of the win / lose table for the special winning lottery. [Figure 543] This is an explanatory diagram showing the contents of the allocation table for special chart 2 small wins. [Fig. 544] An explanatory diagram showing the contents of the allocation table for big wins. [Figure 545] FIG. 13 is an explanatory diagram showing the contents of a win / lose table used when conducting a regular electric device release lottery. [Figure 546] 2 is a block diagram showing mainly the electrical configuration of the audio and light emission control device and the display control device. [Figure 547] FIG. 4 is a block diagram showing an external terminal board and a data display. [Figure 548] 3 is an explanatory diagram showing a display surface of a data display device provided in the data display device; FIG. [Figure 549] FIG. 2 is an explanatory diagram showing the flow of play in a pachinko machine. [Fig. 550] 1 is a time chart for explaining an example of processing when a jackpot is won in a pachinko machine during a high support state. [Fig. 551] This is a time chart to explain an example of the processing when a pachinko machine wins a small jackpot during a high support state and then wins a V-winning jackpot. [Figure 552] This is a time chart to explain an example of the processing to be performed when a small jackpot is won but a V-winning jackpot is not won in a pachinko machine during a high support state. [Figure 553] This is a time chart to explain an example of the processing when a pachinko machine loses all play times during a high support state (no special 2 remaining reserve). [Fig. 554]This is a time chart to explain an example of the processing that is performed when a jackpot is won with special 2 remaining reserve at the end of a high support state in a pachinko machine. [Figure 555] This is a time chart to explain an example of the processing that is performed when a small jackpot is won with the special 2 remaining reserve at the end of a high support state in a pachinko machine. [Fig. 556] This is a time chart to explain an example of the processing that is performed when all play times based on the special 2 remaining reserve at the end of a high support state in a pachinko machine are missed. [Figure 557] 13 is a flowchart showing a timer interrupt process executed in a main MPU. [Figure 558] A flowchart showing the ball entry processing for the starting hole. [Figure 559] 13 is a flowchart showing a through ball entry process. [Fig. 560] A flowchart showing the ball entry processing for the large prize slot. [Fig. 561] A flowchart showing the ball entry processing for the V entry port. [Fig. 562] 13 is a flowchart showing an outer end output signal management process; [Fig. 563] 13 is a flowchart showing a normal process. [Fig. 564] 13 is a flowchart showing a game play control process. [Fig. 565] 13 is a flowchart showing a fluctuation start process. [Fig. 566] 13 is a flowchart showing a hold information shift process. [Figure 567] 13 is a flowchart showing a hit determination process. [Figure 568] 13 is a flowchart showing a variable time setting process. [Fig. 569] 13 is a flowchart showing a fluctuation stop process. [Fig. 570] 13 is a flowchart showing a process when a fixed time has elapsed. [Fig. 571] 13 is a flowchart showing a game state transition process. [Fig. 572]A flowchart showing the process of opening and closing the large prize opening. [Fig. 573] 13 is a flowchart showing a transition process at the end of an ending period. [Figure 574] 13 is a flowchart showing an extension flag OFF process. [Figure 575] 13 is a flowchart showing a process for electric utility support. [Fig. 576] 4 is a flowchart showing an electric utility opening / closing control process. [Figure 577] 13 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 578] 13 is a flowchart showing a pending command handling process. [Fig. 579] 13 is a flowchart showing the game play presentation setting process. [Fig. 580] 13 is a flowchart showing a performance pattern setting process. [Fig. 581] 13 is a flowchart showing an update process at the start of fluctuation. [Fig. 582] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 583] 13 is a flowchart showing a command interrupt process. [Fig. 584] 13 is a flowchart showing a V interrupt process. [Figure 585] FIG. 23 is an oblique view of a pachinko machine according to a twelfth embodiment. [Fig. 586] FIG. 2 is a rear view of the pachinko machine. [Figure 587] FIG. [Figure 588] 1 is an explanatory diagram showing the decorative patterns that are variably displayed on the pattern display device and the display surface of the pattern display device. FIG. [Figure 589] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 590] FIG. 2 is an explanatory diagram showing various counters and various storage areas provided in a RAM. [Figure 591] An explanatory diagram showing the contents of the special drawing correctness determination table. [Fig. 592] An explanatory diagram showing the contents of the special chart type determination table. [Fig. 593] FIG. 13 is an explanatory diagram showing the contents of a special line opening / closing pattern selection table. [Figure 594] FIG. 13 is an explanatory diagram showing the contents of the general drawing pass / fail determination table. [Fig. 595] An explanatory diagram showing the contents of a general map type determination table. [Fig. 596] FIG. 2 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 597] FIG. 1 is a block diagram showing the electrical configuration of a sound and light emission control device and a display control device. [Figure 598] This is an explanatory diagram showing the movable prop for the performance moving to the lowest position, with each petal part moving away from the rotating shaft part (expanding) and rotating counterclockwise at the lowest position. [Figure 599] This is a right side schematic diagram showing the movable props for performance and the movable prop drive mechanism for driving the movable props for performance. [Figure 600] FIG. 13 is an explanatory diagram showing a reel-linked battle presentation, which is an example of a reel-linked presentation. [Fig. 601] FIG. 13 is an explanatory diagram showing a reel-linked battle presentation, which is an example of a reel-linked presentation. [Fig. 602] FIG. 2 is an explanatory diagram illustrating a schematic configuration of each driving scenario. [Figure 603] 13 is a flowchart showing a normal process. [Figure 604] 13 is a flowchart showing a timer interrupt process. [Fig. 605] 13 is a flowchart showing the ball entry processing for each ball entry port. [Fig. 606] A flowchart showing the ball entry processing for the first special chart starting hole. [Fig. 607] A flowchart showing the ball entry processing for the second special chart starting hole. [Figure 608] 13 is a flowchart showing the ball entry processing for a normal start gate. [Figure 609] 13 is a flowchart showing a special chart special electric control process. [Figure 610] 13 is a flowchart showing the special pattern variation start processing. [Figure 611] 13 is a flowchart showing the special pattern variation stop processing. [Figure 612] 13 is a flowchart showing the processing after the special pattern variation has stopped. [Figure 613] 13 is a flowchart showing a special line opening / closing execution mode start process. [Figure 614] 13 is a flowchart showing processing during the special call opening period. [Fig. 615] 13 is a flowchart showing processing during a special line opening and closing period. [Fig. 616] 13 is a flowchart showing processing during the special call ending period. [Fig. 617] 13 is a flowchart showing a general-purpose power control process. [Fig. 618] 13 is a flowchart showing the normal pattern change start processing. [Fig. 619] 13 is a flowchart showing the normal pattern change stop processing. [Fig. 620] 13 is a flowchart showing the processing after normal pattern variation has stopped. [Fig. 621] 13 is a flowchart showing a normal power switching execution mode start process. [Fig. 622] 13 is a flowchart showing processing during a regular power opening period. [Fig. 623] 13 is a flowchart showing processing during a normal power switching period. [Fig. 624] 13 is a flowchart showing processing during a regular power ending period. [Fig. 625] 10 is a flowchart showing a timer interrupt process executed in the MPU of the audio and light emission control device. [Fig. 626] 13 is a flowchart showing the special chart change performance setting process executed in the MPU of the audio light emission control device. [Figure 627] 13 is a flowchart showing the performance setting process during the special power opening and closing execution mode executed in the MPU of the audio and light emission control device. [Fig. 628] 13 is a flowchart showing processing for the performance operation button executed in the MPU of the audio and light emission control device. [Figure 629] 13 is a flowchart showing the process of driving movable props for performance executed in the MPU of the audio and light emission control device. [Fig. 630] 4 is a flowchart showing a main process executed in an MPU of the display control device. [Fig. 631] 11 is a flowchart showing a command interrupt process executed in an MPU of the display control device. [Figure 632] 11 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Figure 633] 4 is a flowchart showing a command response process executed in an MPU of the display control device. [Figure 634] FIG. 13 is an explanatory diagram showing a role-linked battle presentation, which is an example of a role-linked presentation that can be executed in a modified pachinko machine. [Fig. 635] FIG. 13 is an explanatory diagram showing a role-linked battle presentation, which is an example of a role-linked presentation that can be executed in a modified pachinko machine. [Fig. 636] FIG. 13 is an explanatory diagram showing a role-linked battle presentation, which is an example of a role-linked presentation that can be executed in a modified pachinko machine. [Figure 637] An explanatory diagram showing a schematic configuration of each driving scenario provided in a modified pachinko machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. 1. First embodiment (feature group SA to feature group SV): 2. Second embodiment (feature group tA to feature group tP): <3> Third embodiment (feature group uA to feature group uU and feature group uIA to feature group uIM): 4. Fourth embodiment (feature group vA to feature group vR): <5> Fifth embodiment (feature group wA to feature group wY): Sixth embodiment (group of features xA to xU): 7. Seventh embodiment (feature group yA to feature group yζ): <8> Eighth embodiment (feature group zA to feature group zU): <9> Ninth embodiment (feature group aA to feature group aU): Tenth embodiment (feature group bA to feature group bU): Eleventh embodiment (feature group CA): 12. Twelfth embodiment (feature group dA):
[0011] 1. First embodiment: 1-1 Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko game machine (hereinafter, also referred to as a "pachinko machine") according to a first embodiment of the present invention. The pachinko machine 10 includes a wooden outer frame 11 assembled into a substantially rectangular shape. When the pachinko machine 10 is installed in a game hall, the outer frame 11 is fixed to the island equipment of the game hall. The pachinko machine 10 also includes a pachinko machine main body 12 rotatably supported by the outer frame 11. The pachinko machine main body 12 includes an inner frame 13 and a front door frame 14 disposed in front of the inner frame 13. The inner frame 13 is rotatably supported by a metal hinge 15 relative to the outer frame 11. The front door frame 14 is rotatably supported by a metal hinge 16 relative to the inner frame 13. On the back of the inner frame 13, control devices for controlling the pachinko machine main body 12, such as a main control device, a sound and light emission control device, and a display control device, are disposed. Details of these control devices will be described later. Furthermore, the pachinko machine 10 is provided with a cylinder lock 17. The cylinder lock 17 has a function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and a function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.
[0012] An open window 18 is formed in the approximate center of the front door frame 14. Resin parts and electric parts for decorating the pachinko machine 10 are provided around the window 18. The electric parts are composed of light-emitting means consisting of various lamps such as LEDs. The light-emitting means plays a role in enhancing the presentation effect by lighting or blinking each game played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. In addition, a glass unit 19 consisting of two sheets of glass is arranged on the back side of the front door frame 14, and the open window 18 is sealed by the glass unit 19. A game board described later is detachably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board through the glass unit 19 from the front of the pachinko machine 10. Details of the game board will be described later.
[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open top, and stores game balls such as loan balls loaned from a loaning machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the operation of the operation handle 25 by the player, and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is disposed below the upper tray 20 and is formed in a box shape with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. A discharge port 22 for discharging the game balls stored in the lower tray 21 is formed on the bottom surface of the lower tray 21. A lever 23 is provided below the discharge port 22, and the player can switch the discharge port 22 between a closed state and an open state by operating the lever 23. When the player operates the lever 23 to open the discharge port 22, the game balls fall from the discharge port 22 and are discharged from the lower tray 21 to the outside.
[0014] A performance operation button 24 is provided in front of the periphery of the upper tray 20. The performance operation button 24 is an operation unit that allows the player to perform input operations for the game performance performed by the pachinko machine 10. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game performance that reflects the operation.
[0015] An operating handle 25 for a player to operate is provided on the right side of the front door frame 14 as viewed from the front (hereinafter, simply referred to as the "right side"). When the player operates (rotates) the operating handle 25, game balls are launched from the game ball launching mechanism to the front of the game board in conjunction with the operation. Inside the operating handle 25, a touch sensor 25a for permitting the operation of the game ball launching mechanism, a wait button 25b for stopping the launch of game balls by the game ball launching mechanism when pressed by the player, and a variable resistor 25c for detecting the amount of rotation of the operating handle 25 by a change in electrical resistance are provided. When the player grips the operating handle 25, the touch sensor 25a is turned on, and when the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes corresponding to the amount of rotation, and game balls are launched from the game ball launching mechanism to the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c.
[0016] A game ball launch button 26 for a player to operate is provided on the left side of the periphery of the upper tray 20 when viewed from the front (hereinafter, simply referred to as the "left side"). When the game ball launch button 26 is operated by the player, a game ball is launched to the front of the game board with a predetermined launch strength, regardless of the amount of rotation of the operation handle 25 by the player. Specifically, when the player operates the game ball launch button 26, the game ball is launched to the front of the game board with the same launch strength as when the rotation amount of the operation handle 25 is maximum. In the case of this embodiment, when the game ball is launched by operating the game ball launch button 26, the game ball flows to the right side of the game board when viewed from the front, and flows down the right side of the game board. That is, by operating the game ball launch button 26, the player can perform a so-called "right shot". In the following description, the case where the game ball is launched by operating the operation handle 25 and flows to the left side of the game board when viewed from the front and flows down the left side of the game board may be expressed as the player "hitting from the left". In addition, in the pachinko machine 10 of this embodiment, when the game ball launch button 26 is operated, the game ball is launched onto the game board on the condition that the touch sensor 25a is on. In other words, the player can realize the launch of the game ball triggered by the operation of the game ball launch button 26 by operating the game ball launch button 26 after turning on at least the touch sensor 25a by gripping the operation handle 25.
[0017] In this embodiment, the game ball launch button 26 is arranged on the left side of the periphery of the upper tray 20 when viewed from the front, but the game ball launch button 26 may be arranged in another position. For example, the game ball launch button 26 may be arranged inside (on the periphery) of the operating handle 25, similar to the wait button 25b. This allows the player to operate the operating handle 25, the wait button 25b, and the game ball launch button 26 with only the right hand.
[0018] Next, there will be described the configuration of the rear surface of the pachinko machine 10. On the rear surface of the pachinko machine 10, a control device for controlling the operation of the pachinko machine 10 is arranged.
[0019] 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.
[0020] The first control unit 51 includes a main control device 60. The main control device 60 has a main control board that has the function of controlling the main part of the game. The main control board is housed in a board box made of a transparent resin material. This board box is configured so that traces of opening and closing are left behind. For example, a seal sticker is affixed to an openable portion, and the word "opened" appears when the board box is opened.
[0021] The second control unit 52 includes an audio / light emission control device 90 and a display control device 100. The audio / light emission control device 90 controls light emission means such as speakers and various lamps provided on the front of the pachinko machine 10 based on commands sent from the main control device 60. The display control device 100 controls the pattern display device based on commands sent from the audio / light emission control device 90. The pattern display device includes a liquid crystal display that displays patterns and images for performances.
[0022] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 performs payout control for paying out prize balls. When an instruction to launch game balls is input from the main control device 60, the launch control device 80 controls the game ball launch mechanism to launch game balls with a strength corresponding to the amount of rotation of the operation handle 25 by the player. In addition, on the back side of the inner frame 13, a tank 54 to which game balls supplied from the island equipment of the game hall are sequentially replenished, a tank rail 55 connected below the tank 54 and having a gently inclined slope so that the game balls flow downstream, a case rail 56 connected vertically to the downstream side of the tank rail 55, and a payout device 71 that receives the supply of game balls from the case rail 56 and pays out a predetermined number of game balls according to an instruction from the payout control device 70 are provided.
[0023] The power supply unit 58 includes a power supply device 85 and a power switch 88. The power supply device 85 supplies the power necessary for the operation of the pachinko machine 10. The power supply device 85 is connected to the power switch 88. By turning the power switch 88 ON / OFF, a supply state in which power is supplied to the pachinko machine 10 and a non-supply state in which power is not supplied to the pachinko machine 10 are switched.
[0024] Next, the game board will be described. The game board is detachably attached to the front surface of the inner frame 13.
[0025] FIG. 3 is a front view of the game board 30. The game board 30 is made of plywood, and a game area PA is formed on the front surface of the game board 30. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a part of the outer edge of the game area PA. A guide rail 31 for guiding game balls is formed between the inner rail portion 31a and the outer rail portion 31b. The game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. In the game area PA, a plurality of nails 42 are planted substantially perpendicular to the game board 30, and various accessories such as windmills are arranged. These nails 42 and windmills disperse and organize the falling direction of the game balls flowing down the game area PA.
[0026] The game board 30 is provided with a general winning hole 32, a central first starting hole 33 (hereinafter also simply referred to as the first starting hole 33), a second starting hole 34, a right side first starting hole 44 (hereinafter also simply referred to as the first starting hole 44), a through gate 35, and a variable winning device 36. The second starting hole 34 and the right side first starting hole 44 are provided inside the starting hole unit 200.
[0027] The game board 30 is also provided with a variable display unit 40 and a main display section 45. The variable display unit 40 is provided in the approximate center of the game board 30, and the main display section 45 is provided in the vicinity of the upper right when viewed from the front of the game board 30. A decorative frame member DF having a decorative surface is attached to the game board 30 so as to surround the variable display unit 40.
[0028] In the space between the upper side to the right side of the decorative frame member DF, the outer rail portion 31b, and the main display portion 45, the first right-hand rail R1 and the second right-hand rail R2 are provided. On the right side of the lower portion of the second right-hand rail R2, the right-hand outer rail R3 is provided. The first right-hand rail R1 and the second right-hand rail R2 form the first right-hand path P1. The second right-hand rail R2, the outer rail portion 31b, the main display portion 45, and the right-hand outer rail R3 form the second right-hand path P2. The first right-hand path P1 and the second right-hand path P2 are both formed in an approximately arc shape, and the first right-hand path P1 and the second right-hand path P2 are positioned side by side. The first right-hand path P1 is located inside the second right-hand path P2.
[0029] The opening end P1a on one side of the first passage P1 when hitting from the right, and the opening end P2a on one side of the second passage P2 when hitting from the right, are both located near the top of the play area PA, allowing game balls to enter. The opening end P1b on the other side of the first passage P1 when hitting from the right, and the opening end P2b on the other side of the second passage P2 when hitting from the right, are both located near the right side of the play area PA, and the game ball can be sent toward the starting hole unit 200 according to the first passage P1 when hitting from the right, and the game ball can be sent toward the variable winning device 36 according to the second passage P2 when hitting from the right.
[0030] As explained above, by turning the operating handle 25 (FIG. 1) to the maximum or by operating the ball launch button 26 (FIG. 1), the game ball can be launched toward the right side of the game area PA, which is called a "right hit." In these cases, the game ball can be guided to the second passage P2 during right hit. In contrast, by adjusting the turning amount of the operating handle 25 (FIG. 1) in a direction decreasing it from the maximum, the game ball can be guided to the first passage P1 during right hit. Hereinafter, the second passage P2 during right hit is referred to as the "strong right hit passage P2," and the first passage P1 during right hit is referred to as the "weak right hit passage P1." The operation of guiding the game ball to the strong right hit passage P2, i.e., maximizing the rotational operation amount of the operating handle 25 (Figure 1) or operating the game ball launch button 26 (Figure 1), is called a "strong right hit operation" or simply a "strong right hit," and the operation of guiding the game ball to the weak right hit passage P1 is called a "weak right hit operation" or simply a "weak right hit."
[0031] The general winning opening 32 is a ball entry opening member that forms an entry opening through which a game ball can enter, and a plurality of such openings are provided on the game board 30. In this embodiment, when a game ball enters the general winning opening 32, ten game balls are paid out as prize balls from a payout device 71 (FIG. 2).
[0032] The central first starting hole 33 is a ball entry hole member that forms a ball entry hole through which a game ball can enter. The central first starting hole 33 is provided at the center lower part of the game board 30. In this embodiment, when a game ball enters the central first starting hole 33, one game ball is paid out as a prize ball and a winning lottery, which will be described later, is executed.
[0033] The second starting hole 34 is a ball entrance member that forms a ball entrance through which a game ball can enter, and is provided inside the starting hole unit 200. In this embodiment, when a game ball enters the second starting hole 34, one game ball is paid out as a prize ball, and a winning lottery, which will be described later, is executed.
[0034] A plurality of openings penetrating in the front-rear direction are formed in the game board 32. Game balls that enter the general winning hole 32, the central first starting hole 33, and the second starting hole 34 are guided to the individual openings formed in the game board 32 and sent to the back side of the game board 30.
[0035] The right-side first starting hole 44 is provided on the right side of the game board 30, and is provided inside the starting hole unit 200. The right-side first starting hole 44 is configured by a through hole through which a game ball can pass. In this embodiment, when a game ball enters the right-side first starting hole 44, one game ball is paid out as a prize ball, and a winning lottery, which will be described later, is executed. In addition, an electric device 34a is provided in the right-side first starting hole 44.
[0036] The through gate 35 is provided below the opening end P1b of the weak right-hitting passage P1 and above the ball entrance of the starting port unit 200 (ball entrance 210a of the main line passage section 210 described later), and has a through hole that penetrates vertically. The game ball that flows down from the opening end P1b of the weak right-hitting passage P1 passes through the through gate 35 and then enters the ball entrance 210a. In this embodiment, the game ball that passes through the through gate enters the ball entrance 210a with a 100% probability. The through gate 35 is a through gate that serves as a trigger for executing a lottery to open the electric role 34a. Specifically, when the game ball passes through the through gate 35, the main control device 60 uses the passage as a trigger to perform an internal lottery (electric role opening lottery). If the electric role opening is selected as a result of the internal lottery, the electric role 34a transitions to an electric role opening state in which it is opened in a predetermined manner. Since the through gate 35 is disposed upstream of the right-side first starting port 44 in the flow direction of the game ball, the game ball that passes through the through gate 35 can flow down inside the starting port unit 200 after passing through and enter the right-side first starting port 44. In this embodiment, even if the game ball passes through the through gate 35, the payout of the prize ball is not executed.
[0037] The variable winning device 36 is provided below the opening end P1b of the strong right-hand hit passage P2. The variable winning device 36 is provided with a large winning opening 36a that leads to the back side of the game board 30, and an opening / closing door 36b that opens and closes the large winning opening 36a. The opening / closing door 36b is usually in a closed state in which the game ball cannot enter the large winning opening 36a. When a large winning is won as a result of an internal lottery (winning lottery) by the main control device 60 and the mode shifts to an opening / closing execution mode, the opening / closing door 36b repeats an open state in which the game ball can enter and a closed state. The opening / closing execution mode is a mode in which the mode shifts to a large winning win as a result of a winning lottery by the main control device 60 triggered by a ball entering the center first starting opening 33, the right first starting opening 44, or the second starting opening 34, and the opening / closing door 36b repeats an open state and a closed state. That is, if a jackpot is won as a result of a winning lottery based on a ball entering the first starting hole 33 on the center side, the mode shifts to an opening / closing execution mode in which the ball can enter the large winning hole 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 first starting hole 44 on the right side, and if a jackpot is won as a result of a winning lottery based on a ball entering the second starting hole 34, the mode shifts to an opening / closing execution mode in which the ball can enter the large winning hole 36a of the variable winning device 36. In this embodiment, when a game ball enters the large winning hole 36a of the variable winning device 36, 15 game balls are paid out as prize balls by the payout device 71. Next, the configuration of the starting hole unit 200 will be described in detail.
[0038] FIG. 4 is an explanatory diagram showing the start port unit 200. This figure is a view from the front of the game board 30. The start port unit 200 includes a main line passage section 210, a first branch passage section 220 that branches off from the middle of the main line passage section 210 and extends downward, a second branch passage section 230 that branches off from the middle of the first branch passage section 220 and extends downward, a second start port 34, a right side first start port 44, an out port 251 in the start port unit, and a fall port 252. In this embodiment, the main line passage section 210, the first branch passage section 220, and the second branch passage section 230 are formed of a transparent resin material, and the player can observe the flow of the game ball inside the start port unit 200.
[0039] The main line passage section 210 has a ball entrance 210a at the upper end and a ball ejection port 210b at the lower end, and is a passage through which game balls can flow from the ball entrance 210a to the ball ejection port 210b. A second starting port 34 is provided below the ball ejection port 210b. An opening 210c through which game balls can enter is formed in the middle of the main line passage section 210, and the upper opening end of the first branch passage section 220 is connected to the opening 210c. The right side first starting port 44 is formed by the upper opening end of the first branch passage section 220. A detection sensor 67d for the right side first starting port is provided immediately below the right side first starting port 44. The detection sensor 67d for the right side first starting port detects the entry of a game ball into the right side first starting port 44.
[0040] The electric role 34a is provided at the opening 210c of the main passage section 210. The electric role 34a can take an open state (shown by a broken line in the figure) in which the opening 210c is opened and a closed state (shown by a solid line in the figure) in which the opening 210c is closed by moving a substantially rectangular plate material in the front-back direction in the figure. When the electric role 34a is in the open state, it allows the game ball to enter the first branch passage section 220, i.e., the game ball to enter the right-side first start port 44, and when it is in the closed state, it prohibits the game ball from entering the first branch passage section 220, i.e., the game ball to enter the right-side first start port 44. The game ball that enters the right-side first start port 44 advances downward through the first branch passage section 220. On the other hand, the game ball that is prohibited from entering the right-side first start port 44 advances through the main passage section 210 toward the ball opening 210b.
[0041] A game ball sorting device 240 is provided at a point where the first branch passage section 220 branches into the second branch passage section 230. The game ball sorting device 240 includes a reciprocating rotation shaft 241 and a sorting piece section 242 fixed to the reciprocating rotation shaft 241. The reciprocating rotation shaft 241a rotates (swings) reciprocally, so that the sorting piece section 242 can move back and forth between a first position Q1 indicated by a solid line in the figure and a second position Q2 indicated by a broken line in the figure. Specifically, the reciprocating rotation shaft 241 is connected to a game ball sorting drive section 241a (see FIG. 11), and the reciprocating rotation shaft 241a is rotated reciprocally by the game ball sorting drive section 241a, so that the sorting piece section 240b moves back and forth between the first position Q1 and the second position Q2.
[0042] In this embodiment, the main control device 60 (FIG. 11) executes drive control of the game ball distribution drive unit 241a so that the distribution piece 242 repeatedly holds the state in the first position Q1 for 2.0 seconds, and then holds the state in the second position Q2 for 0.1 seconds. As a result, the distribution piece 242 is displaced to the second position Q2 for 0.1 seconds every 2.1 seconds, and remains in the first position Q1 for the remaining 2 seconds.
[0043] 5 is an explanatory diagram showing the flow of the game ball when the sorting piece 240b is in the first position Q1. When the sorting piece 242 is in the first position Q1, the sorting piece 242 can prevent the game ball PB from entering the second branch passage portion 230 and can send the game ball PB toward the end portion 220a on the lower side of the first branch passage portion 220.
[0044] 6 is an explanatory diagram showing the flow of the game ball when the sorting piece 240b is in the second position Q2. When the sorting piece 242 is in the second position Q2, the sorting piece 242 allows the game ball PB to enter the second branch passage portion 230, and can send the game ball toward the end portion 230a on the lower side of the second branch passage portion 230.
[0045] As shown in Figure 4, an inlet port 251 within the starting port unit is provided below the downward end 220a of the first branch passage portion 220, and a drop port 252 is provided below the downward end 230a of the second branch passage portion 230.
[0046] The start port unit outlet 251 is an inlet through which a game ball can enter, and is provided inside the start port unit 200. The game ball that enters the start port unit outlet 251 is guided to an opening formed in the game board 32 that penetrates in the front-rear direction, and is sent to the back side of the game board 30.
[0047] The drop opening 252 is an entrance through which a game ball can enter, and is provided inside the starting opening unit 200. When a game ball enters the drop opening 252, the lottery mode of the winning lottery described below is changed from a high probability mode to a low probability mode. The game ball that enters the drop opening 252 is guided to an opening formed in the game board 32 that penetrates in the front-rear direction, and is sent to the back side of the game board 30.
[0048] According to the starting hole unit 200 configured as described above, the distribution piece 242 is displaced to the second position Q2 for only 0.1 seconds every 2.1 seconds, so that with a probability of 0.1 seconds for this 2.1 seconds (= 1 / 21), a game ball that has entered the right-side first starting hole 44 will enter the drop hole 252. Note that the probability that a game ball that has entered the right-side first starting hole 44 will enter the drop hole 252 does not need to be limited to a probability of 1 / 21, and may be changed to another value of probability.
[0049] According to the start opening unit 200 configured as described above, the game ball that enters the ball entrance 210a flows along any one of the following first to third routes. (i) First route RT1: As shown by the solid line in Fig. 7, the game ball PB enters the right-side first start hole 44, and then enters the out hole 251 in the start hole unit. That is, it is a route through which the ball can enter the right-side first start hole 44. (ii) Second route RT2: As shown by the solid line in Fig. 8, this is a route in which the game ball PB enters the right-side first starting hole 44 and then enters the fall hole 252. In other words, this is a route in which the ball can enter the right-side first starting hole 44 and can also enter the fall hole 252. (iii) Third route RT3: As shown by the solid line in Fig. 9, this is a route through which the game ball PB enters the second starting hole 34. That is, this is a route through which the game ball PB can enter the second starting hole 34.
[0050] Which of the first to third routes RT1 to RT3 the game ball will follow is determined by whether the electric device 34a is in an open state when the game ball reaches a position in front of the electric device 34a, and whether the distribution piece 242 is in the first position Q1 or the second position Q2 when the game ball reaches a position in front of the distribution piece 242 of the game ball distribution device 240. Specifically, the game ball PB flows along the first route RT1 (FIG. 7) when the electric device 34a is in an open state when the game ball reaches a position in front of the electric device 34a, and when the game ball reaches a position in front of the distribution piece 242 of the game ball distribution device 240, the distribution piece 242 is in the first position Q1. The game ball PB flows along the second route RT2 (FIG. 8) when the electric device 34a is in an open state when the game ball reaches a position in front of the electric device 34a, and when the game ball reaches a position in front of the distribution piece 242 of the game ball distribution device 240, the distribution piece 242 is in the second position Q2. The game ball PB flows along the third route RT3 (FIG. 9) when the electric device 34a is in a closed state when the game ball reaches a position in front of the electric device 34a.
[0051] As shown in FIG. 3, an outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the various ball inlets are discharged from the game area PA through the outlet 43.
[0052] The game balls that enter the general winning hole 32, the first central starting hole 33, the second starting hole 34, the out hole 251 in the starting hole unit, the falling hole 252, the variable winning device 36, and the out hole 43 are configured to eventually join a discharge passage provided on the back of the game board 30, and a discharge passage detection sensor that detects the game balls is provided on the discharge passage. By detecting the game balls with the discharge passage detection sensor, it is possible to know the number of game balls that have been shot onto the game board 30.
[0053] The main display unit 45 has a special chart unit 37, a regular chart unit 38, and a round display unit 39.
[0054] The special symbol unit 37 includes a first symbol display section 37a and a second symbol display section 37b. The first symbol display section 37a and the second symbol display section 37b are each configured by a segment display device in which a plurality of segment light emitting sections are arranged in a predetermined manner.
[0055] The first pattern display unit 37a is a display unit for displaying the first pattern. The first pattern refers to a pattern that is displayed variably or stationarily based on a winning lottery triggered by a game ball entering the first starting hole 33, 44 (the first starting hole 33 on the center side and the first starting hole 44 on the right side). When a winning lottery triggered by a game ball entering the first starting hole 33, 44 is performed, the first pattern display unit 37a causes the segment display to perform a variable display of the first pattern as a display mode until a display corresponding to the lottery result is performed. When the lottery is completed, the first pattern display unit 37a causes the segment display to perform a stationary display of the first pattern corresponding to the lottery result.
[0056] The second pattern display unit 37b is a display unit for displaying a second pattern. The second pattern refers to a pattern that is displayed variably or stationarily based on a winning lottery triggered by a game ball entering the second starting hole 34. When a winning lottery triggered by a game ball entering the second starting hole 34 is performed, the second pattern display unit 37b causes the segment display to display the second pattern variably as a display mode until a display corresponding to the lottery result is performed. When the lottery is completed, the second pattern display unit 37b causes the segment display to display the second pattern corresponding to the lottery result stationarily.
[0057] Here, the time from when the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts to when it stops is also called the change time. Specifically, the time from when the first symbol displayed on the first symbol display section 37a starts to when it stops is also called the first change time, and the time from when the second symbol displayed on the second symbol display section 37b starts to when it stops is also called the second change time.
[0058] The special symbol unit 37 further includes a first reserved display section 37c and a second reserved display section 37d, which are made of LED lamps, at positions adjacent to the first symbol display section 37a and the second symbol display section 37b. The first reserved display section 37c displays the number of reserved balls in the first starting holes 33, 44 (the first starting hole 33 on the center side and the first starting hole 44 on the right side) by the color and combination of the LED lamps that are turned on. In this embodiment, the game balls that enter the first starting holes 33, 44 are reserved up to a maximum of four balls in total in the two first starting holes 33, 44. The second reserved display section 37d displays the number of reserved balls in the second starting hole 34 by the color and combination of the LED lamps that are turned on. In this embodiment, the game balls that enter the second starting hole 34 are reserved up to a maximum of four balls.
[0059] The general map unit 38 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner. When a lottery for opening an electric role is held triggered by passing through the through gate 35, the general map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery for opening an electric role is completed, the general map unit 38 displays in a predetermined manner corresponding to the lottery result.
[0060] The round display unit 39 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner, and displays the number of rounds of play occurring in the open / close execution mode, or a display corresponding thereto. A round game is a game in which the open / close door 36b continues to be open until either one of the following conditions is met: a predetermined upper limit duration has elapsed, or a predetermined upper limit number of game balls have entered the variable winning device 36. The number of rounds of play varies depending on the type of big win that triggered the transition. The round display unit 39 starts displaying the number of rounds of play when the open / close execution mode is started, and ends when the open / close execution mode ends and a new game round begins.
[0061] In addition, the special chart unit 37, the general chart unit 38, and the round display unit 39 are not limited to being composed of segment displays or light-emitting displays using LED lamps, and may be composed of various display devices capable of showing the lottery in progress and the lottery results, such as a liquid crystal display device, an organic EL display device, a CRT or a dot matrix display.
[0062] 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.
[0063] When the first pattern display unit 37a performs a variable display or a stationary display based on winning the first central starting hole 33 or the first right-side starting hole 44, the pattern display unit 41 performs a variable display or a stationary display of the pattern accordingly. When the second pattern display unit 37b performs a variable display or a stationary display based on winning the second starting hole 34, the pattern display unit 41 performs a variable display or a stationary display of the pattern accordingly. The pattern display unit 41 is not limited to a display performance triggered by winning the first central starting hole 33, the first right-side starting hole 44, or the second starting hole 34, but also performs a display performance during an opening and closing execution mode to which the mode shifts when a jackpot is won. Details of the pattern display unit 41 will be described below.
[0064] Fig. 10 is an explanatory diagram showing the patterns and display surface 41a variably displayed on the pattern display device 41. Fig. 10(a) is an explanatory diagram showing the first decorative pattern or the second decorative pattern variably displayed on the pattern display device 41. The first decorative pattern is an image displayed on the pattern display device 41, and is a pattern corresponding to the first pattern displayed on the first pattern display section 37a. The second decorative pattern is an image displayed on the pattern display device 41, and is a pattern corresponding to the second pattern displayed on the second pattern display section 37b.
[0065] As shown in Fig. 10(a), the symbol display device 41 variably displays symbols representing the numbers 1 to 8 as the first decorative symbol or the second decorative symbol. Note that, as the variably displayed symbols, symbols in which the symbols representing the numbers 1 to 8 are provided with pictures of characters or the like may be adopted.
[0066] FIG. 10(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, the display surface 41a displays a main display area MA and a sub-display area SA. In the main display area MA, an image of a first decorative pattern may be displayed, or an image of a second decorative pattern may be displayed. Similarly, in the sub-display area SA, like the main display area MA, an image of a first decorative pattern may be displayed, or an image of a second decorative pattern may be displayed. When an image of a first decorative pattern is displayed in the main display area MA, an image of a second decorative pattern is displayed in the sub-display area SA, and when an image of a second decorative pattern is displayed in the main display area MA, an image of a first decorative pattern is displayed in the sub-display area SA. Whether the first decorative pattern or the second decorative pattern is displayed in the main display area MA and the sub-display area SA is determined by the state of the game.
[0067] In the main display area MA, three symbol rows Z1, Z2, and Z3 are displayed on the left, center, and right. In each of the symbol rows Z1 to Z3, the numbers 1 to 8 are arranged in ascending or descending order as the first decorative pattern or the second decorative pattern shown in Fig. 10(a), and each symbol row is displayed in a variable manner, scrolling from top to bottom or bottom to top with periodicity. As shown in Fig. 10(b), after the variable display by scrolling, one symbol is displayed in each symbol row while stopped on the pay line L1.
[0068] Specifically, when a game ball enters the first start hole 33, 44 (the first start hole 33 on the central side, the first start hole 44 on the right side) or the second start hole 34, a variable display starts in which the symbols in each of the symbol rows Z1 to Z3 scroll in a predetermined direction with periodicity. Then, the scrolling symbols switch from a variable display to a standby display in the order of the symbol row Z1, the symbol row Z3, and the symbol row Z2, and finally, each of the symbol rows Z1 to Z3 displays a predetermined symbol in a stopped state. When the variable display of the symbols ends and the display is stopped, if the result of the winning lottery by the main control device 60 is a big win, a predetermined combination of symbols is formed on the pay line L1. For example, a combination of the same symbols is formed on the pay line L1. The form of the first decorative symbol and the second decorative symbol in the main display area MA is not limited to the above-mentioned form. For example, various modes of display of the first decorative pattern and the second decorative pattern can be adopted, such as the number of pattern rows in the main display area MA, the number of valid lines, the direction of the changing display of the patterns in the pattern rows, and the number of patterns in each pattern row.
[0069] In the sub-display area SA, three symbol rows Z4, Z5, and Z6 are displayed: left, center, and right. In each of the symbol rows Z4 to Z6, the numbers 1 to 8 are arranged in ascending or descending order as the first decorative pattern or the second decorative pattern shown in Fig. 10(a), and each symbol row is displayed in a periodic scrolling manner from top to bottom or bottom to top. As shown in Fig. 10(b), after the scrolling display, one symbol is displayed in each symbol row while stopped on the pay line L2.
[0070] Specifically, when a game ball enters the first starting hole 33, 44 (the first starting hole 33 on the center side, the first starting hole 44 on the right side), a variable display starts in which the symbols in each of the symbol rows Z4 to Z6 scroll in a predetermined direction with periodicity. Then, the scrolling symbols switch from a variable display to a standby display in the order of the symbol row Z4, the symbol row Z6, and the symbol row Z5, and finally, the predetermined symbols are displayed stationary in each of the symbol rows Z4 to Z6. When the variable display of the symbols ends and the display is stationary, if the result of the winning lottery by the main control device 60 is a big win, a combination of predetermined symbols is formed on the pay line L2. For example, a combination of the same symbols is formed on the pay line L2. The form of the first decorative symbol and the second decorative symbol in the sub-display area SA is not limited to the above-mentioned form. For example, various manners of displaying the first decorative pattern and the second decorative pattern can be adopted, such as the number of pattern rows in the sub-display area SA, the number of valid lines, the direction of the changing display of the patterns in the pattern rows, and the number of patterns in each pattern row.
[0071] Here, a "play round" refers to the period from when the changing display of the first pattern display section 37a or the second pattern display section 37b begins, when the changing display ends and becomes a stationary display, and until the stationary display ends, and is one unit of processing for notifying the player of the results of the winning lottery for special information obtained based on a ball entering either the first starting hole 33, 44 (the central first starting hole 33, the right side first starting hole 44) or the second starting hole 34.
[0072] Furthermore, as shown in FIG. 10(b), a first reserved display area Ds1 and a second reserved display area Ds2 are displayed on the display surface 41a of the pattern display device 41. The first reserved display area Ds1 displays the number of reserved balls based on balls entering the first start openings 33, 44 (the first start opening 33 on the center side, the first start opening 44 on the right side). The second reserved display area Ds2 displays the number of reserved balls based on balls entering the second start opening 34. As described above, in this embodiment, the number of reserved game balls that have entered the first start openings 33, 44 (the first start opening 33 on the center side, the first start opening 44 on the right side) and the second start opening 34 is a maximum of four each.
[0073] Also, as shown in FIG. 10(b), the display surface 41a is provided with a first synchronous display unit Sync1 that performs blinking and lighting in synchronization with the variable display and stop display of the first pattern displayed on the first pattern display unit 37a of the special pattern unit 37, and a second synchronous display unit Sync2 that performs blinking and lighting in synchronization with the variable display and stop display of the second pattern displayed on the second pattern display unit 37b of the special pattern unit 37. Specifically, when the first pattern display unit 37a is performing a variable display, the first synchronous display unit Sync1 performs a blinking display, and when the first pattern display unit 37a is performing a stop display, the first synchronous display unit Sync1 performs a lighting display. Also, when the second pattern display unit 37b is performing a variable display, the second synchronous display unit Sync2 performs a blinking display, and when the second pattern display unit 37b is performing a stop display, the second synchronous display unit Sync2 performs a lighting display.
[0074] In this embodiment, the display surface 41a is configured to display the main display area MA, the sub-display area SA, the first synchronization display section Sync1, and the second synchronization display section Sync2, but a configuration in which the display surface 41a does not display some or all of these displays may also be adopted.
[0075] 1-2 Electrical configuration of the gaming machine: Next, a description will be given of the electrical configuration of the pachinko machine 10. In this description, the electrical configuration of the pachinko machine 10 will be described using a block diagram.
[0076] 11 is a block diagram showing the electrical configuration of the pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes a sound and light emission control device 90 and a display control device 100.
[0077] The main control device 60 includes a main control board 61 that mainly controls the game. The main control board 61 includes an MPU 62 that is composed of elements having multiple functions. The MPU 62 includes a CPU (not shown) that executes various control programs, a ROM 63 that records various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data and the like when executing the programs recorded in the ROM 63. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit as a random number generator. Note that some of the functions of the MPU 62 may be provided by other elements. Details of the various areas provided in the ROM 63 and the RAM 64 will be described later.
[0078] The main control board 61 is provided with an input port (not shown) and an output port (not shown). The input port of the main control board 61 is connected to the dispensing control device 70 and the power failure monitoring circuit 86 provided in the power supply device 85. The main control board 61 receives a stable 24V DC power supply from the power supply device 85 via the power failure monitoring circuit 86. The power supply device 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power source into the operating power required by the main control device 60, the dispensing control device 70, etc., and supplies power to each device. The power supply device 85 also includes a capacitor (not shown), and when a power failure occurs or when the power switch 88 (FIG. 2) is turned off, it continues to supply power to each device for a predetermined period of time.
[0079] In addition, various detection sensors 67a to 67g are connected to the input port of the main control board 61. Specifically, it is connected to a plurality of detection sensors provided at various ball entrances such as the general winning entrance 32, the central first starting entrance 33, the second starting entrance 34, the right side first starting entrance 44, the falling entrance 252, the through gate 35, and the variable winning device 36. The MPU 62 of the main control board 61 judges whether or not the game ball flowing down the game area PA has entered each ball entrance and judges whether or not the game ball has passed through the through gate 35 based on the signals from the various detection sensors 67a to 67g. Furthermore, the MPU 62 executes a winning lottery based on the entry of the game ball into the first starting entrance 33, 44 (the central first starting entrance 33, the right side first starting entrance 44) and the second starting entrance 34, and executes a lottery for opening an electric accessory based on the entry of the game ball into the through gate 35.
[0080] In this embodiment, the start port unit outlet 251 provided in the start port unit 200 is also provided with a detection sensor (not shown). The detection sensor is also connected to the input port of the main control board 61, and the MPU 62 of the main control board 61 can determine whether or not a game ball flowing down the game area PA has entered the start port unit outlet 251 based on a signal from the detection sensor. By configuring the device to be able to determine whether or not a game ball has entered the start port unit outlet 251, it is possible to detect a ball jam in the first branch passage 220 connecting the opening 210c and the start port unit outlet 251. Specifically, when a game ball is detected entering the right-side first starting port 44 based on a signal from the detection sensor 67d for the right-side first starting port, and then the game ball is not detected entering by both the detection sensor for the second starting port and the detection sensor for the outlet 251 in the starting port unit, it can be determined that the game ball has become stuck in the middle of the first branch passage section 220.
[0081] 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 device drive unit 34b that opens and closes the electric device 34a of the right-side first starting port 44, a game ball distribution drive unit 241a that reciprocates the distribution piece 240b of the game ball distribution device 240 between the first position Q1 and the second position Q2, and the main display unit 45. Various driver circuits are provided on the main control board 61, and the MPU 62 executes drive control of the various drive units through the driver circuits.
[0082] Specifically, in the opening and closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 36c so that the opening and closing door 36b is opened and closed. Also, if the electric role opening is won as a result of the electric role opening lottery, the MPU 62 executes drive control of the electric role drive unit 34b so that the electric role 34a is opened. In each game, the MPU 62 executes display control of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45. Also, when the type of big win is determined in the opening and closing execution mode and the number of round games to be performed in the opening and closing execution mode is determined, the MPU 62 executes display control of the round display unit 39 in the main display unit 45.
[0083] In addition, the payout control device 70 and the sound and light emission control device 90 are connected to the output port of the main control board 61. For example, the main control device 60 transmits a prize ball command to the payout control device 70 based on the winning judgment result. When the main control device 60 transmits the prize ball command, the MPU 62 of the main control board 61 refers to the command information storage area 63g of the ROM 63. Specifically, when a ball is entered into the general winning opening 32, a prize ball command corresponding to the payout of 10 game balls is transmitted from the main control device 60, when a ball is entered into the first starting opening 33, 44, a prize ball command corresponding to the payout of one game ball is transmitted from the main control device 60, and when a ball is entered into the second starting opening 34, a prize ball command corresponding to the payout of one game ball is transmitted from the main control device 60. The payout control device 70 controls the payout device 71 to pay out the prize balls based on the prize ball command received from the main control device 60.
[0084] The payout control device 70 is connected to a launch control device 80. The launch control device 80 controls the launch of a game ball launch mechanism 81. The game ball launch mechanism 81 is driven when a predetermined launch condition is met. In addition, an operating handle 25 and a game ball launch button 26 are connected to the launch control device 80.
[0085] The audio and light emission control device 90 receives various commands transmitted from the main control device 60 and executes processing corresponding to the received various commands. When the main control device 60 transmits various commands, it refers to the command information storage area 63g of the ROM 63. Details of these various commands will be described later.
[0086] In addition, the audio and light emission control device 90 controls the driving of various lamps 47 consisting of light emitting means such as LEDs arranged on the front door frame 14, controls the driving of the speaker 46, and controls the display control device 100, based on various commands received from the main control device 60. In addition, the performance operation button 24 is connected to the audio and light emission control device 90, and when the performance operation button 24 is operated by a player at a predetermined timing, the audio and light emission control device 90 controls the various lamps 47, the speaker 46, the display control device 100, etc. to perform a game performance that reflects the operation.
[0087] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the sound and light emission control device 90. Specifically, the display control device 100 grasps the variation time of the symbols on the symbol display device 41 and the type of the symbol combination to be finally stopped and displayed based on various commands received from the sound and light emission control device 90, and grasps the presence or absence of a reach, the content of the reach performance, and the content of the notice performance executed in each game round. In this embodiment, the stop time, which is the time during which the symbol combination is stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game round, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.
[0088] Fig. 12 is an explanatory diagram showing the contents of various counters used for the winning lottery etc. The various counter information is used when the MPU 62 performs the winning lottery, the display setting of the main display unit 45, and the setting of the pattern display of the pattern display device 41. Specifically, the winning random number counter C1 is used for the winning lottery. The jackpot type counter C2 is used for allocating the jackpot type such as a guaranteed jackpot result or a normal jackpot result. The reach random number counter C3 is used for reach judgment as to whether or not a reach is generated when the pattern sequence displayed on the pattern display device 41 is changed to an off-target state.
[0089] A random number initial value counter CINI is used to set the initial value of the winning random number counter C1. A variation type counter CS is used to determine the variation time in the first and second symbol display sections 37a and 37b of the main display section 45 and the symbol display device 41. An electric role opening counter C4 is used for the electric role opening lottery to determine whether the electric role 34a of the right first starting hole 44 is opened or not.
[0090] Each of the counters C1 to C4, CINI, and CS is a loop counter that adds 1 to the counter value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 64a set in a predetermined area of the RAM 64.
[0091] The RAM 64 is provided with a reserved information storage area 64b and a judgment processing execution area 64c. The reserved information storage area 64b is provided with a first reserved area Ra and a second reserved area Rb. In this embodiment, when a game ball enters the center first start hole 33 or the right first start hole 44, the values of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 at the time of the ball entering are stored in chronological order in the first reserved area Ra of the reserved information storage area 64b. Also, when a game ball enters the second start hole 34, the values of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 at the time of the ball entering are stored in chronological order in the second reserved area Rb of the reserved information storage area 64b.
[0092] The winning random number counter C1 will be described in detail. The winning random number counter C1 is used for the winning lottery as described above. The winning random number counter C1 is configured to increment by 1 in sequence within the range of 0 to 1199, for example, and return to 0 after reaching a maximum value. When the winning random number counter C1 goes around once, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 1199).
[0093] The winning random number counter C1 is updated periodically, and when a game ball enters the first starting hole (the central first starting hole 33 and the right side first starting hole 44), the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a game ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.
[0094] The value of the winning random number counter C1 stored in the first reserve area Ra is moved to the first execution area of the judgment process execution area 64c, and is compared with the winning / losing table stored in the winning / losing table storage area 63a of the ROM 63 to determine whether or not it will be a jackpot. Also, the value of the winning random number counter C1 stored in the second reserve area Rb is moved to the second execution area of the judgment process execution area 64c, and is compared with the winning / losing table stored in the winning / losing table storage area 63a of the ROM 63 to determine whether or not it will be a jackpot.
[0095] In the pachinko machine 10 of this embodiment, when a game ball enters the first start hole 33, 44 (the first start hole 33 on the central side, the first start hole 44 on the right side), the following process is executed in parallel: when a game ball enters the first start hole 33, 44 (the first start hole 33 on the central side, the first start hole 44 on the right side), the value of the hit random number counter C1 stored in the first holding area Ra is moved to the first execution area of the judgment process execution area 64c, and it is compared with the hit / miss table stored in the hit / miss table memory area 63a of the ROM 63 to determine whether or not a jackpot will be awarded; and when a game ball enters the second start hole 34, the value of the hit random number counter C1 stored in the second holding area Rb is moved to the second execution area of the judgment process execution area 64c, and it is compared with the hit / miss table stored in the hit / miss table memory area 63a of the ROM 63 to determine whether or not a jackpot will be awarded. In the following, the pachinko machine 10 of this embodiment, which is capable of executing in parallel the process of determining whether or not a jackpot will be reached when a gaming ball enters the first starting hole 33, 44 and the process of determining whether or not a jackpot will be reached when a gaming ball enters the second starting hole 34, and which is capable of executing the varying display of the first pattern display section 37a and the varying display of the second pattern display section 37b in parallel (simultaneously), is also referred to as a simultaneous varying machine.
[0096] In the following explanation, a game (also called a game round) that is executed in response to a game ball entering the first starting hole 33, 44 may be referred to as a game round for the first starting hole, and a game (also called a game round) that is executed in response to a game ball entering the second starting hole 34 may be referred to as a game round for the second starting hole.
[0097] Next, the details of the big win type counter C2 will be described. The big win type counter C2 is used when determining the big win type. The big win type counter C2 is configured to be incremented by 1 in the range of 0 to 99 and to return to 0 after reaching the maximum value.
[0098] The jackpot type counter C2 is updated periodically, and the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time when the game ball enters the first starting hole 33, 44, and is stored in the second holding area Rb of the holding information storage area 64b at the time when the game ball enters the second starting hole 34.
[0099] As described above, the MPU 62 performs a winning lottery using the value of the winning random number counter C1 stored in the judgment process execution area 64c, and when the result of the winning lottery is a jackpot, it judges the jackpot type using the value of the jackpot type counter C2 stored in the judgment process execution area 64c. Furthermore, the MPU 62 uses the value of the winning random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. When making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.
[0100] Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is used to determine whether or not a reach occurs when the result of the winning lottery is not a big win. The reach random number counter C3 is configured to increment by 1 in sequence within the range of, for example, 0 to 238, and to return to 0 after reaching a maximum value.
[0101] The reach random number counter C3 is periodically updated, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the timing when the game ball enters the first start hole 33, 44, and is stored in the second reserve area Rb of the reserve information storage area 64b at the timing when the game ball enters the second start hole 34. The value of the reach random number counter C3 stored in the first reserve area Ra is moved to the judgment process execution area 64c, and then collated with the reach judgment table stored in the reach judgment table storage area 63c of the ROM 63 to determine whether or not a reach occurs. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the judgment process execution area 64c, and then collated with the reach judgment table stored in the reach judgment table storage area 63c of the ROM 63 to determine whether or not a reach occurs. However, if the result of the winning lottery is a big win and the mode shifts to the open / close execution mode, the MPU 62 determines that a reach has occurred regardless of the value of the reach random number counter C3.
[0102] The term "reach" refers to a display state in which some combinations of symbols that may form a combination of symbols corresponding to a jackpot are displayed in a stopped state in some of the symbol rows among the multiple symbol rows displayed on the display screen of the symbol display device 41, and in this state, the remaining symbol rows are displayed in a variable manner. In the pachinko machine 10 of this embodiment, the combination of symbols corresponding to a jackpot refers to a combination of the same symbols on a predetermined effective line. As a specific example, in the main display area MA of the display surface 41a of FIG. 10(b), a symbol is first displayed in the symbol row Z1, and then the same symbol as Z1 is displayed in the symbol row Z3 to form a reach line, and when the reach line is formed, the symbol is displayed in a variable manner in the symbol row Z2, resulting in a reach. When a jackpot occurs, the same symbol as the symbol forming the reach line is displayed in the symbol row Z2.
[0103] The reach also includes a reach performance in which, when a reach line is formed, the remaining symbol rows are displayed in a variable manner and a predetermined character or the like is displayed as a moving image on the background screen, and a reach performance in which a combination of symbols on which a reach line is formed is displayed in a reduced size or is hidden and a predetermined character or the like is displayed as a moving image on substantially the entire display surface 41a. In addition, when a reach performance is being performed or before a reach display, a decision as to whether or not to display a notice using a predetermined image such as a predetermined character may be made using the reach random number counter C3 or other counters.
[0104] Next, the details of the variation type counter CS will be described. The variation type counter CS is used when the MPU 62 determines the variation time in the first and second symbol display units 37a and 37b, and the variation time of the symbol in the symbol display device 41. The variation type counter CS is configured to be incremented by 1 in sequence within the range of, for example, 0 to 198, and to return to 0 after reaching the maximum value.
[0105] The variation type counter CS is updated once each time the normal processing described later is executed, and is repeatedly updated during the remaining time in the normal processing. The buffer value of the variation type counter CS is acquired when the variation display in the first symbol display section 37a or the second symbol display section 37b starts and when the variation pattern is determined when the symbol display device 41 starts varying the symbol. When the variation time in the first symbol display section 37a and the second symbol display section 37b is determined, the variation time table stored in the variation time table storage area 63d of the ROM 63 is used.
[0106] Next, the details of the electric role opening counter C4 will be described. The electric role opening counter C4 is configured to be incremented by 1 in the range of, for example, 0 to 465, and to return to 0 after reaching the maximum value. The electric role opening counter C4 is periodically updated, and is stored in the electric role holding area 64d of the RAM 64 at the timing when the game ball enters the through gate 35. Then, at a predetermined timing, the value of the electric role opening counter C4 stored in the electric role holding area 64d is moved to the electric role execution area 64e, and then a lottery (hereinafter referred to as an electric role opening lottery) is performed in the electric role execution area 64e to determine whether or not to control the electric role 34a to the open state using the value of the electric role opening counter C4. Specifically, in the electric role execution area 64e, a win / loss table (win / loss table for electric role opening lottery) stored in the role lottery table storage area 63e of the ROM 63 is collated with the value of the electric role opening counter C4, and it is determined whether or not to control the electric role 34a to the open state.
[0107] At least one of the acquired values of the winning random number counter C1, the big win type counter C2, the reach random number counter C3, and the electric role opening counter C4 corresponds to special information in the present invention. At least one of the values of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 stored in the first reserve area Ra and the second reserve area Rb is also called reserved information.
[0108] Next, the winning / losing table will be explained. The winning / losing table is table data for checking against the winning random number counter C1 when a winning lottery is performed based on the winning random number counter C1. The pachinko machine 10 has a low probability mode and a high probability mode set as lottery modes for winning lottery, and when a winning lottery is performed in the low probability mode, the winning / losing table for the low probability mode is referenced, and when a winning lottery is performed in the high probability mode, the winning / losing table for the high probability mode is referenced. The high probability mode (also called a high probability game state) is a game state that is started by winning a special jackpot, and refers to a game state in which the probability of winning a jackpot in a winning lottery is relatively higher than that in the low probability mode. In the present embodiment, the pachinko machine 10 stores, as separate table data, a winning / losing table for checking against the winning random number counter C1 stored in the first reserve area Ra of the reserve information storage area 64b when a game ball enters the first start port 33, 44, and a winning / losing table for checking against the winning random number counter C1 stored in the second reserve area Rb of the reserve information storage area 64b when a game ball enters the second start port 34. Specifically, the pachinko machine 10 stores four winning / losing tables, a winning / losing table for the first start port (for low probability mode), a winning / losing table for the first start port (for high probability mode), a winning / losing table for the second start port (for low probability mode), and a winning / losing table for the second start port (for high probability mode), in the winning / losing table storage area 63a of the ROM 63.
[0109] Fig. 13 is an explanatory diagram showing the contents of the hit / miss table for the first start port. Fig. 13(a) shows the hit / miss table for the first start port (for low probability mode), and Fig. 13(b) shows the hit / miss table for the first start port (for high probability mode).
[0110] As shown in Fig. 13(a), in the hit / miss table for the first starting hole (for low probability mode), four values from 0 to 3 are set as the value of the hit random number counter C1 that will result in a jackpot. Among the values from 0 to 1199, any value other than the four values from 0 to 3 (4 to 1199) is a miss.
[0111] On the other hand, as shown in Fig. 13(b), in the hit / miss table for the first starting port (for high probability mode), 20 values from 0 to 19 are set as the value of the hit random number counter C1 for a big hit. In addition, 40 values from 20 to 59 are set as the value of the hit random number counter C1 for a special small hit, and 1140 values from 60 to 1199 are set as the value of the hit random number counter C1 for a normal small hit.
[0112] Here, the "small win" is a win / lose result that triggers a transition to the opening / closing execution mode in which the variable winning device 36 is opened and closed, but does not trigger a transition to the lottery mode described below, and furthermore, the number of rounds of play that occur in the opening / closing execution mode is limited to one. In this embodiment, two types of small wins are prepared: a normal small win and a special small win (premium small win). The special small win is a small win that can trigger a transition of the support mode from the high frequency support mode to the low frequency support mode. Note that the opening time of the opening / closing door 36b of the variable winning device 36 once during a small win is 0.1 sec.
[0113] A "miss" is a winning / losing result that does not trigger a transition to the open / close execution mode, and does not trigger a transition to the lottery mode or the support mode. In this embodiment, there is no setting for a "miss" value in the winning / losing table (for high probability mode) for the first starting port shown in FIG. 13(b).
[0114] In this embodiment, the value group of the winning random number counter C1 set as a jackpot in the winning / losing table for the first starting port (for low probability mode) is included in the value group of the winning random number counter C1 set as a jackpot in the winning / losing table for the first starting port (for high probability mode). However, as long as the winning lottery result shows a higher probability of winning a jackpot in the high probability mode than in the low probability mode, the number and value of the random numbers set as a jackpot are arbitrary.
[0115] Fig. 14 is an explanatory diagram showing the contents of the hit / miss table for the second start port. Fig. 14(a) shows the hit / miss table for the second start port (for low probability mode), and Fig. 14(b) shows the hit / miss table for the second start port (for high probability mode).
[0116] As shown in FIG. 14(a), in the hit / miss table for the second starting port (for low probability mode), four values from 0 to 3 are set as the value of the hit random number counter C1 that results in a jackpot. Among the values from 0 to 1199, values other than the four values from 0 to 3 (4 to 1199) are misses. On the other hand, as shown in FIG. 14(b), in the hit / miss table for the second starting port (for high probability mode), twenty values from 0 to 19 are set as the value of the hit random number counter C1 that results in a jackpot. Among the values from 0 to 1199, values other than the twenty values from 0 to 19 (20 to 1199) are misses. In this way, the high probability mode has a higher probability of winning a jackpot in the hit lottery than the low probability mode.
[0117] In this embodiment, the value group of the winning random number counter C1 set as a jackpot in the winning / losing table for the second starting port (for low probability mode) is included in the value group of the winning random number counter C1 set as a jackpot in the winning / losing table for the second starting port (for high probability mode). However, as long as the winning lottery result shows a higher probability of winning a jackpot in the high probability mode than in the low probability mode, the number and value of the random numbers set as a jackpot are arbitrary.
[0118] Next, the types of big wins will be explained. Multiple types of big wins can be set in the pachinko machine 10. Specifically, multiple types of big wins can be set by providing differences in the following three aspects or modes, for example. (1) Aspects of opening and closing control of the variable winning device 36 in the opening and closing execution mode (2) Lottery mode for drawing the winning lottery after the opening and closing execution mode is completed (3) Support mode of the electric device 34a of the right first starting port 44 after the opening / closing execution mode is completed
[0119] In the pachinko machine 10, as a mode of the opening and closing control of the variable winning device 36 in the above (1) opening and closing execution mode, a high frequency winning mode and a low frequency winning mode can be set so that the frequency of balls entering the variable winning device 36 from the start to the end of the opening and closing execution mode is relatively high and low. For example, in the high frequency winning mode, the opening and closing door 36b is opened and closed multiple times (for example, 16 times) from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 30 seconds have passed or until the number of balls entering the opening and closing door 36b reaches 10. On the other hand, in the low frequency winning mode, the opening and closing door 36b is opened and closed twice from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 0.2 seconds have passed or until the number of balls entering the opening and closing door 36b reaches 6.
[0120] When the operation handle 25 is operated by the player, the game ball launching mechanism 81 is controlled so that one game ball is launched toward the game area PA every 0.6 seconds. In the above specific example, in the low frequency winning mode, the opening time of the opening and closing door 36b is 0.2 seconds. In other words, in the low frequency winning mode, the opening time of the opening and closing door 36b is shorter than the game ball launching cycle. Therefore, in the opening and closing execution mode for the low frequency winning mode, the game ball does not actually enter the game area PA. However, the game ball may be set to enter the game area PA in the opening and closing execution mode for the low frequency winning mode.
[0121] In addition, the number of times the opening and closing door 36b is opened, the limit time for opening one time, and the limit number of balls for one time are arbitrary as long as the frequency of balls entering the variable winning device 36 from the start to the end of the opening and closing execution mode is higher in the high frequency winning mode than in the low frequency winning mode. Specifically, the number of times the opening and closing door 36b is opened and closed more frequently, the limit time for opening one time is longer, or the limit number of balls for one time is larger than in the low frequency winning mode. In order to clarify the difference between the high frequency winning mode and the low frequency winning mode, the opening and closing execution mode of the low frequency winning mode may be configured so that balls do not actually enter the variable winning device 36.
[0122] In the pachinko machine 10, as the above (2) lottery mode of the winning lottery after the opening / closing execution mode is finished, a high probability mode in which the winning lottery is performed using a high probability winning / losing table as the winning / losing table, and a low probability mode in which the winning lottery is performed using a low probability winning / losing table as the winning / losing table can be set. As explained with reference to Figs. 13 and 14, the probability of winning a jackpot is higher when the winning lottery is performed using the high probability winning / losing table than when the winning lottery is performed using the low probability winning / losing table.
[0123] In the pachinko machine 10, as the support mode of the electric device 34a of the first right-side starting hole 44 after the above-mentioned (3) opening / closing execution mode is completed, 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 first right-side starting hole 44 is in an open state per unit time is relatively high or low when compared with a situation in which game balls are continuing to be released in a similar manner into the game area PA.
[0124] Specifically, the high frequency support mode and the low frequency support mode have different probabilities of winning the electric role opening lottery using the electric role opening counter C4. In the high frequency support mode, the probability of winning the electric role opening lottery is made higher than in the low frequency support mode. In addition, in the high frequency support mode, the opening time of the electric role 34a may be set longer when the electric role opening lottery is won than in the low frequency support mode.
[0125] Although not adopted in this embodiment, in the high frequency support mode, the number of times that the electric role 34a is opened when the electric role opening is won may be set to be greater than in the low frequency support mode. Furthermore, the configuration may be such that the opening time of the electric role 34a is set to be longer. Also, in the case where the electric role opening is won in the high frequency support mode and the electric role 34a is opened multiple times, the closing time from the end of one opening state to the start of the next opening state may be set to be shorter than the opening time of one. Furthermore, in the high frequency support mode, the time secured from the one electric role opening lottery to the next electric role opening lottery may be set to be relatively shorter than in the low frequency support mode.
[0126] As described above, in the high frequency support mode, the probability of the ball entering the right first starting hole 44 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.
[0127] In this embodiment, when a jackpot is selected as a result of the winning lottery, the jackpot type is allocated using the jackpot type counter C2. The allocation of the jackpot type corresponding to the value of the jackpot type counter C2 is stored as an allocation table in the allocation table storage area 63b of the ROM 63.
[0128] Fig. 15 is an explanatory diagram showing the contents of the distribution table. Fig. 15(a) shows the distribution table for the first start port, and Fig. 15(b) shows the distribution table for the second start port. The distribution table for the first start port is referred to when a winning lottery is drawn based on the entry of a game ball into the first start port 33, and the distribution table for the second start port is referred to when a winning lottery is drawn based on the entry of a game ball into the second start port 34.
[0129] As shown in the distribution table for the first starting hole in Figure 15 (a), the distribution table for the first starting hole has the following types of jackpots set based on the entry of a game ball into the first starting hole 33: 16R special jackpot, 8R special jackpot, and 8R normal jackpot.
[0130] The 16R and 8R probability variable jackpots are jackpots in which the open / close control of the variable winning device 36 in the open / close execution mode is a high frequency winning mode, the lottery mode (hereinafter also simply called the "lottery mode") of the winning lottery after the open / close execution mode ends is a high probability mode, and the support mode after the open / close execution mode ends is a high frequency support mode. The difference between the 16R probability variable jackpot and the 8R probability variable jackpot is the number of times the opening / closing door 36b of the variable winning device 36 is opened in the open / close execution mode, with the 16R probability variable jackpot being 16 times (16 rounds) and the 8R probability variable jackpot being 8 times (8 rounds).
[0131] The 8R normal jackpot is a jackpot in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is the high frequency winning mode, the lottery mode after the opening and closing execution mode ends is the low probability mode, and the support mode after the opening and closing execution mode ends is the high frequency support mode. The number of times the opening and closing door 36b of the variable winning device 36 is opened in the 8R normal jackpot is 8 times (8 rounds).
[0132] In the distribution table for the first starting port, of the values of the jackpot type counter C2, which are "0 to 99", "0 to 54" corresponds to a 16R special jackpot, "55 to 69" corresponds to an 8R special jackpot, and "70 to 99" corresponds to an 8R regular jackpot.
[0133] As described above, in the pachinko machine 10 of this embodiment, three types of jackpots are set as the types of jackpots. Therefore, the modes of jackpots 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 setting multiple types of jackpots with different advantages to the player in this way, monotony of the game can be suppressed and attention to the game can be increased. Note that the types of jackpots do not need to be limited to the above three types of jackpots, and two or four types of jackpots can be set. For example, a configuration may be used in which four types of jackpots, 16R variable jackpot, 8R variable jackpot, 16R normal jackpot, and 8R normal jackpot, are set.
[0134] As shown in the distribution table for the second starting hole in Fig. 15(b), the distribution table for the second starting hole has a 16R variable probability jackpot, an 8R variable probability jackpot, and an 8R normal jackpot set as jackpot types based on the entry of a game ball into the second starting hole 34. In the distribution table for the second starting hole, of the values of the jackpot type counter C2 of "0 to 99", "0 to 64" corresponds to a 16R variable probability jackpot, "65 to 69" corresponds to an 8R variable probability jackpot, and "70 to 99" corresponds to an 8R normal jackpot. Usually corresponds to a big win.
[0135] In this way, in the pachinko machine 10 of this embodiment, the allocation manner of the type of jackpot when a jackpot is won differs between when the jackpot is won based on the ball landing in the first starting hole 33 and when the jackpot is won based on the ball landing in the second starting hole 34, and there is a clear difference in the advantage to the player.
[0136] In addition, if the winning lottery results in a loss, the game will not switch to the open / close execution mode, and the lottery mode and support mode will not change. If the jackpot type distribution results in a 16-variable jackpot or an 8R-variable jackpot, as explained above, the lottery mode after the open / close execution mode ends will be the high probability mode, but this high probability mode will continue until the next winning lottery results in a jackpot or a game ball enters the drop hole 252 provided in the starting hole unit 200.
[0137] As described above, the MPU 62 performs a lottery for a winning combination using the value of the winning random number counter C1 stored in the execution area AE, and determines the type of the big win using the value of the big win type counter C2 stored in the execution area AE. Furthermore, the MPU 62 uses the value of the winning random number counter C1 and the value of the big win type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. When making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.
[0138] Next, a table for reach determination (hereinafter, referred to as a reach determination hit / miss table) will be described. The reach determination hit / miss table is table data for checking against the value of the reach random number counter C3 when determining whether or not a reach occurs based on the value of the reach random number counter C3.
[0139] Fig. 16 is an explanatory diagram showing a hit / miss table for reach determination. As shown in Fig. 16, in the hit / miss table for reach determination, 20 values from 0 to 19 are set as values that win reach among the values of the reach random number counter C3 from 0 to 399. Among the values from 0 to 399, values other than the 20 values from 0 to 19 (20 to 399) are set as misses, that is, values that do not win reach. In other words, in a situation where a jackpot is not won in the winning lottery, the probability of winning reach is 1 / 20.
[0140] The pachinko machine 10 of this embodiment is provided with five reach judgment winning / losing tables in which the probability of winning the reach varies depending on the total number of reserved balls, which is the sum of the number of reserved game balls that entered the first start port 33 and the number of reserved game balls that entered the second start port 34. The winning / losing table shown in FIG. 16 is for the case where the total number of reserved balls is four or more, and the five reach judgment winning / losing tables including the winning / losing table have a higher probability of winning the reach as the total number of reserved balls decreases. For example, when the total number of reserved balls is three, the winning probability of the reach is about 1 / 11, when the total number of reserved balls is two, the winning probability of the reach is about 1 / 10, when the total number of reserved balls is one, the winning probability of the reach is about 1 / 9, and when the total number of reserved balls is zero, the winning probability of the reach is about 1 / 6. The number of reach judgment winning / losing tables does not need to be limited to five, and may be two, three, four, six or more. In short, there may be multiple win / lose tables for determining whether or not a win is reached, and any configuration is acceptable as long as the smaller the total number of reserved balls, the higher the probability of winning the reach.
[0141] FIG. 17 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for electric role opening lottery) used when executing an electric role opening lottery.
[0142] FIG. 17(a) shows a winning / losing table for the electric role opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 17(a), the winning / losing table for the electric role opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric role opening counter C4 that is a winning for the electric role opening. 464 values, from 2 to 465, are set as the value of the electric role opening counter C4 that is a losing result. That is, when the game ball passes through the through gate 35 in the low-frequency support mode and the electric role opening lottery is executed, the electric role opening is won with a probability of 1 / 233. In the pachinko machine 10 of this embodiment, when the electric role opening is won in the low-frequency support mode, the electric role opening is opened once, and the opening time is 1.4 seconds.
[0143] FIG. 17(b) shows a winning / losing table for the electric role opening lottery (for high frequency support mode) used in the high frequency support mode. As shown in FIG. 17(b), 462 values from 0 to 461 are set as the value of the electric role opening counter C4 that is a winning win for the electric role opening in the winning / losing table for the electric role opening lottery (for high frequency support mode). Four values from 462 to 465 are set as the value of the electric role opening counter C4 that is a losing win. That is, when the game ball passes through the through gate 35 in the high frequency support mode and the electric role opening lottery is executed, the electric role opening is won with a probability of 231 / 233. In the pachinko machine 10 of this embodiment, when the electric role opening is won in the high frequency support mode, the electric role opening is opened once, and the opening time is 0.5 seconds.
[0144] In this way, the winning / losing table for the electric role opening lottery is set so that the high frequency support mode has a higher probability of the game ball entering the right-side first starting hole 44 than the low frequency support mode.
[0145] 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.
[0146] Fig. 18 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. 11) 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.
[0147] 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, a reach allocation table storage area 93c, etc. are provided in a part of the area of the ROM 93. These will be described in detail later.
[0148] The RAM 94 is a memory for temporarily storing various data and the like when executing the control program stored in the ROM 93. For example, a various flag storage area 94a, various counter areas 94b, a lottery counter area 94c, and the like are provided in a part of the area of the RAM 94. Note that it is not essential that the ROM 93 and the RAM 94 are integrated into a single chip for the MPU 92, and each may be integrated into an individual chip.
[0149] The MPU 92 is provided with an input port and an output port. The main control device 60 and the performance operation button 24 are connected to the input side of the MPU 92. Various commands are received from the main control device 60. The speaker 46 and various lamps 47 are connected to the output side of the MPU 92, as well as the display control device 100.
[0150] A display control board 101 provided in the display control device 100 is equipped with an MPU 102, which is an element in which a program ROM 103 and a work RAM 104 are integrated into a chip, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. Note that it is not essential that the program ROM 103 and the work RAM 104 are integrated into a single chip for the MPU 102, and each may be integrated into a separate chip.
[0151] 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).
[0152] The program ROM 103 is a memory for storing various control programs executed by the MPU 102 and fixed value data, and also stores JPEG format image data for a background image.
[0153] The work RAM 104 is a memory for temporarily storing work data, flags, etc., used when the MPU 102 executes various programs.
[0154] The VDP 105 is a kind of drawing circuit, and directly operates an image processing device as a liquid crystal display driver built into the pattern display device 41. The VDP 105 is also called a "drawing chip" because it is made into an IC chip, and is a kind of microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 105 adjusts the timing of the MPU 102, video RAM 107, etc., and mediates data reading and writing, and reads image data to be stored in the video RAM 107 from the character ROM 106 at a predetermined timing and displays it on the pattern display device 41.
[0155] The character ROM 106 serves as an image data library for storing character data such as patterns and pictures to be displayed on the pattern display device 41. Bitmap image data of various display patterns and display pictures, a color palette table to be referenced when determining the color to be expressed at each dot of the bitmap image, and the like are stored in the character ROM 106. The various display pictures include pictures of petals P1 to P4, which will be described later. It is also possible to provide a plurality of character ROMs 106, and to have each character ROM 106 store image data and the like in a shared manner. It is also possible to configure the character ROM 106 to store JPEG image data for background images stored in the program ROM 103.
[0156] The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 41, and the display contents of the pattern display device 41 are changed by rewriting the contents of the video RAM 107.
[0157] In the following, the MPU 62, ROM 63, and RAM 64 of the main control unit 60 will be referred to as the main side MPU 62, main side ROM 63, and main side RAM 64, respectively, the MPU 92, ROM 93, and RAM 94 of the audio and light emission control unit 90 will be referred to as the audio and light side MPU 92, audio and light side ROM 93, and audio and light side RAM 94, respectively, and the MPU 102 of the display control unit 100 will be referred to as the display side MPU 102.
[0158] 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.
[0159] 《1-4-1》Lottery mode and support mode high / low transition: In the pachinko machine 10 of this embodiment, when a jackpot is won by a winning lottery and the type of the jackpot won is a normal jackpot, the lottery mode transitions to a low probability mode and the support mode transitions to a high frequency support mode after the opening / closing execution mode ends. Also, in the pachinko machine 10 of this embodiment, when a jackpot is won by a winning lottery and the type of the jackpot won is a variable jackpot, the lottery mode transitions to a high probability mode and the support mode transitions to a high frequency support mode after the opening / closing execution mode ends.
[0160] After the transition to the high-frequency support mode, the high-frequency support mode continues as a support mode until the number of times of play since the high-frequency support mode was started reaches a predetermined guaranteed number of times of play. The "guaranteed number of times of play" is the number of times of play guaranteed to be continuously performed in the high-frequency support mode, for example, 50 times. That is, in the pachinko machine 10, after the transition to the high-frequency support mode, the high-frequency support mode is guaranteed up to the guaranteed number of times of play, which is 50 times. When the number of times of play since the high-frequency support mode was started reaches the guaranteed number of times of play, the support mode transitions to the low-frequency support mode. Particularly in this embodiment, even if the high probability mode is continuing at the time when the number of times of play that has reached the guaranteed number of times of play ends, the support mode transitions to the low-frequency support mode.
[0161] When the support mode is the high frequency support mode, the probability that the result of the electric role opening lottery executed upon passing through the through gate 35 will be an electric role opening winning is extremely high at 231 / 233, so the electric role 34a is substantially in an electric role opening state. For this reason, when the support mode is the high frequency support mode, the player plays a game so as to make the game ball enter the right first start port 44 equipped with the electric role 34a by performing a weak right hit and letting the game ball flow down the weak right hit passage P1. The game ball that enters the right first start port 44 is sorted by the sorting piece 242 of the game ball sorting device 240 into a route toward the out port 251 in the start port unit and a route toward the fall port 252. For this reason, the game ball that enters the right first start port 44 has a possibility of entering the fall port 252, although the probability is as low as 1 / 21 as described above.
[0162] The trigger for transitioning to the high-frequency support mode is a guaranteed big win, and when a game ball enters the drop hole 252 in a game (e.g., the 30th game) before the number of games since the high-frequency support mode is started reaches the guaranteed number of games, the lottery mode transitions from the high-probability mode to the low-probability mode. Then, from the game next to the time when the game ball enters the drop hole 252, a winning lottery is executed in the low-probability mode. As for the support mode, even if a game ball enters the drop hole 252 in a game (e.g., the 30th game) before the number of games since the high-frequency support mode is started reaches the guaranteed number of games, and the high-probability mode ends and transitions to the low-probability mode, the high-frequency support mode continues until the number of games since the high-frequency support mode is started reaches the guaranteed number of games (i.e., 50 games).
[0163] In the pachinko machine 10 of this embodiment, when a player wins a jackpot by a winning lottery and 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, if a player wins a jackpot (regardless of whether it is a normal jackpot or a jackpot) in a winning lottery in a game (for example, the 30th game) before the number of games since the high frequency support mode starts reaches the guaranteed number of games, the lottery mode shifts from the high probability mode to the low probability mode at the timing when the 30th game in which the jackpot was won ends and the opening / closing execution mode starts. The support mode also shifts from the high frequency support mode to the low frequency support mode at the timing when the game (for example, the 30th game) before the guaranteed number of games ends and the opening / closing execution mode starts. That is, both the lottery mode and the support mode are reset to the low side at the timing when the game in which the jackpot was won ends and the opening / closing execution mode starts.
[0164] 《1-4-2》Game Flow: In the pachinko machine 10 of this embodiment, at least four types of states can be taken as game states that transition during the game, depending on the combination of the high and low of the lottery mode and the support mode. Specifically, the game states can be taken as follows: i) a low-probability low-support state in which the lottery mode is a low-probability mode and the support mode is a low-frequency support mode; ii) 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; iii) a high-probability low-support state in which the lottery mode is a high-probability mode and the support mode is a low-frequency support mode; and iv) a low-probability high-support state in which the lottery mode is a low-probability mode and the support mode is a high-frequency support mode. Furthermore, in the pachinko machine 10 of this embodiment, an open / close execution mode in which a game ball can enter the large winning opening 36a of the variable winning device 36 can be taken as a game state. The game progresses while transitioning between these game states.
[0165] 19 is an explanatory diagram showing the flow of a game in the pachinko machine 10. When a game is started, the game is initially in a low probability low support state (state H1). That is, the lottery mode is a low probability mode, and the support mode is a low frequency support mode.
[0166] 20 is an explanatory diagram showing various aspects in each of the low probability low support state, the low probability high support state, the high probability high support state, and the high probability low support state. Here, as aspects, whether or not the game ball can enter the first central starting hole 33, the first right starting hole 44, the falling hole 252, and the second starting hole 34, the change time of the first pattern, the change time of the second pattern, etc. are determined.
[0167] As shown in FIG. 20, in the low-probability low-support state, the game ball can enter the first starting hole 33 on the center side. For this reason, in the low-probability low-support state, the player is made to hit the ball from the left, the game ball flows down to the left side of the game area PA, and the game ball enters the first starting hole 33 on the center side. When the game ball enters the first starting hole 33 on the center side, a game round for the first starting hole is executed and a winning lottery is held. At this time, the first decorative pattern, which is a presentation image corresponding to the game round for the first starting hole, is displayed in the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41, and the second decorative image, which is a presentation image corresponding to the game round for the second starting hole, is displayed in the sub-display area SA. That is, since the target for the player to enter the game ball is the first starting hole 33 on the center side, the first decorative pattern is displayed in the main display area MA.
[0168] Consider the ball entry ports other than the first starting port 33 on the center side. In the low probability low support state, the ball cannot enter the right first starting port 44 and the fall port 252 provided in the starting port unit 200, but the ball can enter the second starting port 34. In the low probability low support state, the support mode is the low frequency support mode, so the probability that the result of the electric role opening lottery executed upon passing through the through gate 35 will be a miss is extremely high at 232 / 233, and therefore the electric role 34a is substantially always in a closed state, and the game ball flows along the third route RT3 (FIG. 9) described above, so that the ball can enter the second starting port 34. For this reason, some players may aim to enter the game ball into the second starting port 34 by hitting the ball weakly to the right in the low probability low support state and letting the game ball flow along the third route RT3. In contrast, the pachinko machine 10 of this embodiment is a simultaneous variation machine, and is configured to suppress repeated execution of winning lotteries triggered by the entry of a game ball into the second starting hole 34 in a short period of time by setting the variation time of the second symbol display section 37b (hereinafter also referred to as the special 2 variation time) to an extremely long time, for example, 10 minutes. As a result, in this embodiment, the player is made to give up weak right-hitting operation in the low probability low support state and concentrate on left-hitting.
[0169] In addition, the special 2 change time in the low probability low support state is set to an extremely long time of 10 minutes, but the change time of the first symbol display part 37a in the low probability low support state (hereinafter also referred to as special 1 change time) is set to a normal length of time. The "normal length of time" here refers to a normal length of time determined by the value of the change type counter CS described later, the type of big win, the presence or absence of a reach, etc., for example, 2 seconds to 3 minutes.
[0170] Returning to Fig. 19. In the case where the winning lottery in the first starting hole game round executed in the low probability low support state (state H1) is a miss, the low probability low support state (state H1) continues, and the player puts the game ball into the first starting hole 33 on the center side, and executes the first starting hole game round.
[0171] When a jackpot is won in the winning lottery in the first start hole game played in the low probability low support state, and the type of the jackpot won is a normal jackpot, the open / close execution mode is executed as a privilege given to the player after the first start hole game is finished. That is, the low probability low support state (state H1) is switched to the open / close execution mode (state H2). Prior to the round game that occurs in the open / close execution mode, the pachinko machine 10 executes a suggestion effect that encourages the player to make a strong right hit. The player executes a strong right hit in accordance with the suggestion effect after the first start hole game is finished, causing the game ball to flow down the strong right hit passage P2, and causing the game ball to enter the large prize opening 36a, thereby obtaining a prize ball.
[0172] When the opening and closing execution mode (state H2) ends, the state transitions to the low probability high support state (state H3). In other words, the lottery mode is a low probability mode, and the support mode is a high frequency support mode (limited to 50 times, which is the guaranteed number of times to play).
[0173] As shown in FIG. 20, in the low probability high support state, it is possible to insert a game ball into the first starting hole 33 on the center side, the first starting hole 44 on the right side, and the fall hole 252, but it is impossible to insert a game ball into the second starting hole 34. In the low probability high support state, since the support mode is the high frequency support mode, the result of the electric role opening lottery executed in response to passing through the through gate 35 has a very high probability of 231 / 233, so that the electric role opening lottery is won, and the electric role 34a is essentially in an electric role opening state. In the pachinko machine 10 of this embodiment, in the support mode being the high frequency support mode, the distance from the through gate 35 to the electric role 34a, the opening time of the electric role 34a once, the number of times the electric role 34a is opened, the variation time of the pattern in the normal unit 38, etc. are adjusted so that the game ball that has passed through the through gate 35 passes through the electric role opening state electric role 34a with a 100% probability. Therefore, when the support mode is the high frequency support mode, the game ball that has passed through the through gate 35 and entered the ball entrance 210a flows along the first route RT1 (FIG. 7) or the second route RT2 (FIG. 8) described above, so that the game ball can enter the right first start entrance 44 and the out-port 251 in the start entrance unit, or the right first start entrance 44 and the fall port 252, and it is impossible or difficult for the game ball to enter the second start entrance 34. Even if the game ball enters the fall port 252, in the low probability high support state, the lottery mode is the low probability mode, so the player does not have to worry about transitioning to the low probability mode (so-called fall). Therefore, in the low probability high support state (state H3), the game ball can be entered into the right first start entrance 44 with a high probability by having the player perform a weak right hit and letting the game ball flow down the weak right hit passage P1.
[0174] When a game ball enters the right-side first starting hole 44, a game round for the first starting hole is executed and a winning lottery is held. At this time, a first decorative pattern, which is an effect image corresponding to a game round for the first starting hole, is displayed in the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41, and a second decorative image, which is an effect image corresponding to a game round for the second starting hole, is displayed in the sub-display area SA. That is, since the target into which the player will insert the game ball is the right-side first starting hole 44, the first decorative pattern is displayed in the main display area MA.
[0175] The special 1 change time and special 2 change time in the low probability high support state are set to normal lengths (for example, 2 seconds to 3 minutes).
[0176] Return to Figure 19. If the winning lottery in the first start hole game played in the low probability high support state (state H3) is a miss, the low probability high support state (state H3) continues, and the player puts the game ball into the right first start hole 44 to play the first start hole game. When the number of games played since the high frequency support mode was started reaches 50, which is the guaranteed number of games, the state transitions to the low probability low support state (state H1).
[0177] When a jackpot is won in a winning lottery during a first start hole game played in the low probability high support state (state H3) and the type of the jackpot won is a normal jackpot, the open / close execution mode is executed as a privilege given to the player after the first start hole game is completed. That is, the low probability high support state (state H3) is switched to the open / close execution mode (state H2). Prior to the round game that occurs in the open / close execution mode, the pachinko machine 10 executes a suggestion effect that encourages the player to make a strong right hit. The player executes a strong right hit after the first start hole game is completed in accordance with the suggestion effect, causing the game ball to flow down the strong right hit passage P2 and enter the big prize opening 36a, thereby obtaining a prize ball.
[0178] If a jackpot is won in the winning lottery during the first starting hole game played in the low probability high support state (state H3) and the type of the jackpot won is a probability variable jackpot, the opening and closing execution mode is executed as a privilege given to the player after the first starting hole game ends. Here, the game transitions from the low probability high support state (state H3) to the opening and closing execution mode (state H4).
[0179] In the low-probability low-support state (state H1), the player aims to get the game ball into the first starting hole 33 on the center side, but this cannot be achieved with a high probability. In contrast, in the low-probability high-support state (state H3), the player can hit the ball weakly to the right with a high probability to get the game ball into the right-side first starting hole 44. For this reason, the low-probability high-support state (state H3) is more advantageous for the player than the low-probability low-support state (state H1), since there are more opportunities for the first starting hole game to be played and the winning lottery to be held.
[0180] In the low probability low support state (state H1), if a jackpot is won in the winning lottery in the first starting hole game round, and the type of the jackpot won is a probability variable jackpot, the opening and closing execution mode is executed as a privilege given to the player after the first starting hole game round ends. That is, the low probability low support state (state H1) transitions to the opening and closing execution mode (state H4).
[0181] Prior to a round of play that occurs in the opening and closing execution mode (state H4), the pachinko machine 10 executes a suggestion effect that encourages the player to make a strong right hit. The opening and closing execution mode (state H4) is the same process as the opening and closing execution mode (state H2). Although it is the same opening and closing execution mode, the reason why states H2 and H4 are distinguished is because the branch destinations are different. When the opening and closing execution mode (state H4) ends, it transitions to a high probability high support state (state H5). In other words, the lottery mode becomes a high probability mode, and the support mode becomes a high frequency support mode (limited to 50 guaranteed play times).
[0182] As shown in FIG. 20, in the high probability high support state, it is possible to insert a game ball into the first center starting hole 33, the first right side starting hole 44, and the fall hole 252, but it is impossible to insert a game ball into the second starting hole 34. The possibility of inserting these balls is the same as the possibility of inserting balls in the low probability high support state. However, in the low probability high support state, since the lottery mode is already in the low probability mode, the player does not have to worry about shifting to the low probability mode (so-called falling), whereas in the high probability high support state, when a game ball enters the fall hole 252, the lottery mode shifts from the high probability mode to the low probability mode (so-called falling). In the high probability high support state, since the support mode is the high frequency support mode, the probability that the result of the electric role opening lottery executed in response to passing through the through gate 35 will be an electric role opening winning is extremely high at 231 / 233, so the electric role 34a is substantially in an electric role opening state. For this reason, as explained above, when the support mode is the high frequency support mode, the game ball that passes through the through gate 35 and enters the ball entrance 210a flows along the first route RT1 (FIG. 7) or the second route RT2 (FIG. 8), so that the game ball can enter the right first start entrance 44 and the out-entrance 251 in the start entrance unit, or the right first start entrance 44 and the fall entrance 252, and it is impossible or difficult for the game ball to enter the second start entrance 34.
[0183] In the high probability high support state, the player is made to perform a weak right hit, causing the game ball to flow down the weak right hit passage P1 and enter the right first start hole 44. When the game ball enters the right first start hole 44, a game round for the first start hole is executed and a winning lottery is held. At this time, the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41 displays a first decorative pattern, which is a presentation image corresponding to the game round for the first start hole, and the sub-display area SA displays a second decorative image, which is a presentation image corresponding to the game round for the second start hole. That is, since the target for the player to enter the game ball is the right first start hole 44, the first decorative pattern is displayed in the main display area MA.
[0184] Returning to FIG. 19. In the case where the winning lottery in the first starting hole game round executed in the high probability high support state (state H5) is a miss, the high probability high support state (state H5) is repeated, and the game ball is inserted into the right first starting hole 44 to execute the first starting hole game round.
[0185] When a jackpot is won in a lottery during a first start hole game played in the high probability high support state (state H5), and the type of the jackpot won is a normal jackpot, the open / close execution mode is executed as a privilege given to the player after the first start hole game ends. That is, the state transitions from the low probability high support state (state H5) to the open / close execution mode (state H2). Prior to a round game that occurs in the open / close execution mode, the pachinko machine 10 executes a suggestion performance that encourages the player to hit hard right.
[0186] If a jackpot is won in the winning lottery during the first starting hole game played in the high probability high support state (state H5) and the type of the jackpot won is a probability variable jackpot, the opening and closing execution mode is executed as a privilege given to the player after the first starting hole game ends. Here, the state transitions from the high probability high support state (state H5) to the opening and closing execution mode (state H4).
[0187] In the high-probability high support state (state H5), if a game ball enters the drop hole 252, the state transitions to a low-probability high support state (state H3). That is, the lottery mode transitions from the high probability mode to the low probability mode, and the support mode continues as the high-frequency support mode. When transitioning to the low-probability high support state (state H3), the guaranteed number of games counter PNC, which indicates the number of games that will continue to be executed in the high-frequency support mode, is maintained as it was before the transition. Therefore, the number of games that will continue to be executed in the high-frequency support mode is not reset by transitioning to the low-probability high support state (state H3).
[0188] In addition, the special 1 change time in the high probability high support state (state H5) is set to a normal length, and the special 2 change time in the high probability high support state (state H5) is set to, for example, 10 minutes. The reason why the special 2 change time in the high probability high support state (state H5) is set to an extremely long time of 10 minutes is as follows.
[0189] In the high probability high support state, it is impossible to insert a game ball into the second starting hole 34, but the reserved information (maximum 4 pieces) remains in the second reserved area Rb of the reserved information storage area 64b, and in the high probability high support state, it is possible that a winning lottery is executed based on the remaining reserved information. In that case, the winning lottery is executed by referring to the winning / losing table (for high probability mode) for the second starting hole shown in FIG. 14(b), which is an excessively advantageous state for the player. In order to solve this, in this embodiment, while it is impossible to insert a game ball into the second starting hole 34 in the high probability high support state, the special 2 variation time is set to an extremely long time, for example, 10 minutes, thereby suppressing the reserved information remaining in the second reserved area Rb from being repeatedly consumed in a short period of time.
[0190] In the high probability high support state (state H5), when the number of times of play after the high frequency support mode is started reaches 50 times, which is the guaranteed number of times of play, the state transitions to the high probability low support state (state H6). Also, if a special small win is won in the winning lottery in the first start hole play time executed in the high probability high support state (state H5), the state transitions to the high probability low support state (state H6). In the high probability low support state, the lottery mode is the high probability mode, and the support mode is the low frequency support mode. In this embodiment, the player can recognize that he / she has won the special small win in the winning lottery in the first start hole play time executed in the high probability high support state from the performance content corresponding to the performance pattern for the special small win displayed on the pattern display device 41.
[0191] As shown in Fig. 20, in the high probability low support state, it is possible to insert a game ball into the first start hole 33 and the second start hole 34 on the center side, but it is impossible to insert a game ball into the first start hole 44 on the right side and the fall hole 252. In the high probability low support state, since the support mode is the low frequency support mode, the probability that the result of the electric role opening lottery executed upon passing through the through gate 35 will be a miss is extremely high at 232 / 233, so that the electric role 34a is substantially always in a closed state, and the game ball flows along the third route RT3 (Fig. 9) described above, so that it is possible to insert the game ball into the second start hole 34, but it is impossible or difficult to insert the game ball into the first start hole 44 on the right side and the fall hole 252.
[0192] In the high probability low support state (state H6), the player can make a weak right hit and the game ball can be made to flow down the weak right hit passage P1, thereby making the game ball enter the second start hole 34. When the game ball enters the second start hole 34, a game round for the second start hole is executed and a winning lottery is held. At this time, the second decorative pattern, which is a presentation image corresponding to the game round for the second start hole, is displayed in the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41, and the first decorative image, which is a presentation image corresponding to the game round for the first start hole, is displayed in the sub-display area SA. That is, since the target into which the player will make the game ball enter is the second start hole 34, the second decorative pattern is displayed in the main display area MA.
[0193] If a jackpot is won in the lottery during the second starting hole game played in the high probability low support state (state H6) and the type of the jackpot won is a normal jackpot, the opening and closing execution mode is executed as a privilege given to the player after the second starting hole game ends. That is, the high probability low support state (state H6) is switched to the opening and closing execution mode (state H2).
[0194] If a jackpot is won in the lottery during the second starting hole game played in the high probability low support state (state H6) and the type of the jackpot won is a probability variable jackpot, the opening and closing execution mode is executed as a privilege given to the player after the second starting hole game ends. That is, the high probability low support state (state H6) is switched to the opening and closing execution mode (state H4).
[0195] In the above-mentioned high-probability low support state (state H6), since it is impossible or difficult for the game ball hit by weak right hitting to enter the fall hole 252 as described above, the ball will enter the second start hole 34 with a probability close to 100% (this probability will be referred to as 100% for convenience hereinafter). Therefore, in the pachinko machine 10 of this embodiment, in the high-probability low support state (state H6), the game ball can be made to enter the second start hole 34 and a winning lottery can be performed 100% continuously until a jackpot is won in the winning lottery for the game round for the second start hole. In other words, the high-probability low support state (state H6) is a so-called invincible zone where there is no falling. As a result, in the pachinko machine 10 of this embodiment, when the high-probability high support state is shifted to the high-probability low support state (invincible zone), it is possible to reliably win the jackpot again, that is, to perform a so-called consecutive win, and it is possible to give the player a sense of expectation of consecutive wins. Therefore, the pachinko machine 10 of this embodiment can increase the enjoyment of the game.
[0196] In addition, when the guaranteed number of plays ends in the high probability high support state, the state changes to high probability low support, but in this case, there is a risk of a situation occurring in which the special 2 fluctuation time set to an extremely long time (long) of 10 minutes continues during the high probability high support state. In the high probability low support state (invincible zone), when the fluctuation of special 2 set to a long time continues, it becomes impossible to repeatedly draw a winning lottery triggered by the entry of a game ball into the second starting hole 34 in a short period of time in the invincible zone, which causes a disadvantage to the player. Therefore, in the pachinko machine 10 of this embodiment, the lottery result of the winning lottery of the winning / losing table (for high probability mode) for the first starting hole is set to only a big win and a small win (special small win, normal small win) (no misses), and when the big win fluctuation or small win fluctuation executed in response to the entry of a game ball into the first starting hole (the first starting hole on the center side 33, the first starting hole on the right side 44) is stopped, the fluctuation of the special 2 set to long can be stopped regardless of the result of the winning lottery related to the special 2. As a result, it is possible to eliminate the malfunction in which the fluctuation of the special 2 set to long continues in the high probability high support state in the invincible zone, and it is possible to suppress the disadvantage to the player.
[0197] As described above, according to the pachinko machine 10 of this embodiment, since the support mode is the high frequency support mode in the high probability high support state, the electric role 34a is substantially in the electric role open state, and the game ball that passed through the through gate 35 moves from the main line passage section 210 to the first branch passage section 220 in the start port unit 200 (FIG. 4). Therefore, the game ball that passed through the through gate 35 will always enter the right first start port 44. However, the game ball that entered the right first start port 44 will then enter the drop port 252 with a probability of 0.1 seconds for 2.1 seconds (=1 / 21). The trigger for transitioning to the high frequency support mode is a sure-win, and when the game ball enters the drop port 252 in a game before the number of games since the start of the high frequency support mode reaches the guaranteed number of games, the lottery mode transitions from the high probability mode to the low probability mode. That is, when the gaming ball enters the right-side first starting hole 44, the lottery mode will shift from the high probability mode to the low probability mode, although there is a probability of 1 / 21, and the player may suffer a disadvantage.
[0198] On the other hand, if the number of times of play since the start of the high frequency support mode reaches the guaranteed number of times of play without the game ball entering the fall opening 252, the support mode shifts from the high frequency support mode to the low frequency support mode, and the game state shifts from the high probability high support state to the high probability low support state (invincible zone). When the support mode is the low frequency support mode, the electric role 34a is substantially always in a closed state, and as a result, the game ball flows along the third route RT3 (FIG. 9) and enters the second start opening 34. In this case, unlike the case where the game ball flows to the right first start opening 44 side, the game ball does not enter the fall opening 252 and the lottery mode does not shift from the high probability mode to the low probability mode, so that the game can be continuously performed with the game ball entering the second start opening 34 as a trigger without the possibility of being in a disadvantageous state for the player. The high probability low support state continues until the next jackpot is won, virtually guaranteeing that the next jackpot will be won.
[0199] As a result, according to the pachinko machine 10 of this embodiment, in the high probability high support state, the player can be given a sense of urgency that the lottery mode will not transition from the high probability mode to the low probability mode (will not fall) when the game ball enters the fall opening 252 during the period from the start of the high frequency support mode until the number of plays reaches the guaranteed number of plays, and a sense of expectation that the number of plays will reach the guaranteed number of plays before falling. If the number of plays reaches the guaranteed number of plays without falling, the player can be given a sense of relief that the player can transition to the high probability low support state (invincible zone) where the game times executed in response to the entry of the game ball into the second start opening 34 can be played consecutively without the risk of falling, and a sense of expectation that the player will win a jackpot in the near future in the high probability low support state by playing the game times executed in response to the entry of the game ball into the second start opening 34 consecutively. Therefore, according to the pachinko machine 10 of this embodiment, it is possible to increase the interest of the game by giving the player emotions such as a sense of expectation, tension, and relief.
[0200] Conventional pachinko machines include loop-type pachinko machines and ST-type pachinko machines. The loop-type pachinko machine is a machine in which the high probability mode continues until the next big win is won in the winning lottery. The ST-type pachinko machine is a machine in which the number of times of play in the high probability mode is limited. In the loop-type pachinko machine, in the high probability mode, the player can be given a sense of urgency that the big win will be won in the winning lottery and the type of the big win won will be a normal big win. On the other hand, in the ST-type pachinko machine, in the high probability mode, the player can be given a sense of urgency that the big win will not be won within the limited number of times. In contrast, according to the pachinko machine 10 of the present embodiment, as described above, it is possible to give a sense of urgency as well as an expectation that the number of plays will reach the guaranteed number of plays before falling. In addition, if the number of plays reaches the guaranteed number of plays without falling, the player can be given a sense of relief that he or she can transition to a high probability low support state (invincible zone) where the game times triggered by the entry of a game ball into the second starting hole 34 can be played consecutively without the risk of falling, and a sense of expectation that a jackpot will be won in the near future in the high probability low support state by playing consecutive games triggered by the entry of a game ball into the second starting hole 34. Such a sense of relief and expectation are effects unique to the pachinko machine 10 of this embodiment, and can increase the interest of the game.
[0201] In addition, according to the pachinko machine 10 of this embodiment, even if a special small win is won in the winning lottery in the high probability high support state, the support mode is shifted from the high frequency support mode to the low frequency support mode, and the game state is shifted from the high probability high support state to the high probability low support state (invincible zone). Therefore, it is possible to give the player a sense of expectation that he / she will win the special small win in the winning lottery, and as a result, it is possible to further improve the interest of the game.
[0202] In the pachinko machine 10 of this embodiment, as described above, in the high probability high support state H5, the player usually plays a game by hitting the ball weakly to the right, causing the game ball to flow down the weak right hitting passage P1, and making the game ball enter the right first starting port 44. On the other hand, in the high probability high support state H5, as described above, it is also possible to make the game ball enter the center first starting port 33, so some players may play a game by hitting the ball left in the high probability high support state H5, causing the game ball to enter the center first starting port 33. In this case, since the game ball does not enter the fall port 252 and the game state does not transition to the low probability high support state midway, if the game ball can be made to enter the center first starting port 33 only 50 times, which is the guaranteed number of times of play, the game state can be reliably transitioned to the high probability low support state, which is the invincible zone. However, since making the game ball enter the first central starting hole 33 as many as 50 times imposes a great burden on the player in terms of both time and the amount of game balls required, in the high probability high support state H5, the way of playing by hitting from the left and making the game ball enter the first central starting hole 33 has no merit for the player and is not realistic. In other words, in the pachinko machine 10 of this embodiment, the guaranteed number of times is set to a relatively large number of 50 times, so that in the high probability high support state H5, it is configured to be difficult to make the game ball enter the first central starting hole 33.
[0203] In addition, as described above, in the pachinko machine 10 of this embodiment, the playing method of making the game ball enter the first starting hole 33 on the center side in the high probability high support state H5 is configured to be difficult, but such a playing method is not completely excluded. If the above-mentioned difficulty can be tolerated, it is also possible to play in the high probability high support state H5 by hitting from the left and making the game ball enter the first starting hole 33 on the center side. For example, a player who cannot mentally accept that the game ball enters the fall hole 252 and the lottery mode shifts from the high probability mode to the low probability mode may choose the above playing method. From the viewpoint of the game machine designer, by setting the guaranteed number of plays to a relatively small number, for example 5 or 10, it is possible to permit, to a certain extent, playing a game to get the game ball to enter the central first starting hole 33 in the high probability high support state H5, and by setting the guaranteed number of plays to a large number, for example 50 or 100, it is possible to strictly prohibit playing a game to get the game ball to enter the central first starting hole 33 in the high probability high support state H5. In other words, it is possible to adjust the degree of permission or prohibition of playing a game to get the game ball to enter the central first starting hole 33 in the high probability high support state H5 by adjusting the guaranteed number of plays.
[0204] 1-5. Various processes executed by the main control device: Next, an example of a specific process executed in the pachinko machine 10 of the present embodiment will be described. First, the process executed in the main control device 60 will be described, and then the process executed in the sound and light emission control device 90 and the display control device 100 will be described.
[0205] In order to progress each game, the MPU 62 of the main control device 60 executes timer interrupt processing and normal processing. These processes are explained below. In addition to the timer interrupt processing and normal processing, the MPU 62 executes NMI interrupt processing that is started by input of a power failure signal, but the explanation of these processes is omitted.
[0206] <Timer interrupt processing> 21 is a flowchart showing the timer interrupt process. The timer interrupt process is started periodically (for example, every 2 msec) by the MPU 62 of the main control device 60.
[0207] In step Ss0101, the process executes a process of reading various detection sensors. That is, the state of various detection sensors connected to the main control device 60 is read, the state of the sensor is determined, and the detection information (ball entry detection information) is saved. Then, the process proceeds to step Ss0102.
[0208] In step Ss0102, the random number initial value counter CINI is updated. Specifically, 1 is added to the random number initial value counter CINI, and when the counter value reaches the maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of the RAM 64. After that, the process proceeds to step Ss0103.
[0209] In step Ss0103, the values of the winning random number counter C1, the big winning type counter C2, the reach random number counter C3, and the electric role opening counter C4 are updated. Specifically, 1 is added to each of the winning random number counter C1, the big winning type counter C2, the reach random number counter C3, and the electric role opening counter C4, and when each counter value reaches its maximum value, each is cleared to 0. The updated values of each counter C1 to C4 are then stored in the corresponding buffer area of the RAM 64. Then, the process proceeds to step Ss0104. The value of the variation type counter CS is updated in the normal processing (FIG. 23) described later.
[0210] In step Ss0104, a ball entry process for the start hole is executed in association with the entry of the game ball into the first start hole (the first start hole 33 on the central side and the first start hole 44 on the right side) and the second start hole 34. The details of the ball entry process for the start hole in step Ss0104 will be described later. Then, the process proceeds to step Ss0105.
[0211] In step Ss0105, a ball entry process for the fall opening is executed in response to the entry of the game ball into the fall opening 252. The ball entry process for the fall opening in step Ss0105 will be described in detail later. After executing step Ss0105, the MPU 62 ends the timer interrupt process.
[0212] <Starting ball entry processing> Next, the ball-entry process for the starting hole will be described. The ball-entry process for the starting hole is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 21: Ss0104).
[0213] FIG. 22 is a flow chart showing the ball entry process for the start hole. In step Ss0201, whether or not the game ball has entered the first start hole (the first start hole 33 on the center side, the first start hole 44 on the right side) (start entry) is determined based on the detection state of the detection sensor (the detection sensor 67d for the first start hole on the right side, etc.) corresponding to the first start hole (the first start hole 33 on the center side, the first start hole 44 on the right side). In step Ss0201, if it is determined that the game ball has entered the first start hole (the first start hole 33 on the center side, the first start hole 44 on the right side) (Ss0201: YES), the process proceeds to step Ss0202, where a prize ball command is set to cause the payout control device 70 to pay out one game ball. Then, the process proceeds to step Ss0203.
[0214] In step Ss0203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a gaming ball has entered the first start hole (the first start hole 33 on the center side, the first start hole 44 on the right side). After that, the process proceeds to step Ss0204.
[0215] In step Ss0204, the start pending number RaN (hereinafter also referred to as the first start pending number RaN), which is a value stored in the pending number storage area of the first pending area Ra, is read out, and the first start pending number RaN is set as the target of processing described later. The first start pending number RaN indicates the number of reserved balls based on balls entering the first start holes (the central first start hole 33 and the right side first start hole 44). Then, proceed to step Ss0209.
[0216] In step Ss0201, if it is determined that the game ball has not entered the first starting hole (first starting hole 33 on the central side, first starting hole 44 on the right side) (Ss0201: NO), the process proceeds to step Ss0205, and it is determined whether the game ball has entered the second starting hole 34 based on the detection state of the detection sensor corresponding to the second starting hole 34.
[0217] In step Ss0205, if it is determined that the gaming ball has entered the second starting hole 34 (Ss0205: YES), the process proceeds to step Ss0206, where a prize ball command is set to cause the payout control device 70 to pay out one gaming ball. Then, the process proceeds to step Ss0207. On the other hand, in step Ss0205, if it is determined that the gaming ball has not entered the second starting hole 34 (Ss0205: NO), the ball entry process for this starting hole is terminated.
[0218] In step Ss0207, 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. After that, the process proceeds to step Ss0208.
[0219] In step Ss0208, the start reserved number RbN (hereinafter also referred to as the second start reserved number RbN), which is a value stored in the reserved number storage area of the second reserved area Rb, is read out, and the second start reserved number RbN is set as the target of the processing described below. The second start reserved number RbN indicates the number of reserved balls based on balls entering the second start opening 34. Then, proceed to step Ss0209.
[0220] In step Ss0209, it is determined whether the start pending number N (RaN or RbN) set in step Ss0204 or step Ss0208 described above is less than the upper limit (4 in this embodiment). In step Ss0209, if the start pending number N is not less than the upper limit (Ss0209: NO), the ball entry process for this start hole is terminated.
[0221] On the other hand, in step Ss0209, if the start pending number N is less than the upper limit (Ss0209: YES), proceed to step Ss0210, add 1 to the start pending number N in the corresponding pending area, and then proceed to step Ss0211, 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 Ss0212.
[0222] In step Ss0212, the values of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step Ss0103 (Fig. 21) are stored in the first free memory area of the corresponding reserve area, i.e., the memory area corresponding to the reserved number to which 1 was added in step Ss0210. Specifically, when the first start reserved number RaN is set as the processing target, the values of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step Ss0103 (Fig. 21) are stored in the first free memory area of the first reserve area Ra, i.e., the memory area corresponding to the first start reserved number RaN to which 1 was added in step Ss0210. In addition, when the second start reserved number RbN is set as the processing target, the values of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 updated in step Ss0103 (FIG. 21) are stored in the first free memory area of the second reserved area Rb, that is, the memory area corresponding to the second start reserved number RbN to which 1 was added in step Ss0210. After executing step Ss0212, proceed to step Ss0213.
[0223] In step Ss0213, a first determination process is executed. The first determination process is a process that executes a determination of the result of the winning lottery (lottery result), the type of the jackpot, whether or not a reach has occurred, etc. based on the information (reserved information) of each value of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 before the reserved information becomes the subject of the winning lottery by the main control device 60. After executing step Ss0213, the process proceeds to step Ss0214.
[0224] In step Ss0214, a process for setting a reserved command is executed. Specifically, the judgment result (first judgment information) of the first judgment process executed based on the information (reserved information) of each value of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 is set as a reserved command.
[0225] The hold command is a command for making the sub-side control device recognize that a ball has entered the first starting hole (first starting hole 33 on the central side, first starting hole 44 on the right side) or the second starting hole 34, and the judgment result (first judgment information) by the first judgment process based on the hold information acquired based on the ball entry, before the hold information becomes the subject of a winning lottery by the main control device 60. The hold command is transmitted to the audio and light emission control device 90 in the command output process (FIG. 24: step Ss0402) of the normal processing described later.
[0226] In addition, when the voice light emission control device 90 receives a hold command transmitted based on a ball entering the first start port (the first start port 33 on the center side, the first start port 44 on the right side), it transmits a command to the display control device 100 to change the display in the first hold display area Ds1 of the liquid crystal display device 41 to correspond to the increase in the number of reserved balls. The display control device 100 that receives the command changes the display in the first hold display area Ds1 of the liquid crystal display device 41 to correspond to the increase in the number of reserved balls. On the other hand, when the voice light emission control device 90 receives a hold command transmitted based on a ball entering the second start port 34, it transmits a command to the display control device 100 to change the display in the second hold display area Ds2 of the liquid crystal display device 41 to correspond to the increase in the number of reserved balls. The display control device 100 that receives the command changes the display in the second hold display area Ds2 of the liquid crystal display device 41 to correspond to the increase in the number of reserved balls.
[0227] After executing step Ss0214, the main MPU 62 terminates the ball entry processing for this starting hole.
[0228] <Entry ball processing for fall entrance> Next, the ball entry process for the fall entrance will be described. The ball entry process for the fall entrance is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 21: Ss0105).
[0229] 23 is a flowchart showing ball entry processing for the fall opening. In step Ss0301, whether or not the game ball has entered the fall opening 252 is determined based on the detection state of the detection sensor corresponding to the fall opening 252. In step Ss0301, if it is determined that the game ball has entered the fall opening 252 (Ss0301: YES), the process proceeds to step Ss0302.
[0230] In step Ss0302, the high probability mode flag is turned OFF. The high probability mode flag is a flag for specifying whether the winning / losing selection mode is the high probability mode or not by the MPU 62, and in this embodiment, it is turned ON when the opening / closing execution mode related to the winning of the probability variable jackpot ends, and is turned OFF when the opening / closing execution mode related to the winning of the normal jackpot ends, and is also turned OFF in this step Ss0302. Then, proceed to step Ss0303.
[0231] In step Ss0303, a low-probability mode command is set. The low-probability mode command is a command for notifying the sound and light emission control device 90 that the win / lose lottery mode is the low-probability mode. Then, the process proceeds to step Ss0304.
[0232] In step Ss0304, a fall command is set. The fall command is a command for notifying the sound and light emission control device 90 that a game ball has entered the fall opening 252 and the winning / losing lottery mode has shifted from the high probability mode to the low probability mode. After step Ss0304 is executed, the ball entry process for this fall opening is terminated.
[0233] In step Ss0301, if it is determined that the game ball has not entered the fall hole 252 (Ss0301: NO), the ball entry process for this fall hole is terminated.
[0234] <Normal processing> Next, the normal processing will be described. The normal processing is processing that is started by the MPU 62 of the main control device 60 when the power is turned on. In the normal processing, the main processing of the game is executed.
[0235] 24 is a flow chart showing normal processing. In step Ss0401, start-up processing is executed. Specifically, initial settings of each control device associated with power-on, and a determination of the validity of data stored and held in RAM 64 are executed. Then, the process proceeds to step Ss0402.
[0236] In step Ss0402, output data such as commands set in the timer interrupt process or the previously executed normal process is sent to each control device on the sub side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 70. Also, if commands related to effects such as a fluctuation 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 Ss0402, proceed to step Ss0403.
[0237] In step Ss0403, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of the RAM 64. Then, the process proceeds to step Ss0404.
[0238] In step Ss0404, the winning ball count signal and payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Ss0405. In step Ss0405, a game round control process is executed to control the game in each game round. In the game round control process, a winning lottery is performed, settings are made for the variable display of the patterns by the liquid crystal display device 41, and display control is performed for the first pattern display section 37a and the second pattern display section 37b. The game round control process will be described in detail later. After executing step Ss0405, the process proceeds to step Ss0406.
[0239] In step Ss0406, a game state transition process is executed to transition the game state. By executing the game state transition process, the game state transitions to an open / close execution mode, a high probability mode, a high frequency support mode, or the like. The game state transition process will be described in detail later. Then, the process proceeds to step Ss0407.
[0240] In step Ss0407, an electric role support process is executed to drive and control the electric role 44a provided in the right-side first starting hole 44. In the electric role support process, it is determined whether or not the electric role 44a is opened. The details of the electric role support process will be described later. Then, the process proceeds to step Ss0408.
[0241] In step Ss0408, a game ball distribution control process is executed to drive and control the game ball distribution device 240 provided in the start port unit 200. The game ball distribution control process will be described in detail later. After that, the process proceeds to step Ss0409.
[0242] In step Ss0409, it is determined whether or not a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal process (in the second or subsequent cycles, the start of the command output process in step Ss0402). In other words, it is determined whether or not it is time to execute the next normal process.
[0243] In step Ss0409, if it is determined that a predetermined time (4 msec) has not elapsed since the start of the current normal processing (Ss0409: NO), in steps Ss0410 and Ss0411, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated within the remaining time until the execution timing of the next normal processing. Specifically, in step Ss0410, 1 is added to the random number initial value counter CINI, and the counter value is cleared to 0 when it reaches its maximum value. 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 Ss0411, 1 is added to the fluctuation type counter CS, and the counter value is cleared to 0 when it reaches its maximum value. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of RAM 64.
[0244] On the other hand, if it is determined in step Ss0409 that the predetermined time (4 msec) has elapsed since the start of the current normal process (Ss0409: YES), the process returns to step Ss0402 and executes each of the processes from step Ss0402 to step Ss0408.
[0245] Since the execution time of each process from step Ss0402 to step Ss0408 changes depending on the game state, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI and the variation type counter CS using the remaining time, the values of these counters can be randomly updated.
[0246] <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. 24: Ss0405).
[0247] FIG. 25 is a flow chart showing the game round control process. In step Ss0501, it is determined whether or not the open / close execution mode is in progress. Specifically, it is determined whether or not the open / close execution mode flag in the various flag storage area 64g of the RAM 64 is ON. As described later, the open / close execution mode flag is turned ON when the variation of the symbols in the game round in which the jackpot is won ends and the game moves to the open / close execution mode, and is turned OFF when the open / close execution mode ends. By determining whether or not the open / close execution mode is being executed in step Ss0501, step Ss0503 (and step Ss0506) is not executed while the open / close execution mode is being executed. As a result, it is possible to prevent the game round from starting while the open / close execution mode is being executed. Details are described below.
[0248] In step Ss0501, if it is determined that the opening and closing execution mode flag is ON (Ss0501: YES), it is determined that the opening and closing execution mode is in progress, and this game round control process is terminated without executing any of the processes in step Ss0502 and thereafter. In other words, if it is in the opening and closing execution mode, a game round will not be started regardless of whether or not a game ball has entered the first start hole (the central first start hole 33 and the right side first start hole 44) or the second start hole 34. On the other hand, in step Ss0501, if it is determined that the opening and closing execution mode is not in progress (Ss0501: NO), the process proceeds to step Ss0502.
[0249] In step Ss0502, it is determined whether or not the first variable flag in the various flag storage area 64g of the RAM 64 is ON. The first variable flag is a flag that is turned ON when a game round for the first starting hole is started, and is turned OFF when the variable display in the first symbol display section 37a stops and becomes a stopped display. In step Ss0502, if it is determined that the first variable flag is not ON (Ss0502: NO), the process proceeds to step Ss0503.
[0250] In step Ss0503, the fluctuation start process for the first start port is executed. The fluctuation start process for the first start port is a process for starting a game for the first start port. The details of the fluctuation start process for the first start port will be described later. After executing step Ss0503, proceed to step Ss0505.
[0251] On the other hand, if it is determined in step Ss0502 that the first fluctuating flag is ON (Ss0502: YES), the process proceeds to step Ss0504.
[0252] In step Ss0504, the first variation stop process is executed. The first variation stop process is a process for stopping the variation of the symbols for the first start port game that has started. The details of the first variation stop process will be described later. After executing step Ss0504, proceed to step Ss0505.
[0253] In step Ss0505, it is determined whether or not the second variable flag in the various flag storage area 64g of the RAM 64 is ON. The second variable flag is a flag that is turned ON when a game round for the second start port is started, and is turned OFF when the variable display in the second symbol display section 37b stops and becomes a stopped display. In step Ss0505, if it is determined that the second variable flag is not ON (Ss0505: NO), the process proceeds to step Ss0506.
[0254] In step Ss0506, the fluctuation start process for the second start port is executed. The fluctuation start process for the second start port is a process for starting a game round for the second start port. The details of the fluctuation start process for the second start port will be described later. After executing step Ss0506, this game round control process is terminated.
[0255] On the other hand, if it is determined in step Ss0505 that the second varying flag is ON (Ss0505: YES), the process proceeds to step Ss0507.
[0256] In step Ss0507, the second variation stop process is executed. The second variation stop process is a process for stopping the variation of the symbols for the second start port game that has started. The details of the second variation stop process will be described later. After executing step Ss0507, this game number control process is terminated.
[0257] <Fluctuation start process for the first starting port> Next, the fluctuation start process for the first start port will be described. The fluctuation start process for the first start port is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control process (FIG. 25: Ss0503).
[0258] Fig. 26 is a flow chart showing the fluctuation start process for the first start port. In step Ss0601, it is determined whether the first start pending number RaN = 0. If it is determined in step Ss0601 that the first start pending number RaN = 0 is not (Ss0601: NO), the process proceeds to step Ss0602. On the other hand, if it is determined in step Ss0601 that the first start pending number RaN = 0 (Ss0601: YES), the fluctuation start process for this first start port is terminated.
[0259] In step Ss0602, a process for shifting reserved information for the first start port is executed. In the process for shifting reserved information for the first start port, the reserved information stored in the first reserved area Ra is shifted. Details of the process for shifting reserved information for the first start port will be described later. After executing step Ss0602, proceed to step Ss0603.
[0260] In step Ss0603, a judgment process for the first start port is executed. In the judgment process for the first start port, a winning lottery is executed based on the special information stored in the judgment process execution area 64c. Specifically, based on the values of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 stored in the judgment process execution area 64c, a win / loss judgment is performed to determine whether or not there is a big win or a small win (normal small win, special small win), a distribution judgment is performed to allocate the big win type, and a reach judgment is performed to determine whether or not there is a reach. Details of the judgment process for the first start port will be described later. In the following, when both a normal small win and a special small win are included, it is also simply called a "small win". After executing step Ss0603, proceed to step Ss0604.
[0261] In step Ss0604, a process for setting the variable time for the first start port is executed. In the process for setting the variable time for the first start port, a variable time is set, which is the time from when the pattern starts to change until when it stops. The process for setting the variable time for the first start port will be described in detail later. After executing step Ss0604, the process proceeds to step Ss0605.
[0262] In step Ss0605, a first variation command is set. The first variation command includes information indicating that the current game round is related to special information acquired based on the entry of a game ball into the first start hole (the first start hole 33 on the center side, the first start hole 44 on the right side), and also includes information on the occurrence of a reach and information on the variation time set in step Ss0604. After executing step Ss0605, the process proceeds to step Ss0606.
[0263] In step Ss0606, a first type command is set. The first type command includes information on the presence or absence of a jackpot and information on the type of jackpot. Specifically, the first type command includes information on a 16R variable jackpot, an 8R variable jackpot, an 8R normal jackpot, a small jackpot (normal small jackpot, special small jackpot), or a miss.
[0264] The first variation command and the first type command set in step Ss0605 and step Ss0606 are sent to the sound and light emission control device 90 in step Ss0402 in the normal processing (FIG. 24). 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 first type command, and controls various devices so that the determined content of the presentation is executed. After executing step Ss0606, the process proceeds to step Ss0607.
[0265] In step Ss0607, the variable display in the first symbol display section 37a is started, and then the process proceeds to step Ss0608, where the first variable flag is turned ON. The first variable flag is a flag that is turned ON when a game for the first starting hole is started, and is turned OFF when the variable display in the first symbol display section 37a becomes a stopped display. After executing step Ss0608, the process proceeds to step Ss0609.
[0266] In step Ss0609, the value of the game play counter PNC is decremented by 1. When the high frequency support mode is started, a value is set in the game play counter PNC, and the counter value is decremented by 1 each time a game is played. After step Ss0609 is executed, the fluctuation start process for this first start port is terminated.
[0267] <1st start port reserved information shift processing> Next, the reserved information shift process for the first start port will be described. The reserved information shift process for the first start port is executed by the MPU 62 of the main control device 60 as a subroutine (FIG. 26: Ss0602) of the fluctuation start process for the first start port.
[0268] 27 is a flowchart showing the process of shifting reserved information for the first start port. In step Ss0701, the first start reserved number RaN in the first reserved area Ra is decremented by 1. Then, the process proceeds to step Ss0702.
[0269] In step Ss0702, the data (reserved information) stored in the first area of the first reserve area Ra is moved to the first execution area of the determination process execution area 64c, and then the process proceeds to step Ss0703.
[0270] In step Ss0703, a process is executed to shift the data stored in the memory area of the first reserved area Ra. This data shift process is a process to shift the data stored in the first to fourth areas to the lower area side in order. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, the fourth area to the third area, and so on. After executing step Ss0703, the main reserved information shift process for the first start port is terminated.
[0271] <Determination process for the first starting port> Next, the determination process for the first start port will be described. The determination process for the first start port is executed by the MPU 62 of the main control device 60 as a subroutine (FIG. 26: Ss0603) of the fluctuation start process for the first start port.
[0272] FIG. 28 is a flow chart showing the judgment process for the first starting port. In step Ss0801, it is judged whether the winning / losing lottery mode is the high probability mode. Specifically, it is judged whether the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON. The high probability mode flag is a flag for specifying whether the winning / losing lottery mode is the high probability mode by the MPU 62, and in this embodiment, it is turned ON when the opening / closing execution mode related to the winning of the special jackpot ends, and is turned OFF when the opening / closing execution mode related to the winning of the next jackpot starts. Furthermore, in this embodiment, when a game ball enters the falling port 252 provided in the starting port unit 200, the high probability mode flag is turned OFF. In step Ss0801, if it is judged to be the high probability mode (Ss0801: YES), the process proceeds to step Ss0802.
[0273] In step Ss0802, a win / loss determination is made by referring to the win / loss table (for high probability mode) for the first starting port. Specifically, it is determined whether the value of the win random number counter C1 stored in the determination process execution area 64c matches the value set as a big win in the win / loss table (for high probability mode) for the first starting port shown in FIG. 13(b). Then, the process proceeds to step Ss0804. On the other hand, if it is determined in step Ss0801 that the mode is not the high probability mode (Ss0801: NO), the process proceeds to step Ss0803.
[0274] In step Ss0803, the winning / losing table (for low probability mode) for the first starting port is referred to to determine whether or not the winning / losing is a winning / losing result. Specifically, it is determined whether or not the value of the winning random number counter C1 stored in the determination process execution area 64c matches the value set as a big win in the winning / losing table (for low probability mode) for the first starting port shown in FIG. 13(a). Then, the process proceeds to step Ss0804.
[0275] In step Ss0804, it is determined whether the result of the hit / miss determination in step Ss0802 or step Ss0803 is a jackpot. If it is determined in step Ss0804 that the result of the hit / miss determination is a jackpot (Ss0804: YES), the process proceeds to step Ss0805.
[0276] In step Ss0805, the first winning flag in the various flags storage area 64g of the RAM 64 is turned ON. The first winning flag is a flag that is turned ON when the result of the winning lottery executed in response to the entry of a gaming ball into the first start hole (the central first start hole 33 or the right first start hole 44) is a "big win," "special small win," or "normal small win," and is turned OFF when the variable display of the first pattern caused by the entry of the gaming ball into the first start hole stops and becomes a stationary display. After executing step Ss0805, the process proceeds to step Ss0806.
[0277] In step Ss0806, the allocation table for the first starting port (see FIG. 15(a)) is referenced to perform allocation determination. Specifically, it is determined which jackpot type's numerical range the value of the jackpot type counter C2 stored in the determination process execution area 64c is included in. After executing step Ss0806, the process proceeds to step Ss0807.
[0278] In step Ss0807, it is determined whether the result of the allocation determination in step Ss0806 (jackpot type) is a probability variable jackpot. In step Ss0807, if it is determined that the allocated jackpot type is a probability variable jackpot (Ss0807: YES), the process proceeds to step Ss0808.
[0279] In step Ss0808, the probability variable jackpot flag (jackpot type flag) corresponding to the jackpot type allocated in step Ss0806 is turned ON. After executing step Ss0808, the process proceeds to step Ss0809.
[0280] In step Ss0809, a process for setting a stop symbol for a high probability jackpot is executed. In the process for setting a stop symbol for a high probability jackpot, a process is executed for setting a stop result displayed in the first symbol display section 37a at which the variable display will end (stop display) in the current game round resulting in a high probability jackpot. Specifically, by referring to the stop result table for a high probability jackpot stored in the stop result table storage area 63e, address information of the stop result data corresponding to the jackpot type allocated in step Ss0806 is obtained, and the address information is stored in the stop result address storage area of the RAM 64. After executing step Ss0809, the determination process for the first start hole is terminated.
[0281] In step Ss0807, if it is determined that the allocated jackpot type is not a guaranteed jackpot (Ss0807: NO), that is, if the allocated jackpot type is a normal jackpot, the process proceeds to step Ss0810.
[0282] In step Ss0810, a normal jackpot flag (jackpot type flag) corresponding to the jackpot type allocated in step Ss0806 is turned ON. After executing step Ss0810, the process proceeds to step Ss0811.
[0283] In step Ss0811, a stop symbol setting process for a normal jackpot is executed. In the stop symbol setting process for a normal jackpot, a process is executed to set which stop result is displayed in the first symbol display section 37a at which the variable display is to end (stop display) in the current game round resulting in a normal jackpot. Specifically, by referring to the stop result table for a normal jackpot stored in the stop result table storage area 63e, address information of the stop result data corresponding to the jackpot type allocated in step Ss0806 is obtained, and the address information is stored in the stop result address storage area of the RAM 64. After executing step Ss0811, the determination process for the first start hole is terminated.
[0284] In step Ss0804, if it is determined that the result of the hit / miss determination in step Ss0802 or step Ss0803 is not a big hit (Ss0804: NO), the process proceeds to step Ss0812, where it is determined whether or not the result of the hit / miss determination in step Ss0802 or step Ss0803 is a normal small hit. In step Ss0812, if it is determined that the result of the hit / miss determination is a normal small hit (Ss0812: YES), the process proceeds to step Ss0813, where the normal small hit flag in the various flags storage area 64g of RAM 64 is turned ON. After executing step Ss0813, the process proceeds to step Ss0814.
[0285] In step Ss0814, a stop symbol setting process for a normal small win is executed. In the stop symbol setting process for a normal small win, a process is executed to set which stop result is displayed in the second symbol display section 37b at which the variable display is to end (stop display) in the current game round resulting in a normal small win. Specifically, by referring to the stop result table for a normal small win stored in the stop result table storage area 63e, address information of the stop result data corresponding to the normal small win is obtained, and the address information is stored in the stop result address storage area of the RAM 64. After executing step Ss0814, the process proceeds to step Ss0819.
[0286] In step Ss0812, if it is determined that the result of the hit / miss determination in step Ss0802 or step Ss0803 is not a normal small hit (Ss0812: NO), the process proceeds to step Ss0815, where it is determined whether the result of the hit / miss determination in step Ss0802 or step Ss0803 is a special small hit. In step Ss0815, if it is determined that the result of the hit / miss determination is a special small hit (Ss0815: YES), the process proceeds to step Ss0816, where the special small hit flag in the various flag storage area 64g of the RAM 64 is turned ON. Thereafter, the process proceeds to step Ss0817, where a special small hit command is set. The special small hit command is a command for notifying the sound and light emission control device 90 that a special small hit has been won in the hit lottery. After executing step Ss0817, the process proceeds to step Ss0818.
[0287] In step Ss0818, a stop symbol setting process for a special small win is executed. In the stop symbol setting process for a special small win, a process is executed to set which stop result is displayed in the second symbol display section 37b at which the variable display is to end (stop display) in the current game round resulting in a special small win. Specifically, by referring to the stop result table for the special small win stored in the stop result table storage area 63e, address information of the stop result data corresponding to the special small win is obtained, and the address information is stored in the stop result address storage area of the RAM 64. After executing step Ss0818, the process proceeds to step Ss0819.
[0288] In step Ss0819, the first winning flag in the various flags storage area 64g of the RAM 64 is turned ON. The first winning flag is a flag that is turned ON when the result of the winning lottery executed in response to the entry of a game ball into the first start hole (the central first start hole 33 or the right first start hole 44) is a "big win", "special small win", or "normal small win", and is turned OFF when the variable display of the first pattern caused by the entry of the game ball into the first start hole stops and becomes a stationary display. After executing step Ss0819, this first start hole determination process is terminated.
[0289] In step Ss0815, if it is determined that the result of the hit / miss determination is not a special small hit (Ss0815: NO), the process proceeds to step Ss820.
[0290] In step Ss0820, a reach judgment is performed as to whether or not a reach occurs, by referring to a reach judgment table stored in the reach judgment table storage area 63c of the ROM 63. Specifically, it is judged whether or not the value of the reach random number counter C3 stored in the judgment process execution area 64c matches the value set as the reach occurrence in the referred reach judgment table. The process of this step Ss0820 is executed when the result of the hit / miss judgment (win lottery) in the above step Ss0804 is neither a big win nor a small win (normal small win, special small win). That is, in step Ss0820, it is judged whether or not the game round in which the hit / miss judgment result is neither a big win nor a small win (normal small win, special small win) is a game round in which a reach occurs. After executing step Ss0820, the process proceeds to step Ss0821.
[0291] In step Ss0821, it is determined whether or not the result of the reach determination in step Ss0820 is that a reach has occurred. If it is determined in step Ss0821 that a reach has occurred (Ss0821: YES), the process proceeds to step Ss0822, where the reach occurrence flag in the various flags storage area 64g of the RAM 64 is set ON. After executing step Ss0822, the process proceeds to step Ss0823. If it is determined in step Ss0821 that a reach has not occurred (Ss0821: NO), the process proceeds directly to step Ss0823.
[0292] In step Ss0823, a process for setting a stop symbol for a loss is executed. In the process for setting a stop symbol for a loss, a process is executed for setting a stop result displayed in the first symbol display unit 37a at which the variable display is to end (stop display) in the current game round that results in a loss. Specifically, by referring to the stop result table for a loss in the stop result table storage area 63e, address information of the stop result data corresponding to the value of the winning random number counter C1 stored in the determination process execution area 64c is obtained, and the address information is stored in the stop result address storage area of the RAM 64. After executing step Ss0823, the determination process for this first start hole is terminated.
[0293] <Setting process for variable time for first starting port> Next, the process of setting the variable time for the first start port will be described. The process of setting the variable time for the first start port is executed by the MPU 62 of the main control device 60 as a subroutine of the variable start process for the first start port (FIG. 26: Ss0604).
[0294] 29 is a flow chart showing the process of setting the variable time for the first start port. In step Ss0901, the value of the variable type counter CS stored in the variable type counter buffer in the lottery counter buffer 64a of the RAM 64 is obtained. Then, the process proceeds to step Ss0902.
[0295] In step Ss0902, it is determined whether or not the high-probability mode flag is ON. If it is determined in step Ss0902 that the high-probability mode flag is not ON (Ss0902: NO), the process proceeds to step Ss0903.
[0296] In step Ss0903, it is determined whether or not the high frequency support mode flag is ON. If it is determined in step Ss0903 that the high frequency support mode flag is not ON (Ss0903: NO), the process proceeds to step Ss0904.
[0297] In step Ss0904, a variable time information acquisition process for the first starting port in a low probability low support state is executed. The variable time information acquisition process for the first starting port is a process for acquiring variable time information of a game round for the first starting port when the lottery mode is a low probability mode and the support mode is a low frequency support mode and the game round for the first starting port is executed. Specifically, when the game round for the first starting port is executed in the low probability low support state (state H1) in FIG. 19, the variable time information acquisition process for the first starting port is executed. Details of the variable time information acquisition process for the first starting port in a low probability low support state will be described later. After executing step Ss0904, proceed to step Ss0909.
[0298] On the other hand, if it is determined in step Ss0903 that the high frequency support mode flag is ON (Ss0903: YES), the process proceeds to step Ss0905.
[0299] In step Ss0905, a variable time information acquisition process for the first starting port in a low probability high support state is executed. The variable time information acquisition process for the first starting port is a process for acquiring variable time information of a game round for the first starting port when the lottery mode is a low probability mode and the support mode is a high frequency support mode and the game round for the first starting port is executed. Specifically, when the game round for the first starting port is executed in the low probability high support state (state H3) in FIG. 19, the variable time information of the game round for the first starting port is acquired. Details of the variable time information acquisition process for the first starting port in a low probability high support state will be described later. After executing step Ss0905, proceed to step Ss0909.
[0300] On the other hand, if it is determined in step Ss0902 that the high-probability mode flag is ON (Ss0902: YES), the process proceeds to step Ss0906.
[0301] In step Ss0906, it is determined whether or not the high frequency support mode flag is ON. If it is determined in step Ss0906 that the high frequency support mode flag is ON (Ss0906: YES), the process proceeds to step Ss0907.
[0302] In step Ss0907, a variable time information acquisition process for the first starting port in a high probability high support state is executed. The variable time information acquisition process for the first starting port is a process for acquiring variable time information of a game round for the first starting port when the lottery mode is a high probability mode and the support mode is a high frequency support mode and the game round for the first starting port is executed. Specifically, when the game round for the first starting port is executed in the high probability high support state (state H5) in FIG. 19, the variable time information of the game round for the first starting port is acquired. The details of the variable time information acquisition process for the first starting port in a high probability high support state will be described later. After executing step Ss0907, proceed to step Ss0909.
[0303] On the other hand, if it is determined in step Ss0906 that the high frequency support mode flag is not ON (Ss0906: NO), the process proceeds to step Ss0908.
[0304] In step Ss0908, a variable time information acquisition process for the first starting port in a high probability low support state is executed. The variable time information acquisition process for the first starting port is a process for acquiring variable time information of a game round for the first starting port when the lottery mode is a high probability mode and the support mode is a low frequency support mode and the game round for the first starting port is executed. Specifically, when the game round for the first starting port is executed in the high probability low support state (state H6) in FIG. 19, the variable time information of the game round for the first starting port is acquired. The details of the variable time information acquisition process for the first starting port in a high probability low support state will be described later. After executing step Ss0908, proceed to step Ss0909.
[0305] In step Ss0909, the variable time information acquired in each of the processes in steps Ss0904, Ss0905, Ss0907, and Ss0908 is set in a variable time counter area provided in the various counter area 64f of the RAM 64. Thereafter, the variable time setting process for the first start port is terminated.
[0306] <Processing for acquiring variable time information during low probability low support state for the first starting port> Next, the low probability low support state variable time information acquisition process for the first start port will be described. The low probability low support state variable time information acquisition process for the first start port is executed by the MPU62 of the main control device 60 as a subroutine (FIG. 29: Ss0904) of the variable time setting process for the first start port.
[0307] Fig. 30 is a flow chart showing the process of acquiring variable time information during the low probability low support state for the first starting port. In step Ss1001, it is determined whether the result of the win / loss judgment for the current game round is a jackpot or not. Specifically, it is determined whether the high probability jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1001: YES), it proceeds to step Ss1002.
[0308] In step Ss1002, a variable time table for a jackpot is specified from the group of variable time tables in a low probability low support state stored in the variable time table storage area 63d of the ROM 63, and the variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the specified variable time table for a jackpot. The group of variable time tables in a low probability low support state includes (i) a variable time table for a jackpot used when a jackpot is won in a winning lottery in a low probability low support state, (ii) a variable time table for a reach occurrence used when a jackpot is not won in a winning lottery in a low probability low support state and a reach occurs, and (iii) a variable time table for a reach non-occurrence used when a jackpot is not won in a winning lottery and a reach does not occur in a low probability low support state. In step Ss1002, first, (i) is specified from (i) to (iii). (i) is, for example, a variable time table for performing a normal performance for a jackpot. Next, by referring to the specified variable time table for the big win, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (FIG. 29) is acquired. After executing step Ss1002, the variable time information acquisition process for the low probability low support state for the first starting port is terminated.
[0309] On the other hand, in step Ss1001, if it is determined that the result of the win / loss determination for the current game round is not a big win (step Ss1001: NO), the process proceeds to step Ss1003.
[0310] In step Ss1003, it is determined whether or not a reach will occur in the current game round. In step Ss1003, if it is determined that a reach will occur in the current game round (step Ss1003: YES), the process proceeds to step Ss1004.
[0311] In step Ss1004, a variable time table for reaching is specified from the group of variable time tables in the low probability low support state stored in the variable time table storage area 63d of the ROM 63, and variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the specified variable time table for reaching. Specifically, first, from (i) to (iii), a variable time table for reaching that is used when reaching occurs without winning the jackpot in the winning lottery in the low probability low support state is specified. (ii) is, for example, a variable time table for performing a normal performance for reaching. Next, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (FIG. 29) is acquired by referring to the specified variable time table for reaching. After executing step Ss1004, the process of acquiring variable time information in the low probability low support state for the first starting port is terminated.
[0312] In step Ss1003, when it is determined that no reach will occur in the current game (step Ss1003: NO), the process proceeds to step Ss1005.
[0313] In step Ss1005, a variable time table for non-reach occurrence is specified from the group of variable time tables in the low probability low support state stored in the variable time table storage area 63d of the ROM 63, and the variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the specified variable time table for non-reach occurrence. Specifically, first, from (i) to (iii), a variable time table for non-reach occurrence used when a jackpot is not won in the winning lottery in the low probability low support state and a reach does not occur is specified. (iii) is, for example, a variable time table for performing a normal performance for non-reach occurrence. Next, the variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (FIG. 29) is acquired by referring to the specified variable time table for non-reach occurrence. After executing step Ss1005, the process of acquiring variable time information in the low probability low support state for the first starting port is terminated.
[0314] <Processing for acquiring variable time information during low probability high support state for the first starting port> Next, the low probability high support state variable time information acquisition process for the first start port will be described. The low probability high support state variable time information acquisition process for the first start port is executed by the MPU62 of the main control device 60 as a subroutine (FIG. 29: Ss0905) of the variable time setting process for the first start port.
[0315] Fig. 31 is a flow chart showing the process of acquiring variable time information during the low probability high support state for the first starting port. In step Ss1101, it is determined whether the result of the win / loss judgment for the current game round is a jackpot or not. Specifically, it is determined whether the high probability jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1101: YES), it proceeds to step Ss1102.
[0316] In step Ss1102, a jackpot fluctuation time table is specified from the group of fluctuation time tables in the low probability high support state stored in the fluctuation time table storage area 63d of the ROM 63, and fluctuation time information corresponding to the value of the current fluctuation type counter CS is acquired by referring to the specified fluctuation time table for the jackpot. The group of fluctuation time tables in the low probability high support state includes (iv) a jackpot fluctuation time table used when a jackpot is won in a winning lottery in the low probability high support state, (v) a reach occurrence fluctuation time table used when a jackpot is not won in a winning lottery in the low probability high support state and a reach occurs, and (iv) a reach non-occurrence fluctuation time table used when a jackpot is not won in a winning lottery in the low probability high support state and a reach does not occur. In step Ss1102, first, (iv) is specified from (iv) and (v). Next, by referring to the specified fluctuation time table for the jackpot, fluctuation time information corresponding to the value of the fluctuation type counter CS acquired in step Ss0901 (FIG. 29) is acquired. After executing step Ss1102, the process of acquiring variable time information during the low probability high support state for the first starting port is terminated.
[0317] On the other hand, in step Ss1101, if it is determined that the result of the win / loss determination for the current game round is not a jackpot (step Ss1101: NO), the process proceeds to step Ss1103.
[0318] In step Ss1103, it is determined whether or not a reach will occur in the current game round. In step Ss1103, if it is determined that a reach will occur in the current game round (step Ss1103: YES), the process proceeds to step Ss1104.
[0319] In step Ss1104, a variable time table for reaching is specified from the group of variable time tables in the low probability high support state stored in the variable time table storage area 63d of the ROM 63, and variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the specified variable time table for reaching. Specifically, first, from (iv) and (v), a variable time table for reaching that is used when reaching occurs without winning the jackpot in the winning lottery in the low probability high support state is specified. Next, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (FIG. 29) is acquired by referring to the specified variable time table for reaching. After executing step Ss1104, the process of acquiring variable time information in the low probability high support state for the first starting port is terminated.
[0320] In step Ss1103, when it is determined that no reach will occur in the current game (step Ss1103: NO), the process proceeds to step Ss1105.
[0321] In step Ss1105, a variable time table for non-reach occurrence is specified from the group of variable time tables in the low probability high support state stored in the variable time table storage area 63d of the ROM 63, and the variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the specified variable time table for non-reach occurrence. Specifically, first, from (iv) to (iv), a variable time table for non-reach occurrence used when a jackpot is not won in the winning lottery in the low probability high support state and a reach does not occur is specified. Next, the variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (FIG. 29) is acquired by referring to the specified variable time table for non-reach occurrence. After executing step Ss1105, the process of acquiring variable time information in the low probability high support state for the first starting port is terminated.
[0322] <Processing for acquiring variable time information during high probability high support state for the first starting port> Next, the high probability high support state variable time information acquisition process for the first start port will be described. The high probability high support state variable time information acquisition process for the first start port is executed by the MPU62 of the main control device 60 as a subroutine (FIG. 29: Ss0907) of the variable time setting process for the first start port.
[0323] 32 is a flow chart showing the process of acquiring variable time information during the high probability high support state for the first starting port. In step Ss1201, it is determined whether the result of the win / loss judgment for the current game round is a jackpot or not. Specifically, it is determined whether the high probability jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1201: YES), it proceeds to step Ss1202.
[0324] In step Ss1202, a jackpot fluctuation time table is specified from the group of high probability high support state fluctuation time tables stored in the fluctuation time table storage area 63d of the ROM 63, and fluctuation time information corresponding to the current value of the fluctuation type counter CS is acquired by referring to the specified fluctuation time table for the jackpot. The group of high probability high support state fluctuation time tables includes (vii) a jackpot fluctuation time table used when a jackpot is won in a winning lottery in a high probability high support state, (viii) a special small win fluctuation time table used when a special small win is won in a winning lottery in a high probability high support state, and (ix) a normal small win fluctuation time table used when a normal small win is won in a winning lottery in a high probability high support state. In step Ss1202, first, (vii) is specified from (vii) to (ix). Next, by referring to the specified fluctuation time table for the jackpot, fluctuation time information corresponding to the value of the fluctuation type counter CS acquired in step Ss0901 (FIG. 29) is acquired. After executing step Ss1202, the process of acquiring variable time information during the high probability high support state for the first starting port is terminated.
[0325] On the other hand, in step Ss1201, if it is determined that the result of the win / loss determination for the current game round is not a big win (step Ss1201: NO), the process proceeds to step Ss1203.
[0326] In step Ss1203, it is determined whether the result of the win / loss determination for the current game is a special small win. Specifically, it is determined whether the special small win flag is ON, and if it is determined that the special small win flag is ON (Ss1203: YES), it proceeds to step Ss1204.
[0327] In step Ss1204, a special small win variable time table is specified from the high probability high support state variable time table group stored in the variable time table storage area 63d of the ROM 63, and the variable time information corresponding to the current value of the variable type counter CS is acquired by referring to the specified variable time table for the special small win. Specifically, first, (viii) a special small win variable time table used when a special small win is won in a winning lottery in a high probability high support state is specified from (vii) to (ix). Next, the variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (FIG. 29) is acquired by referring to the specified variable time table for the special small win. After executing step Ss1204, the high probability high support state variable time information acquisition process for the first starting port is terminated.
[0328] In step Ss1203, if it is determined that the result of the win / loss determination for the current game round is not a special small win (Ss1203: NO), the process proceeds to step Ss1205.
[0329] In step Ss1205, a variable time table for normal small win is specified from the group of variable time tables during high probability high support state stored in the variable time table storage area 63d of ROM63, and variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the specified variable time table for normal small win. Specifically, first, (ix) a variable time table for normal small win used when a normal small win is won in a winning lottery in a high probability high support state is specified from (vii) to (ix). Next, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (FIG. 29) is acquired by referring to the specified variable time table for normal small win. After executing step Ss1205, the process of acquiring variable time information during high probability high support state for the first starting port is terminated.
[0330] <Processing for acquiring variable time information during high probability low support state for the first starting port> Next, the high probability low support state variable time information acquisition process for the first start port will be described. The high probability low support state variable time information acquisition process for the first start port is executed by the MPU62 of the main control device 60 as a subroutine (FIG. 29: Ss0907) of the variable time setting process for the first start port.
[0331] Fig. 33 is a flow chart showing the variable time information acquisition process for the first starting port in the high probability low support state. In step Ss1301, it is determined whether the result of the win / loss judgment for the current game round is a jackpot or not. Specifically, it is determined whether the high probability jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1301: YES), it proceeds to step Ss1302.
[0332] In step Ss1302, a jackpot fluctuation time table is specified from the group of high-probability low-support state fluctuation time tables stored in the fluctuation time table storage area 63d of the ROM 63, and fluctuation time information corresponding to the current value of the fluctuation type counter CS is acquired by referring to the specified fluctuation time table for the jackpot. The group of high-probability low-support state fluctuation time tables includes (x) a jackpot fluctuation time table used when a jackpot is won in a winning lottery in a high-probability low-support state, and (xi) a small win fluctuation time table used when a small win (normal small win, special small win) is won in a winning lottery in a high-probability low-support state. In step Ss1302, first, (x) is specified from (x) and (xi). Next, by referring to the specified fluctuation time table for the jackpot, fluctuation time information corresponding to the value of the fluctuation type counter CS acquired in step Ss0901 (FIG. 29) is acquired. After executing step Ss1302, the high-probability low-support state fluctuation time information acquisition process for the first starting port is terminated.
[0333] On the other hand, in step Ss1301, if it is determined that the result of the win / loss determination for the current game round is not a big win (that is, if it is determined to be a small win) (step Ss1301: NO), the process proceeds to step Ss1303.
[0334] In step Ss1303, a variable time table for small win is specified from the group of variable time tables in the high probability low support state stored in the variable time table storage area 63d of the ROM 63, and the variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the specified variable time table for small win. Specifically, first, from (x) and (xi), a variable time table for small win used when a small win (normal small win, special small win) is won in the winning lottery in the high probability low support state (xi) is specified. Next, the variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (FIG. 29) is acquired by referring to the specified variable time table for small win. After executing step Ss1303, the process of acquiring variable time information in the high probability low support state for the first starting port is terminated.
[0335] <First fluctuation stop processing> Next, the first fluctuation stop processing will be described. The first fluctuation stop processing is executed by the main MPU 62 of the main control device 60 as a subroutine of the game number control processing (FIG. 25: Ss504).
[0336] 34 is a flow chart showing the first variation stop processing. In step Ss1401, it is determined whether the second winning flag in the various flags storage area 64g of the RAM 64 is ON. The second winning flag is turned ON when the result of the winning lottery executed in response to the entry of the gaming ball into the second starting hole 34 is a "big win", and is turned OFF when the variable display of the second symbol caused by the entry of the gaming ball into the second starting hole 34 stops and becomes a stationary display. In step Ss1401, if it is determined that the second winning flag is not ON (Ss1401: NO), the process proceeds to step Ss1402.
[0337] In step Ss1402, it is determined whether the variable time of the first symbol display section 37a has ended. Specifically, it is determined whether the variable time for the first symbol set in the variable time setting process for the first start port (FIG. 29) has elapsed. In step Ss1402, if it is determined that the variable time of the first symbol display section 37a has ended (Ss1402: YES), the process proceeds to step Ss1403. On the other hand, in step Ss1402, if it is determined that the variable time of the first symbol display section 37a has not ended (Ss1402: NO), the process proceeds to step Ss1411.
[0338] In step Ss1403, the variation of the first symbol display section 37a is stopped. That is, the first symbol of the first symbol display section 37a is shifted from a state of being displayed in a varying manner to a state of being displayed in a stopped manner. The combination of symbols to be displayed in a stopped manner (stopped symbols) is set in step Ss0809, step Ss0811, step Ss0814, step Ss0818, or step Ss0823 of the judgment process for the first starting hole (FIG. 28). After executing step Ss1403, the process proceeds to step Ss1404.
[0339] In step Ss1404, the first fluctuation flag in the various flags storage area 64g of the RAM 64 is turned OFF. As described above, the first fluctuation flag is a flag that is turned ON when the first symbol in the first symbol display section 37a starts to fluctuate in response to the entry of a game ball into the first start hole (the central first start hole 33, the right side first start hole 44) and is turned OFF when the first symbol stops fluctuating. After executing step Ss1404, the process proceeds to step Ss1405.
[0340] In step Ss1405, it is determined whether or not the second in-fluctuating flag in the various flags storage area 64g of the RAM 64 is ON. As described above, the second in-fluctuating flag is a flag that is turned ON when the second symbol in the second symbol display section 37b starts to fluctuate in response to the entry of a gaming ball into the second starting hole 34, and is turned OFF when the second symbol stops fluctuating. In step Ss1405, if it is determined that the second in-fluctuating flag is not ON (Ss1405: NO), the process proceeds to step Ss1406.
[0341] In step Ss1406, the first winning flag is turned OFF. After that, the first variation stop process is terminated.
[0342] On the other hand, if it is determined in step Ss1405 that the second varying flag is ON (Ss1405: YES), the process proceeds to step Ss1411.
[0343] In step Ss1401, when it is determined that the second winning flag is ON (Ss1401: YES), the process proceeds to step Ss1407.
[0344] In step Ss1407, it is determined whether the variable time of the second symbol display section 37b has ended. Specifically, it is determined whether the variable time for the second symbol set in the variable time setting process for the second start port (FIG. 38) described later has elapsed. In step Ss1407, if it is determined that the variable time of the second symbol display section 37b has not ended (Ss1407: NO), the process proceeds to step Ss1402. On the other hand, in step Ss1407, if it is determined that the variable time of the second symbol display section 37b has ended (Ss1407: YES), the process proceeds to step Ss1408.
[0345] In step Ss1408, the second win flag is turned OFF in the various flags storage area 64g of the RAM 64. After executing step Ss1408, the process proceeds to step Ss1409.
[0346] In step Ss1409, the variation of the first symbol display section 37a is stopped. That is, the first symbol of the first symbol display section 37a is shifted from a state of being displayed in a varying manner to a stopped display. In this embodiment, the stop symbol for a loss is used as the symbol (stop symbol) to be displayed in a stopped state. Furthermore, in step Ss1409, a process is performed to shift various flags such as a sure-variant jackpot flag and a normal jackpot flag related to the first start hole game round to OFF, and even if a jackpot or a small jackpot (special small jackpot, normal small jackpot) is won in the winning lottery related to the first start hole game round, the winning is invalidated. After executing step Ss1409, the process proceeds to step Ss1410.
[0347] In step Ss1410, the first fluctuation flag in the various flags storage area 64g of the RAM 64 is turned OFF. After that, the process proceeds to step Ss1411.
[0348] In step Ss1411, 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.
[0349] In step Ss1411, if it is determined that the high frequency support mode flag is ON (Ss1411: YES), the process proceeds to step Ss1412, where it is determined whether the number of games to be continuously executed in the high frequency support mode has not yet reached the guaranteed number of games (e.g., 50 games) (=within 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, it is possible to determine whether the number of games to be continuously executed in the high frequency support mode has not yet reached the guaranteed number of games by determining whether PNC>0.
[0350] In step Ss1412, if it is determined that the value of the guaranteed number of plays counter PNC is not greater than 0 (step Ss1412: NO), that is, if it is determined that the number of plays is not within the guaranteed number of plays, the process proceeds to step Ss1413, where the high frequency support mode flag is turned OFF. After executing step Ss1413, the process proceeds to step Ss1414.
[0351] In step Ss1414, a low-frequency support mode command is set. The low-frequency support mode command is a command for notifying the audio and light emission control device 90 that the support mode is the low-frequency support mode. The low-frequency support mode command is transmitted to the audio and light emission control device 90 in step Ss0402 in the normal processing (FIG. 24). After executing step Ss1414, the process proceeds to step Ss1415.
[0352] In step Ss1415, it is determined whether the lottery mode is the high probability mode or not. Specifically, it is determined whether the high probability mode flag in the various flags storage area 64g of the RAM 64 is ON or not.
[0353] In step Ss1415, when it is determined that the high probability mode flag is ON (Ss1411: YES), the process proceeds to step Ss1416, where an invincible zone command is set. The invincible zone command is a command for notifying the sound and light emission control device 90 that a high probability high support state has been transitioned to a high probability low support state (invincible zone). The invincible zone command is transmitted to the sound and light emission control device 90 in step Ss0402 in the normal process (FIG. 24). After step Ss1414 is executed, this first fluctuation stop process is terminated.
[0354] In step Ss1415, if it is determined that the high probability mode flag is not ON (Ss1415: NO), the first fluctuation stop process is terminated. In step Ss1411, if it is determined that the high frequency support mode flag is not ON (Ss1411: NO), the first fluctuation stop process is terminated. In addition, in step Ss1412, if it is determined that the value of the guaranteed play count counter PNC is greater than 0 (step Ss1412: YES), the first fluctuation stop process is terminated.
[0355] <Variation start process for the second starting port> Next, the fluctuation start process for the second start port will be described. The fluctuation start process for the second start port is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control process (FIG. 25: Ss0506).
[0356] Fig. 35 is a flowchart showing the fluctuation start process for the second start port. In step Ss1501, it is determined whether the second start pending number RbN = 0. If it is determined in step Ss1501 that the second start pending number RbN = 0 is not (Ss1501: NO), the process proceeds to step Ss1502. On the other hand, if it is determined in step Ss1501 that the second start pending number RbN = 0 (Ss1501: YES), the fluctuation start process for this second start port is terminated.
[0357] In step Ss1502, a process for shifting reserved information for the second start port is executed. In the process for shifting reserved information for the second start port, the reserved information stored in the second reserved area Rb is shifted. Details of the process for shifting reserved information for the second start port will be described later. After executing step Ss1502, proceed to step Ss1503.
[0358] In step Ss1503, a judgment process for the second start port is executed. In the judgment process for the second start port, a winning lottery is executed based on the special information stored in the judgment process execution area 64c. Specifically, based on the values of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 stored in the judgment process execution area 64c, a win / loss judgment is performed to determine whether or not there is a big win or a small win, a distribution judgment is performed to allocate the big win type, and a reach judgment is performed to determine whether or not there is a reach. Details of the judgment process for the second start port will be described later. After executing step Ss1503, proceed to step Ss1504.
[0359] In step Ss1504, a process for setting the variable time for the second start port is executed. In the process for setting the variable time for the second start port, a variable time is set, which is the time from when the pattern starts to change until when it stops. The process for setting the variable time for the second start port will be described in detail later. After executing step Ss1504, the process proceeds to step Ss1505.
[0360] In step Ss1505, a second variation command is set. The second variation command includes information indicating that the current game round is related to special information acquired based on the entry of a game ball into the second starting hole 34, and also includes information on the occurrence of a reach and information on the variation time set in step Ss1504. After executing step Ss1505, the process proceeds to step Ss1506.
[0361] In step Ss1506, a second type command is set. The second type command includes information on the presence or absence of a jackpot and information on the type of jackpot. Specifically, the second type command includes information on a 16R variable jackpot, an 8R variable jackpot, an 8R normal jackpot, or a miss.
[0362] The variation command and the second type command set in step Ss1505 and step Ss1506 are sent to the sound and light emission control device 90 in step Ss0402 of the normal processing (FIG. 24). 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 second type command, and controls various devices so that the determined content of the presentation is executed. After executing step Ss1506, the process proceeds to step Ss1507.
[0363] In step Ss1507, the variable display in the second symbol display section 37b is started, and then the process proceeds to step Ss1508, where the second variable flag is turned ON. The second variable flag is a flag that is turned ON when a game for the second start hole is started, and is turned OFF when the variable display in the second symbol display section 37b becomes a stopped display. After executing step Ss1508, the process proceeds to step Ss1509.
[0364] In step Ss1509, the value of the game play counter PNC is decremented by 1. When the high frequency support mode is started, a value is set in the game play counter PNC, and the counter value is decremented by 1 every time a game is played. After executing step Ss1509, the fluctuation start process for the second start port is terminated.
[0365] <Second start port reservation information shift processing> Next, the reserved information shift process for the second start port will be described. The reserved information shift process for the second start port is executed by the MPU 62 of the main control device 60 as a subroutine (FIG. 35: Ss1502) of the fluctuation start process for the second start port.
[0366] 36 is a flowchart showing the process of shifting reserved information for the second start port. In step Ss1601, the second start reserved number RbN in the second reserved area Rb is decremented by 1. Then, the process proceeds to step Ss1602.
[0367] In step Ss1602, the data (reserved information) stored in the first area of the second reserve area Rb is moved to the second execution area of the determination process execution area 64c, and then the process proceeds to step Ss1603.
[0368] In step Ss1603, a process is executed to shift the data stored in the memory area of the second reserved area Rb. This data shift process is a process to shift the data stored in the first to fourth areas to the lower area side in order. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, and the fourth area to the third area. After executing step Ss1603, this second start port reserved information shift process is terminated.
[0369] <Determination process for the second starting port> Next, the determination process for the second start port will be described. The determination process for the second start port is executed by the MPU 62 of the main control device 60 as a subroutine (FIG. 35: Ss1503) of the fluctuation start process for the second start port.
[0370] FIG. 37 is a flowchart showing the judgment process for the second starting port. In step Ss1701, it is judged whether the winning / losing lottery mode is the high probability mode. Specifically, it is judged whether the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON. The high probability mode flag is a flag for specifying whether the winning / losing lottery mode is the high probability mode by the MPU 62, and in this embodiment, it is turned ON when the opening / closing execution mode related to the winning of the probability variable jackpot ends, and is turned OFF when the opening / closing execution mode related to the winning of the normal jackpot ends. Furthermore, in this embodiment, when a game ball enters the falling port 252 provided in the starting port unit 200, the high probability mode flag is turned OFF. In step Ss1701, if it is judged to be the high probability mode (Ss1701: YES), the process proceeds to step Ss1702.
[0371] In step Ss1702, a win / loss determination is made by referring to the win / loss table (for high probability mode) for the second starting port. Specifically, it is determined whether the value of the win random number counter C1 stored in the determination process execution area 64c matches the value set as a big win in the win / loss table (for high probability mode) for the second starting port shown in FIG. 14(b). Then, the process proceeds to step Ss1704. On the other hand, if it is determined in step Ss1701 that the mode is not the high probability mode (Ss1701: NO), the process proceeds to step Ss1703.
[0372] In step Ss1703, the winning / losing table (for low probability mode) for the second starting port is referred to to determine whether or not the winning / losing is a winning / losing result. Specifically, it is determined whether or not the value of the winning random number counter C1 stored in the determination process execution area 64c matches the value set as a big win in the winning / losing table (for low probability mode) for the second starting port shown in FIG. 14(a). Then, the process proceeds to step Ss1704.
[0373] In step Ss1704, it is determined whether the result of the hit / miss determination in step Ss1702 or step Ss1703 is a jackpot. If it is determined in step Ss1704 that the result of the hit / miss determination is a jackpot (Ss1704: YES), the process proceeds to step Ss1705.
[0374] In step Ss1705, the second winning flag is turned ON in the various flags storage area 64g of the RAM 64. The second winning flag is turned ON when the result of the winning lottery executed in response to the entry of the gaming ball into the second starting hole 34 is a "big win", and is turned OFF when the variable display of the second pattern caused by the entry of the gaming ball into the second starting hole 34 stops and becomes a stationary display. After executing step Ss1705, the process proceeds to step Ss1706.
[0375] In step Ss1706, the allocation table for the second starting port (see FIG. 15(b)) is referenced to perform allocation determination. Specifically, it is determined which jackpot type value range the value of the jackpot type counter C2 stored in the determination process execution area 64c is included in. After executing step Ss1706, the process proceeds to step Ss1707.
[0376] In step Ss1707, it is determined whether the result of the allocation determination in step Ss1706 (jackpot type) is a probability variable jackpot. In step Ss1707, if it is determined that the allocated jackpot type is a probability variable jackpot (Ss1707: YES), the process proceeds to step Ss1708.
[0377] In step Ss1708, the probability variable jackpot flag (jackpot type flag) corresponding to the jackpot type allocated in step Ss1706 is...
Claims
[Claim 1] an information acquisition means for acquiring special information when an acquisition condition is met; a determination means for determining whether the acquired special information satisfies a predetermined condition; a first rotating means; second rotating means; A gaming machine comprising: the first rotating means includes a rotating plate portion rotatable about a rotation axis, the rotating plate portion is configured to be able to visually recognize a light source located on the rear side thereof, and is configured to be able to switch between a predetermined rotating state and a predetermined stopped state; The second rotation means is configured to be rotatable and is displaceable between a first position that is visible at least without passing through the rotating plate portion of the first rotation means when the game board is viewed from the front, and a second position that is visible through the rotating plate portion, The gaming machine is a first state in which the light source is visible through the rotating plate portion in a predetermined game state; a second state in which the second rotation means moves to the rear side of the rotating plate portion, thereby blocking the light from the light source and making the second rotation means visible through the rotating plate portion; have A gaming machine characterized by: