gaming machines

JP7732252B2Active Publication Date: 2025-09-02SANYO BUSSAN KK
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Patent Information

Application Number
JP2021115391
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-07-13
Publication Date
2025-09-02
Estimated Expiration
2041-07-13

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko and slot machines, face challenges in enhancing game enjoyment, improving reliability, reducing processing load, optimizing processing, simplifying controls and structures, and deterring fraudulent actions.

Method used

The gaming machine incorporates a first and second ball entry area with special information acquisition, storage, and determination mechanisms, along with control modes and auxiliary means to facilitate or hinder ball entry, enabling special game states and variable displays based on predetermined conditions, and includes a bonus ball entry mechanism for prizes.

Benefits of technology

This enhances game engagement, optimizes processing, simplifies controls and structures, and improves the reliability of gaming machines by introducing dynamic game states and variable displays, while deterring fraudulent modifications.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance interest in a game.SOLUTION: A game machine includes: first output means for continuously outputting information during a period in a special game state or a specific period; output stop means for stopping output of information when a specific period is completed; storage means for storing the number of second special information when the specific period is completed; and second output means capable of continuously outputting predetermined information capable of identifying a state in which a predetermined variation display can be executed until a predetermined number of variation displays corresponding to the number of pieces of second special information are completed when the number of pieces of second special information is equal to 1 or larger after completion of a specific period. The second output means includes: means for continuously outputting predetermined information until a predetermined period passes after the final variation display from among a predetermined number of variation displays is completed and is stopped and displayed; and means for outputting predetermined information in a mode differing from the information.SELECTED DRAWING: Figure 556
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Description

[Technical field]

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

[0002] In gaming machines such as pachinko games and slot machines, technical improvements have been made from various perspectives such as structure, control, and performance, with the aim of improving the fun of games, improving reliability of games, reducing processing load on games, optimizing processing, simplifying control, and simplifying structure (for example, Patent Document 1).

[0003] Various technical improvements have also been made to improve the soundness of the game, such as detecting and detering unauthorized actions by players and unauthorized modifications to the game machine. [Prior Art Documents] [Patent Document]

[0004] [Patent Document 1] Publication No. 2011-172988 Summary of the invention [Problems to be solved by the invention]

[0005] With the above mentioned gaming machines, further improvements in technology are desired for the purpose of improving the fun of games, improving reliability of games, reducing processing load on games, optimizing processing, simplifying control, simplifying structure, and providing more sound games. Means for solving the problem

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

[0007] [Mode] (This form is mainly based on the 11th embodiment and its modifications) A first ball entry area with an entry port for which a game ball can enter; A second ball entry area with an entry port for game balls to be entered; information acquisition means for acquiring special information when the game ball enters the first ball entry area or the second ball entry area; 固可以上文帳に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加に追加� 1. A determining means for determining whether or not the special information stored in the acquired information storage means satisfies a predetermined condition, and for determining the second special information is prioritized over the judgment regarding the first special information; 回施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施施 an aid for assisting the entry of the game ball into the second ball entry area; a state transition means that transitions the state of the auxiliary means between a first state in which it makes it impossible or difficult for the game ball to enter the second ball entry area, and a second state in which it is possible or facilitate the game ball to enter the second ball entry area, control means for controlling the state transition means, which is at least a control mode in which the state transition means transitions the state of the auxiliary means, and a second control mode in which the game ball can be easily entered into the second ball entry area than the first control mode; A bonus ball entry means that gives prize balls as a bonus when a game ball enters; a special game state generating means for generating a special game state that causes the bonus ball unit to be opened to a specified amount when the special game state generation condition including at least that the special information satisfies the specified conditions by the determination means, and for the special game state, In a game machine equipped with The control means is 固合物分合物合物用方法合物的用方法合物的用方法合物的用方法合物。 10 is provided with a control mode switching means for maintaining the control mode in the second control mode for a specified period, and for switching the control mode from the second control mode to the first control mode at the end of the specified period, The gaming machine is a first output means for continuously outputting information for identifying a state corresponding to the period in the special game state or during the specified period; output stop means for stopping the output of the information at the end of the specified period; a storage means for storing the number of the second special information stored in the acquired information storage means at the end of the specified period; 1. A second output means capable of continuously outputting predetermined information capable of identifying a state in which a predetermined variable display can be executed until the predetermined number of variations corresponding to the number of secondary special information is completed after the end of the specific period, when at least the number of secondary special information stored in the storage means is 1 or more, Equipped with The second output means is and means for continuously outputting the predetermined information until a predetermined period has elapsed after the last of the variable displays of the predetermined number of the variable displays is finished and the display is stopped; and means for outputting the specified information in a different manner than the information; Equipped with A gaming machine that is characterized by this. [Effects of the invention]

[0008] According to the above-mentioned embodiment, the above-mentioned problems can be solved. [Brief description of the drawing]

[0009] [Figure 1] 1 is a perspective view of a pachinko machine according to the first embodiment. [Figure 2] 1 is a rear view of a pachinko machine. [Figure 3] 1 is a front view of the game board. [Figure 4] 1 is an explanatory diagram showing the start port unit; FIG. [Figure 5] 14 is an explanatory diagram showing the flow of a game ball when the distribution piece is located at the first position Q1. [Figure 6] 10 is an explanatory diagram showing the flow of a game ball when the distribution piece is located at the second position Q2. [Figure 7] 1 is an explanatory diagram showing the first route in the start port unit. [Figure 8] 1 is an explanatory diagram showing a second route in the start-up unit. [Figure 9] 1 is an explanatory diagram showing a third route in the start-up unit. [Figure 10] 1 is an explanatory diagram showing patterns and display surfaces that are variablely displayed on the design display device. [Figure 11] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 12] 1 is an explanatory diagram showing the contents of various counters used in winning lottery and the like. [Figure 13] 1 is an explanatory diagram showing the contents of a winning or not table for the first start-up port. [Figure 14] 1 is an explanatory diagram showing the contents of a winning or not table for the second start-up port. [Figure 15] 14 is an explanatory diagram showing the contents of a allocation table. [Figure 16] 1 is an explanatory diagram showing a winning or not table for determining a reach; [Figure 17] 1 is an explanatory diagram showing the contents of a winning or not table used when performing a lottery for opening an electric vehicle. [Figure 18] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 19] 10 is an explanatory diagram showing the flow of games in the pachinko machine 10. FIG. [Figure 20] 1 is an explanatory diagram showing various aspects of the low-accuracy low-accuracy high-accuracy high-accuracy high-accuracy and high-accuracy low-accuracy states. [Figure 21] 10 is a flow chart showing timer interrupt processing. [Figure 22] 10 is a flow chart showing a ball entry processing for a start-up port. [Figure 23] 10 is a flow chart showing a ball entry processing for a falling hole. [Figure 24] 10 is a flow chart showing normal processing. [Figure 25] 10 is a flow chart showing game times control processing. [Figure 26] 12 is a flow chart showing a variation start process for the first start port. [Figure 27] 10 is a flow chart showing a pending information shift process for the first start-up port. [Figure 28] 10 is a flow chart showing a determination process for the first start-up port. [Figure 29] 10 is a flow chart showing a process for setting a variable time for the first start-up port. [Figure 30] 10 is a flow chart showing a process for acquiring the fluctuation time information in a low-precision and low-support state for the first start-up port. [Figure 31] 10 is a flow chart showing a process for acquiring the fluctuation time information in a low-accuracy and high-support state for the first start port. [Figure 32]10 is a flow chart showing a process for acquiring the fluctuation time information in a high-accuracy and high-support state for the first start port. [Figure 33] 10 is a flow chart showing a process for acquiring the fluctuation time information in a high-precision and low-support state for the first start port. [Figure 34] 10 is a flow chart showing the first fluctuation stop process. [Figure 35] 10 is a flow chart showing a variation start process for the second start port. [Figure 36] 10 is a flow chart showing a pending information shift process for the second start-up port. [Figure 37] 10 is a flow chart showing a determination process for the second start-up port. [Figure 38] 10 is a flow chart showing a process for setting a variable time for the second start-up port. [Figure 39] 10 is a flow chart showing a process for acquiring the fluctuation time information in a low-precision and low-support state for the second start-up port. [Figure 40] 10 is a flow chart showing a process for acquiring the fluctuation time information in a low-accuracy and high-support state for the second start port. [Figure 41] 10 is a flow chart showing a process for acquiring the fluctuation time information in a high-accuracy and high-support state for the second start port. [Figure 42] 10 is a flow chart showing a process for acquiring the fluctuation time information in a high-precision and low-support state for the second start port. [Figure 43] 11 is a flow chart showing a second variation stop process. [Figure 44] 11 is a flow chart showing a game state transition process. [Figure 45] 10 is a flow chart showing the opening / closing scenario setting process. [Figure 46] 10 is a flow chart showing an opening time setting process. [Figure 47] 10 is a flow chart showing the process when the opening period flag is turned on. [Figure 48] 10 is a flow chart showing the process when the opening / closing processing period flag is turned on. [Figure 49] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 50] 10 is a flow chart showing processing when the ending period flag is turned on. [Figure 51] 10 is a flow chart showing the transition process at the end of the ending period. [Figure 52] 10 is a flow chart showing the process for supporting electric power. [Figure 53] 10 is a flow chart showing an electric handle opening / closing process. [Figure 54] 10 is a flow chart showing game ball allocation control processing. [Figure 55] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 56] 10 is a flow chart showing a process for dealing with a hold command. [Figure 57] 10 is a flow chart showing update processing when a ball is entered. [Figure 58] 11 is a flow chart showing a game-time performance setting process. [Figure 59] 10 is a flow chart showing a display mode switching process. [Figure 60] 10 is a flow chart showing the game episode performance setting process for special 1st game simultaneous games. [Figure 61] 10 is a flow chart showing a first performance pattern setting process. [Figure 62] 10 is a flow chart showing a process for setting a performance pattern in a low-precision and low-support state for the first start-up port. [Figure 63] 10 is a flow chart showing a performance pattern setting process for the first start port when the low-accuracy high-support state is in progress. [Figure 64] 10 is a flow chart showing a performance pattern setting process for the first start port when the high accuracy and high support state is performed. [Figure 65] 10 is a flow chart showing a performance pattern setting process for the first start port when the high accuracy and low support state is performed. [Figure 66] 10 is a flow chart showing the game episode performance setting process for special 2. [Figure 67] 11 is a flow chart showing a second performance pattern setting process. [Figure 68] 10 is a flow chart showing a process for setting a performance pattern in a low-precision and low-support state for the second start port. [Figure 69] 10 is a flow chart showing a performance pattern setting process for the second start port when the low-accuracy and high-support state is in progress. [Figure 70] 10 is a flow chart showing a performance pattern setting process for the second start port when the high accuracy and high support state is performed. [Figure 71] 10 is a flow chart showing a performance pattern setting process for the second start port when the high accuracy and low support state is performed. [Figure 72] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 73] 10 is a flow chart showing command interrupt processing executed in the MPU of the display control device. [Figure 74] 10 is a flow chart showing V interrupt processing executed in the MPU of the display control device. [Figure 75] 1 is an explanatory diagram showing a starter unit in a modified example. [Figure 76] 1 is a perspective view of a pachinko machine according to a second embodiment. [Figure 77] 1 is a rear view of a pachinko machine. [Figure 78] 1 is a front view of the game board. [Figure 79] 1 is an explanatory diagram showing patterns and display surfaces that are variablely displayed on the design display device. [Figure 80] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 81] 1 is an explanatory diagram for explaining the contents of various counters used in winning lottery and the like. [Figure 82] 1 is an explanatory diagram showing the contents of a winning or not table for the first start-up port. [Figure 83] 1 is an explanatory diagram showing the contents of a winning or not table for the second start-up port. [Figure 84] 14 is an explanatory diagram showing the contents of a allocation table. [Figure 85] 1 is an explanatory diagram showing the contents of a winning or not table for falling lottery. [Figure 86] 1 is an explanatory diagram showing the contents of a winning or not table used when performing a lottery for opening an electric vehicle. [Figure 87] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 88] 1 is an explanatory diagram showing the flow of games in a pachinko machine. [Figure 89] 10 is a flow chart showing timer interrupt processing. [Figure 90] 10 is a flow chart showing a ball entry processing for a start-up port. [Figure 91] 10 is a flow chart showing a pre-determining process. [Figure 92] 10 is a flow chart showing a ball entry process for passing. [Figure 93] 10 is a flow chart showing normal processing. [Figure 94] 10 is a flow chart showing game times control processing. [Figure 95] 10 is a flow chart showing a change initiation process. [Figure 96] 11 is a flow chart showing pending information shift processing. [Figure 97] 12 is a flow chart showing a fall determination process. [Figure 98] 10 is a flow chart showing a hit determination process. [Figure 99] 10 is a flow chart showing a variation time setting process. [Figure 100] 10 is a flow chart showing the process for termination of fluctuations. [Figure 101] 10 is a flow chart showing a time-saving grant process. [Figure 102] 11 is a flow chart showing a game state transition process. [Figure 103] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 104] 10 is a flow chart showing the shutter opening / closing process. [Figure 105] 10 is a flow chart showing a V winning judgment process. [Figure 106] 10 is a flow chart showing the transition process at the end of the ending period. [Figure 107] 10 is a flow chart showing the process for supporting electric power. [Figure 108] 10 is a flow chart showing an electric handle opening / closing control process. [Figure 109] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 110] 10 is a flow chart showing a process for dealing with a hold command. [Figure 111] 11 is a flow chart showing a game-time performance setting process. [Figure 112] 11 is a flow chart showing the performance pattern setting process. [Figure 113] 10 is a flow chart showing an update process when the change starts. [Figure 114] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 115] 10 is a flow chart showing command interrupt processing. [Figure 116]10 is a flow chart showing V interrupt processing. [Figure 117] 1 is a perspective view of a pachinko machine according to a third embodiment. [Figure 118] 1 is a rear view of a pachinko machine. [Figure 119] 1 is a front view of the game board. [Figure 120] 1 is an explanatory diagram showing patterns and display surfaces that are variablely displayed on the design display device. [Figure 121] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 122] 1 is an explanatory diagram for explaining the contents of various counters used in winning lottery and the like. [Figure 123] 1 is an explanatory diagram showing the contents of a winning or not table for the first start-up port. [Figure 124] 1 is an explanatory diagram showing the contents of a winning or not table for the second start-up port. [Figure 125] 14 is an explanatory diagram showing the contents of a allocation table. [Figure 126] 1 is an explanatory diagram showing the contents of a winning or not table for falling lottery. [Figure 127] 1 is an explanatory diagram showing the contents of a winning or not table used when performing a lottery for opening an electric vehicle. [Figure 128] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 129] 10 is an explanatory diagram showing the flow of games in the pachinko machine 10. FIG. [Figure 130] 10 is a flow chart showing timer interrupt processing. [Figure 131] 10 is a flow chart showing a ball entry processing for a start-up port. [Figure 132] 10 is a flow chart showing a pre-determining process. [Figure 133] 10 is a flow chart showing a ball entry process for passing. [Figure 134] 10 is a flow chart showing normal processing. [Figure 135] 10 is a flow chart showing game times control processing. [Figure 136] 10 is a flow chart showing a change initiation process. [Figure 137] 11 is a flow chart showing pending information shift processing. [Figure 138] 12 is a flow chart showing a fall determination process. [Figure 139] 10 is a flow chart showing a hit determination process. [Figure 140] 10 is a flow chart showing a variation time setting process. [Figure 141] 10 is a flow chart showing the process for termination of fluctuations. [Figure 142] 10 is a flow chart showing a time-saving grant process. [Figure 143] 11 is a flow chart showing a game state transition process. [Figure 144] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 145] 10 is a flow chart showing the shutter opening / closing process. [Figure 146] 10 is a flow chart showing a V winning judgment process. [Figure 147] 10 is a flow chart showing the transition process at the end of the ending period. [Figure 148] 10 is a flow chart showing the process for supporting electric power. [Figure 149] 10 is a flow chart showing an electric handle opening / closing control process. [Figure 150] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 151] 10 is a flow chart showing a process for dealing with a hold command. [Figure 152] 11 is a flow chart showing a game-time performance setting process. [Figure 153] 11 is a flow chart showing the performance pattern setting process. [Figure 154] 10 is a flow chart showing an update process when the change starts. [Figure 155] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 156] 10 is a flow chart showing command interrupt processing. [Figure 157] 10 is a flow chart showing V interrupt processing. [Figure 158] 1 is an explanatory diagram showing the flow of games in the pachinko machine according to the first modification. [Figure 159] 14 is an explanatory diagram showing the contents of a distribution table for the first start-up port included in the pachinko machine of modification 2. FIG. [Figure 160] 14 is an explanatory diagram showing the flow of games in the pachinko machine of modification 2. FIG. [Figure 161] 14 is an explanatory diagram showing the contents of the acceptance table (for low probability mode) for the second start-up port in the third modification. [Figure 162] 14 is an explanatory diagram showing the flow of games in the pachinko machine according to the third variant. [Figure 163] 14 is a timing chart showing an example of control when transitioning from a high-profile high-support state to a high-profile low-support state in Modification 13; [Figure 164] 14 is a timing chart showing an example of control when transitioning from a high-profile high-support state to a high-profile low-support state in Modification 14; [Figure 165] 16 is a timing chart showing an example of control when transitioning from a high-profile high-support state to a high-profile low-support state in Modification 15; [Figure 166] 18 is a front view of the game board in the modified example 18. FIG. [Figure 167] 1 is a perspective view of a pachinko machine according to a fourth embodiment. [Figure 168] 1 is a rear view of a pachinko machine. [Figure 169] 1 is a front view of the game board. [Figure 170] 1 is an explanatory diagram showing patterns and display surfaces that are variablely displayed on the design display device. [Figure 171] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 172] 1 is an explanatory diagram for explaining the contents of various counters used in winning lottery and the like. [Figure 173] 14 is an explanatory diagram showing the contents of the acceptance table; [Figure 174] 14 is an explanatory diagram showing the contents of a allocation table. [Figure 175] 1 is an explanatory diagram showing the contents of a winning or not table used when performing a lottery for opening an electric vehicle. [Figure 176] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 177] 1 is an explanatory diagram showing an example of changes in the first start port hold area and the hold-emission region; FIG. [Figure 178] 14 is an explanatory diagram showing an example of changes in the second start port hold area and the hold-emission-emission region. [Figure 179] 1 is an explanatory diagram showing a case where a jackpot is included in the special 1 hold under normal circumstances. [Figure 180] 1 is an explanatory diagram showing a change display and a premonition preview (first time) for Special 1 Hold 1. FIG. [Figure 181] 1 is an explanatory diagram showing variation display and premonition preview performance (second time) for Special 1 Hold 2. FIG. [Figure 182] 1 is an explanatory diagram showing variation display and premonition preview performance (third time) for Special 1 Hold 3. [Figure 183] 14 is an explanatory diagram showing the relationship between the number of times a premonition preview performance appears and the planned execution performance. [Figure 184] 14 is an explanatory diagram showing variation display, reach effect, and stop display for Special 1 Hold 4. FIG. [Figure 185] This is a time chart showing a series of effects on special 1 hold 1 to special 1 hold 4 on a time axis. [Figure 186] 10 is an explanatory diagram showing the basic concept of a hold continuous performance adopted in the pachinko machine 10 of the fourth embodiment. [Figure 187] 12 is an explanatory diagram conceptually showing the state of special 1 pending in case 1. FIG. [Figure 188] 10 is a time chart explaining the performance of a special 1 hold executed by the special 1 hold continuous performance process and the performance of a special 2 hold executed by the special 2 hold performance process. [Figure 189] 14 is an explanatory diagram conceptually showing the state of special 1 hold in Case 2. FIG. [Figure 190] 10 is a time chart explaining the performance of a special 1 hold executed by the special 1 hold continuous performance process and the performance of a special 2 hold executed by the special 2 hold performance process. [Figure 191] 1 is an explanatory diagram showing the relationship between a color of the same color as the design and a planned performance. [Figure 192] 10 is an explanatory diagram showing a series of effects executed in the game episode regarding Special 2 Hold 1. FIG. [Figure 193] 10 is a time chart showing Comparative Example 1. FIG. [Figure 194] 14 is an explanatory diagram conceptually showing the state of special 1 hold in case 3. FIG. [Figure 195] 10 is a time chart explaining the performance of the special 1 hold executed by the special 1 hold continuous performance process and the performance of the special 2 hold executed by the special 2 hold performance process in Case 3. [Figure 196] 14 is an explanatory diagram showing the contents of the charge performance. [Figure 197] 10 is an explanatory diagram showing a series of effects executed in the game episode regarding Special 2 Hold 1. FIG. [Figure 198] 10 is a flow chart showing timer interrupt processing. [Figure 199] 10 is a flow chart showing a ball entry processing for a start-up port. [Figure 200] 10 is a flow chart showing a pre-determining process. [Figure 201] 10 is a flow chart showing a ball entry process for passing. [Figure 202] 10 is a flow chart showing normal processing. [Figure 203] 10 is a flow chart showing game times control processing. [Figure 204] 10 is a flow chart showing a change initiation process. [Figure 205] 11 is a flow chart showing pending information shift processing. [Figure 206] 10 is a flow chart showing a hit determination process. [Figure 207] 10 is a flow chart showing a variation time setting process. [Figure 208] 10 is a flow chart showing the process for termination of fluctuations. [Figure 209] 11 is a flow chart showing a game state transition process. [Figure 210] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 211] 10 is a flow chart showing the transition process at the end of the ending period. [Figure 212] 10 is a flow chart showing the process for supporting electric power. [Figure 213] 10 is a flow chart showing an electric handle opening / closing control process. [Figure 214] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 215] 10 is a flow chart showing a process for dealing with a hold command. [Figure 216] 11 is a flow chart showing a game-time performance setting process. [Figure 217] 11 is a flow chart showing the performance pattern setting process. [Figure 218] 10 is a flow chart showing an update process when the change starts. [Figure 219] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 220] 10 is a flow chart showing command interrupt processing. [Figure 221] 10 is a flow chart showing V interrupt processing. [Figure 222] 10 is an explanatory diagram conceptually showing the state of special 1 hold in modification 10. FIG. [Figure 223] 10 is a time chart explaining the performance of special 1 holds executed by the special 1 hold continuous performance process and the performance of special 2 holds executed by the special 2 hold performance process in Modification 10. [Figure 224] 11 is a time chart explaining the performance of the special 1 hold executed by the special 1 hold continuous performance process and the performance of the special 2 hold executed by the special 2 hold performance process in Modification 11. [Figure 225] 1 is a perspective view of a pachinko machine according to a fifth embodiment. [Figure 226] 1 is a rear view of a pachinko machine. [Figure 227] 1 is a front view of the game board. [Figure 228] 1 is an explanatory diagram showing patterns and display surfaces that are variablely displayed on the design display device. [Figure 229] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 230] 1 is an explanatory diagram for explaining the contents of various counters used in winning lottery and the like. [Figure 231] 14 is an explanatory diagram showing the contents of the acceptance table; [Figure 232] 14 is an explanatory diagram showing the contents of a allocation table. [Figure 233] 1 is an explanatory diagram showing the contents of a winning or not table used when performing a lottery for opening an electric vehicle. [Figure 234] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 235] 14 is an explanatory diagram showing a display surface on which first hold relation information is displayed in the sub-region; FIG. [Figure 236] 14 is an explanatory diagram showing how the unexecuted hold display area, the fluctuation-running hold display area, and the already executed hold display area change as the game progresses. [Figure 237] 14 is an explanatory diagram showing a display surface on which second hold-related information is displayed in the sub-region; FIG. [Figure 238] 1 is an explanatory diagram illustrating a hold change pattern lottery table for reference conditions; FIG. [Figure 239] 14 is an explanatory diagram showing an example of a change in the display color due to a notice of a hold change; FIG. [Figure 240] 1 is an explanatory diagram for explaining the data structure of the storage area for the special 1 hold-off performance. [Figure 241] 10 is a flow chart showing an outline of a preliminary notice process for previously executed pending. [Figure 242] 10 is a flow chart showing a process for removing the same color as the same color as the color is removed from the same time. [Figure 243] 10 is an explanatory diagram showing how each hold display area changes in case 1; [Figure 244] 10 is an explanatory diagram showing how each hold display area changes in case 2; [Figure 245] 10 is an explanatory diagram showing how each hold display area changes in case 3; [Figure 246] 10 is an explanatory diagram showing how each hold display area changes in case 4; [Figure 247] 10 is an explanatory diagram showing how each hold display area changes in case 5; [Figure 248] 10 is an explanatory diagram showing how each hold display area changes in case 6; [Figure 249] 10 is an explanatory diagram showing how each hold display area changes in case 7; [Figure 250] 10 is a flow chart showing timer interrupt processing. [Figure 251] 10 is a flow chart showing a ball entry processing for a start-up port. [Figure 252] 10 is a flow chart showing a pre-determining process. [Figure 253] 10 is a flow chart showing a ball entry process for passing. [Figure 254] 10 is a flow chart showing normal processing. [Figure 255] 10 is a flow chart showing game times control processing. [Figure 256] 10 is a flow chart showing a change initiation process. [Figure 257] 11 is a flow chart showing pending information shift processing. [Figure 258] 10 is a flow chart showing a hit determination process. [Figure 259] 10 is a flow chart showing a variation time setting process. [Figure 260] 10 is a flow chart showing the process for termination of fluctuations. [Figure 261] 11 is a flow chart showing a game state transition process. [Figure 262] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 263] 10 is a flow chart showing the transition process at the end of the ending period. [Figure 264] 10 is a flow chart showing the process for supporting electric power. [Figure 265] 10 is a flow chart showing an electric handle opening / closing control process. [Figure 266] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 267] 10 is a flow chart showing a process for dealing with a hold command. [Figure 268] 11 is a flow chart showing a game-time performance setting process. [Figure 269] 11 is a flow chart showing the performance pattern setting process. [Figure 270] 10 is a flow chart showing an update process when the change starts. [Figure 271] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 272] 10 is a flow chart showing command interrupt processing. [Figure 273] 10 is a flow chart showing V interrupt processing. [Figure 274] 14 is an explanatory diagram showing how each hold display area changes in case 8; [Figure 275] 14 is an explanatory diagram showing how each hold display area changes in case A. FIG. [Figure 276] 14 is an explanatory diagram showing how each hold display area changes in case A. FIG. [Figure 277] 14 is an explanatory diagram showing how each hold display area changes in case A. FIG. [Figure 278] 14 is an explanatory diagram showing how each hold display area changes in case B. FIG. [Figure 279]14 is an explanatory diagram showing how each hold display area changes in case B. FIG. [Figure 280] 14 is an explanatory diagram showing how each hold display area changes in case B. FIG. [Figure 281] 14 is an explanatory diagram showing an example of a precursor effect of a hold change; [Figure 282] 14 is an explanatory diagram showing an example of a precursor effect of a hold change; [Figure 283] 1 is a perspective view of a pachinko machine according to a sixth embodiment. [Figure 284] 1 is a rear view of a pachinko machine. [Figure 285] 1 is a front view of the game board. [Figure 286] 1 is an explanatory diagram showing patterns and display surfaces that are variablely displayed on the design display device. [Figure 287] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 288] 1 is an explanatory diagram for explaining the contents of various counters used in winning lottery and the like. [Figure 289] 14 is an explanatory diagram showing the contents of the acceptance table; [Figure 290] 14 is an explanatory diagram showing the contents of a allocation table. [Figure 291] 1 is an explanatory diagram showing the contents of a winning or not table used when performing a lottery for opening an electric vehicle. [Figure 292] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 293] 1 is an explanatory diagram showing an example of changes in the first start port hold area and the hold-emission region; FIG. [Figure 294] 14 is an explanatory diagram showing an example of changes in the second start port hold area and the hold-emission-emission region. [Figure 295] 10 is a front view of the game board when the main rotating object for performance moves to the lowest point position. [Figure 296] 1 is a schematic right side view showing a main rotating role for performance and a main rotating role for performance driving unit for performance that operates the main rotating role for performance. [Figure 297] 1 is an explanatory diagram showing the operation of the main rotating object for performance in the one-off announcement performance process; FIG. [Figure 298] 1 is a front view showing a pair of sub-rotating functions for performance. [Figure 299] 1 is a schematic right side view showing a sub-rotating role for performance and a sub-rotating role driving unit for performance that operates the sub-rotating role for performance. FIG. [Figure 300] 14 is an explanatory diagram showing the operations of the main rotating role for performance and the sub rotating role for performance using the big or mall performance processing. [Figure 301] 14 is an explanatory diagram showing a second predetermined rotation stop position for the main rotating role for the performance. [Figure 302] 14 is an explanatory diagram showing a second specific rotation stop position for the sub-rotation function for performance. [Figure 303] 14 is an explanatory diagram showing a state in which the main rotating role for performance is at the second predetermined rotation stop position, and the sub-rotation role for performance is at the second specific rotation stop position. [Figure 304] 1 is a side schematic diagram of the rotating device of the comparative example. [Figure 305] 10 is a flow chart showing timer interrupt processing. [Figure 306] 10 is a flow chart showing a ball entry processing for a start-up port. [Figure 307] 10 is a flow chart showing a pre-determining process. [Figure 308] 10 is a flow chart showing a ball entry process for passing. [Figure 309] 10 is a flow chart showing normal processing. [Figure 310] 10 is a flow chart showing game times control processing. [Figure 311] 10 is a flow chart showing a change initiation process. [Figure 312] 11 is a flow chart showing pending information shift processing. [Figure 313] 10 is a flow chart showing a hit determination process. [Figure 314] 10 is a flow chart showing a variation time setting process. [Figure 315] 10 is a flow chart showing the process for termination of fluctuations. [Figure 316] 11 is a flow chart showing a game state transition process. [Figure 317] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 318] 10 is a flow chart showing the transition process at the end of the ending period. [Figure 319] 10 is a flow chart showing the process for supporting electric power. [Figure 320] 10 is a flow chart showing an electric handle opening / closing control process. [Figure 321] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 322] 10 is a flow chart showing a process for dealing with a hold command. [Figure 323] 11 is a flow chart showing a game-time performance setting process. [Figure 324] 11 is a flow chart showing the performance pattern setting process. [Figure 325] 10 is a flow chart showing an update process when the change starts. [Figure 326] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 327] 10 is a flow chart showing command interrupt processing. [Figure 328] 10 is a flow chart showing V interrupt processing. [Figure 329] 1 is a front view showing a pair of performance sub-rotating functions in a modified example. [Figure 330] 1 is a perspective view of a pachinko machine according to a seventh embodiment. [Figure 331] 1 is a rear view of a pachinko machine. [Figure 332] 1 is a front view of the game board. [Figure 333] 1 is an explanatory diagram showing patterns and display surfaces that are variablely displayed on the design display device. [Figure 334] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 335] 1 is an explanatory diagram for explaining the contents of various counters used in winning lottery and the like. [Figure 336] 1 is an explanatory diagram showing the contents of a winning or not table for the first start-up port. [Figure 337] 1 is an explanatory diagram showing the contents of a winning or not table for the second start-up port. [Figure 338] 14 is an explanatory diagram showing the contents of a allocation table. [Figure 339] 1 is an explanatory diagram showing the contents of a winning or not table used when performing a lottery for opening an electric vehicle. [Figure 340] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 341] 10 is an explanatory diagram showing the flow of games in the pachinko machine 10. FIG. [Figure 342] 14 is an explanatory diagram showing the operation at a jackpot in Case 1. FIG. [Figure 343] 14 is an explanatory diagram showing the operation at a jackpot in Case 2. FIG. [Figure 344] 14 is an explanatory diagram showing the operation at the time of a jackpot in Case 3. FIG. [Figure 345] 10 is a flow chart showing timer interrupt processing. [Figure 346] 10 is a flow chart showing a ball entry processing for a start-up port. [Figure 347] 10 is a flow chart showing a ball entry process for passing. [Figure 348] 10 is a flow chart showing a gate entry processing. [Figure 349] 10 is a flow chart showing normal processing. [Figure 350] 10 is a flow chart showing game times control processing. [Figure 351] 12 is a flow chart showing a variation start process for the first start port. [Figure 352] 10 is a flow chart showing a pending information shift process for the first start-up port. [Figure 353] 10 is a flow chart showing a determination process for the first start-up port. [Figure 354] 10 is a flow chart showing a process for setting a variable time for the first start-up port. [Figure 355] 10 is a flow chart showing a process for acquiring the fluctuation time information in a low-precision and low-support state for the first start-up port. [Figure 356] 10 is a flow chart showing a process for acquiring the fluctuation time information in a low-accuracy and high-support state for the first start port. [Figure 357] 10 is a flow chart showing a process for acquiring the fluctuation time information in a high-accuracy and high-support state for the first start port. [Figure 358] 10 is a flow chart showing a process for acquiring the fluctuation time information in a high-precision and low-support state for the first start port. [Figure 359] 10 is a flow chart showing the first fluctuation stop process. [Figure 360] 10 is a flow chart showing a variation start process for the second start port. [Figure 361] 10 is a flow chart showing a pending information shift process for the second start-up port. [Figure 362] 10 is a flow chart showing a determination process for the second start-up port. [Figure 363]10 is a flow chart showing a process for setting a variable time for the second start-up port. [Figure 364] 10 is a flow chart showing a process for acquiring the fluctuation time information in a low-precision and low-support state for the second start-up port. [Figure 365] 10 is a flow chart showing a process for acquiring the fluctuation time information in a low-accuracy and high-support state for the second start port. [Figure 366] 10 is a flow chart showing a process for acquiring the fluctuation time information in a high-accuracy and high-support state for the second start port. [Figure 367] 10 is a flow chart showing a process for acquiring the fluctuation time information in a high-precision and low-support state for the second start port. [Figure 368] 11 is a flow chart showing a second variation stop process. [Figure 369] 11 is a flow chart showing a game state transition process. [Figure 370] 10 is a flow chart showing an opening time setting process. [Figure 371] 10 is a flow chart showing a process when the standby state transition flag is turned on. [Figure 372] 10 is a flow chart showing the process when the opening period flag is turned on. [Figure 373] 10 is a flow chart showing the process when the opening / closing processing period flag is turned on. [Figure 374] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 375] 10 is a flow chart showing processing when the ending period flag is turned on. [Figure 376] 10 is a flow chart showing the transition process at the end of the ending period. [Figure 377] 10 is a flow chart showing a small-stop opening / closing process. [Figure 378] 10 is a flow chart showing the process for supporting electric power. [Figure 379] 10 is a flow chart showing an electric handle opening / closing process. [Figure 380] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 381] 10 is a flow chart showing a process for dealing with a hold command. [Figure 382] 10 is a flow chart showing update processing when a ball is entered. [Figure 383] 11 is a flow chart showing a game-time performance setting process. [Figure 384] 10 is a flow chart showing a display mode switching process. [Figure 385] 10 is a flow chart showing the game episode performance setting process for special 1st game simultaneous games. [Figure 386] 10 is a flow chart showing a first performance pattern setting process. [Figure 387] 10 is a flow chart showing a process for setting a performance pattern in a low-precision and low-support state for the first start-up port. [Figure 388] 10 is a flow chart showing a performance pattern setting process for the first start port when the low-accuracy high-support state is in progress. [Figure 389] 10 is a flow chart showing a performance pattern setting process for the first start port when the high accuracy and high support state is performed. [Figure 390] 10 is a flow chart showing a performance pattern setting process for the first start port when the high accuracy and low support state is performed. [Figure 391] 10 is a flow chart showing the game episode performance setting process for special 2. [Figure 392] 11 is a flow chart showing a second performance pattern setting process. [Figure 393] 10 is a flow chart showing a process for setting a performance pattern in a low-precision and low-support state for the second start port. [Figure 394] 10 is a flow chart showing a performance pattern setting process for the second start port when the low-accuracy and high-support state is in progress. [Figure 395] 10 is a flow chart showing a performance pattern setting process for the second start port when the high accuracy and high support state is performed. [Figure 396] 10 is a flow chart showing a performance pattern setting process for the second start port when the high accuracy and low support state is performed. [Figure 397] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 398] 10 is a flow chart showing command interrupt processing executed in the MPU of the display control device. [Figure 399] 10 is a flow chart showing V interrupt processing executed in the MPU of the display control device. [Figure 400] 1 is a front view of a game board included in a modified example of a pachinko machine. [Figure 401] 1 is a front view of a game board included in a modified example of a pachinko machine. [Figure 402] 1 is an explanatory diagram showing a left-hand round number distribution device. [Figure 403] 1 is a perspective view of a pachinko machine according to an eighth embodiment. [Figure 404] 1 is a front view of the game board. [Figure 405] 1 is an explanatory diagram showing the decorative patterns and display surfaces of the design display device that are variablely displayed on the design display device. [Figure 406] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 407] 14 is an explanatory diagram showing various counters and various storage areas provided in the RAM. [Figure 408] 14 is an explanatory diagram showing the contents of a special chart acceptance determination table. [Figure 409] 14 is an explanatory diagram showing the contents of a special chart type determination table. [Figure 410] 14 is an explanatory diagram showing the contents of a special power opening / closing scenario selection table. [Figure 411] 14 is an explanatory diagram showing the contents of a general map validity determination table. [Figure 412] 14 is an explanatory diagram showing the contents of a general diagram type determination table. [Figure 413] 14 is an explanatory diagram showing the contents of a general electricity opening / closing scenario selection table. [Figure 414] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 415] 1 is an explanatory diagram for explaining the flow of games in a pachinko machine. [Figure 416] 1 is an explanatory diagram showing a battle performance and a battle result performance. [Figure 417] 14 is an explanatory diagram showing a countdown effect, a pronouncement of opportunity, and information on the number of balls entered. [Figure 418] 1 is an explanatory diagram showing a step-up effect. [Figure 419] 10 is a flow chart showing normal processing. [Figure 420] 10 is a flow chart showing timer interrupt processing. [Figure 421] 10 is a flow chart showing the incoming ball processing for each incoming ball; [Figure 422] 10 is a flow chart showing a ball entry processing for the first special diagram start port. [Figure 423] 10 is a flow chart showing the ball entry processing for the second special diagram start port. [Figure 424] 10 is a flow chart showing a ball entry processing for a common map start gate. [Figure 425] 10 is a flow chart showing the ball entry processing for a V winning port. [Figure 426] 10 is a flow chart showing special chart special power control processing. [Figure 427] 10 is a flow chart showing a process for starting special pattern change. [Figure 428] 10 is a flow chart showing a special pattern change stop process. [Figure 429] 10 is a flow chart showing processing after special pattern change has been stopped. [Figure 430] 10 is a flow chart showing the processing for starting a special power opening / closing execution mode. [Figure 431] 10 is a flow chart showing processing during the special electric power opening period. [Figure 432] 10 is a flow chart showing processing during the special power opening / closing period. [Figure 433] 10 is a flow chart showing processing during the special electric ending period. [Figure 434] 10 is a flow chart showing a general-scale electricity control process. [Figure 435] 10 is a flow chart showing the normal pattern change start process. [Figure 436] 10 is a flow chart showing a normal pattern change stop process. [Figure 437] 10 is a flow chart showing processing after normal pattern change is stopped. [Figure 438] 10 is a flow chart showing the start process of opening and closing the electric power supply mode. [Figure 439] 10 is a flow chart showing processing during the opening period of the electric power supply. [Figure 440] 10 is a flow chart showing processing during a power supply opening / closing period. [Figure 441] 10 is a flow chart showing processing during the electric power ending period. [Figure 442] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 443] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 444] 10 is a flow chart showing command interrupt processing executed in the MPU of the display control device. [Figure 445]10 is a flow chart showing V interrupt processing executed in the MPU of the display control device. [Figure 446] 1 is a perspective view of a pachinko machine according to a ninth embodiment. [Figure 447] 1 is a front view of the game board. [Figure 448] 1 is an explanatory diagram showing the decorative patterns and display surfaces of the design display device that are variablely displayed on the design display device. [Figure 449] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 450] 14 is an explanatory diagram showing various counters and various storage areas provided in the RAM. [Figure 451] 14 is an explanatory diagram showing the contents of a special chart acceptance determination table. [Figure 452] 14 is an explanatory diagram showing the contents of a special chart type determination table. [Figure 453] 14 is an explanatory diagram showing the contents of a special power opening / closing scenario selection table. [Figure 454] 14 is an explanatory diagram showing the contents of a general map validity determination table. [Figure 455] 14 is an explanatory diagram showing the contents of a general diagram type determination table. [Figure 456] 14 is an explanatory diagram showing the contents of a general electricity opening / closing scenario selection table. [Figure 457] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 458] 1 is an explanatory diagram for explaining the flow of games in a pachinko machine. [Figure 459] 14 is an explanatory diagram showing a right-handed notification effect aimed at an electric distribution device. [Figure 460] 1 is an explanatory diagram showing a battle performance and a battle result performance. [Figure 461] 14 is an explanatory diagram showing a countdown effect, a pronouncement of opportunity, and information on the number of balls entered. [Figure 462] 1 is an explanatory diagram showing a step-up effect. [Figure 463] 10 is a flow chart showing normal processing. [Figure 464] 10 is a flow chart showing timer interrupt processing. [Figure 465] 10 is a flow chart showing the incoming ball processing for each incoming ball; [Figure 466] 10 is a flow chart showing a ball entry processing for the first special diagram start port. [Figure 467] 10 is a flow chart showing the ball entry processing for the second special diagram start port. [Figure 468] 10 is a flow chart showing a ball entry processing for a common map start gate. [Figure 469] 10 is a flow chart showing the ball entry processing for a V winning port. [Figure 470] 10 is a flow chart showing special chart special power control processing. [Figure 471] 10 is a flow chart showing a process for starting special pattern change. [Figure 472] 10 is a flow chart showing a special pattern change stop process. [Figure 473] 10 is a flow chart showing processing after special pattern change has been stopped. [Figure 474] 10 is a flow chart showing the processing for starting a special power opening / closing execution mode. [Figure 475] 10 is a flow chart showing processing during the special electric power opening period. [Figure 476] 10 is a flow chart showing processing during the special power opening / closing period. [Figure 477] 10 is a flow chart showing processing during the special electric ending period. [Figure 478] 10 is a flow chart showing a general-scale electricity control process. [Figure 479] 10 is a flow chart showing the normal pattern change start process. [Figure 480] 10 is a flow chart showing a normal pattern change stop process. [Figure 481] 10 is a flow chart showing processing after normal pattern change is stopped. [Figure 482] 10 is a flow chart showing the start process of opening and closing the electric power supply mode. [Figure 483] 10 is a flow chart showing processing during the opening period of the electric power supply. [Figure 484] 10 is a flow chart showing processing during a power supply opening / closing period. [Figure 485] 10 is a flow chart showing processing during the electric power ending period. [Figure 486] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 487] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 488] 10 is a flow chart showing command interrupt processing executed in the MPU of the display control device. [Figure 489] 10 is a flow chart showing V interrupt processing executed in the MPU of the display control device. [Figure 490] 1 is a perspective view of a pachinko machine according to the tenth embodiment. [Figure 491] 1 is a rear view of a pachinko machine. [Figure 492] 1 is a front view of the game board. [Figure 493] 1 is an explanatory diagram showing patterns and display surfaces that are variablely displayed on the design display device. [Figure 494] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 495] 1 is an explanatory diagram for explaining the contents of various counters used in winning lottery and the like. [Figure 496] 1 is an explanatory diagram showing the contents of a winning or not table for a special chart winning lottery. [Figure 497] 1 is an explanatory diagram showing the contents of a distribution table for small wins. [Figure 498] 1 is an explanatory diagram showing the contents of a allocation table for a V-winning jackpot. [Figure 499] 1 is an explanatory diagram showing the contents of a winning or not table used when performing a lottery for opening an electric vehicle. [Figure 500] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 501] 1 is an explanatory diagram showing the flow of games in a pachinko machine. [Figure 502] 10 is an explanatory diagram showing how the notification performance of a game method is switched depending on the value of the ceiling count counter. [Figure 503] 14 is an explanatory diagram showing an example of an announcement effect of a game method. [Figure 504] 1 is an explanatory diagram showing the performance mode when the lottery result of the lottery for a special chart wins is a small win on a pachinko machine. [Figure 505] 10 is a flow chart showing timer interrupt processing. [Figure 506] 10 is a flow chart showing a ball entry processing for a start-up port. [Figure 507] 10 is a flow chart showing a ball entry process for passing. [Figure 508] 10 is a flow chart showing a ball entry process for a large prize entry port. [Figure 509] 10 is a flow chart showing a ball entry process for a V-winning port. [Figure 510] 10 is a flow chart showing normal processing. [Figure 511] 10 is a flow chart showing game times control processing. [Figure 512] 10 is a flow chart showing a change initiation process. [Figure 513] 11 is a flow chart showing pending information shift processing. [Figure 514] 10 is a flow chart showing a hit determination process. [Figure 515] 10 is a flow chart showing a variation time setting process. [Figure 516] 10 is a flow chart showing a fluctuation stop process. [Figure 517] 10 is a flow chart showing a ceiling time-saving process. [Figure 518] 10 is a flow chart showing the V target profit and loss determination process. [Figure 519] 11 is a flow chart showing a game state transition process. [Figure 520] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 521] 10 is a flow chart showing the transition process when the V-winning jackpot game is completed. [Figure 522] 10 is a flow chart showing the process for supporting electric power. [Figure 523] 10 is a flow chart showing an electric handle opening / closing control process. [Figure 524] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 525] 10 is a flow chart showing a process for dealing with a hold command. [Figure 526] 11 is a flow chart showing a game-time performance setting process. [Figure 527] 11 is a flow chart showing the performance pattern setting process. [Figure 528] 10 is a flow chart showing an update process when the change starts. [Figure 529] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 530] 10 is a flow chart showing command interrupt processing executed in the MPU of the display control device. [Figure 531] 10 is a flow chart showing V interrupt processing executed in the MPU of the display control device. [Figure 532] 10 is an explanatory diagram showing how the notification performance of a game method is switched depending on the value of the ceiling count counter in a modified example. [Figure 533] 10 is a flow chart showing the V target profit / loss determination process in a modified example. [Figure 534] 14 is an explanatory diagram showing an example of a recommendation to consider a profit or loss. FIG. [Figure 535] 14 is an explanatory diagram showing part of the island equipment installed in the game hall when explaining the 11th embodiment. [Figure 536] 1 is a perspective view of a pachinko machine according to the 11th embodiment. [Figure 537] 1 is a rear view of a pachinko machine. [Figure 538] 1 is a front view of the game board. [Figure 539] 1 is an explanatory diagram showing patterns and display surfaces that are variablely displayed on the design display device. [Figure 540] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 541] 1 is an explanatory diagram for explaining the contents of various counters used in winning lottery and the like. [Figure 542] 1 is an explanatory diagram showing the contents of a winning or not table for a special chart winning lottery. [Figure 543] 1 is an explanatory diagram showing the contents of a allocation table for special diagram 2 small wins. [Figure 544] 1 is an explanatory diagram showing the contents of a distribution table for jackpots. [Figure 545] 1 is an explanatory diagram showing the contents of a winning or not table used when performing a lottery for opening an electric vehicle. [Figure 546] 1 is a block diagram showing the electrical configuration of the audio emitting control device and the display control device as a center. [Figure 547] 1 is a block diagram showing an external terminal board and a data display; FIG. [Figure 548] 1 is an explanatory diagram showing a display surface of a data display device included in the data display device; FIG. [Figure 549] 1 is an explanatory diagram showing the flow of games in a pachinko machine. [Figure 550] 10 is a time chart for explaining an example of the process when a jackpot is won while a high support state is in a pachinko machine. [Figure 551] 10 is a time chart for explaining an example of the process when a pachinko machine wins a small win and wins a V win when a high support state is in progress. [Figure 552] 10 is a time chart for explaining an example of the process in which a pachinko machine wins a small win and does not win a big win at a V win when a pachinko machine is in high support. [Figure 553] 10 is a time chart for explaining an example of processing in which a pachinko machine misses all game times when the game is in high support state (no special 2 remaining hold). [Figure 554] 10 is a time chart for explaining an example of the process when a pachinko machine wins a jackpot with a special 2 remaining hold when the high support state is completed. [Figure 555] 10 is a time chart for explaining an example of the process in which a pachinko machine wins a small win while being held on a special 2 remaining when the high support state is completed. [Figure 556] 10 is a time chart for explaining an example of processing in which a pachinko machine fails in all game times based on the reserved special 2 when the high-support state is completed. [Figure 557] 10 is a flow chart showing timer interrupt processing executed in the main MPU. [Figure 558] 10 is a flow chart showing a ball entry processing for a start-up port. [Figure 559] 10 is a flow chart showing a ball entry process for passing. [Figure 560] 10 is a flow chart showing a ball entry process for a large prize entry port. [Figure 561] 10 is a flow chart showing a ball entry process for a V-winning port. [Figure 562] 10 is a flow chart showing signal management processing for outputting the outer end. [Figure 563] 10 is a flow chart showing normal processing. [Figure 564] 10 is a flow chart showing game times control processing. [Figure 565] 10 is a flow chart showing a change initiation process. [Figure 566] 11 is a flow chart showing pending information shift processing. [Figure 567] 10 is a flow chart showing a hit determination process. [Figure 568] 10 is a flow chart showing a variation time setting process. [Figure 569] 10 is a flow chart showing a fluctuation stop process. [Figure 570] 10 is a flow chart showing a process when the fixed time has elapsed. [Figure 571] 11 is a flow chart showing a game state transition process. [Figure 572] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 573] 10 is a flow chart showing the transition process at the end of the ending period. [Figure 574] 10 is a flow chart showing the process for turning off the extension flag. [Figure 575] 10 is a flow chart showing the process for supporting electric power. [Figure 576] 10 is a flow chart showing an electric handle opening / closing control process. [Figure 577] 10 is a flow chart showing timer interrupt processing executed in the light-emitting side MPU. [Figure 578] 10 is a flow chart showing a process for dealing with a hold command. [Figure 579] 11 is a flow chart showing a game-time performance setting process. [Figure 580] 11 is a flow chart showing the performance pattern setting process. [Figure 581] 10 is a flow chart showing an update process when the change starts. [Figure 582] 10 is a flow chart showing the main processing executed in the MPU of the display control device. [Figure 583] 10 is a flow chart showing command interrupt processing. [Figure 584] 10 is a flow chart showing V interrupt processing. [Form for implementing the invention]

[0010] An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. {1} First embodiment (mainly corresponds to the following {Z} features sA groups to sV groups): {2} Second embodiment (mainly corresponds to the following feature tA group to feature tP groups of {Z}): 3: Third embodiment (mainly corresponds to the following {Z} feature uA group to feature uU group and feature uIA group to feature uIM group): 4th embodiment (mainly corresponds to the following feature vA group to feature vR groups): {5} Fifth embodiment (mainly corresponds to the following {Z} feature wA group to feature wY group): 6th embodiment (mainly corresponds to the following {Z} feature xA group to feature xU group): {7} Seventh embodiment (mainly corresponds to the following {Z} feature yA group to feature yζ group): {8} 8th embodiment (mainly corresponds to the following {Z} feature zA group to feature zU group): {9} 9th embodiment (mainly corresponds to the following {Z} features aA group to aU group): 10th embodiment (mainly corresponds to the following {Z} feature bA group to feature bU group): 11th embodiment (mainly corresponds to the following features cA to cU groups of Z): {Y} Apply to other configurations: [Z] Regarding the features extracted from the above-mentioned embodiments, etc.:

[0011] {1} First embodiment: {1-1} Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko gaming machine (hereinafter also referred to as a "pachinko machine") according to the first embodiment of the present invention. The pachinko machine 10 has a wooden outer frame 11 that is combined into a generally rectangular shape. When the pachinko machine 10 is installed in the 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 that is 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 on the front of the inner frame 13. The inner frame 13 is supported rotatably with respect to the outer frame 11 by a metal hinge 15 . The front door frame 14 is rotatably supported with respect to the inner frame 13 by a metal hinge 16 . On the back of the inner frame 13 is a control device for controlling the pachinko machine main body 12, such as a main control device, a voice emitting control device, and a display control device. 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 in an unopenable manner to the outer frame 11, and a function of locking the front door frame 14 in an unopenable manner to the inner frame 13. Each lock is unlocked by performing a prescribed operation using a dedicated key to the cylinder lock 17.

[0012] An open window 18 is formed in the approximately central portion of the front door frame 14. Around the window 18 are provided resin parts and electric parts for decorating the pachinko machine 10. The electric parts are made up of light emitting means made up of various lamps such as LEDs. The light emitting means plays a role in increasing the performance effect by turning on or blinking at each game episode played by the pachinko machine 10, at the time of winning a jackpot, or when a reach occurs. In addition, a glass unit 19 made of two sheets of glass is disposed on the back side of the front door frame 14, and the open window portion 18 is sealed by the glass unit 19. A game board, which will be described later, is detachably attached to the inner frame 13, and the player of the pachinko machine 10 can view the game board from the front of the pachinko machine 10 via the glass unit 19. Details of the game board will be described later.

[0013] The front door frame 14 is provided with an upper plate 20 and a lower plate 21 for storing game balls. The upper plate 20 is formed in a box shape with an open top surface, and stores game balls such as loan balls borrowed from a lender (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper plate 20 are supplied to the game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the player's operation of the operation handle 25, and fires the game ball supplied from the upper plate 20 onto the front of the game board. The lower plate 21 is disposed below the upper plate 20 and is formed into a box shape with an open upper surface. The lower plate 21 stores game balls that were unable to be stored in the upper plate 20. An outlet 22 for ejecting the game balls stored in the lower plate 21 is formed on the bottom surface of the lower plate 21 . A lever 23 is provided below the outlet 22, and the player can switch between the closed and open states of the outlet 22 by operating the lever 23. When the player operates the lever 23 to open the outlet 22, the game ball falls from the outlet 22, and the game ball is ejected from the bottom plate 21 to the outside.

[0014] An performance operation button 24 is provided in front of the periphery of the upper plate 20. The performance operation button 24 is an operation unit for the player to perform input operations in response to the game performance performed by the pachinko machine 10. The player operates the performance operation buttons 24 at a specified timing prepared by the pachinko machine 10, and the pachinko machine 10 performs a game performance in which the operation is reflected.

[0015] An operation handle 25 is provided on the right side of the front door frame 14 as viewed in front (hereinafter simply referred to as "right side") for the player to operate it. When the player operates (rotating) the operation handle 25, the game ball is fired from the game ball launching mechanism to the front of the game board in conjunction with the operation. Inside the operation handle 25 are provided a touch sensor 25a for allowing the game ball firing mechanism to be driven, a weight button 25b that stops the game ball firing mechanism by pressing the player, and a variable resistor 25c that detects the amount of rotation of the operation handle 25 by a change in electrical resistance. When the player holds the operation handle 25, the touch sensor 25a is turned on, and when the player rotates the operation handle 25 clockwise, the resistance value of the variable resistor 25c changes according to the amount of rotation, and the game ball is fired from the game ball firing mechanism to the front of the game board at a strength corresponding to the resistance value of the variable resistor 25c.

[0016] On the left side of the periphery of the upper plate 20 as viewed in front (hereinafter also referred to simply as "left side"), a game ball firing button 26 is provided for the player to operate. By operating the game ball firing button 26 by the player, the game ball is fired at the front of the game board with a predetermined firing strength regardless of the amount of rotation of the player's operation handle 25. Specifically, when the player operates the game ball firing button 26, the game ball is fired at the front of the game board with the same firing strength as when the rotational operation amount of the operation handle 25 is at the maximum. In this embodiment, when the game ball is fired by operating the game ball launch button 26, the game ball flows to the right side of the game board as it is viewed in front of the game board, and also flows down the right side of the game board. That is, by operating the game ball firing button 26, the player can make a so-called "right-handed" hit. Furthermore, in the following description, when the operation handle 25 is operated, a game ball is fired, and the game ball flows to the left side of the game board as well as down the left side of the game board, it may be expressed as a player playing a "left-handed". In the pachinko machine 10 of this embodiment, when the game ball firing button 26 is operated, the game ball is fired onto the game board, provided that the touch sensor 25a is turned on. That is, the player can turn on at least the touch sensor 25a by holding the operation handle 25, and then operate the game ball firing button 26, thereby realizing the launch of the game ball triggered by the operation of the game ball firing button 26.

[0017] In this embodiment, the game ball firing button 26 is arranged on the left side of the periphery of the upper plate 20 as seen in the front, but a configuration in which the game ball firing button 26 is arranged at another position may also be adopted. For example, a configuration in which the game ball firing button 26 is arranged inside the operating handle 25 (circumferential portion) in the same way as the weight button 25b may be adopted. By doing this, the player can operate the operation handle 25, the weight button 25b, and the game ball firing button 26 with only the right hand.

[0018] Next, the structure of the back of the pachinko machine 10 will be described. On the back of the pachinko machine 10, control devices for controlling the operation of the pachinko machine 10 are arranged.

[0019] FIG. 2 is a rear view of the pachinko machine 10. As shown, 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 back 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 having a function to control the main control of the game. The main control board is housed in a substrate box made of a transparent resin material. The board box is configured to leave traces of opening and closing. For example, a sealing sticker is attached to a location that can be opened and closed, and when the board box is opened, a letter such as "open" appears.

[0021] The second control unit 52 includes a voice light emitting control device 90 and a display control device 100 . The audio emitting control device 90 controls the light emitting means such as speakers and various lamps provided on the front of the pachinko machine 10 based on a command sent from the main control device 60 . The display control device 100 controls the design display device based on a command sent from the audio emitting control device 90 . The design display device includes a liquid crystal display that displays images for designs and presentations.

[0022] The third control unit 53 includes a dispensing control device 70 and a launch control device 80 . The dispensing control device 70 performs dispensing control for paying out the prize ball. When an instruction to fire a game ball is input from the main control device 60, the launch control device 80 controls the game ball firing mechanism so that the player fires a game ball with a strength corresponding to the amount of rotation of the operation handle 25 by the player. In addition, on the back of the inner frame 13, a plurality of equipment necessary for the operation of the pachinko machine 10 are provided, such as a tank 54 where game balls supplied from the island equipment of the game hall are successively replenished, a tank rail 55 that is connected below the tank 54 and has a slope gently inclined so that the game balls flow downstream, a case rail 56 that is vertically connected to the downstream side of the tank rail 55, a dispensing device 71 that receives the supply of game balls from the case rail 56 and pays out a predetermined number of game balls at the instruction from the dispensing control device 70.

[0023] The power supply unit 58 includes a power supply unit 85 and a power switch 88 . The power supply unit 85 supplies the power necessary for the operation of the pachinko machine 10 . A power switch 88 is connected to the power supply unit 85 . By turning the power switch 88 on / off, the supply state in which power is supplied to the pachinko machine 10 and the non-supply state in which power is not supplied to the pachinko machine 10 is switched.

[0024] Next, the game board will be explained. The game board is detachably attached to the front 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. The game board 30 has an inner rail portion 31a and an outer rail portion 31b installed so as to divide a part of the outer edge of the game area PA. Between the inner rail portion 31a and the outer rail portion 31b, a guidance rail 31 for guiding the game ball is formed. The game ball fired from the game ball launching mechanism is guided by the guidance rail 31 and released to the top of the game area PA, and then flows down the game area PA. In the game area PA, a plurality of nails 42 are planted approximately perpendicular to the game board 30, and each of the functions such as a wind turbine is disposed. These nails 42 and windmills distribute 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 prize entry port 32, a central first start port 33 (hereinafter referred to as simply the first start port 33), a second start port 34, a right first start port 44 (hereinafter referred to as simply the first start port 44), a through gate 35, and a variable prize entry device 36. The second starter port 34 and the right first starter port 44 are provided inside the starter port unit 200 .

[0027] The game board 30 also has a variable display unit 40 and a main display unit 45 . The variable display unit 40 is provided in the approximately center of the game board 30, and the main display unit 45 is provided in the upper right corner of the game board 30 as viewed in front of the game board 30. The game board 30 is equipped with a decorative frame member DF with an decorated surface, surrounding the variable display unit 40.

[0028] A first right-handed rail R1 and a second right-handed rail R2 are provided in the space sandwiched between the upper side of the decorative frame member DF from the right side and the outer rail portion 31b and the main display portion 45. On the right side of the lower portion of the second right-handed rail R2, an outer right-handed rail R3 is provided. The first right-handed rail R1 and the second right-handed rail R2 form the first passage P1 when playing right-handed. The second right-handed rail R2, the outer rail portion 31b, the main display portion 45, and the right-handed outer rail R3 form the second right-handed passage P2. Both the first passage P1 when playing right and the second passage P2 when playing right are generally formed in an arc shape, and the first passage P1 when playing right and the second passage P2 when playing right are located side by side. The first passage P1 when the right-handed player is located inside the second passage P2 when the right-handed player is located.

[0029] Both the open end P1a on one side of the first passage P1 when playing right and the open end P2a on one side of the second passage P2 when playing right are located near the top of the game area PA, allowing game balls to enter. Both the opening end P1b on the other side of the first passage P1 when playing on the right and the opening end P2b on the other side of the second passage P2 when playing on the right are located near the right side of the game area PA, and according to the first passage P1 when playing on the right, the game ball can be sent towards the start-up unit 200, and according to the second passage P2 when playing on the right, the game ball can be sent towards the variable winning device 36.

[0030] As explained earlier, by maximizing the rotational operation amount of the operation handle 25 (FIG. 1) or operating the game ball firing button 26 (FIG. 1), a so-called "right-handed" can be performed in which the game ball is fired towards the right side of the game area PA, but in these operations, the game ball can be guided to the second passage P2 when playing right. In contrast, by adjusting the amount of rotation of the operation handle 25 (FIG. 1) from the maximum, the game ball can be guided to the first passage P1 when hitting right. Hereinafter, the second passage P2 for right-handed hits is called the "strong right-handed hits path P2", and the first passage P1 for right-handed hits is called the "weak right-handed hits path P1". The operation of guiding the game ball in the strong-right-handed aisle P2, that is, maximizing the amount of rotation of the operation handle 25 (Figure 1), or operating the game ball firing button 26 (Figure 1), is called "strong-right-handed" or simply "strong-right-handed", and the operation of guiding the game ball in the weak-right-handed aisle P1 is called "weak-right-handed operation" or simply "weak-right-handed".

[0031] The general prize entry port 32 is an entry port member that forms an entry port in which a game ball can be entered, and is provided on the game board 30 . In this embodiment, when a game ball is inserted into the general prize slot 32, 10 game balls are fed out as prize balls from the payout device 71 (FIG. 2).

[0032] The central first start port 33 is an inlet port member that forms an inlet port in which a game ball can enter. The central first starter port 33 is provided below the center of the game board 30. In this embodiment, when a game ball enters the first start port 33 on the central side, one game ball is fed out as a prize ball, and a winning lottery, which will be described later, is executed.

[0033] The second starter port 34 is an inlet port member that forms an inlet port in which a game ball can enter, and is provided inside the starter port unit 200 . In this embodiment, when a game ball is entered into the second start port 34, one game ball is fed out as a prize ball, and a winning lottery, which will be described later, is executed.

[0034] The game board 32 has a plurality of openings that penetrate in the front and rear direction. The game balls that enter the general prize entry port 32, the central first start port 33, and the second start port 34 are guided to the individual openings formed in the game board 32 and sent to the rear side of the game board 30.

[0035] The right-side first starter port 44 is provided on the right side of the game board 30 and is provided inside the starter port unit 200 . The right-side first starter port 44 is made up of a through hole that allows the game ball to penetrate. In this embodiment, when a game ball enters the first right start port 44, one game ball is fed out as a prize ball, and a winning lottery, which will be described later, is executed. Furthermore, the electric power 34a is provided in the first right start port 44.

[0036] The through gate 35 is provided below the open end P1b of the weak right-handed driving passage P1 and above the inlet port of the start-up unit 200 (inlet port 210a of the main line passage section 210 to be described later) and has a through hole penetrating in the vertical direction. The game ball that has flowed down from the open end P1b of the weak right-handed hitting passage P1 passes through the through gate 35 and then enters the entrance 210a. In this embodiment, the game ball that has passed the through gate enters the entrance 210a with a 100% chance. The through gate 35 is a through gate that serves as a trigger for the execution of a lottery for the electric vehicle 34a to be opened. Specifically, when the game ball passes through the through gate 35, the main control device 60 executes an internal lottery (a lottery for opening the electric vehicle). When the internal lottery wins the electric vehicle to be opened, the electric vehicle 34a moves to the electric vehicle open state, which is in the open state in a predetermined manner. The through gate 35 is located upstream from the right first start port 44 in the flow direction of the game ball, so that the game ball that has passed through the through gate 35 can flow down the inside of the start port unit 200 after passing and enter the right first start port 44. In this embodiment, even if the game ball passes through the through gate 35, the prize ball is not paid out.

[0037] The variable winning device 36 is provided below the open end P1b of the strong right-handed driving passage P2. The variable winning device 36 has a large winning port 36a that leads to the rear side of the game board 30, and an opening / closing door 36b that opens and closes the large winning port 36a. The opening / closing door 36b is normally closed to prevent game balls from entering the large prize opening 36a. If the internal lottery (winning lottery) by the main control device 60 wins a jackpot and switches to the opening / closing execution mode, the opening / closing door 36b repeats the open and closed states where the game ball can be entered. The opening / close execution mode is a mode in which the opening mode occurs when a win lottery is made by the main control device 60 when the ball is entered into the first start port 33 on the center side, the first start port 44 on the right side, or the second start port 34, and the opening / close door 36b repeats in an open and closed state. That is, if a big win is won as a result of a winning lottery based on the ball entering the first start port 33 on the central side, the opening / closing execution mode is moved to a opening / closing execution mode in which the ball can be entered into the large winning port 36a of the variable winning device 36. Similarly, even if a win is made in the result of a win-win lottery based on a ball into the first start port 44 on the right side, when a win-win is won, or when a win-win-win lottery based on a ball into the second start port 34, when a win-win is won, the opening / closing execution mode is moved to a win-win-run mode where a ball into the large prize opening 36a of the variable prize winning device 36 is entered. In this embodiment, when a game ball is inserted into the large prize opening 36a of the variable prize winning device 36, 15 game balls are fed out as prize balls by the payout device 71. Next, the configuration of the starter unit 200 will be described in detail.

[0038] FIG. 4 is an explanatory diagram showing the start-up unit 200. This diagram is a view seen 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 from the middle of the main line passage section 210 and extends downwards, a second branch passage section 230 that branches from the middle of the first branch passage section 220 and extends downwards, a second start port 34, a right-side first start port 44, an out port inside the start port unit 251, and a falling 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 made of a transparent resin material, and the player can observe the flow of the game ball inside the start-up unit 200.

[0039] The main line passage section 210 has an inlet opening 210a at its upward end, and a ball-outlet 210b at its downward end, and is a passage in which a game ball can be flowed from the inlet opening 210a to the ball-outlet 210b. A second starter 34 is provided below the ball drain port 210b. In the middle of the main line passage section 210, an opening 210c is formed to allow a game ball to be inserted, and the opening end on the upward direction of the first branch passage section 220 is connected to the opening 210c. The opening end on the upward side of the first branch passage portion 220 forms the right first start port 44. Just below the first right start port 44 on the right side, a detection sensor 67d for the first right start port is provided. The detection sensor 67d for the first start port on the right side detects when the game ball enters the first start port on the right side.

[0040] The electric vehicle 34a is provided in the opening 210c of the main line passage section 210. The electric vehicle 34a can be in an open state where the opening 210c is opened (shown by dashed lines in the figure) and a closed state where the opening 210c is closed (shown by solid lines in the figure) by moving the substantially rectangular plate material in the figure). When the electric power 34a is in the open state, the game ball is allowed to enter the first branch passage section 220, that is, enter the right first start port 44, and when the electric power 34a is in the closed state, it prohibits the game ball being entered the first branch passage section 220, that is, enter the right first start port 44. The game ball that has entered the first start port 44 on the right side proceeds downwards along the first branch passage 220. Meanwhile, the game ball that is prohibited from entering the right first start port 44 proceeds through the main line passage section 210 towards the ball exhaust port 210b.

[0041] A game ball distribution device 240 is provided at a point where the first branch passage section 220 branches to the second branch passage section 230 . The game ball distribution device 240 includes a reciprocating rotation shaft 241 and a distribution piece 242 fixed to the reciprocating rotation shaft 241 . By reciprocating rotation shaft 241a, the reciprocating rotation (swaying), the distributing piece portion 242 is capable of reciprocating operation between the first position Q1 shown by the solid line in the figure and the second position Q2 shown by the dashed line in the figure. Specifically, the reciprocating rotation shaft 241 is connected to a game ball distribution drive unit 241a (see FIG. 11), and when the game ball distribution drive unit 241a is rotated back and forth, the reciprocating rotation shaft 241a is rotated by the game ball distribution drive unit 241a, the distributing piece 240b moves back and forth between the first position Q1 and the second position Q2.

[0042] In this embodiment, the distribution piece 242 holds the state at the first position Q1 for 2.0 seconds, and then holds the state at the second position Q2 for 0.1 seconds, so that the main control device 60 (FIG. 11) repeatedly holds the state at the second position Q2 for 0.1 seconds. As a result, the distribution piece 242 is displaced to the second position Q2 by 0.1 seconds every 2.1 seconds, and remains at the first position Q1 for the remaining two seconds.

[0043] FIG. 5 is an explanatory diagram showing the flow of the game ball when the distribution piece portion 240b is in the first position Q1. When the distribution piece portion 242 is in the first position Q1, it is possible to prohibit the entry of the game ball PB into the second branch passage portion 230, and send the game ball PB towards the downward end 220a of the first branch passage portion 220.

[0044] FIG. 6 is an explanatory diagram showing the flow of the game ball when the distribution piece portion 240b is in the second position Q2. When the distribution piece portion 242 is in the second position Q2, it is possible to allow the game ball PB to enter the second branch passage portion 230, and send the game ball towards the downward end 230a of the second branch passage portion 230.

[0045] As shown in FIG. 4, an out-hole 251 in the starting port unit is provided below the end 220a on the downward side of the first branch passage portion 220, and a falling port 252 is provided below the end 230a on the downward side of the second branch passage portion 230.

[0046] The inlet opening unit outlet 251 is an inlet opening that allows game balls to be entered, and is provided inside the starting unit 200. The game ball entered into the out port 251 in the start-up unit is guided to an opening formed in the game board 32 that penetrates in the front and rear direction, and is sent to the rear side of the game board 30.

[0047] The falling hole 252 is an entrance hole in which a game ball can be entered, and is provided inside the start opening unit 200. When a game ball enters the falling hole 252, the lottery mode for the winning lottery, which will be described later, is changed from high probability mode to low probability mode. The game ball that has entered the falling hole 252 is guided to an opening formed in the game board 32 that penetrates in the front and rear direction, and is sent to the rear side of the game board 30.

[0048] According to the start-up unit 200 configured as above, the distribution piece 242 is displaced to the second position Q2 by 0.1 seconds every 2.1 seconds, so that the game ball entering the first right start-up port 44 enters the fall-up port 252 with a probability of 0.1 seconds (=1 / 21) for this 2.1 second. The probability of the game ball entering the right first start port 44 entering the fall port 252 is not limited to the probability of 1 / 21, and may be replaced with a probability of other values.

[0049] According to the start-up unit 200 configured as above, the game ball entered into the inlet port 210a flows along any of the first to third routes below. (i) First Route RT1: As shown by the solid line in FIG. 7, the game ball PB enters the right first start port 44 and then enters the out port 251 in the start port unit. That is, it is a route that allows the ball to enter the right first start port 44. (ii) Second Route RT2: As shown in the solid line in FIG. 8, the game ball PB enters the right first start port 44 and then enters the fall port 252. That is, the route is capable of entering the right first start port 44 and also allows entering the fall port 252. (iii) 3rd Route RT3: As shown in the solid line in FIG. 9, this is the route in which the game ball PB enters the second start port 34. That is, it is a route that allows the ball to enter the second start port 34.

[0050] Which of the first to third routes RT1 to RT3 is determined by whether the electric power 34a is open when the game ball reaches the position just before the electric power 34a, and whether the electric power 34a is in the open state, and whether the variance piece 242 is in the first position Q1 or in the second position Q2 when the game ball reaches the position just before the variance 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 player 34a is in the open state when the game ball reaches a position just before the electric player 34a, and the game ball reaches a position just before the distributing piece portion 242 of the game ball distribution device 240, and the distributing piece portion 242 is in the first position Q1. The game ball PB flows along the second route RT2 (FIG. 8) when the electric player 34a is in the open state when the game ball reaches a position just before the electric player 34a, and the game ball reaches a position just before the distributing piece 242 of the game ball distribution device 240, and the distributing piece 242 is in the second position Q2. The game ball PB flows along the third route RT3 (FIG. 9) when the game ball reaches the position just before the electric vehicle 34a.

[0051] As shown in FIG. 3, an out port 43 is provided at the bottom of the game board 30, and game balls that do not enter the various inlet holes are ejected through the out ports from the game area PA.

[0052] The game balls entered into the general prize entry port 32, the central first start port 33, the second start port 34, the start port unit out port 251, the fall port 252, the variable prize entry device 36, and the out port 43 are configured to eventually join the discharge passage provided on the back of the game board 30, and the discharge passage detection sensor for detecting the game ball is provided. By detecting the game balls using the discharge passage detection sensor, it is possible to grasp the number of game balls fired on the game board 30.

[0053] The main display unit 45 includes a special diagram unit 37, a general diagram unit 38, and a round display unit 39.

[0054] The special drawing unit 37 includes a first design display unit 37a and a second design display unit 37b. The first and second pattern display sections 37a and 37b are each made up of 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 design refers to a design that is displayed or stopped based on a winning lottery triggered by the entry of a game ball into the first start ports 33, 44 (the first start port 33 on the center side, and the first start port 44 on the right side). When a winning lottery is held when the game ball enters the first start ports 33 and 44, the first pattern display section 37a makes the first pattern change display as a display mode until the segment displays a display corresponding to the lottery result is made. When the lottery is finished, the first pattern display unit 37a causes the segment display to stop the first pattern corresponding to the lottery result.

[0056] The second pattern display unit 37b is a display unit for displaying the second pattern. The second pattern refers to a pattern that is displayed to be displayed or stopped based on a winning lottery that is triggered by the entry of a game ball into the second start port 34. When a winning lottery is held when the game ball enters the second start port 34, the second pattern display section 37b displays a variation of the second pattern as a display mode until the segment displays a display corresponding to the lottery result is made. When the lottery is finished, the second pattern display unit 37b causes the segment display unit to stop the second pattern corresponding to the lottery result.

[0057] Here, the time from when the first design displayed on the first design display unit 37a or the second design displayed on the second design display unit 37b is started to be stopped and displayed is also called the variation time. Specifically, the time from when the first design display starts to be displayed on the first design display unit 37a until it is stopped and displayed is also referred to as the first variation time, and the time from when the second design display unit 37b starts to be displayed on the second design display unit 37b is referred to as the second variation time.

[0058] The special drawing unit 37 further includes a first hold display unit 37c and a second hold display unit 37d, which are made of LED lamps, at positions adjacent to the first and second pattern display units 37a and 37b. The first hold display unit 37c displays the number of holds of the first starter ports 33 and 44 (the first starter port 33 on the center side, and the first starter port 44 on the right side) depending on the color and combination of the LED lamps to be lit. In this embodiment, the maximum of four game balls entered into the first starter ports 33, 44 is suspended, as a total of the two first starter ports 33, 44. The second hold display unit 37d displays the number of holds for the second starter port 34 depending on the color and combination of the LED lamps to be lit. In this embodiment, up to four game balls entered into the second start port 34 are held.

[0059] The general diagram unit 38 is composed of a light emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner. When the electric vehicle opening lottery is held when the through gate 35 passes, the general diagram unit 38 causes the light-on display, flashing display, or a predetermined display as a display mode of the light-emitting display. When the lottery for opening the electric vehicle is completed, the general map unit 38 displays a predetermined mode 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 or corresponds to the number of round games that occur in the opening / closing execution mode. A round game is a game in which the opening / closing door 36b continues to be opened until either the condition of either the predetermined upper limit duration has elapsed or the game balls having a predetermined upper limit winning number are satisfied. The number of round games will vary depending on the type of jackpot winning that triggered the transition. The round display unit 39 starts displaying the number of round games when the opening / close execution mode is started, and ends when the opening / close execution mode is finished and a new game episode is started.

[0061] The special drawing unit 37, the ordinary drawing unit 38, and the round display unit 39 are not limited to being composed of a segment display or a light emitting display made of an LED lamp, and may be composed of various display devices that can display the lottery and the lottery results, such as, for example, liquid crystal display devices, organic EL display devices, CRT or dot matrix display devices.

[0062] The variable display unit 40 is arranged approximately in the center of the game area PA. The variable display unit 40 includes a design display device 41 . The pattern display device 41 includes a liquid crystal display. The display contents of the pattern display device 41 are controlled by the display control device 100 . The design display device 41 may be replaced with a variety of display devices, such as a plasma display device, an organic EL display device, or a CRT.

[0063] When the first pattern display unit 37a changes or stops based on the winnings at the center-side first start port 33 or the right-side first start port 44, the pattern display device 41 performs a change or stop display accordingly. Furthermore, when the second pattern display unit 37b changes or stops based on the ball entering the second start port 34, the design display device 41 displays the pattern change or stops accordingly. The pattern display device 41 is not limited to display performances that involve the ball entering the center-side first start port 33, the right-side first start port 44, or the second start port 34, but also performs display performances during the opening and closing execution mode that transitions when a jackpot is won. The design display device 41 will now be described in detail.

[0064] FIG. 10 is an explanatory diagram showing the patterns and display surface 41a that are displayed variablely on the design display device 41. As shown in FIG. FIG. 10(a) is an explanatory diagram showing the first or second decorative pattern 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 unit 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 unit 37b.

[0065] As shown in FIG. 10(a), the design display device 41 displays patterns showing numbers 1 to 8 as the first or second decorative pattern. Incidentally, as the designs to be displayed variable, a design with a character or the like attached to each of the patterns showing numbers 1 to 8 may be used.

[0066] FIG. 10(b) is an explanatory diagram showing the display surface 41a of the pattern display device 41. As shown in FIG. As shown, the main display area MA and the sub display area SA are displayed on the display surface 41a. In the main display area MA, an image of the first ornamental design may be displayed, or an image of the second ornamental design may be displayed. Similarly, in the sub-display area SA, like in the main display area MA, an image of the first ornamental design may be displayed, or an image of the second ornamental design may be displayed. When an image of the first decorative pattern is displayed in the main display area MA, an image of the second decorative pattern is displayed in the sub display area SA, and when an image of the second decorative pattern is displayed in the main display area MA, an image of the first decorative pattern is displayed in the sub display area SA. Whether the first or 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] The main display area MA displays three pattern rows Z1, Z2, and Z3: left, middle, and right. In each of the pattern rows Z1 to Z3, the patterns of numbers 1 to 8 are arranged as the first or second decorative pattern shown in FIG. 10(a) in ascending or descending order of numbers, and a variable display is performed in which each pattern row scrolls from top to bottom or from bottom to top with periodicity. As shown in FIG. 10(b), after the scrolling display, one design is displayed in a state where it is stopped on the valid line L1.

[0068] Specifically, when a game ball enters the first starter ports 33, 44 (center side first starter port 33, right side first starter port 44) or second starter port 34, a variable display is started in which the patterns of each pattern row Z1 to Z3 scroll in a predetermined direction with periodicity. The scrolling patterns are then switched from the variable display to the standby display in the order of pattern row Z1, pattern row Z3, and pattern row Z2, and finally, the predetermined patterns are stopped and displayed in the respective pattern rows Z1 to Z3. When the pattern change display ends and the state is stopped and displayed, if the result of the winning lottery by the main control device 60 is a big win, a predetermined combination of patterns is formed on the effective line L1. For example, the same combination of designs is formed on the effective line L1. Incidentally, the aspects of the first and second decorative patterns in the main display area MA are not limited to the above-mentioned aspects. For example, various aspects of displaying the first and second decorative patterns can be adopted, such as the number of pattern rows in the main display area MA, the number of effective lines, the direction of variations in the pattern row in the pattern row, and the number of patterns in each pattern row.

[0069] The sub-display area SA displays three pattern rows Z4, Z5, and Z6: left, middle, and right. In each of the pattern rows Z4 to Z6, the patterns of numbers 1 to 8 are arranged as the first or second decorative pattern shown in FIG. 10(a) in ascending or descending order of numbers, and the pattern rows are subjected to a variable display in which each pattern row scrolls from top to bottom or from bottom to top with periodicity. As shown in FIG. 10(b), after the scrolling display, one design is displayed in a state where it is stopped on the valid line L2.

[0070] Specifically, when a game ball enters the first starter ports 33, 44 (the first starter port 33 on the center side, the first starter port 44 on the right side), a variable display is started in which the patterns of each pattern row Z4 to Z6 scroll in a predetermined direction with periodicity. The scrolling patterns are then switched from the variable display to the standby display in the order of pattern row Z4, pattern row Z6, and pattern row Z5, and finally, the predetermined patterns are stopped and displayed in the respective pattern rows Z4 to Z6. When the pattern change display ends and the state is stopped and displayed, if the result of the winning lottery by the main control device 60 is a big win, a predetermined combination of patterns is formed on the effective line L2. For example, the same combination of designs is formed on the effective line L2. Incidentally, the aspects of the first and second decorative patterns in the sub-display area SA are not limited to the above-described aspects. For example, various aspects of displaying the first and second decorative patterns can be adopted, such as the number of pattern rows in the sub-display area SA, the number of effective lines, the direction of variations in the pattern row in the pattern row, and the number of patterns in each pattern row.

[0071] Here, "games" refers to the process from when the fluctuation display of the first or second pattern display unit 37a or the second pattern display unit 37b begins, until the fluctuation display ends and the stop display ends, and the stop display is notified to the player the lottery results for the special information obtained based on the balls entered by either the first start ports 33, 44 (the first start port 33 on the center side, the first start port 44 on the right side) or the second start port 34.

[0072] Furthermore, as shown in FIG. 10(b), the display surface 41a of the design display device 41 displays the first hold display area Ds1 and the second hold display area Ds2. The first hold display area Ds1 displays the number of holds based on the balls entering the first start ports 33, 44 (the first start port on the center side, and the first start port on the right side). The second hold display area Ds2 displays the number of holds based on the balls entering the second start port 34. As mentioned above, in this embodiment, the maximum number of game balls that have been held in the first starter ports 33, 44 (center side first starter port 33, right side first starter port 44) and second starter port 34 is limited to four.

[0073] Furthermore, as shown in FIG. 10(b), the display surface 41a is provided with a first sync display unit Sync1 that performs a flashing display and a lighting display synchronized with the fluctuation and stop display of the first design displayed on the first design display unit 37a of the special drawing unit 37, and a second sync display unit Sync2 that performs a flashing display and a lighting display synchronized with the fluctuation and stop display of the second design displayed on the second design display unit 37b of the special drawing unit 37. Specifically, when the first pattern display section 37a is in a variable display, the first sync display section Sync1 displays flashing, and when the first sync display section 37a is in a stop display, the first sync display section Sync1 displays on. Furthermore, when the second pattern display unit 37b is in a variable display, the second synchronization display unit Sync2 is flashing, and when the second pattern display unit 37b is in a stop display, the second synchronization display unit Sync2 is in a lit up 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 synchronous display unit Sync1, and the second synchronous display unit Sync2, but the display surface 41a may not display part or all of these displays.

[0075] {1-2} Electrical structure of the gaming machine: Next, the electrical configuration of the pachinko machine 10 will be described. In this description, the electrical configuration of the pachinko machine 10 will be explained using a block diagram.

[0076] FIG. 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 is equipped with a voice emitting control device 90 and a display control device 100.

[0077] The main control device 60 includes a main control board 61 that controls the main control of the game. The main control board 61 includes an MPU 62 made up of elements having a plurality of functions. The MPU 62 is equipped with a CPU (not shown) that executes various control programs, a ROM 63 that records various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data and the like when executing a program 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. It should be noted that another element may include some of the functions that the MPU 62 has. Details of the various areas provided in the ROM 63 and 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 a dispensing control device 70 and a power outage monitoring circuit 86 provided in the power supply device 85 . The main control board 61 receives a DC stable 24V power supply from the power supply unit 85 via a power failure monitoring circuit 86. The power supply unit 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power into the required operating power by the main control unit 60, the dispensing control unit 70, etc., to supply power to each device. The power supply unit 85 is also equipped with a capacitor (not shown), and when a power outage occurs or when the power switch 88 (FIG. 2) is turned off, the power supply to each device continues for a specified period.

[0079] In addition, various detection sensors 67a to 67g are connected to the input port of the main control board 61. Specifically, the sensors are connected to a plurality of detection sensors provided in various inlets such as the general prize entry port 32, the central first start port 33, the second start port 34, the right first start port 44, the fall port 252, the through gate 35, and the variable prize entry device 36. Based on the signals from various detection sensors 67a-67g, the MPU 62 of the main control board 61 determines whether or not a game ball flowing down the game area PA has entered each inlet port, and whether or not the game ball has passed through the through gate 35. Furthermore, the MPU 62 executes a winning lottery based on the balls entering the first start ports 33, 44 (center side first start port 33, right side first start port 44) and second start port 34, and also executes a winning lottery based on the balls entering the through gate 35.

[0080] In this embodiment, the in-hole outlet 251 provided in the starting 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 the game ball flowing down the game area PA has entered the out port 251 in the start-up unit based on a signal from the detection sensor. By making it possible to determine whether the game ball has entered the out port 251 in the start-up unit, it is possible to detect a clogging of the game ball in the first branch passage section 220 connecting the opening 210c and the out port 251 in the start-up unit. Specifically, when the entry of the game ball into the right first start port 44 is detected based on a signal from the detection sensor 67d for the first start port on the right side, and when the entry of the game ball is not detected by both the detection sensor for the second start port and the detection sensor for the out port inside the start port unit 251, it can be determined that the game ball has been clogged 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 driving unit 36c for opening and closing the opening and closing door 36b of the variable winning device 36, an electric winning driving unit 34b for opening and closing the electric driving unit 34a of the right first start port 44, a game winning driving unit 241a for reciprocating the allocation piece portion 240b of the game winning device 240 between the first position Q1 and the second position Q2, and a main display unit 45. The main control board 61 is provided with various driver circuits, and the MPU 62 executes driving control of the various driver units through the driver circuit.

[0082] Specifically, in the opening / closing execution mode, the MPU 62 executes driving control of the variable winning driving unit 36c so that the opening / closing door 36b is opened / closed. Furthermore, if the electric vehicle is opened as a result of the electric vehicle opening lottery, the MPU 62 executes driving control of the electric vehicle driving unit 34b so that the electric vehicle 34a is opened. In each game, the MPU 62 executes display control of the first or second pattern display section 37a or the second pattern display section 37b in the main display section 45. Furthermore, when the jackpot type is determined in the opening / close execution mode and the number of round games to be executed in the opening / close execution mode is determined, the display control of the round display unit 39 in the main display unit 45 is executed.

[0083] Furthermore, a payout control device 70 and a voice light emitting 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 decision result. When the main control device 60 transmits a 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 entering the general prize opening 32 is specified, a prize ball command corresponding to the payout of 10 game balls is transmitted from the main control device 60, and when a ball entering the first start opening 33 and 44 is specified, a prize ball command corresponding to the payout of one game ball is transmitted from the main control device 60, and when a ball entering the second start opening 34 is specified, a prize ball command corresponding to the payout of one game ball is transmitted from the main control device 60. The dispensing control device 70 controls the dispensing device 71 to pay out the prize ball based on the prize ball command received from the main control device 60.

[0084] The payout control device 70 is connected to the firing control device 80 . The launch control device 80 controls the launch of the game ball firing mechanism 81. The game ball firing mechanism 81 is driven when a given firing condition is met. The launch control device 80 is connected to an operation handle 25 and a game ball firing button 26.

[0085] The voice emitting control device 90 receives various commands transmitted from the main control device 60 and executes processes corresponding to the received commands. When the main controller 60 transmits various commands, the command information storage area 63g of the ROM 63 is referred to. Details of these commands will be explained later.

[0086] In addition, the voice emitting control device 90 controls the driving of various lamps 47 made up of light emitting means such as LEDs arranged in the front door frame 14, drives the speakers 46, and controls the display control device 100 based on various commands received from the main control device 60. Furthermore, the performance operation button 24 is connected to the audio emitting control device 90, and when the performance operation button 24 is operated by the player at a specified timing, various lamps 47, speakers 46, display control device 100 and the like are controlled so as 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 audio emitting control device 90 . Specifically, based on various commands received from the audio emitting control device 90, the display control device 100 grasps the time of change in the pattern in the design display device 41 and the type of combination of patterns to be displayed to be stopped, as well as the presence or absence of reach, the content of reach performance, and the content of preview performances executed in each game. In this embodiment, the stop time, which is the time when the combination of patterns is stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game, is uniquely determined. The electrical configuration of the pachinko machine 10 has been explained above.

[0088] FIG. 12 is an explanatory diagram showing the contents of various counters used in winning lottery and the like. The various counter information is used when the MPU 62 performs a winning lottery, setting the display of the main display unit 45, and setting the display of the pattern display device 41, etc. Specifically, the winning random number counter C1 is used for the winning lottery. The jackpot type counter C2 is used when sorting out jackpot types such as special-speak jackpot results and regular jackpot results. A reach random number counter C3 is used to determine whether to generate a reach when the pattern sequence displayed on the pattern display device 41 is out of place.

[0089] The initial random number counter CINI is used to set the initial value of the hit random number counter C1. Furthermore, when determining the variation time for the first and second symbol display units 37a and 37b of the main display unit 45 and the variation type counter CS is used. Furthermore, the electric vehicle opening counter C4 is used in the electric vehicle opening lottery for whether or not the electric vehicle 34a of the right first start port 44 is opened.

[0090] Each counter C1 to C4, CINI, and CS is a loop counter in which 1 is added to the counter value each time it is updated, and after reaching the maximum value, it returns to 0. Each counter is updated at a short interval, and the updated value is stored appropriately in the lottery counter buffer 64a where the value is set in a predetermined area of ​​the RAM 64.

[0091] The RAM 64 is provided with a hold information storage area 64b and a determination processing execution area 64c. The hold information storage area 64b is provided with a first hold area Ra and a second hold area Rb. In this embodiment, when a game ball enters the center-side first start port 33 or the right-side first start port 44, the values ​​of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at the timing of the ball being entered are stored in chronological order in the first hold area Ra of the hold information storage area 64b. Furthermore, when a game ball enters the second start port 34, the values ​​of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at the timing of the ball being entered are stored in chronological order in the second hold area Rb of the hold information storage area 64b.

[0092] The details of the hit random number counter C1 will be explained. The hit random number counter C1 is used in the hit lottery as described above. The random number counter C1 is, for example, added sequentially in the range of 0 to 1199, by 1, and is configured to return to 0 after reaching the maximum value. Furthermore, when the hit random number counter C1 turns once, the value of the random number initial value counter CINI at that time is read as the initial value of the hit random number counter C1. Incidentally, the random number initial value counter CINI is a loop counter similar to the hit random number counter C1 (values ​​= 0 to 1199).

[0093] The hit random number counter C1 is updated periodically, and the updated value is stored in the first hold area Ra of the hold information storage area 64b at the timing of the ball entering the first start port (the center-side first start port 33 and the right-side first start port 44), and is stored in the second hold area Rb of the hold information storage area 64b at the timing of the ball entering the ball.

[0094] The value of the hit random number counter C1 stored in the first hold area Ra is moved to the first execution area of ​​the determination processing execution area 64c, and is compared with the hit or no table stored in the acceptance table storage area 63a of the ROM 63, and it is determined whether or not the hit or not will be a big hit. Furthermore, the value of the hit random number counter C1 stored in the second hold area Rb moves to the second execution area of ​​the determination processing execution area 64cp, and is compared with the acceptance table stored in the acceptance table storage area 63a of the ROM 63, and it is determined whether or not the hit and the hit is a big hit.

[0095] In the pachinko machine 10 of this embodiment, when a game ball enters the first start ports 33, 44 (the center-side first start port 33, the right-side first start port 44), the value of the hit random number counter C1 stored in the first hold area Ra is moved to the first execution area of ​​the determination processing execution area 64c, and the process of comparing the hit random number counter C1 stored in the acceptance table storage area 63a of the ROM 63 to determine whether the ball becomes a jackpot or not; and when the game ball enters the second start port 34, the value of the hit random number counter C1 stored in the second hold area Rb is moved to the second execution area of ​​the determination processing execution area 64c, and the process of comparing the hit random number counter C1 stored in the acceptance table storage area 63a of the ROM 63 to determine whether the ball becomes a jackpot or not. In the following, the pachinko machine 10 of this embodiment, which is capable of performing (simultaneously) parallelly (simultaneously) execution of a jackpot when the game ball enters the first start ports 33 and 44, and a jackpot when the game ball enters the second start port 34, is also called a simultaneously variable machine.

[0096] In the following explanation, games (also known as game times) executed when the game ball enters the first start ports 33 and 44 as the trigger, and games (also known as game times) executed when the game ball enters the second start port 34 as the trigger when the game ball enters the second start port 34 as the game game time.

[0097] Next, details of the jackpot type counter C2 will be explained. The Jackpot Type Counter C2 is used to determine the Jackpot Type. The jackpot type counter C2 is added sequentially in the range of 0 to 99, and is configured 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 hold area Ra of the hold information storage area 64b at the timing of the entry of the ball, and is stored in the second hold area Rb of the hold information storage area 64b at the timing of the entry of the ball, and when the game ball comes into the second start of the ball, it is stored in the second hold area Rb of the hold information storage area 64b at the timing of the entry of the ball.

[0099] As mentioned above, the MPU 62 uses the value of the hit random number counter C1 stored in the determination processing execution area 64c to perform a win lottery, and when the result of the hit lottery is a jackpot, it uses the value of the hit lottery counter C2 stored in the determination processing execution area 64c to determine the jackpot type. Furthermore, the MPU 62 uses the values ​​of the hit random number counter C1 and the jackpot type counter C2 to determine the display mode of the segment display to be stopped and displayed on the first and second pattern display sections 37a and 37b. When making this decision, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referred to.

[0100] Next, details of reach random number counter C3 will be explained. The reach random number counter C3 is used to determine whether a reach occurs when the result of the winning lottery is not a big hit. The reach random number counter C3 is added sequentially in the range of 0 to 238, for example, by 1, and is configured to return to 0 after reaching the maximum value.

[0101] The reach random number counter C3 is updated periodically, and the updated value is stored in the first hold area Ra of the hold information storage area 64b at the time when the game ball enters the first start ports 33 and 44, and stored in the second hold area Rb of the hold information storage area 64b at the time when the game ball enters the second start port 34. The value of the reach random number counter C3 stored in the first hold area Ra is moved to the determination processing execution area 64c, and then it is checked against the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether a reach is generated or not. The value of the reach random number counter C3 stored in the second hold area Rb is moved to the determination processing execution area 64c, and then it is checked against the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether a reach is generated or not. However, when the winning lottery result becomes a big hit and the opening / closing execution mode is switched to, the MPU 62 is determined to generate a reach regardless of the value of the reach random number counter C3.

[0102] The "reach" refers to a display state in which a part of the multiple pattern rows displayed on the display screen of the pattern display device 41 is stopped and displayed, in which some combinations of patterns that may be possible to achieve a combination of patterns corresponding to the jackpot are stopped and displayed, and the remaining pattern rows are displayed in this state. The combination of patterns corresponding to the jackpot in the pachinko machine 10 of this embodiment refers to the combination of the same patterns on a given effective line. As a specific example, in the main display area MA of the display surface 41a of FIG. 10(b), the pattern is first stopped and displayed in the pattern row Z1, and then the same pattern as Z1 is stopped and displayed in the pattern row Z3, thereby forming a reach line, and when the reach line is formed, the pattern is displayed in the pattern row Z2, resulting in a reach. If a jackpot occurs, the same design as the design forming the reach line is stopped and displayed in the pattern row Z2.

[0103] Reach includes a condition in which a reach line is formed, a change in the design is displayed in the remaining pattern row, and a reach effect is performed by displaying a predetermined character or the like as a video on the background screen, or a reach effect is performed by displaying a combination of patterns in which a reach line is formed, or by displaying a predetermined character or the like as a video on the entire display surface 41a. Furthermore, when a reach presentation is being performed or before the reach display, it may be determined whether to display a preview using a given image such as a given character, or not, by using a reach random number counter C3 or other counters.

[0104] Next, details of the variation type counter CS will be explained. The variation type counter CS is used when the MPU 62 determines the variation time in the first and second symbol display sections 37a and 37b and the variation time in the symbol display device 41. The variation type counter CS is configured to be added sequentially in the range of 0 to 198, for example, by 1, and then returns to 0 after reaching the maximum value.

[0105] The variation type counter CS is updated once every time a normal process described later is executed, and is repeatedly updated within the remaining time within the normal process. The buffer value of the variation type counter CS is obtained when the variation pattern is determined at the start of the variation display in the first or second variation of the variation by the pattern display device 41. When determining the variation time in the first and second symbol display sections 37a and 37b, the variation time table stored in the variation time table storage area 63d of the ROM 63 is used.

[0106] Next, details of the electric vehicle opening counter C4 will be described. The electric vehicle opening counter C4 is, for example, added sequentially in the range of 0 to 465, and after reaching the maximum value, the counter C4 is returned to zero. The electric vehicle opening counter C4 is updated periodically and is stored in the electric vehicle holding area 64d of the RAM 64 when the game ball enters the through gate 35. Then, at a predetermined timing, after the value of the electric vehicle opening counter C4 stored in the electric vehicle holding area 64d moves to the electric vehicle execution area 64e, a lottery is held in the electric vehicle execution area 64e to determine whether or not the electric vehicle opening counter C4 is controlled to the open state (hereinafter referred to as the electric vehicle opening lottery). Specifically, in the electric executive execution area 64e, the winning table (the winning table for opening lottery for opening the electric authorization lottery) stored in the role lottery table storage area 63e of the ROM 63 is compared with the value of the electric authorization opening counter C4, and it is determined whether or not the electric authorization 34a is controlled to be opened.

[0107] At least one of the obtained value of the hit random number counter C1, the value of the jackpot type counter C2, the value of the reach random number counter C3, and the value of the electric power release counter C4 corresponds to the special information in the present invention. Additionally, at least one of the value of the hit random number counter C1, the value of the jackpot type counter C2, and the value of the reach random number counter C3, stored in the first hold area Ra and the second hold area Rb, is also referred to as pending information.

[0108] Next, the acceptance table will be described. The winning or not table is table data for matching with the winning random number counter C1 when a winning lottery is conducted based on the winning random number counter C1. The pachinko machine 10 has a low probability mode and a high probability mode set as the lottery mode for the winning lottery, and when a winning lottery is in the low probability mode, a winning table for the low probability mode is referenced, and when a winning lottery is in the high probability mode, a winning table for the high probability mode is referenced. The high probability mode (also known as the high probability game state) is a game state that starts when you win a special-match jackpot, and is a game state in which the probability of winning a jackpot in a winning lottery is relatively higher than that of the low probability mode. Furthermore, in this embodiment, the pachinko machine 10 stores, as separate table data, a winning table for matching with the hit random number counter C1 stored in the first hold area Ra of the hold information storage area 64b when the game ball enters the first start ports 33 and 44, and a winning table for matching with the hit random number counter C1 stored in the second hold area Rb of the hold information storage area 64b when the game ball enters the second start port 34. Specifically, the pachinko machine 10 stores four award tables in the ROM 63 in the acceptance table storage area 63a of the ROM 63: a winning or not table for the first start port (for low probability mode), a winning or not table for the first start port (for high probability mode), a winning or not table for the second start port (for low probability mode), and a winning or not table for the second start port (for high probability mode).

[0109] FIG. 13 is an explanatory diagram showing the contents of the acceptance table for the first start port. FIG. 13(a) shows the acceptance table (for low probability mode) for the first start port, and FIG. 13(b) shows the acceptance table (for high probability mode) for the first start port.

[0110] As shown in FIG. 13(a), four values ​​from 0 to 3 are set as the values ​​of the hit random number counter C1 that becomes a jackpot, in the first startup port, in the winning or not table (for low probability mode). Among the values ​​from 0 to 1199, values ​​other than the four values ​​from 0 to 3 (4 to 1199) are off.

[0111] On the other hand, as shown in FIG. 13(b), the winning or not table (for high probability mode) for the first start-up port has 20 values ​​from 0 to 19 set as the value of the hit random number counter C1 that becomes a jackpot. Furthermore, 40 values ​​from 20 to 59 are set as the value of the hit random number counter C1, which is a special small hit, and 1140 values ​​from 60 to 1199 are set as the value of the hit random number counter C1, which is a normally small hit.

[0112] Here, "small win" means a trigger for transition to the opening / closing mode in which the variable winning device 36 is opened / closed, but the result of the lottery mode described later does not cause a transition, and in addition, the number of round games that occur in the opening / closing mode is limited to one. In this embodiment, two types of small hits are available: regular small hits and special small hits (premium small hits). Special small hits are small hits that can be the trigger for the support mode to transition from high-frequency support mode to low-frequency support mode. The opening time of the opening / closing door 36b of the variable winning device 36 when a small hit is reached is 0.1 sec.

[0113] "Not" is not a trigger for transition to the opening / closing execution mode, and is a result of a successful or unsuccessful transition to the lottery mode and support mode. In this embodiment, in the first starter entry acceptance table (for high probability mode) shown in FIG. 13(b), there is no setting of a value that is "out of the order".

[0114] In this embodiment, the value group of the hit random number counter C1 set as a jackpot in the winning or not table for the first start-up port (for low probability mode) is included in the value group of the hit random number counter C1 set as a jackpot in the winning or not table for the first start-up port (for high probability mode). However, if the winning lottery results in a higher probability mode than a 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 acceptance table for the second start port. FIG. 14(a) shows the acceptance table (for low probability mode) for the second start port, and FIG. 14(b) shows the acceptance table (for high probability mode) for the second start port.

[0116] As shown in FIG. 14(a), four values ​​from 0 to 3 are set as the values ​​of the hit random number counter C1 that becomes a jackpot, in the second startup port's winning or not table (for low probability mode). Among the values ​​from 0 to 1199, values ​​other than the four values ​​from 0 to 3 (4 to 1199) are off. On the other hand, as shown in FIG. 14(b), the winning or not table (for high probability mode) for the second start-up port has 20 values ​​from 0 to 19 set as the value of the hit random number counter C1 that becomes a jackpot. And, of the values ​​from 0 to 1199, values ​​other than the 20 values ​​from 0 to 19 (20 to 1199) are off. In this way, the high probability mode has a higher probability of winning a jackpot in a winning lottery than the low probability mode.

[0117] Furthermore, in this embodiment, the value group of the hit random number counter C1 set as a jackpot in the winning or not table for the second start port (for low probability mode) is included in the value group of the hit random number counter C1 set as a jackpot in the winning or not table for the second start port (for high probability mode). However, if the winning lottery results in a higher probability mode than a low probability mode, the number and value of the random numbers set as a jackpot are arbitrary.

[0118] Next, we will explain the type of jackpot. The pachinko machine 10 can have multiple types of jackpots set. Specifically, for example, by providing differences in the following three aspects or modes, multiple types of jackpots can be set. (1) Open / close control mode for the variable winning device 36 in opening / close execution mode (2) Lottery mode after opening / closing execution mode ends (3) Support mode for electric power 34a on the first start port 44 on the right side after opening / closing execution mode is completed

[0119] As a mode of opening and closing control of the variable winning device 36 in the above-mentioned (1) opening and closing execution mode, the pachinko machine 10 can be set in a high-frequency winning mode and a low-frequency winning mode so that the frequency of balls entering the variable winning device 36 between the start and end of the opening and closing execution mode is relatively high and low. For example, in the high-frequency winning mode, the opening / closing door 36b can be opened and closed multiple times (for example, 16 times) from the start to the end of the opening / closing execution mode, and one opening can be continued until 30 sec has passed or until the number of balls entered into the opening / closing door 36b is 10. On the other hand, in the low-frequency winning mode, the opening / closing door 36b is opened and closed twice between the start and end of the opening / closing execution mode, and the opening can be set so that one opening continues until 0.2 sec has passed or until the number of balls entered into the opening / closing door 36b is six.

[0120] When the operation handle 25 is operated by the player, the game ball firing mechanism 81 is driven and controlled so that one game ball is fired towards the game area PA every 0.6 sec. In the above specific example, in the low-frequency winning mode, the opening time of the opening / closing door 36b is 0.2 sec. In other words, in the low-frequency winning mode, the opening time of the opening / closing door 36b is shorter than the launch cycle of the game ball. Therefore, in the opening / closing execution mode in the low-frequency winning mode, no game balls are generated. However, the opening / closing execution mode in the low-frequency winning mode may also be set so that the game ball can enter.

[0121] The opening mode of the opening and closing door 36b is optional, as long as the frequency of balls entering the variable winning device 36 between the start and end of the opening execution mode of the opening and closing door 36b is higher than the low-frequency winning mode. Specifically, it is sufficient that the high-frequency winning mode has more opening and closing times, a longer opening limit for one release, or a larger number of opening limits for one release than the low-frequency winning mode. To clarify the difference between the high-frequency winning mode and the low-frequency winning mode, it is possible to configure the opening / closing mode of the low-frequency winning mode to substantially prevent balls from entering the variable winning device 36.

[0122] The pachinko machine 10 can be set as a mode of the lottery mode for winning lottery after the opening / closing execution mode ends above (2): a high probability mode in which a winning lottery is performed using a winning table for a high probability as the winning table, and a low probability mode in which a winning lottery is performed using a winning table for a low probability as the winning table. As explained with reference to Figures 13 and 14, when a win lottery is conducted using a high probability winning table, the probability of winning a big jackpot is higher than when a win lottery is conducted using a low probability winning table.

[0123] As a mode of supporting mode for the electric power 34a of the right-side first start port 44 after the opening / closing execution mode (3) above, when comparing the above-mentioned situation in which game balls are fired in a similar manner to the game area PA, the high-frequency support mode and the low-frequency support mode can be set so that the frequency at which the electric power 34a of the right-side first start port 44 is relatively high and low per unit time.

[0124] Specifically, the probability of winning the electric motor open in the electric motor open lottery using the electric motor open counter C4 is different between the high-frequency support mode and the low-frequency support mode. In the high-frequency support mode, the probability of winning the electric motor open in the electric motor open lottery is higher than in the low-frequency support mode. Furthermore, in the high-frequency support mode, the opening time of the electric power 34a at one time may be set longer than the low-frequency support mode when the electric power 34a is opened when the electric power 34a is opened.

[0125] Although not used in this embodiment, in the high-frequency support mode, the number of times the electric power 34a is set to open when the electric power is opened when the electric power is opened, rather than the low-frequency support mode. Furthermore, the electric vehicle 34a may be configured to have a longer opening time for one time. Furthermore, in the case where the electric driver is opened in the high-frequency support mode and the electric driver 34a is opened multiple times, the closing time from the end of the one open state until the next open state is started may be set to be shorter than the one open time. Furthermore, in the high-frequency support mode, the time reserved between one electric-power opening lottery and the next electric-power opening lottery may be set relatively shorter than in the low-frequency support mode.

[0126] As mentioned above, in the high-frequency support mode, the probability of a ball entering the right first start port 44 is higher than in the low-frequency support mode. That is, the high-frequency support mode functions as an auxiliary game state that assists in the establishment of special information acquisition conditions.

[0127] In this embodiment, if a win-win lottery results in a big jackpot, the jackpot type counter C2 is used to allocate the jackpot type. The distribution of the jackpot type corresponding to the value of the jackpot type counter C2 is stored as a 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 allocation table. FIG. 15(a) shows the allocation table for the first starter port, and FIG. 15(b) shows the allocation table for the second starter port. The distribution table for the first start port is referenced when a win lottery is made based on the entry of a game ball into the first start port 33, and the distribution table for the second start port is referenced when a win lottery is made based on the entry of a game ball into the second start port 34.

[0129] As shown in the distribution table for the first start port in Figure 15(a), the distribution table for the first start port includes a 16R special jackpot, an 8R special jackpot, and an 8R regular jackpot as the jackpot type based on the ball entering the first start port 33.

[0130] The 16R Special Cannon and 8R Special Cannon are the opening and closing mode of the variable winning device 36 in the opening and closing mode, and the high probability mode of the lottery mode of the winning lottery after the opening and closing mode is the high probability mode, and the support mode after the opening and closing mode is the high frequency support mode is the support mode after the opening and closing mode is the high frequency support mode. The difference between the 16R special jackpot and the 8R special jackpot is that the number of times the opening and closing door 36b of the variable winning device 36 is different in opening and closing mode, with 16R special jackpots being 16 times (16 rounds) and 8R special jackpots being 8 times (8 rounds).

[0131] The 8R normal jackpot is a high-frequency winning mode in which the opening / close control of the variable winning device 36 in the opening / close execution mode is the high-frequency winning mode, the lottery mode after the opening / close execution mode is the low-probability mode, and the support mode after the opening / close execution mode is the high-frequency supporting mode is the high-frequency supporting mode. The number of times the opening and closing door 36b of the variable winning device 36 during the 8R normal jackpot is opened is eight times (8 rounds).

[0132] In the distribution table for the first starter, of the values ​​of the "0-99" jackpot type counter C2, "0-54" corresponds to the 16R special jackpot, "55-69" corresponds to the 8R special jackpot, and "70-99" corresponds to the 8R regular jackpot.

[0133] As mentioned above, in the pachinko machine 10 of this embodiment, three types of jackpots are set as the types of jackpots. Therefore, the manner of jackpots becomes more diverse. When comparing these three types of jackpots, players have the highest advantage for 16R special jackpots, the next highest 8R special jackpot, and the last 8R regular jackpot. By setting a number of different types of jackpots with different advantages for players, the monotony of the game is suppressed, and the attention to the game can be increased. It is not necessary to limit the types of jackpots to the above three types of jackpots, but two or four types of jackpots can be used. For example, four types of jackpots may be set: a 16R special jackpot, an 8R special jackpot, a 16R regular jackpot, and an 8R regular jackpot.

[0134] As shown in the distribution table for the second start port in Figure 15(b), the distribution table for the second start port includes a 16R special jackpot, an 8R special jackpot, and an 8R regular jackpot as the jackpot type based on the ball entering the second start port 34. In the distribution table for the second starter, of the values ​​of the jackpot type counter C2 of "0-99", "0-64" corresponds to the 16R special jackpot, "65-69" corresponds to the 8R special jackpot, and "70-99" corresponds to the 8R regular jackpot. It usually supports jackpots.

[0135] Thus, in the pachinko machine 10 of this embodiment, the distribution of the type of jackpot when a jackpot is won differs between a case in which a jackpot is won based on a ball entered into the first start port 33 and a case in which a jackpot is won based on a ball entered into the second start port 34, and there is a clear difference in the advantages of the players.

[0136] If the winning lottery results are rejected, the opening / closing execution mode will not be switched to, and the lottery mode and the support mode will not be changed. When jackpot type distribution, if a 16-pronged jackpot or 8-renched jackpot is a 16-pronged jackpot or an 8-renched jackpot, as explained earlier, the lottery mode after the opening / close execution mode ends is a high probability mode, but this high probability mode continues until the next win is won in the winning lottery, or until the game ball enters the falling hole 252 provided in the start port unit 200.

[0137] As mentioned above, the MPU 62 uses the value of the hit random number counter C1 stored in the execution area AE to perform a win lottery, and also uses the value of the hit random number counter C2 stored in the execution area AE to determine the jackpot type. Furthermore, the MPU 62 uses the value of the hit random number counter C1 and the value of the hit type counter C2 to determine the display mode of the segment display to be stopped and displayed on the first and second pattern display sections 37a and 37b. When making this decision, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referred to.

[0138] Next, a table for determining a reach (hereinafter referred to as a reach determination affirmation table) will be described. The reach judgment validity table is table data for matching the value of the reach random number counter C3 when determining whether or not a reach is generated based on the value of the reach random number counter C3.

[0139] FIG. 16 is an explanatory diagram showing the winning or not table for reach determination. As shown in FIG. 16, the reach judgment winning table has 20 values ​​from 0 to 19 as the values ​​to win the reach out of 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 values ​​that are out of reach, ie, not winning the reach. In other words, if you do not win a jackpot in the winning lottery, the probability of winning a reach is 1 / 20.

[0140] The pachinko machine 10 of this embodiment has five reach judgement winning tables with different probability of winning a reach depending on the total number of pending numbers, which is the total value of the number of pending games that enter the first start port 33 and the number of pending games that enter the second start port 34. The award table shown in FIG. 16 is for cases where the total number of pending items is four or more, and the lower the total number of pending items for the five reach judgment award tables, including the award table, the higher the probability of winning the reach is winning. For example, if the total number of pending items is three, the probability of winning the reach is about 1 / 11, if the total number of pending items is two, the probability of winning the reach is about 1 / 10, if the total number of pending items is one, the probability of winning the reach is about 1 / 9, and if the total number of pending items is zero, the probability of winning the reach is about 1 / 6. The number of reach judgment validity tables is not limited to five, and may be two, three, four, six or more. In short, there are multiple winning and unavailability tables for determining reach, and any structure may be used as long as the lower the total number of pending items is, the higher the probability of winning the reach is.

[0141] FIG. 17 is an explanatory diagram showing the contents of the winning table (a winning table for opening the electric vehicle lottery) used when performing the opening lottery for opening the electric vehicle.

[0142] FIG. 17(a) shows the winning table (for low frequency support mode) for opening electric vehicle lottery used in the low frequency support mode. As shown in FIG. 17(a), the winning or not for electric vehicle opening lottery table (for low frequency support mode) has two values, 0 and 1, set as the values ​​of the electric vehicle opening counter C4, which is the electric vehicle opening winning winning. The value of the electric power release counter C4 that is missing is set to 464 values, ranging from 2 to 465. That is, if the game ball passes through the through gate 35 and the electric player unlocking lottery is executed in the low-frequency support mode, the electric player unlocking win is 1 / 233. In the pachinko machine 10 of this embodiment, if the electric vehicle is opened in the low-frequency support mode, the electric vehicle 34a is opened once, and the opening time is 1.4 seconds.

[0143] FIG. 17(b) shows the winning table (for high-frequency support mode) for opening electric vehicle lottery used in the high-frequency support mode. As shown in FIG. 17(b), the winning or not for electric vehicle opening lottery table (for high frequency support mode) has 462 values ​​from 0 to 461 as the values ​​of the electric vehicle opening counter C4 that is used to win the electric vehicle opening. Four values ​​of the electric vehicle opening counter C4 that are missing are set to four values ​​from 462 to 465. In other words, if the game ball passes through the through gate 35 and the electric player unlocking lottery is executed in the high-frequency support mode, the electric player unlocking win is 231 / 233. In the pachinko machine 10 of this embodiment, if the electric vehicle is opened in the high-frequency support mode, the electric vehicle 34a is opened once, and the opening time is 0.5 seconds.

[0144] In this way, the winning or not table for opening the electric vehicle open lottery is set so that the probability of the game ball being entered into the first start port 44 on the right side is higher than the low frequency support mode.

[0145] {1-3} Electrical structure of the audio-emitting control device and display control device: Next, the electrical configuration of the audio emitting control device 90 and the display control device 100 will be described.

[0146] FIG. 18 is a block diagram showing the electrical configuration of the audio emitting control device 90 and the display control device 100 as a center. Incidentally, some configurations of the power supply device 85 (FIG. 11) and the like are omitted. An MPU 92 is mounted on the audio emitting control board 91 provided in the audio emitting control device 90 . The MPU 92 is an element that includes a CPU, ROM 93, RAM 94, an interrupt circuit, a timer circuit, a data input / output circuit, and the like.

[0147] The ROM 93 stores various control programs, fixed value data, tables, and the like executed by the MPU 92. For example, part of the area of ​​the ROM 93 is provided with a performance pattern table storage area 93a, a variable display pattern table storage area 93b, a reach allocation table storage area 93c, and the like. These details will be described later.

[0148] The RAM 94 is a memory for temporarily storing various data and the like when the control program stored in the ROM 93 is executed. For example, a portion of the area of ​​the RAM 94 includes various flag storage areas 94a, various counter areas 94b, lottery counter areas 94c, and the like. It is not necessary that the MPU 92 have one chip, but each of the ROM 93 and RAM 94 may be made into a chip individually.

[0149] The MPU 92 is provided with an input port and an output port, respectively. 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 controller 60. The output side of the MPU 92 is connected to a speaker 46 and various lamps 47, and a display control device 100 is connected to the output side.

[0150] A display control board 101 provided in the display control device 100 is equipped with an MPU 102 which is a device in which a program ROM 103 and a work RAM 104 are combined into a chip, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. It is not necessary that the program ROM 103 and the work RAM 104 be made into one chip for the MPU 102, but each of them may be made into a chip individually.

[0151] The MPU 102 analyzes various commands received from the audio emitting control device 90 or performs predetermined arithmetic processing based on the various commands received, and controls the VDP 105 (specifically, generates internal commands for the VDP 105).

[0152] The program ROM 103 is a memory for storing various control programs and fixed value data executed by the MPU 102, and also stores JPEG image data for the 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 type of drawing circuit, and directly operates an image processing device as a liquid crystal display unit driver incorporated in the design display device 41. Because it is an IC chip, the VDP105 is also called a "drawing chip" and is a type of microcomputer chip that has built-in firmware dedicated to drawing processing. The VDP 105 adjusts the timing of the MPU 102, the video RAM 107, etc. to intervenes in reading and writing data, and also reads image data stored in the video RAM 107 from the character ROM 106 at a predetermined timing and displays it on the design display device 41.

[0155] The character ROM 106 plays a role as an image data library for storing character data such as patterns and pictures displayed on the design display device 41. The character ROM 106 stores various display patterns, bitmap format image data for display diagrams, and color palette tables that are referenced when determining the color of the bitmap image represented by each dot of the bitmap image. Various display diagrams also include diagrams of petals P1 to P4, which will be described later. It is also possible to provide a plurality of character ROMs 106 and share image data and the like with each character ROMs 106. Furthermore, it is also possible to store JPEG format image data for the background image stored in the program ROM 103 in the character ROM 106 .

[0156] The video RAM 107 is a memory for storing display data to be displayed on the image display device 41, and by rewriting the contents of the video RAM 107, the display contents of the image display device 41 are changed.

[0157] In the following, the MPU 62, ROM 63, and RAM 64 of the main control device 60 are also referred to as the main MPU 62, the main ROM 63, and the main RAM 64, respectively, the MPU 92, ROM 93, and the RAM 94 of the audio-emitting control device 90 are also referred to as the sound-light MPU 92, the sound-light ROM 93, and the sound-light RAM 94, respectively, and the MPU 102 of the display control device 100 are also referred to as the display-side MPU 102.

[0158] {1-4} Overview of processing by gaming machines: Next, an outline of the processes executed by the pachinko machine 10 of this embodiment will be described.

[0159] {1-4-1} Transfer of high and low lottery modes: In the pachinko machine 10 of this embodiment, if the winning jackpot is won by a win lottery and the type of jackpot that was won is a normal jackpot, after the opening / closing execution mode is finished, the lottery mode shifts to the low probability mode, and the support mode shifts to the high frequency support mode. Furthermore, in the pachinko machine 10 of this embodiment, if the winning jackpot is won by a win lottery and the type of jackpot that was won is a special-mode jackpot, after the opening / closing execution mode is finished, the lottery mode is switched to a high probability mode and the support mode is switched to a high frequency support mode.

[0160] After transitioning to the high-frequency support mode, the high-frequency support mode continues as the support mode until the number of games after the high-frequency support mode is started to reach a pre-defined guaranteed number of games. "Guaranteed number of games" refers to the number of games that are guaranteed to be continued to be performed in the high-frequency support mode, for example, 50 times. That is, in the pachinko machine 10, after switching to the high-frequency support mode, the high-frequency support mode is guaranteed up to 50 times, which is the guaranteed number of games. When the number of games since the high-frequency support mode has been started, the support mode transitions to the low-frequency support mode. In particular, in this embodiment, even if the high probability mode continues at the time when the game time that the guaranteed number of games has been reached is finished, the support mode shifts to the low frequency support mode.

[0161] When the support mode is the high-frequency support mode, the probability that the electric vehicle opening lottery, which is executed as a result of passing through gate 35, will be an extremely high 231 / 233, therefore the electric vehicle 34a is essentially in the electric vehicle open state. Therefore, when the support mode is in the high-frequency support mode, the player performs a weak right-handed hit and causes the game ball to flow down to the weak right-handed hit path P1, thereby causing the game ball to enter the right-handed first start port 44, which is equipped with the electric power 34a. The game ball that enters the first start port 44 on the right side is divided into a route heading towards the out port 251 and a route heading towards the fall port 252 by the allocation piece portion 242 of the game ball distribution device 240. Therefore, as explained earlier, the game ball that enters the first right start port 44 may enter the falling port 252, although it has a low probability of 1 / 21.

[0162] If the game ball enters the falling hole 252 in the game time (for example, the 30th game time) before the number of games is changed to the high-frequency support mode, and the lottery mode changes from the high-frequency support mode to the low-probability mode. Then, a winning lottery is executed in low probability mode from the next game time when the game ball enters the fall opening 252. Regarding the support mode, even if the game ball enters the fall opening 252 in a game session before the number of games since the high-frequency support mode has been started, the number of games reached the guaranteed number of games (for example, the 30th game session above), the game ball enters the falling opening 252, and the high probability mode ends and the low probability mode is moved, the high-frequency support mode continues until the number of games since the high-frequency support mode has been started, the high-frequency support mode reaches the guaranteed number of games (that is, 50).

[0163] In the pachinko machine 10 of this embodiment, if you win a special jackpot through a win lottery, and after the opening / closing execution mode ends, the lottery mode moves to a high probability mode and the support mode moves to a high frequency support mode, and then the game count since the high frequency support mode is started, you win a jackpot (regardless of whether it is a normal jackpot or a special jackpot) in a win lottery, the 30th game winning game winning is finished and the opening / closing execution mode starts, and the lottery mode moves from a high probability mode to a low probability mode. As for the support mode, the game time before the guaranteed number of games has been reached (for example, the 30th game time) has ended and the opening / closing execution mode begins, transitioning from the high-frequency support mode to the low-frequency support mode. That is, when the game episode that has been won for the jackpot ends and the opening / closing execution mode begins, both the lottery mode and the support mode are reset to the lower side.

[0164] 《1-4-2》Flow of the game: In the pachinko machine 10 of this embodiment, at least four types of game states can be taken as a transitional game state when progressing games, depending on the combination of the high and low level of the lottery mode and the support mode. Specifically, it may be: i) a low probability 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, the game state can be used as an opening / closing execution mode in which the game ball can be entered into the large prize opening 36a of the variable prize winning device 36. The game progresses while transitioning between these game states.

[0165] FIG. 19 is an explanatory diagram showing the flow of games in the pachinko machine 10. When you start playing, you are initially in a low probability and 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] FIG. 20 is an explanatory diagram showing various aspects of the low-profile, high-profile, high-profile, high-profile, and high-profile, and low-profile, respectively. Here, as an embodiment, whether or not the game ball can enter the central first start port 33, the right first start port 44, the falling port 252, and the second start port 34, the fluctuation time of the first design, the fluctuation time of the second design, and the fluctuation time of the second design.

[0167] As shown in FIG. 20, in the low-profile and low-support state, the game ball can be entered into the central first start port 33. Therefore, in a low, accurate, low support state, the player is forced to play left-handed, and the game ball is flowed down to the left side of the game area PA, and the game ball is placed into the center-side first start port 33. When a game ball enters the first start port 33 on the center side, the game for the first start port is executed and a lottery is held. At this time, the first decorative pattern, which is a performance image corresponding to the first start-up game, is displayed in the main display area MA of the display surface 41a of the liquid crystal display device 41 (see FIG. 10(b)) and the second decorative image, which is a performance image corresponding to the second start-up game, is displayed in the sub-display area SA. That is, since the player is the target for entering the game ball is the central first start port 33, the first decorative pattern is displayed in the main display area MA.

[0168] Let's consider the entrance ports other than the first start port 33 on the central side. In the low and low support state, the ball cannot be entered into the right first start port 44 and the falling port 252 provided in the start port unit 200, but the ball can be entered into the second start port 34. In the low-profile and low-support state, the support mode is the low-frequency support mode, and the probability of the electric-power opening lottery executed as a result of passing through gate 35 being missed is extremely high at 232 / 233, so the electric-power 34a is essentially closed at all times, and the game ball flows along the third route RT3 (FIG. 9) described above, making it possible to enter the second start port 34. For this reason, some players may aim to aim for the game ball to enter the second start port 34 by hitting a weak right-handed ball in a low-profile, low-support state and flowing the game ball along the third route RT3. In contrast, in the pachinko machine 10 of this embodiment, as a simultaneous variable machine, the second pattern display unit 37b is set to an extremely long time, for example, 10 minutes, to prevent the winning lottery, which is triggered by the entry of the game ball into the second start port 34, from being repeatedly executed in a short period of time. As a result, in this embodiment, the player can give up the weak right-handed player in the low-profile and low-support state, and concentrate on left-handed player.

[0169] In the low-profile and low-response state, the special 2 fluctuation time is set to an extremely long time of 10 minutes, but the variation time of the first pattern display unit 37a in the low-profile and low-response state (hereinafter also referred to as special 1 fluctuation time) is set to a normal length. The "normal length time" as used herein refers to a normal length time determined by the value of the variation type counter CS, which will be described later, and the type of jackpot, presence or absence of reach, etc., and is, for example, 2 seconds to 3 minutes.

[0170] Return to Figure 19. If the winning lottery in the first start-up game that was executed in the low-profile and low-response state (state H1) is not accepted, the low-profile and low-response state (state H1) continues, and the player inserts the game ball into the central first start-up port 33 to perform the first start-up game.

[0171] If the winning lottery in the first start-up game run in a low-profile, low-support state and the type of the winning jackpot is a normal jackpot, the opening / closing execution mode is executed as a bonus given to the player after the end of the first start-up game run. That is, the system transitions from the low-profile and low-support state (state H1) to the open / close execution mode (state H2). Prior to the round game that occurs in the opening / closing execution mode, the pachinko machine 10 executes a suggestion performance that encourages the player to play hard right. Following the suggested performance, the player performs a strong right-handed hit after the first start-up game round, flows the game ball down to the strong-right hit path P2, and enters the game ball into the large prize slot 36a, and obtains a prize ball.

[0172] When the open / close execution mode (state H2) is finished, the system transitions to the low-probability high-support state (state H3). That is, 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 games).

[0173] As shown in FIG. 20, in the low and high-support state, it is possible to enter the game ball to the center-side first start port 33, the right-side first start port 44 and the falling port 252, and it is impossible to enter the game ball to the second start port 34. In the low-profile high-support state, the support mode is the high-frequency support mode, and there is an extremely high possibility that the result of the electric vehicle opening lottery, which is executed as a result of the electric vehicle opening lottery when the through gate 35 passes, is 231 / 233, so the electric vehicle 34a is essentially in the electric vehicle opening state. In the pachinko machine 10 of this embodiment, in the state where the support mode is in the high-frequency support mode, the distance from the thru gate 35 to the electric vehicle 34a, the opening time of the electric vehicle 34a at a time, the number of times of opening of the electric vehicle 34a, the variation time of the design in the ordinary picture unit 38 are adjusted so that the game ball that has passed through the through gate 35 passes through the electric vehicle 34a in the electric vehicle open state with a 100% chance. Therefore, when the support mode is the high-frequency support mode, the game ball that passes through the through gate 35 and enters the inlet port 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 port 44 and the out-hole inside the start port unit, or the game ball can enter the right first start port 44 and the falling port 252, making it impossible or difficult to enter the second start port 34. Even if the game ball enters the falling hole 252, in a low probability high support state, the lottery mode is in a low probability mode, so the player does not have to worry about moving to the low probability mode (so-called falling). Therefore, in the low-probability and high-support state (state H3), the player can play a weak right-handed ball and flow the game ball down to the weak right-handed path P1, allowing the game ball to enter the right-handed first start port 44 with a high probability.

[0174] When a game ball enters the first starter port 44 on the right, the game for the first starter port is executed and a lottery is held. At this time, the first decorative pattern, which is a performance image corresponding to the first start-up game, is displayed in the main display area MA of the display surface 41a of the liquid crystal display device 41 (see FIG. 10(b)) and the second decorative image, which is a performance image corresponding to the second start-up game, is displayed in the sub-display area SA. That is, since the player is targeted to enter the game ball is the right-hand first start port 44, the first decorative pattern is displayed in the main display area MA.

[0175] The special 1 and special 2 variation times in the low-accuracy and high-support state are set to the normal length of time (for example, 2 seconds to 3 minutes).

[0176] Return to Figure 19. If the winning lottery in the first start-up game that was executed in the low-profile high-support state (state H3) is not accepted, the low-profile high-support state (state H3) continues, and the player enters the game ball into the right-side first start-up port 44, causing the first start-up port to execute the first start-up game. Furthermore, when the number of games since the high-frequency support mode is started to reach 50 games, the guaranteed number of games, the transition to a low-profile, low-support state (state H1).

[0177] If the winning lottery in the first start-up game run in a low-accuracy, high-support state (state H3), and if the type of the winning jackpot is a normal jackpot, the opening / closing execution mode is executed as a bonus given to the player after the end of the first start-up game run. That is, the system transitions from the low-accuracy and high-support state (state H3) to the open / close execution mode (state H2). Prior to the round game that occurs in the opening / closing execution mode, the pachinko machine 10 executes a suggestion performance that encourages the player to play hard right. Following the suggested performance, the player performs a strong right-handed hit after the first start-up game round, flows the game ball down to the strong-right hit path P2, and enters the game ball into the large prize slot 36a, and obtains a prize ball.

[0178] If the winning lottery in the first start-up game run in a low-profile, high-support state (state H3), and if the type of the winning jackpot is a special-mode jackpot, the opening / closing execution mode is executed as a bonus given to the player after the end of the first start-up game run. Here, the system transitions from the low-accuracy high-support state (state H3) to the open / close execution mode (state H4).

[0179] In the low and low support state (state H1), the game ball is aiming to enter the center-side first start port 33, but this ball cannot be entered with a high probability. In contrast, in the low-profile, high-support state (state H3), the player can perform a weak right-handed hit, and then enter the right-side first start port 44 with a high probability. Therefore, in the low-profile and high-support state (state H3), the player has an advantage because the game time for the first start-up port is more likely to be executed and a winning lottery is held compared to the low-profile and low-support state (state H1).

[0180] In the low-profile, low-support state (state H1), if the winning jackpot is won in the win lottery in the first start-up game and the type of the winning jackpot is a special-mode jackpot, the opening / closing execution mode is executed as a bonus given to the player after the end of the first start-up game. That is, the system transitions from the low-profile and low-support state (state H1) to the open / close execution mode (state H4).

[0181] Prior to the round game that occurs in the opening / closing execution mode (state H4), the pachinko machine 10 executes a suggestion performance that encourages the player to play hard right. The opening / close execution mode (state H4) is the same process as the opening / close execution mode (state H2). Although the mode is in the same open / close execution, the reason why states H2 and H4 are distinguished is because the branch destinations differ. When the opening / closing execution mode (state H4) is finished, the system transitions to the high-profile high-support state (state H5). In other words, the lottery mode is a high probability mode, and the support mode is a high frequency support mode (limited to 50 times, which is the guaranteed number of games).

[0182] As shown in FIG. 20, in a high probability and high support state, it is possible to enter the game ball to the center-side first start port 33, the right-side first start port 44 and the falling port 252, and it is impossible to enter the game ball to the second start port 34. The possibility of entering the ball is the same as whether or not the ball can be entered in a low probability and high support state. However, in the low-probability and high-support state, the lottery mode is already in the low-probability mode, so the player does not have to worry about moving to the low-probability mode (so-called fall), whereas in the high-probability and high-support state, when the game ball enters the fall opening 252, the lottery mode changes from the high-probability and low-probability mode (so-called fall). In the high-profile and high-support state, the support mode is the high-frequency support mode, and the probability that the electric vehicle opening lottery, which is executed as a result of passing through gate 35, will be 231 / 233, is extremely high, so that the electric vehicle 34a is essentially in the electric vehicle open state. Therefore, 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 inlet port 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 port 44 and the out-hole inside the start port unit, or the game ball can enter the right first start port 44 and the falling port 252, making it impossible or difficult to enter the second start port 34.

[0183] In a high probability and high support state, the player is forced to play a weak right-handed ball, flows down the game ball into the weak right-handed path P1, and enters the game ball into the right-handed first start port 44. When a game ball enters the first starter port 44 on the right, the game for the first starter port is executed and a lottery is held. At this time, the first decorative pattern, which is a performance image corresponding to the first start-up game, is displayed in the main display area MA of the display surface 41a of the liquid crystal display device 41 (see FIG. 10(b)) and the second decorative image, which is a performance image corresponding to the second start-up game, is displayed in the sub-display area SA. That is, since the player is targeted to enter the game ball is the right-hand first start port 44, the first decorative pattern is displayed in the main display area MA.

[0184] Return to Figure 19. If the winning lottery in the first start-up game that was executed in a high-profile high-support state (state H5) is not selected, the high-profile high-support state (state H5) is repeated, and the game ball is inserted into the right-hand first start-up port 44 to execute the first start-up game.

[0185] If the winning lottery in the first start-up game run in a high-accuracy, high-support state (state H5), and if the type of the winning jackpot is a normal jackpot, the opening / closing execution mode is executed as a bonus given to the player after the end of the first start-up game run. That is, the system transitions from the low-accuracy and high-support state (state H5) to the open / close execution mode (state H2). Prior to the round game that occurs in the opening / closing execution mode, the pachinko machine 10 executes a suggestion performance that encourages the player to play hard right.

[0186] If the winning lottery in the first start-up game run in a high-profile, high-support state (state H5), and if the type of the winning jackpot is a special-mode jackpot, the opening / closing execution mode is executed as a bonus given to the player after the end of the first start-up game run. Here, the system transitions from the high-profile high-support state (state H5) to the open / close execution mode (state H4).

[0187] If the game ball enters the falling hole 252 in a high-profile high-support state (state H5), the game ball moves to the low-profile high-support state (state H3). That is, the lottery mode changes from the high probability mode to the low probability mode, and the support mode continues in the high frequency support mode. When transitioning to the low-profile high-support state (state H3), the guaranteed game count counter PNC, which indicates the number of games that are continuously executed in the high-frequency support mode, is kept as before the transition. Therefore, when transitioning to the low-accuracy high-support state (state H3), the number of games that are continuously executed in the high-frequency support mode is not reset.

[0188] The special 1 fluctuation time in the high-profile high-support state (state H5) is set to the normal length, and the special 2 fluctuation time in the high-profile high-support state (state H5) is set to, for example, 10 minutes. The reason why the special 2 fluctuation time in the high-accuracy high-support state (state H5) is set to an extremely long time of 10 minutes is due to the following reasons.

[0189] In the high-profile high-support state, it is impossible to allow the game ball to be entered into the second start port 34, but the hold information (up to four pieces) remains in the second hold area Rb of the hold information storage area 64b, and in the high-profile high-support state, a winning lottery may be executed based on the remaining hold information. This results in a winning lottery being executed by referring to the winning or not table (for high probability mode) for the second startup port shown in FIG. 14(b), which is an excessively advantageous state for the player. To resolve this, in this embodiment, while it is impossible to enter the game ball into the second start port 34 in a high accuracy and high support state, the special second variation time is set to an extremely long time, for example, 10 minutes, to prevent the pending information remaining in the second hold area Rb from being repeatedly digested in a short period of time.

[0190] In the high-profile high-support state (state H5), when the number of games since the high-frequency support mode is started to reach 50 games, the guaranteed number of games, the transition to the high-profile low-support state (state H6). Furthermore, even if a special small win is won in the winning lottery in the first start-up game run in a high probability high support state (state H5), the game transitions to a high probability low support state (state H6). In a high probability and low support state, the lottery mode is a high probability mode, and the support mode is a low frequency support mode. In this embodiment, the player can recognize that he has won a special small win in the win lottery in the first start-up game that is executed in a high probability and high support state from the performance content corresponding to the special small win performance pattern displayed on the design display device 41.

[0191] As shown in FIG. 20, in a high-profile, low-support state, it is possible to enter the game ball to the center-side first start port 33 and the second start port 34, and it is impossible to enter the game ball to the right-side first start port 44 and the falling port 252. In the high-profile low-support state, the support mode is the low-frequency support mode, and the probability of the electric-power-opening lottery that is executed as a result of passing through gate 35 being missed is extremely high at 232 / 233, so the electric-power-power 34a is essentially closed at all times, and the game ball flows along the third route RT3 (FIG. 9) described above, making it possible to enter the second start port 34, and it becomes impossible or difficult to enter the game ball into the right-hand first start port 44 and the falling port 252.

[0192] In the high-profile and low-support state (state H6), the player can play a weak right-handed ball and then flow the game ball down to the weak right-handed path P1, thereby causing the game ball to enter the second start port 34. When a game ball enters the second start port 34, the game for the second start port is executed and a lottery is held. At this time, the second decorative pattern, which is a performance image corresponding to the second start-up gaming episode, is displayed in the main display area MA of the display surface 41a of the liquid crystal display device 41 (see FIG. 10(b)) and the first decorative image, which is a performance image corresponding to the first start-up gaming episode, is displayed in the sub-display area SA. That is, since the player is targeted to enter the game ball is the second start port 34, the second decorative pattern is displayed in the main display area MA.

[0193] If the winning lottery in the second start-up game run in a high-precision, low-support state (state H6) and the type of the winning jackpot is a normal jackpot, the opening / closing execution mode is executed as a bonus given to the player after the end of the second start-up game run. That is, the system transitions from the high-precision and low-support state (state H6) to the open / close execution mode (state H2).

[0194] If the winning lottery in the second start-up game run in a high-profile, low-support state (state H6) wins a jackpot, and the type of the winning jackpot is a special-mode jackpot, the opening / closing execution mode is executed as a bonus given to the player after the end of the second start-up game run. That is, the system transitions from the high-precision and low-support state (state H6) to the open / close execution mode (state H4).

[0195] In the above-mentioned high-profile and low-support state (state H6), it is impossible or difficult for a game ball to hit by a weak right-handed hit to enter the falling hole 252, so as explained earlier, the ball enters the second starter port 34 with a probability of close to 100% (this probability will be also referred to as 100% for convenience hereinafter). Therefore, in the pachinko machine 10 of this embodiment, in a high probability and low support state (state H6), the game ball can be entered into the second start port 34 until the win is won in the win, and the game ball can be entered into the second start port 34 and the lottery can be held. In other words, in a high-profile, low-support state (state H6), it becomes a so-called invincible zone where there is no fall. As a result, in the pachinko machine 10 of this embodiment, when the high-profile and high-profile and low-profile and low-profile and low-profile support state (invincible zone), it is possible to ensure that the player wins again, a so-called consecutive-play, and it is possible to give the player a sense of expectation that they will continue to play. Therefore, the pachinko machine 10 of this embodiment can improve the fun of the game.

[0196] Furthermore, when the guaranteed game count ends from the high-profile high-support state, the game becomes a high-profile low-support state, but in this case, there is a risk that a special 2 fluctuation time, which is set to an extremely long time (long) of 10 minutes, may occur in the high-profile high-support state. In a high-profile, low-support state (invincible zone), and the change in the special 2 set to long continues, it becomes impossible to repeatedly hold a winning lottery in a short period of time when the game ball enters the second start port 34 in the invincible zone, causing a disadvantage to the player. Therefore, in the pachinko machine 10 of this embodiment, the lottery results of the winning lottery for the first starter opening (for high probability mode) are set as a jackpot and a small win (special small win, normal small win) (without misses), and when the jackpot or small win fluctuations performed as a result of the game ball entering the first starter opening (center first starter opening 33, right first starter opening 44) stop, the change in the special 2 set to long can be stopped regardless of the result of the winning lottery for the special 2. As a result, the problem that continues to fluctuate in the special 2, which is set to long in a high probability and high support state in the invincible zone, can be resolved, and it is possible to suppress the player from being disadvantaged.

[0197] As explained above, according to the pachinko machine 10 of this embodiment, the support mode is the high-frequency support mode in the high-profile high-support state, so that the electric power 34a is essentially in the electric power open state, and the game ball that has passed through the through gate 35 transitions 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 has passed through the through gate 35 will always enter the first right start port 44. However, the game ball that enters the first start port 44 on the right side will then enter the fall port 252 with a 0.1 second probability (=1 / 21) versus 2.1 second. If the game ball enters the fall opening 252 in a game episode before the number of games after the high-frequency support mode is started, and the number of games reached the guaranteed number of games, the lottery mode changes from the high-frequency support mode to the low-probability mode. That is, if the game ball enters the first right start port 44, the player may be at a disadvantage, with a probability of 1 / 21, when the lottery mode changes from the high probability mode to the low probability mode.

[0198] On the other hand, if the number of games since the high-frequency support mode is started without the game ball entering the fall opening 252, and the number of games that have been played since the high-frequency support mode is reached, the support mode changes from the high-frequency support mode to the low-frequency support mode, and the game state changes from the high-profile high-support state to the high-profile low-support state (invincible zone). When the support mode is the low frequency support mode, the electric vehicle 34a is essentially closed at all times, resulting in the game ball flowing along the third route RT3 (FIG. 9) and the game ball enters the second start port 34. In this case, as in the case where the game ball flows to the right first start port 44 side, the game ball does not enter the falling port 252 and the lottery mode does not change from the high probability mode to the low probability mode, so the game cycles executed as a trigger when the game ball enters the second start port 34 can be performed continuously without the possibility of a disadvantage for the player. A high and low support state will continue until the next jackpot win, and in effect, you are guaranteed to win the next jackpot.

[0199] As a result, according to the pachinko machine 10 of this embodiment, in a high probability and high support state, the player can also be given a sense of tension that the game ball enters the fall opening 252 and the lottery mode does not change from the high probability mode to the low probability mode (doesn't fall) in the period from when the high-frequency support mode is started until the number of games reaches the guaranteed number of games. If the number of games reaches the guaranteed number of games without falling, the player can also be given a sense of relief that he can move to a high-profile, low-support state (invincible zone) where the game is executed continuously when the game ball enters the second start port 34 without the risk of falling, and a sense of expectation that he will win a jackpot soon by consecutively performing the game times executed when the game ball enters the second start port 34 without the risk of falling. Therefore, according to the pachinko machine 10 of this embodiment, by giving the player feelings of expectation, tension, and relief, it is possible to improve the fun of the game.

[0200] Conventional pachinko machines include loop-type pachinko machines and ST-type pachinko machines. A loop type pachinko machine is a model in which the high probability mode continues until you win the jackpot in the next win lottery. ST-type pachinko machines are models that have a limited number of games in a high probability mode state. In a loop type pachinko machine, players can win a jackpot in a win-win lottery in a high probability mode, and give players a sense of urgency, such as whether the type of jackpot won will become a normal jackpot. On the other hand, in a ST-type pachinko machine, players can be given a sense of urgency, such as not winning a jackpot within the limit number of times in a high probability mode. In response to these, the pachinko machine 10 of this embodiment can provide a sense of tension and a sense of expectation that the number of games to reach the guaranteed number of games before falling. Furthermore, if the number of games reaches the guaranteed number of games without falling, the player can also be given a sense of relief to move to a high-profile, low-support state (invincible zone), in which the game is executed continuously when the game ball enters the second start port 34 without the risk of falling, and a sense of expectation that the player will win a jackpot soon in a high-profile, low-support state. This sense of relief and anticipation are unique effects of the pachinko machine 10 of this embodiment, and can improve the enjoyment of the game.

[0201] Furthermore, according to the pachinko machine 10 of this embodiment, even if a special small win is won in the win lottery in a high-profile, the support mode shifts from the high-profile support mode to the low-frequency support mode, and the game state changes from the high-profile high-profile support state to the high-profile low-profile support state (invincible zone). For this reason, players can be given a feeling of expectation that they will win a special small win in the winning lottery, and as a result, the game can be further enhanced.

[0202] As explained above, in the pachinko machine 10 of this embodiment, in the high probability and high support state H5, the player normally performs a weak right-handed play, flows the game ball down to the weak right-handed play passage P1, and plays the game ball into the right-handed first start port 44. On the other hand, in the high-profile high-support state H5, as explained above, it is possible for the game ball to be entered into the central first start port 33, so some players may perform left-handed hits in the high-profile high-support state H5, and play in the central first start port 33. In this case, the game ball does not enter the falling hole 252 and the game state does not change to the low-profile and high-support state halfway through, so if the game ball can be entered into the center-side first start port 33 for only 50 times, which is the guaranteed number of games, the game state can be changed to the high-profile and low-support state which is invincible zone. However, in the case of having the game ball enter the central first start port 33 in as many as 50 times, it places a great burden on the player in terms of the amount of game balls that will be spent on time, so in high probability and high support state H5, the way to play left-handed play is performed and the game ball enters the central first start port 33 is not advantageous and is not realistic for the player. In other words, in the pachinko machine 10 of this embodiment, the guaranteed number of games is relatively large, with 50, making it difficult to play a game in which the game ball is inserted into the central first start port 33 in a high probability and high support state H5.

[0203] As mentioned above, in the pachinko machine 10 of this embodiment, it is difficult to play a game in which the game ball is inserted into the central first start port 33 in the high probability and high support state H5, but this type of gameplay is not completely eliminated. If the above-mentioned difficulties can be tolerated, it is also possible to perform left-handed hits in high-profile, high-support state H5, and plays such that the game ball enters the first start port 33 on the center side. For example, a player or player may choose to play the game in which it is mentally unacceptable for a game ball to enter the falling hole 252 and the lottery mode to transition from a high probability mode to a low probability mode, the above-mentioned way of playing games may be chosen. From the designer of the game machine, by setting the guaranteed number of games to a relatively small number, such as 5 or 10, it is possible to allow to some extent plays to enter the game ball into the central first start port 33 in the high-profile high-support state H5, and by setting the guaranteed number of games to be large numbers, such as 50 or 100, it is possible to strictly prohibit the game to be carried out so that the game ball into the central first start port 33 in the high-profile high-support state H5. That is, in the high-profile, high-support state H5, the adjustment of whether or not to allow or prohibit the game to be performed so as to enter the central first start port 33 can be adjusted according to the number of games guaranteed.

[0204] {1-5} Various processes executed in the main control device: Next, an example of the specific processing executed in the pachinko machine 10 of this embodiment will be described. The processes executed by the main control device 60 will be described first, and then the processes executed by the voice light emitting control device 90 and the display control device 100 will be described.

[0205] To proceed with the game for each game episode, the MPU 62 of the main control device 60 executes timer interrupt processing and normal processing. These processes will be explained next. In addition to timer interrupt processing and normal processing, the MPU 62 executes NMI interrupt processing, which is activated by input of a power outage signal, but the description of these processing will be omitted.

[0206] <Timer Interrupt Processing> FIG. 21 is a flow chart showing the timer interrupt process. The timer interrupt processing is periodically activated (for example, 2 msec period) by the MPU 62 of the main controller 60.

[0207] In step Ss0101, various detection sensors are read. 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 detection information (ball incoming ball detection information) is saved. After that, proceed 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, proceed to step Ss0103.

[0209] In step Ss0103, the values ​​of the hit random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the electric power release counter C4 are updated. Specifically, 1 is added to the hit random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric-powered open counter C4, and when the maximum values ​​of these counters reach the maximum value, they are cleared to 0. The updated values ​​of each counter C1 to C4 are then stored in the corresponding buffer area of ​​the RAM 64. After that, proceed to step Ss0104. The variation type counter CS updates its value in the normal processing (FIG. 23) described later.

[0210] In step Ss0104, a ball entry processing for the start port is executed when the game ball enters the first start port (center side first start port 33, right side first start port 44) and second start port 34. Details of the inlet ball processing for the start-up port in step Ss0104 will be described later. After that, proceed to step Ss0105.

[0211] In step Ss0105, a ball entry processing for the falling hole is executed when the game ball enters the falling hole 252. Details of the pitching process for the falling hole in step Ss0105 will be described later. After executing step Ss0105, the MPU 62 terminates the timer interrupt processing.

[0212] <Bulk entry processing for starter port> Next, the ball entry processing for the start port will be described. The incoming ball processing for the start-up port is executed by the MPU 62 of the main controller 60 as a subroutine for timer interrupt processing (FIG. 21: Ss0104).

[0213] FIG. 22 is a flow chart showing the inlet process for the start-up port. In step Ss0201, whether or not the game ball has entered (starts) into the first start port (center side first start port 33, right side first start port 44) is determined based on the detection state of the detection sensor (sensor 67d for the right first start port) corresponding to the first start port (center side first start port 33, right side first start port 44). If it is determined in step Ss0201 that the game ball has entered the first start port (center side first start port 33, right side first start port 44) (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. After that, proceed to step Ss0203.

[0214] In step Ss0203, external signal setting processing is performed to output a signal to the management control device on the game hall side that the game ball has entered the first start port (center side first start port 33 and right side first start port 44). After that, proceed 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 the value stored in the pending number storage area of ​​the first pending area Raa is read out, and the first start pending number RaN is set as the target of the processing described below. The first start pending number RaN indicates the number of pending numbers based on the ball entering the first start port (center-side first start port 33 and right-side first start port 44). After that, proceed to step Ss0209.

[0216] If it is determined in step Ss0201 that the game ball has not entered the first start port (center side first start port 33, right side first start port 44) (Ss0201: NO), the process proceeds to step Ss0205, and whether or not the game ball has entered the second start port 34 is determined based on the detection state of the detection sensor corresponding to the second start port 34.

[0217] If it is determined in step Ss0205 that the game ball has entered the second start port 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 game ball. After that, proceed to step Ss0207. On the other hand, if it is determined in step Ss0205 that the game ball has not entered the second start port 34 (Ss0205: NO), the incoming ball processing for the main start port is completed.

[0218] In step Ss0207, external signal setting processing is performed to output a signal to the management control device on the game hall side that the game ball has entered the second start port 34. After that, proceed to step Ss0208.

[0219] In step Ss0208, the start pending number RbN (hereinafter also referred to as the second start pending number RbN) which is the value stored in the pending number storage area of ​​the second pending area Rb is read out, and the second start pending number RbN is set as the target of the processing described below. The number of second start pending units RbN indicates the number of pending units based on the ball entering the second start port 34. After that, proceed to step Ss0209.

[0220] In step Ss0209, it is determined whether or not the number of start pending numbers N (RaN or RbN) set in step Ss0204 or step Ss0208 described above is less than the upper limit value (4 in this embodiment). If, in step Ss0209, the number of pending start-up pending units N is not below the upper limit (Ss0209: NO), the inlet ball processing for the main start-up port is completed.

[0221] On the other hand, if in step Ss0209, the number of pending start-up N is below the upper limit (Ss0209: YES), the process proceeds to step Ss0210, and 1 is added to the number of pending start-up-up N of the corresponding pending area, and then the process proceeds to step Ss0211, where 1 is added to the value stored in the total pending number storage area (hereinafter referred to as the total pending number CRN). The total number of pending units CRN indicates the total value of the first start-up pending number RaN and the second start-up pending number RbN. After that, proceed to step Ss0212.

[0222] In step Ss0212, the values ​​of the hit random number counter C1, the jackpot type counter C2, and reach random number counter C3 updated in step Ss0103 (FIG. 21) are stored in the first memory area of ​​the empty storage area of ​​the corresponding hold area, that is, the storage area corresponding to the number of holds added to the number of holds added in step Ss0210. Specifically, when the first start-up pending number RaN is set as the target of processing, the values ​​of the hit-up random number counter C1, the jackpot type counter C2, and reach random number counter C3 updated in step Ss0103 (FIG. 21) are stored in the first memory area of ​​the free storage area of ​​the first hold-up area Ra, that is, the memory area corresponding to the first start-up pending number RaN, which is to add 1 in step Ss0210. Furthermore, if the second start-up pending number RbN is set as the target of processing, the values ​​of the hit-up random number counter C1, the jackpot type counter C2, and reach random number counter C3 updated in step Ss0103 (FIG. 21) are stored in the first memory area of ​​the free storage area of ​​the second hold-up area Rb, that is, the memory area corresponding to the second start-up pending number RbN, which is to add 1 in step Ss0210. After executing step Ss0212, the process proceeds to step Ss0213.

[0223] In step Ss0213, the first determination process is executed. The predetermined determination process is a process in which, based on information (holding information) of each value of the hit random number counter C1, jackpot type counter C2, and reach random number counter C3, judges such as the winning or not (lottery result), the type of the jackpot, and whether or not a reach has occurred, before the hold information becomes the target of the win lottery by the main control device 60. After executing step Ss0213, the process proceeds to step Ss0214.

[0224] In step Ss0214, the process for setting a hold command is executed. Specifically, the determination result (destination determination information) of the destination determination process executed based on information (predeterminal determination information) based on the information (predeterminal determination information) of each value of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 is set as a hold command.

[0225] The hold command is a command for causing the sub-side control device to recognize that a ball has entered the first start port (center side first start port 33, right side first start port 44) or second start port 34 and the determination result (first decision information) from the destination determination process based on the hold information acquired based on the input ball, before the hold information becomes subject to a lottery for the main control device 60. The hold command is transmitted to the audio emitting control device 90 in the command output process (FIG. 24: step Ss0402) of the normal processing, which will be described later.

[0226] Furthermore, when the audio emission control device 90 receives a hold command sent based on the ball entering the first start port (center-side first start port 33 and right-side first start port 44), it transmits to the display control device 100 a command to change the display in the first hold display area Ds1 of the liquid crystal display device 41 in response to an increase in the number of holds. Upon receiving the command, the display control device 100 changes the display in the first hold display area Ds1 of the liquid crystal display device 41 in response to an increase in the number of holds. On the other hand, when a hold command is received based on the ball entering the second start port 34, the voice emission control device 90 transmits to the display control device 100 a command to change the display in the second hold display area Ds2 of the liquid crystal display device 41 in response to an increase in the number of holds. Upon receiving the command, the display control device 100 changes the display in the second hold display area Ds2 of the liquid crystal display device 41 in response to an increase in the number of holds.

[0227] After executing step Ss0214, the main MPU 62 finishes the inlet process for the main start-up port.

[0228] <Bottom treatment for falling holes> Next, the ball entry processing for the falling hole will be described. The inlet ball for the falling hole is executed by the MPU 62 of the main controller 60 as a subroutine for the timer interrupt processing (FIG. 21: Ss0105).

[0229] FIG. 23 is a flow chart showing the inlet process for a falling hole. In step Ss0301, whether or not the game ball has entered the falling hole 252 is determined based on the detection state of the detection sensor corresponding to the falling hole 252. If it is determined in step Ss0301 that the game ball has entered the falling hole 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 the MPU 62 whether the winning or not lottery mode is a high probability mode or not. In this embodiment, it is turned ON when the opening / close execution mode relating to winning a special jackpot is ended, and is turned OFF when the opening / close execution mode relating to winning a regular jackpot is ended, and is also turned OFF at this step Ss0302. After that, proceed to step Ss0303.

[0231] In step Ss0303, the low probability mode command is set. The low probability mode command is a command for notifying the voice emitting control device 90 that the winning / no lottery mode is in the low probability mode. After that, proceed to step Ss0304.

[0232] In step Ss0304, a fall command is set. The fall command is a command for notifying the voice emitting control device 90 that the game ball has entered the fall opening 252 and that the winning / no lottery mode has shifted from the high probability mode to the low probability mode. After step Ss0304 is executed, the inlet pitch processing for the falling hole is completed.

[0233] If it is determined in step Ss0301 that the game ball has not entered the falling hole 252 (Ss0301: NO), the incoming ball processing for the falling hole is completed.

[0234] <Normal processing> Next, the normal processing will be described. The normal processing is a process that is started by the MPU 62 of the main controller 60 when the power is turned on. In the normal process, the main processes of the game are executed.

[0235] FIG. 24 is a flow chart showing normal processing. In step Ss0401, the startup process is executed. Specifically, initial settings for each control device when the power is turned on, and the validity of data stored and stored in the RAM 64 are determined. After that, proceed to step Ss0402.

[0236] In step Ss0402, output data such as commands set in the timer interrupt process or the normal processing executed last time is transmitted to each control device on the sub-side. Specifically, it is determined whether or not a prize ball command is present, and if a prize ball command is set, it is transmitted to the payout control device 70. Furthermore, when commands relating to the performance such as variable commands, type commands, pending commands, etc. are set, these are transmitted to the audio emitting control device 90. After executing step Ss0402, the process proceeds to step Ss0403.

[0237] In step Ss0403, the variation type counter CS is updated. Specifically, 1 is added to the variation type counter CS, and when the counter value reaches the maximum value, the counter value is cleared to 0. The updated value of the variation type counter CS is then stored in the corresponding buffer area of ​​the RAM 64. After that, proceed to step Ss0404.

[0238] In step Ss0404, the prize ball counting signal and the payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Ss0405. In step Ss0405, game-time control processing is executed to control the games in each game-time. In the game-time control process, winning lottery tickets are performed, setting the display of the pattern change using the liquid crystal display device 41, and display control of the first pattern display unit 37a and the second pattern display unit 37b. Details of the game-time control process will be described later. After executing step Ss0405, the process proceeds to step Ss0406.

[0239] In step Ss0406, a game state transition process is executed to change the game state. By executing the game state transition process, the game state transitions to the open / close execution mode, high probability mode, high frequency support mode, etc. Details of the game state transition process will be described later. After that, proceed to step Ss0407.

[0240] In step Ss0407, an electric support process is performed to control the driving of the electric power 44a provided in the right first start port 44. In the electric support processing, it is determined whether or not the electric power 44a is set to the open state. Details of the electric support processing will be described later. After that, proceed to step Ss0408.

[0241] In step Ss0408, game ball allocation control processing is executed to drive and control the game ball allocation device 240 provided in start-up unit 200. Details of the game ball allocation control process will be described later. After that, proceed to step Ss0409.

[0242] In step Ss0409, it is determined whether or not a predetermined time (4 msec in this embodiment) has passed since the start of this normal processing (from the second round onwards, the start of the command output process in step Ss0402). That is, it is determined whether or not the next normal processing has reached the timing of execution.

[0243] If it is determined in step Ss0409 that a predetermined time (4 msec) has not elapsed since the start of the current normal processing (Ss0409: NO), steps Ss0410 and Ss0411 repeatedly update the random number initial value counter CINI and the variation type counter CS within the remaining time until the next normal processing is executed timing. Specifically, in step Ss0410, 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. Furthermore, in step Ss0411, 1 is added to the variation type counter CS, and when the counter value reaches the maximum value, it is cleared to 0. The updated value of the variation type counter CS is then stored in the corresponding buffer area of ​​the RAM 64.

[0244] On the other hand, if it is determined in step Ss0409 that a predetermined time (4 msec) has passed since the start of the current normal processing (Ss0409: YES), the process returns to step Ss0402, and the processes from steps Ss0402 to step Ss0408 are executed.

[0245] Note that the execution time of each of the processes from steps Ss0402 to Ss0408 changes depending on the state of the game, and therefore the remaining time until the next normal process is executed is not constant and varies. 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 updated randomly.

[0246] <Game times control processing> Next, the game-lap control process will be described. The game-time control process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal processing (FIG. 24: Ss0405).

[0247] FIG. 25 is a flow chart showing the game-time control process. In step Ss0501, it is determined whether the opening / closing execution mode is in progress. Specifically, it is determined whether or not the opening / closing execution mode flag of the various flag storage area 64g of the RAM 64 is ON. As will be described later, the opening / close execution mode flag is turned ON when the pattern changes in the game that was won for the jackpot, and the opening / close execution mode is turned OFF when the opening / close execution mode ends. By determining whether or not the opening / close execution mode is being executed in step Ss0501, steps Ss0503 (and step Ss0506) are not executed during the period during which the opening / close execution mode is being executed. As a result, it is possible to prevent the game from starting during the period when the opening / closing execution mode is being executed. The details will be explained below.

[0248] If it is determined in step Ss0501 that the opening / close execution mode flag is ON (Ss0501: YES), it is determined that the opening / close execution mode is in progress, and the game-time control process is terminated without executing any of the processes from step Ss0502 onwards. That is, when the opening / closing execution mode is in progress, the game cycle will not start regardless of whether or not the game balls enter the first start port (center-side first start port 33 and right-side first start port 44) or the second start port 34. On the other hand, if it is determined in step Ss0501 that the opening / closing execution mode is not in progress (Ss0501: NO), the process proceeds to step Ss0502.

[0249] In step Ss0502, it is determined whether the first fluctuation flag of the various flag storage area 64g of the RAM 64 is ON. The first change-in-change flag is a flag that turns ON when the first start-up game is started, and is turned OFF when the fluctuation display on the first pattern display unit 37a stops and stops. If it is determined in step Ss0502 that the first fluctuation flag is not ON (Ss0502: NO), the process proceeds to step Ss0503.

[0250] In step Ss0503, the fluctuation start processing for the first start port is executed. The fluctuation start processing for the first start port is a process for starting the first start port game. Details of the fluctuation start processing for the first start port will be described later. After executing step Ss0503, the process proceeds to step Ss0505.

[0251] On the other hand, if it is determined in step Ss0502 that the first fluctuation flag is ON (Ss0502: YES), the process proceeds to step Ss0504.

[0252] In step Ss0504, the first fluctuation stop processing is executed. The first fluctuation stopping process is a process for stopping the fluctuation of the pattern of the first start-up game that has been started. The first variation stop processing will be described in detail later. After executing step Ss0504, the process proceeds to step Ss0505.

[0253] In step Ss0505, it is determined whether or not the second fluctuation flag of the various flag storage area 64g of the RAM 64 is ON. The second fluctuation flag is a flag that is turned ON when the second start-up port game is started, and is turned OFF when the fluctuation display on the second pattern display unit 37b stops and stops. If it is determined in step Ss0505 that the second fluctuation flag is not ON (Ss0505: NO), the process proceeds to step Ss0506.

[0254] In step Ss0506, the fluctuation start processing for the second start port is executed. The fluctuation start processing for the second start port is a process for starting the second start port game. Details of the fluctuation start processing for the second start port will be described later. After step Ss0506 is executed, the control process for this game episode is completed.

[0255] On the other hand, if it is determined in step Ss0505 that the second fluctuation flag is ON (Ss0505: YES), the process proceeds to step Ss0507.

[0256] In step Ss0507, the second variation stop processing is executed. The second variation stopping process is for stopping the variation of the pattern in the game that has been started for the second start-up port game. Details of the second variation stopping process will be described later. After step Ss0507 is executed, the control process for this game episode is completed.

[0257] <Function start processing for the first start port> Next, the variation start processing for the first start port will be described. The fluctuation start processing for the first start port is executed by the MPU 62 of the main control unit 60 as a subroutine for the game-time control processing (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 or not the first start pending number RaN=0. If it is determined in step Ss0601 that the number of first start pending units RaN=0 (Ss0601: NO), the process proceeds to step Ss0602. On the other hand, if it is determined in step Ss0601 that the number of first start pending units is RaN=0 (Ss0601: YES), the fluctuation start processing for this first start port is finished.

[0259] In step Ss0602, the first startup port pending information shift processing is executed. In the first start-up pending information shift processing, the pending information stored in the first pending area Ra is shifted. Details of the pending information shift processing for the first start-up port will be described later. After executing step Ss0602, the process proceeds to step Ss0603.

[0260] In step Ss0603, the determination process for the first start-up port is executed. In the determination process for the first start-up port, a winning lottery is executed based on the special information stored in the determination process execution area 64c. Specifically, based on the values ​​of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the decision processing execution area 64c, the win-win judgment is made to determine whether or not there is a jackpot or small win (normal small win or special small win), a allocation judgment is made to allocate a jackpot type, and a reach judgment to determine whether or not there is a reach. Details of the determination process for the first start-up port will be described later. Hereinafter, when both normal and special small hits are included, it is simply called "small hits." After executing step Ss0603, the process proceeds to step Ss0604.

[0261] In step Ss0604, the process for setting the variable time for the first start port is executed. In the process of setting the fluctuation time for the first start-up port, the fluctuation time, which is the time from when the pattern starts to stop, is set. Details of the process for setting the variable time for the first start-up port will be described later. After executing step Ss0604, the process proceeds to step Ss0605.

[0262] In step Ss0605, the first change command is set. The first change command includes information indicating that the current game is related to special information obtained based on the entry of the game ball into the first start port (center-side first start port 33 and right-side first start port 44), as well as information on whether or not reach occurs and information on the change time set in step Ss0604. After executing step Ss0605, the process proceeds to step Ss0606.

[0263] In step Ss0606, the first type command is set. The first type command includes information on whether or not a jackpot is a jackpot and information on the jackpot type. Specifically, the first type command includes information about 16R special-size jackpots, information about 8R special-size jackpots, information about 8R regular jackpots, information about small wins (normal small wins, special small wins), or information about missing ones.

[0264] The first variation command and first type command set in steps Ss0605 and Ss0606 are transmitted to the audio emitting control device 90 by step Ss0402 in the normal processing (FIG. 24). The audio emitting control device 90 determines the contents of the performance in the game, based on the received variable command and the first type command, and controls various devices so that the contents of the determined performance are executed. After executing step Ss0606, the process proceeds to step Ss0607.

[0265] In step Ss0607, the first pattern display unit 37a starts displaying the variations, and then proceeds to step Ss0608, where the first fluctuation flag is turned ON. The first change-in-change flag is a flag that is turned ON when the first start-up gaming game is started, and is turned OFF when the change-in-display on the first pattern display unit 37a is displayed as a stop display. After executing step Ss0608, the process proceeds to step Ss0609.

[0266] In step Ss0609, the value of the game count counter PNC is subtracted by 1. When the high-frequency support mode is started, the game count counter PNC is set to the game count counter PNC, and the counter value is subtracted by 1 each time a game count is executed. After step Ss0609 is executed, the fluctuation start processing for this first startup port is completed.

[0267] <Stop information shift processing for the first start port> Next, the pending information shift processing for the first start-up port will be described. The pending information shift processing for the first start-up port is executed by the MPU 62 of the main controller 60 as a subroutine for the first start-up port (Ss0602: FIG. 26).

[0268] FIG. 27 is a flow chart showing the pending information shift processing for the first start-up port. In step Ss0701, the first start pending number RaN of the first hold area Ra is subtracted by 1. After that, proceed to step Ss0702.

[0269] In step Ss0702, data (holding information) stored in the first area of ​​the first hold area Ra is moved to the first execution area of ​​the determination processing execution area 64c. After that, proceed to step Ss0703.

[0270] In step Ss0703, data stored in the storage area of ​​the first hold area Ra is shifted. This data shifting process involves shifting data stored in the first to fourth areas in order to the lower area side. Specifically, data in the first area is cleared, and data within 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 step Ss0703 is executed, the main pending information shift processing for the first start-up port is completed.

[0271] <Decision Process for the 1st Startup> Next, the determination process for the first start-up port will be described. The determination process for the first start-up port is executed by the MPU 62 of the main controller 60 as a subroutine for the first start-up port (FIG. 26: Ss0603).

[0272] FIG. 28 is a flow chart showing the determination process for the first start-up port. In step Ss0801, it is determined whether the winning or not lottery mode is a high probability mode. Specifically, it is determined whether or not 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 the MPU 62 whether the winning or not lottery mode is a high probability mode, and in this embodiment, it is turned ON when the opening / close execution mode relating to winning a special jackpot is ended, and OFF when the opening / close execution mode relating to winning a next jackpot is started. Furthermore, in this embodiment, when the game ball enters the falling hole 252 provided in the start opening unit 200, the high probability mode flag is turned off. If it is determined in step Ss0801 that the high probability mode is in (Ss0801: YES), the process proceeds to step Ss0802.

[0273] In step Ss0802, a successful or unsuccessful decision is made by referring to the winning or unsuccessful table (for high probability mode) for the first start-up port. Specifically, it is determined whether or not the value of the hit random number counter C1 stored in the determination processing execution area 64c matches the value set as a jackpot in the first startup acceptance table (for high probability mode) shown in FIG. 13(b). After that, proceed to step Ss0804. On the other hand, if it is determined in step Ss0801 that the high probability mode is not present (Ss0801: NO), the process proceeds to step Ss0803.

[0274] In step Ss0803, a confirmation is made by referring to the acceptance table (for low probability mode) for the first startup port. Specifically, it is determined whether or not the value of the hit random number counter C1 stored in the determination processing execution area 64c matches the value set as a jackpot in the first startup entry accuracy table (for low probability mode) shown in FIG. 13(a). After that, proceed to step Ss0804.

[0275] In step Ss0804, it is determined whether the result of the accuracy or not in step Ss0802 or step Ss0803 is a jackpot. If it is determined in step Ss0804 that the result of the accuracy / no judgment is a jackpot (Ss0804: YES), the process proceeds to step Ss0805.

[0276] In step Ss0805, the first hit flag in the various flag storage area 64g of the RAM 64 is turned on. The first win flag is a flag that is turned on when the lottery result of the win lottery that is executed as a result of the game ball entering the first start port (the first start port 33 on the center side or the first start port 44 on the right side) is "jacket jackpot", "special small hit", or "normal small hit", and is turned off when the first pattern changes when the game ball entering the first start port stops and is displayed as a stop display. After executing step Ss0805, the process proceeds to step Ss0806.

[0277] In step Ss0806, allocation determination is made by referring to the allocation table for the first start port (see FIG. 15(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the jackpot execution area 64c is within the numerical range of which jackpot type. After executing step Ss0806, the process proceeds to step Ss0807.

[0278] In step Ss0807, it is determined whether the result of the allocation determination (jacket type) in step Ss0806 is a special-order jackpot. If it is determined in step Ss0807 that the assigned jackpot type is a special jackpot (Ss0807: YES), the process proceeds to step Ss0808.

[0279] In step Ss0808, the special 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 stop pattern setting process for the special-move jackpot is executed. In the stop pattern setting process for the special-mode jackpot, in this game that becomes the special-mode jackpot, a process is executed to set which stop (stop display) the first pattern display unit 37a while displaying which stop result of the change display is to be terminated (stop display). Specifically, by referring to the stop result table for the special jackpot stored in the stop result table storage area 63e, address information of 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 step Ss0809 is executed, the determination process for this first startup port is completed.

[0281] If it is determined in step Ss0807 that the allocated jackpot type is not a special jackpot (Ss0807: NO), that is, if the allocated jackpot type is a normal jackpot, the process proceeds to step Ss0810.

[0282] In step Ss0810, the 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, the stop pattern setting process for the normal jackpot is executed. In the stop pattern setting process for a normal jackpot, in this game that is a normal jackpot, a process is executed to set which stop (stop display) the first pattern display unit 37a while displaying which stop result of the change display is to be terminated (stop display). Specifically, by referring to the stop result table for normal jackpots stored in the stop result table storage area 63e, address information of 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 step Ss0811 is executed, the determination process for this first startup port is completed.

[0284] If it is determined in step Ss0804 that the result of the accuracy / no judgment in step Ss0802 or step Ss0803 is not a big win (Ss0804: NO), the process proceeds to step Ss0812, and it is determined whether the accuracy / no judgment in step Ss0802 or step Ss0803 is a normal small win. If it is determined in step Ss0812 that the result of the accuracy or not is a normal small hit (Ss0812: YES), the process proceeds to step Ss0813, where the normal small hit flags in the various flag storage area 64g of the RAM 64 are turned on. After step Ss0813 is executed, the process proceeds to step Ss0814.

[0285] In step Ss0814, a stop pattern setting process for normal small hits is executed. In the stop pattern setting process for normal small hits, in this game, in which normal small hits are usually achieved, a process is executed to set which stop (stop display) the variable display in the second pattern display unit 37b when the second pattern display unit 37b displays which stop result is displayed. Specifically, by referring to the stop result table for normal small hits stored in the stop result table storage area 63e, address information of stop result data corresponding to normal small hits 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] If it is determined in step Ss0812 that the result of the accuracy / no judgment in step Ss0802 or step Ss0803 is not a normal small win (Ss0812: NO), the process proceeds to step Ss0815, and it is determined whether the result of the accuracy / no judgment in step Ss0802 or step Ss0803 is a special small win. If it is determined in step Ss0815 that the result of the accuracy or not is a special small hit (Ss0815: YES), the process proceeds to step Ss0816, and the special small hit flag in the various flag storage area 64g of the RAM 64 is turned on. After that, the program proceeds to step Ss0817 and sets a special small hit command. The special small win command is a command for notifying the audio emitting control device 90 that a special small win has been won in a winning lottery. After executing step Ss0817, the process proceeds to step Ss0818.

[0287] In step Ss0818, a stop pattern setting process for special small hits is executed. In the stop pattern setting process for special small hits, in this game episode where special small hits are performed, a process is performed to set which stop (stop display) the variable display in the second pattern display unit 37b when the stop result is displayed. Specifically, by referring to the stop result table for special small hits stored in the stop result table storage area 63e, address information of stop result data corresponding to special small hits is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Ss0818, the process proceeds to step Ss0819.

[0288] In step Ss0819, the first hit flag in the various flag storage area 64g of the RAM 64 is turned on. The first win flag is a flag that is turned on when the lottery result of the win lottery that was executed as a result of the game ball entering the first start port (the first start port 33 on the center side or the first start port 44 on the right side) is "jacket jackpot", "special small win", or "normal small win", and is turned off when the first pattern changes when the game ball entering the first start port stops and is displayed as a stop display. After step Ss0819 is executed, the determination process for this first startup port is completed.

[0289] If it is determined in step Ss0815 that the result of the accuracy or not is not a special small win (Ss0815: NO), the process proceeds to step Ss820.

[0290] In step Ss820, a reach determination table stored in the reach determination table storage area 63c of the ROM 63 is referred to to determine whether a reach is generated or not. Specifically, it is determined whether or not the value of the reach random number counter C3 stored in the determination processing execution area 64c matches the value set as reach generation in the referenced reach determination table. The processing in step Ss0820 is executed when the result of the winning or not judgment (winning lottery) in step Ss0804 is neither a big win nor a small win (normal small win or special small win). That is, in step Ss0820, it is determined whether or not the result of the winning or not is a game episode in which the reach is generated, among the game episodes that are neither a big win nor a small win (normal small win or a special small win). After executing step Ss0820, the process proceeds to step Ss0821.

[0291] In step Ss0821, it is determined whether the result of the reach determination in step Ss0820 is a reach occurrence or not. If it is determined in step Ss0821 that the reach has been generated (Ss0821: YES), the process proceeds to step Ss0822, and the reach generation flag in the various flag storage area 64g of the RAM 64 is turned on. After step Ss0822 is executed, the process proceeds to step Ss0823. If it is determined in step Ss0821 that there is no reach (Ss0821: NO), the process proceeds to step Ss0823.

[0292] In step Ss0823, a stop pattern setting process for missing is executed. In the stop pattern setting process for missing, in this game episode that is missing, the first pattern display unit 37a executes a process for setting which stopping result is displayed in the first pattern display section 37a. Specifically, by referring to the stop result table for missing in the stop result table storage area 63e, address information of stop result data corresponding to the value of the hit random number counter C1 stored in the decision processing execution area 64c is obtained, and the address information is stored in the stop result address storage area of ​​the RAM 64. After step Ss0823 is executed, the determination process for this first startup port is completed.

[0293] <Setting process for variable time for the first starter> Next, the process for setting the variation time for the first start-up port will be described. The process of setting the variation time for the first start-up port is executed by the MPU 62 of the main controller 60 as a subroutine for the variation start-up process for the first start-up port (FIG. 26: Ss0604).

[0294] FIG. 29 is a flow chart showing the process for setting the variation time for the first start-up port. In step Ss0901, the value of the variation type counter CS stored in the variation type counter buffer in the lottery counter buffer 64a of the RAM 64 is obtained. After that, proceed 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, the processing for obtaining the fluctuation time information for the first start port is executed. The low-probability and low-support state fluctuation time information acquisition processing for the first start-up port is a process for acquiring the fluctuation time information for the first start-up port game when the first start-up port game is executed when the lottery mode is in the low probability mode and the support mode is in the low-frequency support mode. Specifically, when the first start-up game is executed when the first start-up game is executed when the low-profile and low-support state (state H1) in FIG. 19, the process is to acquire the variation time information for the first start-up game. Details of the processing for acquiring the fluctuation time information for the first start port during the low-precision and low-support state will be described later. After executing step Ss0904, the process proceeds 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, the processing for obtaining the fluctuation time information for the first start port is executed when the low-accuracy high-support state is performed. The low-accuracy high-support state fluctuation time information acquisition processing for the first start-up port is a process for acquiring the fluctuation time information for the first start-up port game when the lottery mode is in the low probability mode and the support mode is in the high-frequency support mode, and the fluctuation time information for the first start-up port game is obtained when the first start-up port game is executed. Specifically, when the first start-up game is executed when the first start-up game is executed when the low-accuracy and high-support state (state H3) in FIG. 19, the process is to acquire the variation time information for the first start-up game. Details of the processing for obtaining the fluctuation time information in the low-accuracy and high-support state for the first start port will be described later. After executing step Ss0905, the process proceeds 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 process for obtaining the fluctuation time information for the first start port is executed when the high-accuracy high-support state is high. The processing for obtaining the high-accuracy and high-support state fluctuation time information for the first start-up port is a process for acquiring the fluctuation time information for the first start-up port game when the lottery mode is in the high probability mode and the support mode is in the high-frequency support mode, and the game game for the first start-up port is executed. Specifically, when the first start-up game is executed when the first start-up game is executed when the high-accuracy and high-support state (state H5) in FIG. 19, the process is to acquire the variation time information for the first start-up game. Details of the processing for obtaining the variable time information in the high-accuracy and high-support state for the first start-up port will be described later. After executing step Ss0907, the process proceeds 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 process for obtaining the fluctuation time information for the first start port when the high-precision and low-support state is performed. The processing for obtaining the fluctuation time information for the first start-up port when the lottery mode is in the high probability mode and the support mode is in the low frequency support mode, and the game time information for the first start-up port is acquired when the game time for the first start-up port is executed. Specifically, when the first start-up game is executed when the first start-up game is executed when the high-precision and low-support state (state H6) in FIG. 19, the process is to acquire the variation time information for the first start-up game. Details of the processing for obtaining the variable time information in the high-precision and low-support state for the first start port will be described later. After executing step Ss0908, the process proceeds to step Ss0909.

[0305] In step Ss0909, the variation time information obtained in each of the processes of steps Ss0904, Ss0905, Ss0907, and Ss0908 is set in the variation time counter area provided in various counter areas 64f of the RAM 64. After that, the process for setting the variable time for this first startup port is completed.

[0306] <Acquiring the fluctuation time information for the first starter port during low accuracy and low support state> Next, the processing for obtaining the fluctuation time information for the first start port during the low accuracy and low support state will be described. The processing for obtaining the fluctuation time information for the first start-up port when the low-precision and low-support state is executed by the MPU 62 of the main controller 60 as a subroutine (FIG. 29: Ss0904) for setting the fluctuation time for the first start-up port.

[0307] FIG. 30 is a flow chart showing the process for acquiring the fluctuation time information in the low-precision and low-support state for the first start-up port. In step Ss1001, it is determined whether the result of the winning or not for this game is a big hit or not. Specifically, it is determined whether the special-move jackpot flag or the normal-move jackpot flag is ON, and if any of the flags are ON (Ss1001:YES), the process proceeds to step Ss1002.

[0308] In step Ss1002, the variation time table for jackpots is specified from the variation time table group in the low-profile and low-support state stored in the variation time table storage area 63d of the ROM 63, and by referring to the specified variation time table for jackpots, fluctuation time information corresponding to the value of the current variation type counter CS is obtained. The low-profile and low-support state variable time tables are equipped with (i) a jackpot variation time table used when a jackpot is won in a win in a win-win situation, (ii) a reach generation variable time table used when a reach occurs in a win-win situation in a win-win situation in a win-win situation, and (iii) a reach generation variable time table used when a reach occurs in a win-win situation in a win-win situation in a win-win situation, and (iii) a reach-free time table used when a reach is not generated in a win-win situation in a win-win situation in a win-win situation. 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 jackpot variation time table, fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After step Ss1002 is executed, the processing for obtaining the fluctuation time information for the first start port when the low-precision and low-support state is completed.

[0309] On the other hand, if it is determined in step Ss1001 that the result of the winning or not for this game is not a big hit (step Ss1001: NO), the process proceeds to step Ss1003.

[0310] In step Ss1003, it is determined whether or not a reach occurs in this game episode. If it is determined in step Ss1003 that a reach is generated in the current game episode (step Ss1003: YES), the process proceeds to step Ss1004.

[0311] In step Ss1004, the variable time table for reach generation is specified from the variable time table group stored in the variable time table storage area 63d of the ROM 63, and by referring to the specified variable time table for reach generation, the variable time information corresponding to the value of the current variable type counter CS is obtained. Specifically, first, from (i) to (iii), a reach generation variable time table used when (ii) is generated in a low-profile, low-support state and a reach is generated without winning a big win in a winning lottery. (ii) is, for example, a variable time table for performing a normal effect for generating a reach. Next, by referring to the specified reach generation variation time table, fluctuation time information corresponding to the value of the variation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After step Ss1004 is executed, the processing for obtaining the fluctuation time information for the first start port when the low-precision and low-support state is completed.

[0312] If it is determined in step Ss1003 that no reach is generated in this game episode (step Ss1003: NO), the process proceeds to step Ss1005.

[0313] In step Ss1005, the variable time table for non-reaching is specified from the variable time table group stored in the variable time table storage area 63d of the ROM 63, and by referring to the variable time table specified for non-reaching, the variable time information corresponding to the value of the current variable type counter CS is obtained. Specifically, first, from (i) to (iii), a variable time table for non-reach generation is specified, which is used when (iii) is low and low support state, and when a reach is not generated in a win-win lottery without winning a big jackpot. (iii) is, for example, a variable time table for performing a normal performance for non-reaching. Next, by referring to the specified fluctuation time table for non-reaching, fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After executing step Ss1005, the processing for obtaining the fluctuation time information for the first start port when the low-precision and low-support state is completed.

[0314] <Acquiring the fluctuation time information for the first starter port during low accuracy and high support state> Next, the processing for obtaining the fluctuation time information in the low-accuracy and high-support state for the first start port will be described. The low-accuracy high-support state fluctuation time information acquisition process for the first start port is executed by the MPU 62 of the main controller 60 as a subroutine (FIG. 29: Ss0905) for setting the fluctuation time for the first start port.

[0315] FIG. 31 is a flow chart showing the process for acquiring the fluctuation time information in the low-accuracy and high-support state for the first start port. In step Ss1101, it is determined whether the result of the winning or not for this game is a jackpot or not. Specifically, it is determined whether the special-move jackpot flag or the normal-move jackpot flag is ON, and if any of the flags are ON (Ss1101:YES), the process proceeds to step Ss1102.

[0316] In step Ss1102, the variation time table for jackpots is specified from the low-accuracy high-support state variable time table group stored in the fluctuation time table storage area 63d of the ROM 63, and by referring to the specified fluctuation time table for jackpots, fluctuation time information corresponding to the value of the current fluctuation type counter CS is obtained. The low-profile high-support state variable time tables are (iv) a jackpot variation time table used when a jackpot is won in a win in a win-win situation, (v) a reach generation variable time table used when a reach occurs in a win-win situation in a win-win situation in a win-win situation, and (iv) a reach generation variable time table used when a reach occurs in a win-win situation in a win-win situation in a win-win situation, and (iv) a reach-free time table used when a reach is not generated in a win-win situation in a win-win situation in a win-win situation in a win-win situation. In step Ss1102, first, (iv) is specified from (iv) and (v). Next, by referring to the specified jackpot variation time table, fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After step Ss1102 is executed, the processing for obtaining the fluctuation time information for the first start port when the low-accuracy high-support state is completed.

[0317] On the other hand, if it is determined in step Ss1101 that the result of the winning or not for this game is not a big hit (step Ss1101: NO), the process proceeds to step Ss1103.

[0318] In step Ss1103, it is determined whether or not a reach occurs in this game episode. If it is determined in step Ss1103 that a reach will occur in this game episode (step Ss1103: YES), the process proceeds to step Ss1104.

[0319] In step Ss1104, the variable time table for reach generation is specified from the variable time table group stored in the variable time table storage area 63d of the ROM 63, and by referring to the specified variable time table for reach generation, the variable time information corresponding to the value of the current variable type counter CS is obtained. Specifically, first, from among (iv) and (v), a reach generation variable time table used when a reach occurs without winning a big win in a winning lottery is specified, in the low and high support state. Next, by referring to the specified reach generation variation time table, fluctuation time information corresponding to the value of the variation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After step Ss1104 is executed, the processing for obtaining the fluctuation time information for the first start port when the low-accuracy high-support state is completed.

[0320] If it is determined in step Ss1103 that no reach is generated in this game episode (step Ss1103: NO), the process proceeds to step Ss1105.

[0321] In step Ss1105, the variable time table for non-reaching is specified from the variable time table group in the low-accuracy and high-support state stored in the variable time table storage area 63d of the ROM 63, and by referring to the specified variable time table for non-reaching, fluctuation time information corresponding to the value of the current variable type counter CS is obtained. Specifically, first, from (iv) to (iv), a variable time table for non-reach generation is specified, which is used when (iv) is in a low-profile, high-support state and does not generate a reach in the winning lottery without winning a big jackpot. Next, by referring to the specified fluctuation time table for non-reaching, fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After step Ss1105 is executed, the processing for obtaining the fluctuation time information for the first start port when the low-accuracy high-support state is completed.

[0322] <Acquiring high-accuracy high-support state fluctuation time information for the first start port> Next, the processing for obtaining the fluctuation time information in the high-accuracy and high-support state for the first start port will be described. The processing for obtaining the high-accuracy high-support state fluctuation time information for the first start-up port is executed by the MPU 62 of the main controller 60 as a subroutine (FIG. 29: Ss0907) for setting the fluctuation time for the first start-up port.

[0323] FIG. 32 is a flow chart showing the process for acquiring the fluctuation time information in a high-accuracy and high-support state for the first start port. In step Ss1201, it is determined whether the result of the winning or not for this game is a big hit or not. Specifically, it is determined whether the special-move jackpot flag or the normal-move jackpot flag is ON, and if any of the flags are ON (Ss1201:YES), the process proceeds to step Ss1202.

[0324] In step Ss1202, the jackpot variation time table is specified from the high-accuracy high-support state variable time table group stored in the variable time table storage area 63d of the ROM 63, and by referring to the specified variable time table for the jackpot, fluctuation time information corresponding to the value of the current variable type counter CS is obtained. The high-profile, high-support state variable time tables are equipped with (vii) a jackpot variation time table used when a win is won in a win in a win lottery in a high-profile, high-support state, (viii) a special small-support event used when a win is won in a win in a win lottery in a high-profile, high-support state, and (ix) a normal small-support event used when a win is won in a win lottery in a high-profile, high-support state. In step Ss1202, first, (vii) is specified from (vii) to (ix). Next, by referring to the specified jackpot variation time table, fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After step Ss1202 is executed, the processing for obtaining the high-accuracy high-support state fluctuation time information for the first start port is completed.

[0325] On the other hand, if it is determined in step Ss1201 that the result of the winning or not for this game is not a big hit (step Ss1201: NO), the process proceeds to step Ss1203.

[0326] In step Ss1203, it is determined whether the result of the winning or not for this game is a special small win. Specifically, it is determined whether the special small hit flag is ON, and if it is determined that the special small hit flag is ON (Ss1203:YES), the process proceeds to step Ss1204.

[0327] In step Ss1204, the variation time table for special small hits is specified from the highly accurate and high-supported variable time tables stored in the variable small hits storage area 63d of the ROM 63, and by referring to the specified variable small hits, the variation time information corresponding to the value of the current variable type counter CS is obtained. Specifically, first, from among (vii) to (ix), a variation time table for special small wins used when (viii) is used when a special small win is won in a win lottery in a high probability and high support state. Next, by referring to the specified special small-fault variation time table, fluctuation time information corresponding to the value of the variation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After step Ss1204 is executed, the processing for obtaining the high-accuracy high-support state fluctuation time information for the first start port is completed.

[0328] If it is determined in step Ss1203 that the result of the winning or not for this game is not a special small win (Ss1203: NO), the process proceeds to step Ss1205.

[0329] In step Ss1205, the variable time table for normal small hits is specified from the variable time table group in the high-accuracy high-support state stored in the variable time table storage area 63d of the ROM 63, and by referring to the specified variable time table for normal small hits, fluctuation time information corresponding to the value of the current variable type counter CS is obtained. Specifically, first, from among (vii) to (ix), a variable time table for normal small wins used when winning a normal small win in a win lottery in a high probability and high support state is specified. Next, by referring to the specified variation time table for the normal small-stop, fluctuation time information corresponding to the value of the variation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After step Ss1205 is executed, the processing for obtaining the high-accuracy high-support state fluctuation time information for the first start port is completed.

[0330] <Acquiring the fluctuation time information when high accuracy and low support state for the first starter port> Next, the processing for obtaining the fluctuation time information in the high-precision and low-support state for the first start port will be described. The processing for obtaining the variable time information for the first start-up port when the high-precision and low-support state is executed by the MPU 62 of the main controller 60 as a subroutine (FIG. 29: Ss0907) for setting the variable time for the first start-up port (FIG. 29: Ss0907).

[0331] FIG. 33 is a flow chart showing the process for acquiring the fluctuation time information in a high-precision and low-support state for the first start port. In step Ss1301, it is determined whether the result of the winning or not for this game is a jackpot or not. Specifically, it is determined whether the special-move jackpot flag or the normal-move jackpot flag is ON, and if any of the flags are ON (Ss1301:YES), the process proceeds to step Ss1302.

[0332] In step Ss1302, the jackpot variation time table is specified from the high-profile and low-support state variable time tables stored in the variable time table storage area 63d of the ROM 63, and by referring to the specified variable time table for the jackpot, fluctuation time information corresponding to the value of the current variable type counter CS is obtained. The high-profile and low-support state variable time tables are equipped with (x) a jackpot variation time table used when a win is a jackpot in a win lottery in a win-win situation, and (xi) a small-support state, which is used when a win-win-support is won (normal small-support state, special small-support) in a win-win-support lottery. In step Ss1302, first, (x) is specified from (x) and (xi). Next, by referring to the specified jackpot variation time table, fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After step Ss1302 is executed, the processing for obtaining the fluctuation time information for the first start port when the high-precision and low-support state is completed.

[0333] On the other hand, if it is determined in step Ss1301 that the result of the winning or not for this game is not a big win (i.e., when it is determined that it is a small win), (step Ss1301: NO), the process proceeds to step Ss1303.

[0334] In step Ss1303, the variation time table for small hits is specified from the highly accurate and low-supported state variable time table group stored in the variation time table storage area 63d of the ROM 63, and by referring to the specified variation time table for small hits, fluctuation time information corresponding to the value of the current variation type counter CS is obtained. Specifically, first, from (x) and (xi), a variable time table for small wins used when winning a small win (normal small win or special small win) in a win lottery with a high probability and low support state. Next, by referring to the specified small-fault variation time table, fluctuation time information corresponding to the value of the variation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After step Ss1303 is executed, the processing for obtaining the fluctuation time information for the first start port when the high-precision and low-support state is completed.

[0335] <1st fluctuation stop processing> Next, the first fluctuation stopping process will be described. The first fluctuation stopping process is executed by the main MPU 62 of the main control device 60 as a subroutine (FIG. 25: Ss504) for the game-time control process.

[0336] FIG. 34 is a flow chart showing the first fluctuation stop process. In step Ss1401, it is determined whether or not the second hit flag in the various flag storage area 64g of the RAM 64 is ON. The second win flag is turned on when the lottery result of the winning lottery executed when the game ball entered the second start port 34 is "jacket" and the second pattern change display when the game ball entered the second start port 34 stops and the stop display is turned off. If it is determined in step Ss1401 that the second hit flag is not ON (Ss1401: NO), the process proceeds to step Ss1402.

[0337] In step Ss1402, it is determined whether or not the fluctuation time of the first pattern display unit 37a has ended. Specifically, it is determined whether or not the fluctuation time for the first design, which is set in the fluctuation time setting process for the first startup port (FIG. 29), has passed. If it is determined in step Ss1402 that the fluctuation time of the first pattern display unit 37a has ended (Ss1402: YES), the process proceeds to step Ss1403. On the other hand, if it is determined in step Ss1402 that the fluctuation time of the first pattern display unit 37a has not finished (Ss1402: NO), the process proceeds to step Ss1411.

[0338] In step Ss1403, the fluctuation of the first pattern display unit 37a is stopped. That is, the first pattern on the first pattern display unit 37a changes from the state in which the variable display is displayed, to the stop display. The combination of the patterns (stop patterns) to be stopped and displayed are set in steps Ss0809, Ss0811, Ss0814, Ss0818, or Ss0823 of the first start-up port judgment processing (FIG. 28). After step Ss1403 is executed, the process proceeds to step Ss1404.

[0339] In step Ss1404, the first fluctuation flag in the various flag storage area 64g of the RAM 64 is turned off. As mentioned above, the first change-in-time flag is a flag that is turned ON when the first pattern of the first pattern display unit 37a starts to change, and is turned OFF when the first pattern stops the change when the first pattern stops the change. After step Ss1404 is executed, the process proceeds to step Ss1405.

[0340] In step Ss1405, it is determined whether or not the second fluctuation flag of the various flag storage area 64g of the RAM 64 is ON. As mentioned above, the second change flag is turned on when the second pattern on the second pattern display unit 37b starts to change when the second pattern display unit 37b stops the change as a result of the game ball entering the second start port 34. If it is determined in step Ss1405 that the second fluctuation flag is not ON (Ss1405: NO), the process proceeds to step Ss1406.

[0341] In step Ss1406, the first hit flag is turned off. After that, the first fluctuation stop processing is completed.

[0342] On the other hand, if it is determined in step Ss1405 that the second fluctuation flag is ON (Ss1405: YES), the process proceeds to step Ss1411.

[0343] If it is determined in step Ss1401 that the second hit flag is ON (Ss1401: YES), the process proceeds to step Ss1407.

[0344] In step Ss1407, it is determined whether or not the fluctuation time of the second pattern display unit 37b has ended. Specifically, it is determined whether or not the variation time for the second design, which is set in the process for setting the variation time for the second startup port, to be described later (FIG. 38), has passed. If it is determined in step Ss1407 that the fluctuation time of the second pattern display unit 37b has not finished (Ss1407: NO), the process proceeds to step Ss1402. On the other hand, if it is determined in step Ss1407 that the fluctuation time of the second pattern display unit 37b has ended (Ss1407: YES), the process proceeds to step Ss1408.

[0345] In step Ss1408, the second hit flag in the various flag storage area 64g of the RAM 64 is turned off. After executing step Ss1408, the process proceeds to step Ss1409.

[0346] In step Ss1409, the fluctuation of the first pattern display unit 37a is stopped. That is, the first pattern on the first pattern display unit 37a changes from the state in which the variable display is displayed, to the stop display. In this embodiment, the stop pattern for falling off is used as the pattern to be stopped (stop pattern). Furthermore, in step Ss1409, various flags such as the special jackpot flag for the first start-up game and the regular jackpot flag are switched to OFF, and even if the win is won as a jackpot or small win (special small win, regular small win) in the win lottery for the first start-up game, these wins are invalidated. After step Ss1409 is executed, the process proceeds to step Ss1410.

[0347] In step Ss1410, the first fluctuation flag in the various flag storage area 64g of the RAM 64 is turned off. After that, proceed to step Ss1411.

[0348] In step Ss1411, it is determined whether the support mode is the high-frequency support mode. Specifically, it is determined whether or not the high frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON.

[0349] If it is determined in step Ss1411 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 that are continuously executed in the high-frequency support mode is before the number of games that are guaranteed (for example, 50 times) reaches the guaranteed number of games (=within the guaranteed number of games). Specifically, it is determined whether or not the value of the guaranteed game count counter PNC exceeds 0. Since the guaranteed game count counter PNC indicates the remaining number of guaranteed games, by determining whether PNC>0 or not, it is possible to determine whether the number of games that are continuously executed in the high-frequency support mode is before the guaranteed game count has reached its guaranteed game count.

[0350] If it is determined in step Ss1412 that the value of the guaranteed game count counter PNC is not greater than 0 (step Ss1412: NO), that is, if it is determined that the number of guaranteed games is not within the guaranteed games, the process proceeds to step Ss1413 and the high-frequency support mode flag is turned off. After step Ss1413 is executed, the process proceeds to step Ss1414.

[0351] In step Ss1414, the low frequency support mode command is set. The low-frequency support mode command is a command for notifying the voice emitting control device 90 that the support mode is in the low-frequency support mode. The low-frequency support mode command is transmitted to the audio emitting control device 90 at step Ss0402 in the normal processing (FIG. 24). After step Ss1414 is executed, the process proceeds to step Ss1415.

[0352] In step Ss1415, it is determined whether the lottery mode is a high probability mode. Specifically, it is determined whether or not the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON.

[0353] If it is determined in step Ss1415 that the high probability mode flag is ON (Ss1411: YES), the process proceeds to step Ss1416, and the invincible zone command is set. The invincible zone command is a command for notifying the voice emitting control device 90 that the voice emitting control device 90 has transitioned from a high-profile high-support state to a high-profile low-support state (invincible zone). The invincible zone command is transmitted to the audio emitting control device 90 at step Ss0402 in the normal processing (FIG. 24). After step Ss1414 is executed, this first fluctuation stop processing is completed.

[0354] If it is determined in step Ss1415 that the high probability mode flag is not ON (Ss1415: NO), this first fluctuation stopping process is completed. If it is determined in step Ss1411 that the high frequency support mode flag is not ON (Ss1411: NO), this first fluctuation stopping process is terminated. Furthermore, if it is determined in step Ss1412 that the value of the guaranteed game count counter PNC is greater than 0 (step Ss1412: YES), the first fluctuation stopping process is completed.

[0355] <Fluctuation start processing for the second start port> Next, the variation start processing for the second start port will be described. The variation start processing for the second start port is executed by the MPU 62 of the main control unit 60 as a subroutine for the game-time control processing (FIG. 25: Ss0506).

[0356] FIG. 35 is a flow chart showing the fluctuation start process for the second start port. In step Ss1501, it is determined whether or not the number of second start pending units RbN=0. If it is determined in step Ss1501 that the number of pending second start RbN=0 (Ss1501: NO), the process proceeds to step Ss1502. On the other hand, if it is determined in step Ss1501 that the number of second start pending units RbN=0 (Ss1501: YES), the fluctuation start processing for this second start port is finished.

[0357] In step Ss1502, the second startup port pending information shift processing is executed. In the second start-up port pending information shift processing, the pending information stored in the second pending area Rb is shifted. Details of the pending information shift processing for the second start-up port will be described later. After executing step Ss1502, the process proceeds to step Ss1503.

[0358] In step Ss1503, the determination process for the second start-up port is executed. In the second start-up port determination processing, a winning lottery is executed based on the special information stored in the determination processing execution area 64c. Specifically, based on the values ​​of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the decision processing execution area 64c, the win-win judgment is made to determine whether there is a jackpot or small win, the allocation judgment is made to sort out the jackpot type, and the reach judgment to determine whether there is a reach. Details of the determination process for the second start-up port will be described later. After executing step Ss1503, the process proceeds to step Ss1504.

[0359] In step Ss1504, the process for setting the variable time for the second start port is executed. In the process of setting the fluctuation time for the second start-up port, the fluctuation time, which is the time from when the pattern starts to stop, is set. Details of the process for setting the variable time for the second start-up port will be described later. After executing step Ss1504, the process proceeds to step Ss1505.

[0360] In step Ss1505, the second variation command is set. The second variation command includes information indicating that the current game is related to special information obtained based on the entry of the game ball into the second start port 34, as well as information on whether or not there is 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, the second type command is set. The second type command includes information on whether or not a jackpot is a jackpot and information on the jackpot type. Specifically, the second type command includes information about the 16R special-speaking jackpot, information about the 8R special-speaking jackpot, information about the 8R regular jackpot, or information about the missing one.

[0362] The variable command and second type command set in steps Ss1505 and Ss1506 are transmitted to the audio emitting control device 90 in step Ss0402 in the normal processing (FIG. 24). The audio emitting control device 90 determines the contents of the performance in the game, based on the received variable command and the second type command, and controls various devices so that the contents of the determined performance are executed. After executing step Ss1506, the process proceeds to step Ss1507.

[0363] In step Ss1507, the second pattern display unit 37b starts displaying the variations, and then proceeds to step Ss1508, where the second fluctuation flag is turned on. The second period of change flag is turned ON when the second start-up game is started, and turned OFF when the fluctuation display on the second pattern display unit 37b is stopped. After executing step Ss1508, the process proceeds to step Ss1509.

[0364] In step Ss1509, the value of the game count counter PNC is subtracted by 1. When the high-frequency support mode is started, the game count counter PNC is set to the game count counter PNC, and the counter value is subtracted by 1 each time a game count is executed. After step Ss1509 is executed, the fluctuation start processing for this second startup port is completed.

[0365] <Second-input information shift processing for second starter> Next, the pending information shift processing for the second start port will be described. The pending information shift processing for the second start port is executed by the MPU 62 of the main controller 60 as a subroutine for the change initiation processing for the second start port (FIG. 35: Ss1502).

[0366] FIG. 36 is a flow chart showing the pending information shift processing for the second start-up port. In step Ss1601, the number of second start pending pieces RbN of the second hold area Rb is subtracted by 1. After that, proceed to step Ss1602.

[0367] In step Ss1602, data (holding information) stored in the first area of ​​the second hold area Rb is moved to the second execution area of ​​the determination processing execution area 64c. After that, proceed to step Ss1603.

[0368] In step Ss1603, a process for shifting data stored in the storage area of ​​the second hold area Rb is executed. This data shifting process involves shifting data stored in the first to fourth areas in order to the lower area side. Specifically, data in the first area is cleared, and data within 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 step Ss1603 is executed, the pending information shift processing for this second startup port is completed.

[0369] <Decision Process for the 2nd Startup> Next, the determination process for the second start-up port will be described. The determination process for the second startup port is executed by the MPU 62 of the main controller 60 as a subroutine for the second startup port (Ss1503: FIG. 35).

[0370] FIG. 37 is a flow chart showing the determination process for the second start-up port. In step Ss1701, it is determined whether the winning or not lottery mode is a high probability mode. Specifically, it is determined whether or not 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 the MPU 62 whether the winning or not lottery mode is a high probability mode, and in this embodiment, it is turned ON when the opening / close execution mode relating to winning a special jackpot is ended, and OFF when the opening / close execution mode relating to winning a normal jackpot is ended. Furthermore, in this embodiment, when the game ball enters the falling hole 252 provided in the start opening unit 200, the high probability mode flag is turned off. If it is determined in step Ss1701 that the high probability mode is in (Ss1701: YES), the process proceeds to step Ss1702.

[0371] In step Ss1702, a judgment is made to refer to the acceptance table (for high probability mode) for the second start port. Specifically, it is determined whether or not the value of the hit random number counter C1 stored in the determination processing execution area 64c matches the value set as a jackpot in the second startup acceptance table (for high probability mode) shown in FIG. 14(b). After that, proceed to step Ss1704. On the other hand, if it is determined in step Ss1701 that the high probability mode is not present (Ss1701: NO), the process proceeds to step Ss1703.

[0372] In step Ss1703, a judgment is made to refer to the acceptance table (for low probability mode) for the second start port. Specifically, it is determined whether or not the value of the hit random number counter C1 stored in the determination processing execution area 64c matches the value set as a jackpot in the second startup acceptance table (for low probability mode) shown in FIG. 14(a). After that, proceed to step Ss1704.

[0373] In step Ss1704, it is determined whether the result of the accuracy or not in step Ss1702 or step Ss1703 is a jackpot. If it is determined in step Ss1704 that the result of the accuracy / no judgment is a jackpot (Ss1704: YES), the process proceeds to step Ss1705.

[0374] In step Ss1705, the second hit flag in the various flag storage area 64g of the RAM 64 is turned on. The second win flag is a flag that is turned on when the lottery result of the winning lottery executed when the game ball entered the second start port 34 is "jacket" and is turned off when the change display of the second pattern due to the game ball entered the second start port 34 stops and is displayed as a stop display. After executing step Ss1705, the process proceeds to step Ss1706.

[0375] In step Ss1706, allocation determination is made by referring to the allocation table for the second start port (see FIG. 15(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the jackpot execution area 64c is within the numerical range of which jackpot type. After executing step Ss1706, the process proceeds to step Ss1707.

[0376] In step Ss1707, it is determined whether the result of the allocation determination (jacket type) in step Ss1706 is a special-order jackpot. If it is determined in step Ss1707 that the assigned jackpot type is a special jackpot (Ss1707: YES), the process proceeds to step Ss1708.

[0377] In step Ss1708, the special jackpot flag (jackpot type flag) corresponding to the jackpot type allocated in step Ss1706 is turned on. After step Ss1708 is executed, the process proceeds to step Ss1709.

[0378] In step Ss1709, a stop pattern setting process for the special-move jackpot is executed. In the stop pattern setting process for the special-mode jackpot, in this game that becomes the special-mode jackpot, a process is executed to set which stop (stop display) the variable display when the second pattern display unit 37b displays the stop result. Specifically, by referring to the stop result table for the special jackpot stored in the stop result table storage area 63e, address information of stop result data corresponding to the jackpot type allocated in step Ss1706 is obtained, and the address information is stored in the stop result address storage area of ​​the RAM 64. After step Ss1709 is executed, the determination process for this second startup port is completed.

[0379] If it is determined in step Ss1707 that the allocated jackpot type is not a special jackpot (Ss1707: NO), that is, if the allocated jackpot type is a normal jackpot, the process proceeds to step Ss1710.

[0380] In step Ss1710, the normal jackpot flag (jackpot type flag) corresponding to the jackpot type allocated in step Ss1706 is turned on. After executing step Ss1710, the process proceeds to step Ss1711.

[0381] In step Ss1711, the stop pattern setting process for the normal jackpot is executed. In the stop pattern setting process for a normal jackpot, in this game that is a normal jackpot, a process is executed to set which stop (stop display) the variable display in the second pattern display unit 37b when the halt results are displayed. Specifically, by referring to the stop result table for normal jackpots stored in the stop result table storage area 63e, address information of stop result data corresponding to the Jackpot type allocated in step Ss1706 is obtained, and the address information is stored in the stop result address storage area of ​​the RAM 64. After step Ss1711 is executed, the determination process for this second startup port is completed.

[0382] If it is determined in step Ss1704 that the result of the accuracy / no judgment in step Ss1702 or step Ss1703 is not a big hit (Ss1704: NO), the process proceeds to step Ss1712.

[0383] In step Ss1712, a reach determination table stored in the reach determination table storage area 63c of the ROM 63 is referred to to determine whether a reach is generated or not. Specifically, it is determined whether or not the value of the reach random number counter C3 stored in the determination processing execution area 64c matches the value set as reach generation in the referenced reach determination table. The process in step Ss1712 is executed when the result of the winning or not judgment (winning lottery) in step Ss1704 is not a big hit. That is, in step Ss1712, it is determined whether the result of the winning or not is a game episode where a reach occurs, among the game episodes that are not a big hit. After step Ss1712 is executed, the process proceeds to step Ss1713.

[0384] In step Ss1713, it is determined whether the result of the reach determination in step Ss1712 is a reach occurrence or not. If it is determined in step Ss1713 that the reach has been generated (Ss1713: YES), the process proceeds to step Ss1714, and the reach generation flag in the various flag storage area 64g of the RAM 64 is turned on. After step Ss1714 is executed, the process proceeds to step Ss1715. If it is determined in step Ss1713 that there is no reach (Ss1713: NO), the process proceeds to step Ss1715 without executing step Ss1714.

[0385] In step Ss1715, a stop pattern setting process for missing is executed. In the stop pattern setting process for missing, in this game episode that is missing, a process is executed to set which stop (stop display) the variable display in the second pattern display unit 37b when the game is missing. Specifically, by referring to the stop result table for missing in the stop result table storage area 63e, address information of stop result data corresponding to the value of the hit random number counter C1 stored in the decision processing execution area 64c is obtained, and the address information is stored in the stop result address storage area of ​​the RAM 64. After step Ss1715 is executed, the determination process for this second startup port is completed.

[0386] <Setting process for variable time for the second starter> Next, the process for setting the variable time for the second start-up port will be described. The process of setting the variation time for the second start-up port is executed by the MPU 62 of the main controller 60 as a subroutine for the variation start-up process for the second start-up port (FIG. 35: Ss1504).

[0387] FIG. 38 is a flow chart showing the process for setting the variable time for the second start port. In step Ss1801, the value of the variation type counter CS stored in the variat...

Claims

[Claim 1] a first ball entry area having an entry port through which a game ball can enter; a second ball entry area having an entry port through which the game ball can enter; An information acquisition means for acquiring special information when a game ball enters the first or second ball entry area; an acquired information storage means for respectively storing first special information, which is the special information acquired when a gaming ball enters the first entry area, and second special information, which is the special information acquired when a gaming ball enters the second entry area; a determining means for determining whether the special information stored in the acquired information storage means satisfies a predetermined condition, the determining means giving priority to the determination on the second special information over the determination on the first special information; a game execution means for executing a game round when one game round is defined as a period from when a variable display for notifying the result of the determination by the determination means is started until the variable display ends and becomes a static display and the static display ends; An assisting means for assisting the game ball to enter the second ball entry area; a state transition means for transitioning the state of the assist means between a first state, which makes it impossible or difficult for the game ball to enter the second ball entry area, and a second state, which makes it possible or easy for the game ball to enter the second ball entry area; A control means for controlling the state transition means, the control means having at least a first control mode and a second control mode in which it is easier for a game ball to enter the second ball entry area than in the first control mode, as control modes in which the state transition means transitions the state of the auxiliary means in different ways; A bonus ball entry means for granting a prize ball as a bonus when a game ball enters the ball; a special game state generating means for generating a special game state in which the bonus ball entry means performs a predetermined opening when a special game state generating condition including at least that the special information satisfies the predetermined condition is established by the determining means; In a gaming machine equipped with The control means a control mode switching means for maintaining the control mode in the second control mode for a specific period after the special game state ends, and switching the control mode from the second control mode to the first control mode at the end of the specific period; The gaming machine is a first output means for continuously outputting information for identifying a state corresponding to the period during the special gaming state or the specific period; an output stopping means for stopping the output of the information at the end of the specific period; a storage means for storing the number of pieces of second special information stored in the acquired information storage means at the end of the specific period; a second output means for continuously outputting predetermined information that can identify a state in which a predetermined variable display can be executed until a predetermined number of variable displays corresponding to the number of second special information have been completed, when the number of second special information stored in the storage means is at least one after the end of the specific period; Equipped with The second output means means for continuously outputting the predetermined information until a predetermined period has elapsed after the last of the predetermined number of the variable displays has finished and become a stationary display; means for outputting the predetermined information in a manner different from the information; Equipped with A gaming machine characterized by: