gaming machines

The gaming machine uses a control system to enhance player engagement by implementing variable states and display effects based on game ball entries, addressing the lack of attention in existing pachinko machines.

JP7750326B2Active Publication Date: 2025-10-07SANYO BUSSAN KK
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Patent Information

Application Number
JP2024056578
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-29
Publication Date
2025-10-07
Estimated Expiration
2036-08-29

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack effective mechanisms to increase player attention and engagement during gameplay.

Method used

A gaming machine equipped with a main control means and a sub-control means, which includes a storage means for determining game ball entries, outputting commands based on stored information, and implementing variable states to enhance gameplay dynamics and display effects, thereby increasing player attention.

Benefits of technology

This configuration effectively enhances player engagement and attention by introducing variable states and display effects that correspond to game outcomes, making the gameplay more dynamic and engaging.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of satisfactorily increasing degree of attention to a game.SOLUTION: A game area PE includes a first lower operation hole 33A and a first right operation hole 33B allowing entry of game balls, and a second operation hole 34. Based on ball entry into the first lower operation hole 33A or the first right operation hole 33B, a winning / losing lottery at a first special pattern side is held, and the result is reported by variation display of a pattern by a first special pattern display part 37a. Based on ball entry into the second ball entry part 34, winning / losing lottery at a second special pattern side is held, and the result is reported by variation display of a pattern in a second special pattern display part 37b.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko machine having a gaming area through which gaming balls flow down. [Background technology]

[0002] A known configuration for gaming machines such as pachinko machines is that a lottery is held when a gaming ball enters a ball entry section provided in the gaming area, and if the lottery results in a winning result, the machine transitions to a special gaming state that is advantageous to the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-074175 Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is still room for improvement in terms of increasing attention to the game.

[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can effectively increase attention to the game. [Means for solving the problem]

[0006] The present invention provides A gaming machine having a main control means and a sub-control means, The main control means a storage means for acquiring information for determination when a game ball enters a ball entry means that is provided in the game area and into which the game ball can enter, and for storing the acquired information for determination up to a predetermined upper limit; a means for outputting a first command to the sub-control means when the game ball enters the ball entry means, the first command corresponding to the acquired determination information being stored in the storage means; means for outputting a second command to the sub-control means when a game ball enters the ball entry means in a state in which the predetermined number of pieces of determination information are stored in the storage means; Equipped with A first variable state and a second variable state in which a game ball is more likely to enter the ball entry means than in the first variable state, and a predetermined lottery using the judgment information is less likely to be executed even if the judgment information is stored, can be configured. the law of nature, a predetermined display screen, and configured to be able to execute a display effect corresponding to a result of a predetermined lottery using the determination information on the predetermined display screen; A predetermined display that allows a player to identify that the situation is in the second variable state can be executed on the predetermined display screen. It is characterized by: [Effects of the Invention]

[0007] This makes it possible to effectively increase the level of attention to the game. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a perspective view showing a pachinko machine according to one embodiment; [Figure 2] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 3] FIG. 2 is a front view showing the configuration of the game board. [Figure 4] FIG. 2A is a schematic diagram of the right first operating port when it is in a closed state, and FIG. 2B is a schematic diagram of the right first operating port when it is in an open state. [Figure 5] 1A and 1B are schematic diagrams for explaining the display content on the display screen of the pattern display device. [Figure 6] (a) A schematic diagram of the first variable winning device in a closed state, and (b) A schematic diagram of the first variable winning device in an open state. [Figure 7] (a) A longitudinal cross-sectional view of the second variable winning device as seen from the side, and (b) A longitudinal cross-sectional view of the second variable winning device as seen from the back. [Figure 8]FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 9] FIG. 10 is a block diagram showing the contents of various counters used in lotteries, etc. [Figure 10] (a) to (d) are explanatory diagrams of the pass / fail table. [Figure 11] 10A and 10B are explanatory diagrams of a distribution table. [Figure 12] 10(a) to 10(d) are explanatory diagrams of variable display time tables. [Figure 13] 10(a) to 10(d) are explanatory diagrams of variable display time tables. [Figure 14] 10(a) to 10(d) are explanatory diagrams of variable display time tables. [Figure 15] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 16] A flowchart showing the winning process for an operating port. [Figure 17] 10 is a flowchart showing normal processing by the main control device. [Figure 18] 10 is a flowchart showing a first game round control process. [Figure 19] 10 is a flowchart showing a first data setting process. [Figure 20] 10 is a flowchart showing the first fluctuation start processing. [Figure 21] 10 is a flowchart showing the process of setting the first variable display time. [Figure 22] 10 is a flowchart showing a forced termination process. [Figure 23] 10 is a flowchart showing a second game round control process. [Figure 24] 10 is a flowchart showing a second data setting process. [Figure 25] A flowchart showing the second fluctuation start processing. [Figure 26] 10 is a flowchart showing the process of setting the second variable display time. [Figure 27] 10 is a flowchart showing a game state transition process. [Figure 28] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 29] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 30] (a) and (b) are explanatory diagrams showing an overview of the game. [Figure 31] (a) and (b) are explanatory diagrams of the dispensing base. [Figure 32] 10 is a flowchart showing normal processing in the second embodiment. [Figure 33] 10 is a flowchart showing a forced termination process. [Figure 34] 10 is a flowchart showing a process for ending an opening / closing execution mode. [Figure 35] 10 is a flowchart showing a game play control process. [Figure 36] FIG. 11 is a front view showing the configuration of a game board in a third embodiment. [Figure 37] (a) and (b) are explanatory diagrams of the pass / fail table. [Figure 38] 10A and 10B are explanatory diagrams of a distribution table. [Figure 39] 10 is a flowchart showing the first fluctuation start processing. [Figure 40] A flowchart showing the second fluctuation start processing. [Figure 41] 10 is a flowchart showing a game state transition process. [Figure 42] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 43] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 44] 10 is a flowchart showing processing for ending fluctuations. [Figure 45] 10 is a flowchart showing a process for setting a variable display time. [Figure 46] 10(a) to 10(d) are explanatory diagrams of variable display time tables. [Figure 47] 10(a) to 10(d) are explanatory diagrams of variable display time tables. [Figure 48](a) and (b) are timing charts illustrating the number of reserved games and the progress of the game. [Figure 49] This is a timing chart to explain the number of reserved balls and the progress of the game. [Figure 50] 10 is a timing chart for explaining how a game progresses. [Figure 51] FIG. 1 is an explanatory diagram of an overview of the game. [Figure 52] 10 is a flowchart showing the winning process for an operating port in the fourth embodiment. [Figure 53] A flowchart showing the upper limit winning command response processing by the performance control device. [Figure 54] (a)~(g) are explanatory diagrams of corresponding effects. [Figure 55] 13 is a flowchart showing the pending image change process by the performance control device in a modified example of the fourth embodiment. [Figure 56] 10A and 10B are explanatory diagrams regarding changes to the reserved image. [Figure 57] FIG. 11 is a front view showing the configuration of a game board in a fifth embodiment. [Figure 58] 10(a) to 10(d) are explanatory diagrams for explaining an overview of the game state. [Figure 59] FIG. 10(a) is a diagram showing an outline of an operating port in a modified example of the fifth embodiment, and (b) to (d) are explanatory diagrams for explaining an outline of a game state. [Figure 60] FIG. 10(a) is a front view showing the configuration of a game board in a sixth embodiment, and FIG. [Figure 61] 10 is a timing chart for explaining the timing of winning a prize. [Figure 62] (a) and (b) are explanatory diagrams of the pass / fail table. [Figure 63] 10A and 10B are explanatory diagrams of a distribution table. [Figure 64] A flowchart showing the winning process for an operating port. [Figure 65]10 is a flowchart showing the variable display time table change process performed by the main control device. [Figure 66] 10(a) to 10(d) are explanatory diagrams for explaining an overview of the game state. [Figure 67] FIG. 1 is an explanatory diagram of an overview of the game. [Figure 68] 13(a) to 13(h) are explanatory diagrams for explaining an outline of a gaming state in a modified example of the sixth embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a perspective view of the pachinko machine 10, and Fig. 2 is a perspective view showing the main components of the pachinko machine 10 in an exploded form. For convenience, Fig. 2 omits the components within the gaming area of ​​the pachinko machine 10.

[0010] The pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is attached to the outer frame 11 so that it can rotate forward. The outer frame 11 is made up of wooden boards connected at all four sides, forming a rectangular frame. The pachinko machine 10 is installed in an amusement hall by attaching and fixing the outer frame 11 to island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to island equipment in the amusement hall.

[0011] 2, the gaming machine main body 12 includes an inner frame 13, a front door frame 14 disposed in front of the inner frame 13, and a rear pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main body 12 is supported rotatably relative to the outer frame 11. In detail, the inner frame 13 can be rotated forward with the left side as the base end of rotation and the right side as the tip end of rotation when viewed from the front.

[0012] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side being the base end and the right side being the tip end when viewed from the front. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated rearward with the left side being the base end and the right side being the tip end when viewed from the front.

[0013] The gaming machine main body 12 is provided with a locking device at its rotating tip, which has the function of locking the gaming machine main body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 14 so that it cannot be opened relative to the inner frame 13. Each of these locked states can be released by using an unlocking key to perform an unlocking operation on the cylinder lock 17, which is exposed on the front of the pachinko machine 10.

[0014] Next, the configuration of the front side of the gaming machine main body 12 will be described.

[0015] The inner frame 13 is mainly composed of a resin base 21 whose outer shape is substantially the same as that of the outer frame 11. A substantially elliptical window hole 23 is formed in the center of the resin base 21. A game board 24 is detachably attached to the resin base 21. The game board 24 is made of plywood, and a game area PE formed on the front surface of the game board 24 is exposed to the front side of the inner frame 13 through the window hole 23 in the resin base 21.

[0016] Here, the configuration of the game board 24 will be described with reference to Fig. 3. Fig. 3 is a front view of the game board 24.

[0017] An inner rail portion 25 and an outer rail portion 26 are attached to the game board 24 so as to define a part of the outer edge of the game area PE, and these inner rail portion 25 and outer rail portion 26 form a guide rail as a guide means. Game balls launched from a game ball launching mechanism 27 attached below the window hole 23 in the resin base 21 are guided to the upper part of the game area PE by the guide rail.

[0018] The game ball launching mechanism 27 includes a launching rail 27a extending toward the guide rail, a ball feeding device 27b that supplies game balls stored in an upper tray 66a (described later) onto the launching rail 27a, and a solenoid 27c that is an electric actuator that launches the game balls supplied onto the launching rail 27a toward the guide rail. When a launching operation device (or a launch handle) 28 provided on the front door frame 14 is rotated, the solenoid 27c is driven and controlled, and the game balls are launched.

[0019] The game board 24 has been router-cut to form multiple large and small openings that penetrate in the front-to-back direction. Each opening is provided with a general winning opening 31, a variable winning device 32, a first operating opening (or first starting ball opening section) 33, a second operating opening (or second starting ball opening section) 34, a through gate 35, a variable display unit 36, a special symbol display section 37 as the main display section, and a general symbol display section 38 as the role display section. There are multiple general winning openings 31, variable winning devices 32, and first operating openings 33.

[0020] Even if a ball enters through gate 35, no game balls are paid out. On the other hand, if balls enter general winning opening 31, variable winning device 32, first operating opening 33, or second operating opening 34, a predetermined number of game balls are paid out. Specifically, when a ball enters first operating opening 33, three prize balls are paid out, when a ball enters second operating opening 34, one prize ball is paid out, when a ball enters general winning opening 31, ten prize balls are paid out, and when a ball enters variable winning device 32, ten prize balls are paid out.

[0021] However, the number of prize balls is arbitrary, and for example, the number of prize balls associated with the first actuating port 33 may be the same as the number of prize balls associated with the second actuating port 34, or the number of prize balls associated with the first actuating port 33 may be less than the number of prize balls associated with the second actuating port 34. The number of prize balls associated with each of the multiple first actuating ports 33 may also be different. Furthermore, the number of prize balls associated with at least one variable winning device 32 may be the same as or less than the number of prize balls associated with other actuating ports, etc. The number of prize balls associated with each of the multiple variable winning devices 32 may also be different.

[0022] In addition, an outlet 24a is provided at the bottom of the game board 24, and game balls that do not enter the various winning holes etc. are discharged from the game area PE through the outlet 24a. In addition, the game board 24 has many nails 24b planted therein to appropriately distribute and adjust the falling direction of the game balls, and various components (apparatuses) such as windmills are also arranged thereon.

[0023] Here, "entering" means that a gaming ball passes through a predetermined opening, and includes not only a situation in which the gaming ball is discharged from the playing area PE after passing through the opening, but also a situation in which the gaming ball is not discharged from the playing area PE after passing through the opening. However, in the following explanation, in order to clearly distinguish from a gaming ball entering the outlet 24a, the entry of a gaming ball into the general winning opening 31, the variable winning device 32, the first operating opening 33, the second operating opening 34, and the through gate 35 will also be referred to as "entering."

[0024] The variable display unit 36 ​​is provided so as to include the center of the game area PE. The peripheral portion (center frame 36a) of the variable display unit 36 ​​protrudes forward of the pachinko machine 10 from the surface of the game board 24, thereby defining an area into which game balls shot into the game area PE can flow down. Specifically, the game area PE is defined as follows: an upper area PE1, which is an area above a predetermined height position of the variable display unit 36; a left area PE2, which is an area connected below the upper area PE1 and to the left of the variable display unit 36; a right area PE3, which is an area connected below the upper area PE1 and to the right of the variable display unit 36; and a lower area PE4, which is an area connected below each of the left area PE2 and the right area PE3 and below the variable display unit 36.

[0025] When the player operates the firing operation device 28 by a rotation amount within a first range that is less than the reference rotation amount as the first firing operation, the gaming ball begins to flow down to the left of the horizontal center position in the upper area PE1. In this case, the gaming ball flows down in the order of upper area PE1 → left area PE2 → lower area PE4. On the other hand, when the player operates the firing operation device 28 by a rotation amount within a second range that is equal to or greater than the reference rotation amount as the second firing operation, the gaming ball begins to flow down to the right of the horizontal center position in the upper area PE1. In this case, the gaming ball flows down in the order of upper area PE1 → right area PE3 → lower area PE4. In other words, by adjusting the rotation operation amount of the firing operation device 28, the player can play a game in which the gaming ball flows down in the left area PE2 of the left area PE2 and the right area PE3, and can also play a game in which the gaming ball flows down in the right area PE3.

[0026] Of the multiple first actuation ports 33, the lower first actuation port 33A is located in the lower area PE4. The lower first actuation port 33A opens upward and is not provided with an opening / closing member. When game balls are launched in the same manner, the probability of winning through the lower first actuation port 33A is constant regardless of the game status. The lower first actuation port 33A is located directly below the stage formed in the variable display unit 36, so that game balls that flow onto the stage through the guide passage formed in the variable display unit 36 ​​and are discharged from the center of the stage to the outside of the variable display unit 36 ​​are likely to win through the lower first actuation port 33A. A detection sensor 330 is provided in the lower first actuation port 33A, and the detection sensor 330 detects game balls that have entered the lower first actuation port 33A.

[0027] Here, because the lower first actuation port 33A is located in the lower region PE4 as described above, a winning entry into the lower first actuation port 33A is possible both when the launch operation device 28 is operated to cause the game ball to flow down the left region PE2 and when the launch operation device 28 is operated to cause the game ball to flow down the right region PE3. However, because the entrance to the guide path to the stage is located in the left region PE2 and not in the right region PE3, a winning entry into the lower first actuation port 33A is more likely to occur when the game ball flows down the left region PE2 than when the game ball flows down the right region PE3. Furthermore, the arrangement of the game pieces and nails 24b in the left region PE2 and the right region PE3 is also set so that a winning entry into the lower first actuation port 33A is more likely to occur when the game ball flows down the left region PE2 than when the game ball flows down the right region PE3. Furthermore, game balls flowing down the right region PE3 rarely enter the lower first actuation port 33A. That is, the lower first operating port 33A is located at a position where it is easier for the ball to enter the ball when the shooting operation device 28 is operated in the first shooting operation than when the shooting operation device 28 is operated in the second shooting operation.

[0028] Of the multiple first actuation ports 33, the right first actuation port 33B is installed in the right area PE3. When the launch operation device 28 is operated so that the gaming ball flows down the left area PE2, a winning prize is not possible through the right first actuation port 33B, but when the launch operation device 28 is operated so that the gaming ball flows down the right area PE3, a winning prize is possible. In other words, the right first actuation port 33B is located in a position where it is easier for the ball to enter the port when the launch operation device 28 is operated in the second launch operation than when the launch operation device 28 is operated in the first launch operation.

[0029] The configuration of the right first operating port 33B will be described with reference to Figure 4. Figures 4(a) and (b) are schematic diagrams showing vertical cross sections of the right first operating port 33B.

[0030] The right first operating port 33B is an opening that is large enough to allow game balls to pass through when opened in the front-to-rear direction. The right first operating port 33B is provided with an electric device 331 that can be switched between an open state that makes it easy for balls to enter the right first operating port 33B and a closed state that makes it difficult or impossible for balls to enter. More specifically, the electric device 331 comprises an opening / closing device 332 that regulates the movement of game balls in the front-to-rear direction at the right first operating port 33B, and a receiving device 333 that receives game balls flowing down from above the right first operating port 33B from below and guides them to the right first operating port 33B (rear of the gaming machine). The opening / closing device 332 has an opening / closing member 334 that can switch the right first actuation port 33B between a closed state in which game balls cannot pass through and an open state in which game balls can pass through. The opening / closing device 332 is switched between the open state and the closed state by being driven by a drive unit 335 through a link mechanism (not shown). When the opening / closing member 334 is in the open state, the opening / closing member 334 is positioned behind the right first actuation port 33B (the front surface of the gaming board 24), more specifically, at the top of the ball discharge passage leading from the right first actuation port 33B. When the opening / closing member 334 is in the closed state, the opening / closing member 334 blocks the right first actuation port 33B and is flush with the front surface of the gaming board 24. In other words, whether the opening / closing member 334 is in the open state or the closed state, it does not protrude forward of the front surface of the gaming board 24.

[0031] The receiving device 333 includes a receiving member 336 that can be switched between a receiving state in which it receives a single game ball flowing down from above through the right-first operating port 33B from below and guides the received game ball toward the right-first operating port 33B, and a non-receiving state in which it cannot receive game balls flowing down from above. The receiving member 336 is switched between the receiving state and the non-receiving state by being driven by a drive unit 337 through a link mechanism (not shown). When the receiving member 336 is in the receiving state, it protrudes forward from the right-first operating port 33B (the front surface of the gaming board 24) and can receive a single game ball flowing down from above. On the other hand, when the receiving member 336 is in the non-receiving state, it is positioned rearward from the right-first operating port 33B (the front surface of the gaming board 24), more specifically, it is positioned at the bottom of the ball discharge passage leading from the right-first operating port 33B. That is, the receiving member 336 protrudes forward from the front surface of the game board 24 when in the receiving state, and is positioned behind the front surface of the game board 24 when in the non-receiving state.

[0032] In the following description, the state in which the opening / closing device 332 is in the open state and the receiving device 333 is in the receiving state is also referred to as the support state of the electric device 331, and the state in which the opening / closing device 332 is in the closed state and the receiving device 333 is in the non-receiving state is also referred to as the non-support state of the electric device 331. When the electric device 331 is in the support state, balls are allowed to enter the right first operating opening 33B, and when the electric device 331 is in the non-support state, balls are restricted from entering the right first operating opening 33B. In other words, when the electric device 331 is in the support state, the ball entry rate into the right first operating opening 33B improves, and when the electric device 331 is in the non-support state, the ball entry rate into the right first operating opening 33B decreases.

[0033] Here, when the electric device 331 is in the support state, the receiving member 336 can receive only one game ball flowing down from above, and that game ball is guided to the rear of the game board 24. In other words, when the electric device 331 is in the support state, one game ball is allowed to enter the right first operating port 33B, and no more balls are allowed to enter. This makes it possible to prevent the ball entry rate into the right first operating port 33B when the electric device 331 is in the support state from being too high. Furthermore, by limiting the number of balls that can enter the right first operating port 33B in the support state, it is possible to prevent multiple balls from entering at once, thereby achieving the designed ball entry rate and reducing the difference in ball entry rate between the support state and the non-support state.

[0034] Furthermore, because the opening / closing device 332 and receiving device 333 of the right first operating port 33B and the electric device 331 are configured as described above, when the electric device 331 is in a non-support state, the flow of game balls in front of the right first operating port 33B is not obstructed by the right first operating port 33B or the electric device 331. In other words, when the electric device 331 is in a support state, the game balls flowing down in front of the right first operating port 33B are guided to the right first operating port 33B by the electric device 331, but when the electric device 331 is in a non-support state, the game balls flow down downstream of the right first operating port 33B without being interfered with by the electric device 331. Therefore, when the electric device 331 is in a non-support state, the ball entry rate at the downstream ball entry section can be expected to be as designed without being interfered with by the electric device 331.

[0035] Note that, from the viewpoint of causing a change in the rate at which balls enter the right first actuation opening 33B, the configuration is not limited to the above-described electric device 331, and other configurations may be used, such as the configuration of an existing electric tulip. Furthermore, the right first actuation opening 33B itself may be configured to change to switch between a state in which balls are more likely to enter and a state in which balls are less likely to enter. Alternatively, the right first actuation opening 33B may be an opening that opens in the front-to-rear direction, and the opening and closing of an opening / closing member may be used to allow / limit the forward / backward movement of the game ball, thereby allowing / limiting the entry of the ball into the right first actuation opening 33B.

[0036] In the ball discharge passage leading from the right first operating port 33B, a detection sensor 338 is provided at a position where the game balls always pass through, and the detection sensor 338 detects the game balls that have entered the right first operating port 33B.

[0037] A through gate 35 is provided upstream of the right-side first actuation port 33B in the right-side area PE3. Specifically, when the launch operation device 28 is operated to allow game balls to flow down the left-side area PE2 (when the first launch operation is being performed), the through gate 35 does not allow a winning entry. However, when the launch operation device 28 is operated to allow game balls to flow down the right-side area PE3 (when the second launch operation is being performed), a winning entry is possible. The through gate 35 has a vertical through-hole (not shown), and game balls that enter the through gate 35 flow down the game area PE after winning. This allows game balls that enter the through gate 35 to enter a ball entry section downstream (e.g., the right-side first actuation port 33B). The through gate 35 is provided with a detection sensor 35a, which detects game balls that enter the through gate 35.

[0038] Based on a win at the through gate 35, the electric accessory 331 at the right first operating port 33B is switched from a non-support state to a support state. Specifically, an internal lottery is performed using the win at the through gate 35 as a trigger, and a variable image display is performed on the normal image display unit 38 provided in the lower right corner of the game board 24, which is an area outside the game area PE where game balls do not pass. Then, if the result of the internal lottery is a support win and the stop result corresponding to that result is displayed and the variable display ends, the system transitions to support execution mode. In support execution mode, the electric accessory 331 enters a support state in a predetermined manner.

[0039] The map display unit 38 is configured by a segment display in which a plurality of segment light-emitting elements are arranged in a predetermined manner, but is not limited to this and may be configured by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display. As for the image displayed in a variable manner on the map display unit 38, a configuration in which a plurality of types of letters are displayed in a variable manner, a configuration in which a plurality of types of symbols are displayed in a variable manner, a configuration in which a plurality of types of characters are displayed in a variable manner, or a configuration in which a plurality of types of colors are displayed in a switched manner may be considered.

[0040] In addition, a normal map reserve display unit 41 is provided adjacent to the normal map display unit 38. The number of game balls that enter the through gate 35 can be reserved up to a maximum of four, and the number of reserved balls is displayed by lighting up the normal map reserve display unit 41.

[0041] In the right-side area PE3, a second actuation port 34 is provided downstream of the right-side first actuation port 33B. The second actuation port 34 opens upward and is not provided with an opening / closing element. When game balls are launched in the same manner, the probability of winning through the second actuation port 34 is constant regardless of the game state. However, because the right-side first actuation port 33B is located upstream of the second actuation port 34 as described above, the probability of winning through the second actuation port 34 is lower when it is easy to win through the right-side first actuation port 33B (when the electric device 331 is in a support state) than when it is difficult to win through the right-side first actuation port 33B (when the electric device 331 is in a non-support state). A detection sensor 340 is provided in the second actuation port 34, and the detection sensor 340 detects a game ball that has entered the second actuation port 34.

[0042] A jackpot lottery is triggered by winning the first actuation port 33 (lower first actuation port 33A, right first actuation port 33B) or the second actuation port 34. The result of the lottery is then displayed clearly through the display effects on the special symbol display unit 37 and the symbol display device 42 of the variable display unit 36.

[0043] More specifically, the special symbol display unit 37 is provided with a first special symbol display unit 37a and a second special symbol display unit 37b. In the first special symbol display unit 37a, a jackpot lottery is held using a winning entry into the first actuation port 33 (winning entry into the lower first actuation port 33A or the right first actuation port 33B) as a trigger, and a variable display of a pattern or a predetermined display is performed. Then, a result corresponding to the lottery result is displayed. In addition, in the second special symbol display unit 37b, a jackpot lottery is held using a winning entry into the second actuation port 34 as a trigger, and a variable display of a pattern or a predetermined display is performed. Then, a result corresponding to the lottery result is displayed.

[0044] The first special symbol display unit 37a and the second special symbol display unit 37b are configured by a segment display device in which a plurality of segment light emitting units are arranged in a predetermined manner, but are not limited to this and may be configured by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix display device, etc. Also, the images displayed on the first special symbol display unit 37a and the second special symbol display unit 37b may be configured to display multiple types of letters, multiple types of symbols, multiple types of characters, or multiple types of colors.

[0045] More specifically, the pattern display device 42 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 42 is not limited to a liquid crystal display device, and may be other display devices having a display screen such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display device.

[0046] In the pattern display device 42, when a variable display or predetermined display of a pattern is performed in the first special pattern display unit 37a based on a winning entry into either of the first actuation ports 33 (lower first actuation port 33A or right first actuation port 33B), a variable display or predetermined display of a pattern is performed accordingly, and when a variable display or predetermined display of a pattern is performed in the second special pattern display unit 37b based on a winning entry into the second actuation port 34, a variable display or predetermined display of a pattern is performed accordingly. In addition to the display effects triggered by a winning entry into the first actuation port 33 or the second actuation port 34, the pattern display device 42 also performs display effects during the opening and closing execution mode when a jackpot is won.

[0047] The display contents when the variable display of the patterns is performed on the pattern display device 42 will be described in detail with reference to Fig. 5. Fig. 5 is a diagram showing the display screen 42a of the pattern display device 42.

[0048] The design, which is a type of picture, is composed of nine main designs each numbered "1" to "9" and a sub-design consisting of a shell-shaped picture. More specifically, the main designs are composed of nine character designs such as an octopus each numbered "1" to "9."

[0049] As shown in FIG. 5(a), the display screen 42a of the symbol display device 42 has three symbol columns Z1, Z2, and Z3 set as a plurality of display areas: upper, middle, and lower. Each symbol column Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. In detail, the upper symbol column Z1 has nine main symbols from "1" to "9" arranged in descending numerical order, with one sub-symbol interposed between each main symbol. The lower symbol column Z3 has nine main symbols from "1" to "9" arranged in ascending numerical order, with one sub-symbol interposed between each main symbol.

[0050] In other words, the upper symbol row Z1 and the lower symbol row Z3 are composed of 18 symbols. In contrast, the middle symbol row Z2 has nine main symbols from "1" to "9" arranged in ascending numerical order, with a "4" main symbol additionally arranged between the "9" main symbol and the "1" main symbol, and one sub-symbol arranged between each of these main symbols. In other words, the middle symbol row Z2 alone has 10 main symbols arranged, for a total of 20 symbols.

[0051] As shown in Fig. 5(b), the display screen 42a is configured to stop and display three symbols per symbol row, resulting in a total of nine symbols being stopped and displayed, which is a 3 x 3. Also, as shown in Fig. 5(a), the display screen 42a has five activated lines, namely, a left line L1, a center line L2, a right line L3, a downward-right line L4, and an upward-right line L5.

[0052] When a variable display of symbols is performed on the display screen 42a based on a winning entry into the first actuation port 33 or the second actuation port 34, the variable display begins by periodically scrolling the symbols in each of the symbol columns Z1 to Z3 in a predetermined direction. Then, the variable display is switched from the variable display to the standby display in the order of upper symbol column Z1, lower symbol column Z3, and middle symbol column Z2, and finally ends with the predetermined symbols statically displayed in each of the symbol columns Z1 to Z3. Furthermore, when the variable display of symbols ends, if the system transitions to the opening and closing execution mode (described later) and the high-frequency support mode (described later) is set after the opening and closing execution mode, a combination of the same odd symbols is formed on one of the active lines. Also, if the system transitions to the opening and closing execution mode (described later) and the low-frequency support mode (described later) is set after the opening and closing execution mode, a combination of the same even symbols is formed on one of the active lines.

[0053] Note that one game session is the period from when a win occurs in either of the operating ports 33, 34 and when display begins on either of the special symbol display units 37a, 37b and the symbol display device 42 until a predetermined result is displayed and the game ends. Furthermore, the manner in which the symbols are displayed in the symbol display device 42 is not limited to the above and is arbitrary, and the number of symbol rows, the direction of the symbol display in the symbol rows, the number of symbols in each symbol row, etc., can be changed as appropriate. Furthermore, the symbols displayed in the symbol display device 42 are not limited to the above-described symbols, and for example, a configuration in which only numbers are displayed in a variable manner as symbols may be used.

[0054] At the bottom of the display screen 42a, a special symbol display area Ga for the first actuation port 33 and a special symbol display area Gb for the second actuation port 34 are set. The special symbol display area Ga for the first actuation port is provided so that the same number of unit reserve display areas Ga1 to Ga4 as the maximum number of reserved balls when a game ball enters the first actuation port 33 are arranged in a row in the left-right direction and displayed in sections. Specifically, the maximum number of reserved balls when a game ball enters the first actuation port 33 is four, and corresponding to this, the first unit reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4 are set in the special symbol display area Ga.

[0055] The special symbol display area Gb for the second operating port is provided so that the same number of unit reserve display areas Gb1 to Gb4 as the maximum number of reserved balls when a game ball enters the second operating port 34 are arranged in a left-right direction and partitioned and displayed. Specifically, the maximum number of reserved balls when a game ball enters the second operating port 34 is four, and corresponding to this, the first unit reserve display area Gb1, the second unit reserve display area Gb2, the third unit reserve display area Gb3, and the fourth unit reserve display area Gb4 are set in the special symbol display area Gb.

[0056] Furthermore, at the bottom of the display screen 42a, execution display areas GA and GB are set in parallel with the special symbol display areas Ga and Gb. The execution display area GA for the first operation port displays information corresponding to the pending information of the currently executed game in the first special symbol display unit 37a. Also, the execution display area GB for the second operation port displays information corresponding to the pending information of the currently executed game in the second special symbol display unit 37b.

[0057] Here, in the present pachinko machine 10, a game round in the first special symbol display unit 37a and a game round in the second special symbol display unit 37b may be executed in parallel. Specifically, when a game round in the first special symbol display unit 37a based on a winning entry into the first actuation port 33 and a game round in the second special symbol display unit 37b based on a winning entry into the second actuation port 34 overlap, the game rounds of the special symbol display units 37a, 37b in the special symbol display unit 37 are executed in parallel. On the other hand, a game round by the variable display of each symbol row Z1 to Z3 on the display screen 42a of the symbol display device 42 is executed so as to correspond to a game round of one of the first actuation port 33 and the second actuation port 34. In other words, although the game times on each special chart display unit 37a, 37b are executed in an overlapping manner, the game times on the pattern display device 42 are executed so as to correspond to only one of the game times being executed in an overlapping manner on the special chart display units 37a, 37b.

[0058] The execution display areas GA and GB each have a plurality of small display sections, which can be made to flash to display a variable display. Furthermore, when the flashing of each display section is stopped, the combination of display colors can be used to notify the game results of the corresponding reserved information. That is, the execution display areas GA and GB play a supporting role in the variable display of each symbol column Z1-Z3 on the display screen 42a, and, in the case of overlapping game rounds, notify the results of the game round in which the variable display of each symbol column Z1-Z3 is not being performed.

[0059] 3, a special symbol reserve display unit 43 is provided below the symbol display device 42 on the front side of the variable display unit 36. The special symbol reserve display unit 43 includes a first special symbol reserve display unit 43a and a second special symbol reserve display unit 43b, with the first special symbol reserve display unit 43a corresponding to the first actuation port 33 and the second special symbol reserve display unit 43b corresponding to the second actuation port 34. Up to four game balls that enter the first actuation port 33 (the lower first actuation port 33A or the right first actuation port 33B) are reserved, and the number of reserved balls is displayed by lighting up the first special symbol reserve display unit 43a. Furthermore, up to four game balls that enter the second actuation port 34 are reserved, and the number of reserved balls is displayed by lighting up the second special symbol reserve display unit 43b.

[0060] The maximum number of reserved items for the first actuation port 33 and the second actuation port 34 is not limited to four as described above, and may be more or less than that. Also, it is not essential that the maximum number of reserved items for the first actuation port 33 and the second actuation port 34 be the same, and the maximum number of reserved items may be different. Furthermore, at least one of the first actuation port 33 and the second actuation port 34 may be configured so that the number of winning items is not reserved. In these cases, it is advisable to provide a special symbol reserved display unit 43 corresponding to the number of reserved items (or whether or not there is one).

[0061] If a jackpot is won in a lottery based on a win through the first actuation port 33 or the second actuation port 34, the system transitions to an opening / closing execution mode in which a win is possible through the variable winning device 32. The variable winning device 32 is located in the right-side area PE3, downstream of the through-gate 35 and upstream of the right-side first actuation port 33B. In other words, when the launch operation device 28 is operated so that the game ball flows down the left-side area PE2 (when the first launch operation is performed), the variable winning device 32 cannot win a prize. However, when the launch operation device 28 is operated so that the game ball flows down the right-side area PE3 (when the second launch operation is performed), the variable winning device 32 can win a prize. The variable winning device 32 is provided with a first variable winning device 32A and a second variable winning device 32B, and the variable winning devices 32A and 32B are switched to open at a predetermined timing in the opening / closing execution mode. The first variable winning device 32A and the second variable winning device 32B are arranged such that the first variable winning device 32A is located upstream of the second variable winning device 32B.

[0062] First, the first variable winning device 32A will be described with reference to Figure 6. Figures 6(a) and 6(b) are vertical cross-sectional views of the first variable winning device 32A.

[0063] The first variable winning device 32A is formed with a large winning opening (or special winning opening) 321 that is open in the front-to-rear direction and large enough for game balls to pass through, and is equipped with an opening / closing member 322 that switches the large winning opening 321 between a closed state in which game balls cannot pass through and an open state in which game balls can pass through. The opening / closing member 322 is driven by a drive unit 323 through a link mechanism (not shown) to open the opening. The first variable winning device 32A also has a winning passage section 324 formed in a position where game balls that enter the first variable winning device 32A via the large winning opening 321 must pass through, and a detection sensor 325 for the large winning opening is provided so that a detection area is located at the position of the winning passage section 324. The detection sensor 325 for the large winning opening individually detects game balls that enter the first variable winning device 32A.

[0064] Next, the second variable winning device 32B will be described with reference to Figure 7. Figure 7(a) is a vertical cross-sectional view of the second variable winning device 32B as seen from the side, and Figure 7(b) is a vertical cross-sectional view of the second variable winning device 32B as seen from the back side.

[0065] As shown in Figure 7(a), the second variable winning device 32B is formed with a distribution inlet 351 that is open in the front-rear direction and large enough to allow game balls to pass through, and is equipped with a distribution member 352 that switches the distribution inlet 351 between a closed state where game balls cannot pass through and an open state where game balls can pass through. The distribution member 352 is driven by a distribution inlet drive unit 353 through a link mechanism (not shown) to enter the open state. The distribution inlet 351 forms the entrance to a guide passage 354, and game balls that flow in from the distribution inlet 351 flow downstream through the guide passage 354.

[0066] 7(b), the guide passage 354 is bifurcated from a midpoint, and includes an upstream region 355 constituting the upstream side of the bifurcation position, a V prize winning region (or usable region) 356 constituting one side downstream of the bifurcation position, and a discharge region (or non-usable region) 357 constituting the other side downstream of the bifurcation position. A shutter 358 is provided at the bifurcation position as a distribution means for distributing gaming balls that reach the bifurcation position from the upstream region 355 to either the V prize winning region 356 or the discharge region 357. When the shutter 358 is not driven by a shutter drive unit 359, gaming balls that reach the bifurcation position flow into the discharge region 357, and when the shutter 358 is driven by the shutter drive unit 359, gaming balls that reach the bifurcation position flow into the V prize winning region 356.

[0067] A counting detection sensor 361 is provided so that a detection area exists at a position where gaming balls that flow into the upstream area 355 must pass through. Based on the detection of gaming balls by the counting detection sensor 361, a prize ball corresponding to a win in the second variable winning device 32B is paid out. Furthermore, a V winning detection sensor 362 is provided so that a detection area exists at a position where gaming balls that flow into the V winning area 356 must pass through. Based on the detection of gaming balls by the V winning detection sensor 362, the win / lose lottery mode after the opening / closing execution mode is set to a predetermined lottery mode. More specifically, at a predetermined timing (the fifth round) in the opening / closing execution mode, a round game using the first variable winning device 32A is switched to a round game using the second variable winning device 32B. Then, after switching to round play using the second variable winning device 32B, when a game ball is detected by the detection sensor 362 for V winning, the win / lose lottery mode is set to a high probability mode with a higher probability of winning than usual after the opening / closing execution mode.

[0068] In addition, a discharge detection sensor 363 is provided so that a detection area exists at a position where a gaming ball that has flowed into the discharge area 357 must pass through. Based on the detection results from the discharge detection sensor 363 and the V winning detection sensor 362, it is determined whether or not a gaming ball remains in the second variable winning device 32B.

[0069] In the present pachinko machine 10, the drive timing of the shutter drive unit 359 is set so that a gaming ball that has entered the second variable winning device 32B is guided to the V winning area 356 with a 100% probability. However, the specific probability of guidance is arbitrary and may be lower than 100%. Furthermore, by varying the probability of guidance to the V winning area 356, the probability of switching to the high-probability mode after the opening / closing execution mode may be varied. That is, in the present pachinko machine 10, as the types of opening / closing execution modes (types of triggering jackpot results), an opening / closing execution mode that switches to a mode in which a winning occurs in the second variable winning device 32B at a predetermined timing during the opening / closing execution mode, and an opening / closing execution mode that does not switch, are set. When the switching occurs, a gaming ball that has entered the second variable winning device 32B is guided to the V winning area 356 with a probability of almost 100% (so close to being able to enter if aimed for). For example, a configuration is possible in which a switch occurs regardless of the type of opening / closing execution mode, and when the switch occurs and the second variable winning device 32B is targeted, the probability of being guided to the V winning area 356 varies depending on the type of opening / closing execution mode. Even in this way, it is possible to vary the probability of being set to the high-probability mode after the opening / closing execution mode depending on the type of opening / closing execution mode (the type of jackpot result that triggered the switch). For example, even if a round switch by the second variable winning device 32B can occur in the opening / closing execution mode, if the probability of being guided to the V winning area 356 is set to 0%, the game result will not actually be set to the high-probability mode after the opening / closing execution mode. Furthermore, if the probability of being guided to the V winning area 356 is set to 50%, there is a chance of being set to the high-probability mode regardless of the game result that triggered the switch to the opening / closing execution mode, which makes it possible to attract a lot of attention during the opening / closing execution mode (especially during a round by the second variable winning device 32B).

[0070] In addition, it is preferable that the second variable winning device 32B is formed so that it is possible to see from the front of the pachinko machine 10 whether the winning game ball will be allocated to the V winning area 356 or the discharge area 357, and specifically it is preferable that the front side of the second variable winning device 32B is formed to be colored transparent or colorless transparent.

[0071] The gauge configuration in the right-side area PE3 will be described in more detail with reference to FIG. 3 again. In the right-side area PE3, the ball entry sections 35, 35A, 35B, 32B, and 34 are arranged in the following order from upstream: through gate 35, first variable entry device 32A, second variable entry device 32B, right first actuation port 33B, and second actuation port 34. Of these, through gate 35, first variable entry device 32A, second variable entry device 32B, and right first actuation port 33B are arranged in positions where game balls shot toward the right-side area PE3 must pass through. Specifically, in the right-side area PE3, nails 24b are arranged to surround through gate 35, first variable entry device 32A, second variable entry device 32B, and right first actuation port 33B from the left and right, and a guide passage W1 is formed so that the nails 24b prevent game balls from bypassing the through gate 35, etc. In addition to or instead of the nails 24b, the guide passage W1 may be formed of resin or the like. The guide passage W1 only needs to have the function of guiding game balls to each of the ball entry sections 35, 35A, 35B, 32B, and 34, and may be configured to allow for the generation of spilled balls.

[0072] As described above, the through gate 35 is a pass-through ball entry section that is discharged into the game area PE after winning. A game ball launched toward the right area PE3 passes through the through gate 35 (wins) and is then directed toward the first variable entry device 32A. The first variable entry device 32A, the second variable entry device 32B, and the right first actuation port 33B are all configured to be able to switch between an open state (support state) and a closed state (non-support state). If they are in the open state, the ball enters, and if they are in the closed state, the ball passes through. In other words, when a game ball passes through the through gate 35 and reaches the first variable entry device 32A, if the first variable entry device 32A is in the open state, the game ball enters the first variable entry device 32A, but does not reach the second variable entry device 32B or the right first actuation port 33B, which are downstream of the first variable entry device 32B. On the other hand, when the gaming ball reaches the first variable winning device 32A, if the first variable winning device 32A is in a closed state, the reaching gaming ball passes through the first variable winning device 32A and is led out to the second variable winning device 32B side. Then, when the gaming ball reaches the second variable winning device 32B, if the second variable winning device 32B is in an open state, the gaming ball enters the second variable winning device 32B, and if it is in a closed state, the gaming ball is led out to the right first operating port 33B side.

[0073] Downstream of the right first actuation port 33B, nails 24b are arranged to guide game balls toward the second actuation port 34 and the outlet 24a, respectively, and the nails 24b form a branch passage W2. The branch passage W2 that guides game balls toward the second actuation port 34 is called the right branch passage W3, and the branch passage W2 that guides game balls toward the outlet is called the left branch passage W4. These branch passages W3 and W4 may be formed from resin or the like. The right branch passage W3 has nails 24b arranged to guide all game balls flowing downward toward the second actuation port 34. As already explained, the second actuation port 34 does not have a switching member that switches whether game balls can enter. Therefore, when game balls that pass through the right first actuation port 33B are diverted to the right branch passage W3, all game balls enter the second actuation port 34 regardless of the game status. The right branch passage W3 may be configured to allow balls to spill.

[0074] The left branch passage W4 has nails 24b arranged so that game balls flowing down are mainly guided toward the outlet 24a. Therefore, when a game ball that has passed through the right first actuation port 33B is diverted to the left branch passage W4 side, the game ball is mainly discharged via the outlet 24a. In addition, some of the game balls diverted to the left branch passage W4 side are guided to the lower first actuation port 33A. Note that the left branch passage W4 may be configured to allow the ball to enter another ball entry section (for example, the general winning port 31). Alternatively, all game balls diverted to the left branch passage W4 may be guided to the outlet 24a.

[0075] In the branch passage W2, the distribution rate between the right branch passage W3 and the left branch passage W4 is 50%. In other words, half of the game balls that pass through the right first actuation port 33B enter the second actuation port 34, and the other half are discharged through the outlet 24a.

[0076] A distributor may be provided in the branch passage W2 to distribute the air to either the right branch passage W3 or the left branch passage W4. In this case, the distributor may be operated periodically to set the distribution ratio between the branch passages W3 and W4 in the same manner as above.

[0077] Furthermore, the distribution rate in the branch passage W2 is not limited to the above. For example, the rate of distribution to the right branch passage W3 may be more or less than 50%, or a configuration may be adopted in which 100% is distributed to the right branch passage W3. Furthermore, instead of all game balls distributed to the right branch passage W3 entering the second actuation port 34, a configuration may be adopted in which some balls are spilled along the way, and a predetermined percentage (e.g., 70%) of game balls passing through the right first actuation port 33B is distributed to the right branch passage W3 taking into account the spilled balls (50% of game balls passing through the right first actuation port 33B are set to enter the second actuation port 34 taking into account the spilled balls).

[0078] A front door frame 14 is provided so as to cover the entire front side of the inner frame 13 formed by attaching the game board 24 having the above-described configuration to the resin base 21. As shown in FIGS. 1 and 2, the front door frame 14 is formed with a window portion 61 that allows almost the entire area of ​​the play area PE to be viewed from the front. The window portion 61 has a substantially oval shape, and a window panel 62 is fitted into the window portion 61. The window panel 62 is formed of colorless and transparent glass, but is not limited to this and may be formed of colorless and transparent synthetic resin, or may be formed of colored and transparent as long as the play area PE is visible through the window panel 62 from the front of the pachinko machine 10.

[0079] Light-emitting means such as various lamps are provided around the window 61. As part of the various lamps, a display light-emitting unit 63 is provided to the right of the window 61. An error light-emitting unit 64 is provided above the window 61. A pair of left and right speaker units 65 are also provided to output sound effects according to the game status.

[0080] Below the window 61 in the front door frame 14, an upper bulge 66 and a lower bulge 67 are arranged side by side, bulging out toward the front. An upper tray 66a that opens upward is provided inside the upper bulge 66, and a lower tray 67a that also opens upward is provided inside the lower bulge 67. The upper tray 66a has the function of temporarily storing game balls dispensed from the dispensing device (described later) and guiding them to the game ball launching mechanism 27 while aligning them in a row. The lower tray 67a also has the function of storing surplus game balls in the upper tray 66a.

[0081] Next, the configuration of the rear side of the gaming machine main body 12 will be described.

[0082] As shown in Figure 2, a main control device 81 that mainly controls the game is mounted on the back of the inner frame 13 (specifically, the game board 24). The main control device 81 is configured by housing a main control board in a board box.

[0083] A back pack unit 15 is installed so as to cover the back side of the inner frame 13, including the main control device 81. The back pack unit 15 has a back pack 72 formed from a transparent synthetic resin, and a dispensing mechanism section 73 and a control device assembly unit 74 are attached to the back pack 72.

[0084] The payout mechanism 73 includes a tank 75 to which gaming balls supplied from the island equipment of the gaming hall are successively replenished, and a payout device 76 for paying out the gaming balls stored in the tank 75. The gaming balls paid out from the payout device 76 are discharged into the upper tray 66a or the lower tray 67a through a payout passage provided downstream of the payout device 76. The payout mechanism 73 is supplied with a main power supply of, for example, 24 volts AC, and is equipped with a back pack board having a power switch for turning the power on and off.

[0085] The control device aggregate unit 74 is equipped with a payout control device 77 that has the function of controlling the payout device 76, and a power supply and launch control device 78 that generates and outputs the predetermined power required by various control devices, etc., and controls the launch of game balls in response to the player's operation of the launch operation device 28. The payout control device 77 and the power supply and launch control device 78 are stacked one behind the other so that the payout control device 77 is at the rear of the pachinko machine 10.

[0086] In addition to the payout mechanism 73 and the control device assembly unit 74, the back pack 72 is also provided with an external terminal board 79. The external terminal board 79 is installed at the upper corner on the rotation base end side of the back pack unit 15 on the back of the pachinko machine 10. The external terminal board 79 is a board for outputting a predetermined signal so that the state of the pachinko machine 10 can be recognized by the gaming hall's management computer.

[0087] <Electrical configuration> Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.

[0088] The main control device 81 comprises a main control board 201 that is responsible for the main control of the game, and a power supply monitoring board (power failure monitoring board) 205 that monitors the power supply. The main control board 201 is equipped with an MPU 202. The MPU 202 has a built-in ROM 203 and RAM 204.

[0089] The ROM 203 is configured to use a memory (i.e., a nonvolatile storage means) that does not require an external power supply to retain data, such as a NOR flash memory or a NAND flash memory, as a read-only memory. The ROM 203 stores various control programs and fixed value data executed by the MPU 202.

[0090] The RAM 204 is configured to use a memory such as an SRAM or a DRAM (i.e., a volatile storage means) that requires an external power supply to retain data, as both a read and write memory, allowing random access and, when compared for the same data capacity, requiring less time to read data than the ROM 203. The RAM 204 temporarily stores various data and the like when the control program stored in the ROM 203 is executed.

[0091] In addition to the above elements, the MPU 202 or the main control board 201 is provided with an interrupt circuit, a timer circuit, a data input / output circuit, etc. It is not essential that the ROM 203 and the RAM 204 are integrated into a single chip for the MPU 202, and each may be integrated into a separate chip.

[0092] The MPU 202 is provided with an input port and an output port. The input side of the MPU 202 is connected to a power supply monitoring board 205, a payout control device 77, and various winning detection sensors 35a, 325, 330, 338, 340, 361, 362, and 363. The power supply and launch control device 78 is connected to the power supply monitoring board 205, and power is supplied to the MPU 202 via the power supply monitoring board 205. Based on the detection results of the various winning detection sensors 35a, 325, 330, 338, 340, 361, 362, and 363, the MPU 202 determines whether a ball has been won in each winning section (ball entry determination). The MPU 202 also executes a jackpot lottery based on a winning entry into the first actuation port 33 (lower first actuation port 33A, right first actuation port 33B) or the second actuation port 34, and also executes a support lottery based on a winning entry into the through gate 35.

[0093] The output side of the MPU 202 is connected to a power supply monitoring board 205, a payout control device 77, and a performance control device 82. For example, a prize ball command is output to the payout control device 77 based on the result of winning the ball into the winning ball section. Various commands such as a variation command, a type command, a final stop command, an opening command, and an ending command are output to the performance control device 82. Details of these various commands will be explained later.

[0094] Also, connected to the output side of the MPU 202 are the drive units 323, 353, 359 for the variable winning devices 32 (first variable winning device 32A, second variable winning device 32B), the drive units 335, 337 for the electric role device 331, the first special symbol display unit 37a, the second special symbol display unit 37b, and the normal symbol display unit 38. The main control board 201 is provided with various driver circuits, and the MPU 202 controls the drive of the various drive units through these driver circuits.

[0095] An external terminal board 79 is connected to the output side of the MPU 202. The external terminal board 79 is provided with multiple external terminals (output terminals). For example, eight external terminals are provided, each outputting a different type of information to the management computer. These multiple external terminals include a terminal for externally outputting an opening / closing execution signal indicating that the machine is in the opening / closing execution mode and a terminal for externally outputting a high-frequency signal indicating that the machine is in the high-frequency support mode. The MPU 202 sets information corresponding to the progress of the game in an external output buffer provided in the RAM 204. Then, based on the information set in the external output buffer, the external terminal board 79 is set for signal output, allowing the gaming hall's management computer to recognize the status of the pachinko machine 10. Each external terminal is configured using a photocoupler to enable transmission of electrical signals from the main control device 81 to the management computer while preventing reverse flow.

[0096] The power supply monitoring board 205 relays between the main control board 201 and the power supply and launch control device 78, and also monitors the stable DC voltage of 24 volts, which is the maximum voltage output from the power supply and launch control device 78. The payout control device 77 controls the payout of prize balls and loan balls by the payout device 76 based on the prize ball command input from the main control device 81.

[0097] The power supply and launch control device 78 is connected to a commercial power supply (external power supply) in, for example, an amusement hall or the like. Then, based on the external power supplied from the commercial power supply, it generates the operating power required for the main control board 201, the payout control device 77, etc., and supplies the generated operating power through a predetermined power path. The power supply and launch control device 78 is also responsible for controlling the launch of the game ball launching mechanism 27, and drives the game ball launching mechanism 27 based on the identification of a predetermined launch operation for the launch operation device 28.

[0098] The performance control device 82 drives and controls the display light emission unit 63, error light emission unit 64, and speaker unit 65 provided on the front door frame 14 based on various commands input from the main control device 81, and also controls the display control device 212. The display control device 212 executes display control of the symbol display device 42 based on the commands input from the performance control device 82.

[0099] <Electrical configuration for performing various lotteries by the MPU202> Next, the electrical configuration for performing various lotteries by the MPU202 will be described using FIG. 9.

[0100] The MPU202 uses various counter information to perform jackpot lotteries, support lotteries for the electric accessory 331, settings for the display of the first special figure display unit 37a and the second special figure display unit 37b, settings for the symbol display of the symbol display device 42, settings for the display of the normal figure display unit 38, etc. Specifically, a jackpot random number counter C1 used for the lottery of jackpot occurrence, a jackpot type counter C2 used for the lottery of the type of jackpot result, a reach random number counter C3 used for the reach lottery when the symbol display device 42 fluctuates out of range, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, a variation type counter CS for determining the variation display time in each of the special figure display units 37a, 37b and the symbol display device 42, and an electric accessory release counter C4 used for the support lottery to determine whether to support the electric accessory 331 in a supported state are used. Note that the counters C1 to C4, CINI, and CS are provided in various counter areas 233 of the RAM 204.

[0101] Each of the counters C1 to C4, CINI, and CS is a loop counter that is incremented by 1 to the previous value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short time intervals.

[0102] The numerical information of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 is stored in a reserved ball storage area 232 provided as acquisition information storage means for reserved information for the jackpot lottery when a win occurs in the first operating port 33 or the second operating port 34. The reserved ball storage area 232 includes a first special symbol reserved area RA, a first reserved number storage area NA, and a first execution area RAE as areas for storing reserved information based on a win in the first operating port 33, and a second special symbol reserved area RB, a second reserved number storage area NB, and a second execution area RBE as areas for storing reserved information based on a win in the second operating port 34.

[0103] The reserve area RA for the first special symbol comprises a first area RA1, a second area RA2, a third area RA3 and a fourth area RA4, and in accordance with the winning history in the first operating port 33, the numerical information of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the variable type counter CS is stored in one of the areas RA1 to RA4 as reserve information on the special symbol side.

[0104] In this case, when multiple consecutive wins occur in the first actuation port 33, the first area RA1 to the fourth area RA4 store the numerical information in chronological order in the order of the first area RA1 → the second area RA2 → the third area RA3 → the fourth area RA4. By providing four areas RA1 to RA4 in this manner, up to four winning histories of game balls entering the first actuation port 33 can be reserved and stored. The number of reserved information stored in each area RA1 to RA4 is stored as numerical information in the first reserved number storage area NA. The numerical information in the first reserved number storage area NA is updated in response to an increase or decrease in the reserved information.

[0105] In addition, the number of reserved items that can be stored in the first special chart reserved area RA is not limited to four and is arbitrary, and may be any number such as two, three, five or more, or may be single.

[0106] The first execution area RAE is an area in which reserved information for which a win / loss judgment and allocation judgment are performed when the variable display in the first special symbol display unit 37a is started is stored. Specifically, when the variable display in the first special symbol display unit 37a is started, the reserved information stored in the first area RA1 of the first special symbol reserved area RA is moved to the first execution area RAE. Then, a win / loss judgment and allocation judgment for one game are performed based on the reserved information moved to the first execution area RAE.

[0107] The areas RB, NB, RBE relating to pending information based on winning at the second operating port 34 have the same configuration as the areas RA, NA, RAE relating to pending information based on winning at the first operating port 33.

[0108] That is, the reserve area RB for the second special symbol has a first area RB1, a second area RB2, a third area RB3 and a fourth area RB4, and in accordance with the winning history in the second operating port 34, the numerical information of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the variable type counter CS is stored in one of the areas RB1 to RB4 as reserve information on the special symbol side.

[0109] In this case, when multiple consecutive wins occur in the second actuation port 34, the first area RB1 to the fourth area RB4 store the numerical information in chronological order: first area RB1 → second area RB2 → third area RB3 → fourth area RB4. By providing four areas RB1 to RB4 in this manner, up to four winning histories of game balls entering the second actuation port 34 can be reserved and stored. The number of reserved information stored in each area RB1 to RB4 is stored as numerical information in the second reserved number storage area NB. The numerical information in the second reserved number storage area NB is updated in response to an increase or decrease in the reserved information.

[0110] In addition, the number of items that can be reserved and stored in the second special chart reservation area RB is not limited to four and can be any number, such as two, three, five or more, or it can be single.

[0111] The second execution area RBE is an area in which reserved information for which a win / loss judgment and allocation judgment are made when the variable display in the second special symbol display unit 37b is started is stored. Specifically, when the variable display in the second special symbol display unit 37b is started, the reserved information stored in the first area RB1 of the second special symbol reserved area RB is moved to the second execution area RBE. Then, a win / loss judgment and allocation judgment for one game are made based on the reserved information moved to the second execution area RBE.

[0112] As described above, by providing respective execution areas RAE, RBE corresponding to the respective special chart reserve areas RA, RB, it is possible to execute in parallel in the respective execution areas RAE, RBE the judgment of whether the reserved information based on winning at the first operating port 33 is correct or not and the judgment of whether the reserved information based on winning at the second operating port 34 is correct or not.

[0113] Regarding each counter in detail, the jackpot random number counter C1 is configured to increment by one within a range of, for example, 0 to 599, and return to 0 after reaching a maximum value (i.e., 599). In particular, when the jackpot random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 599). The jackpot random number counter C1 is periodically updated and stored in the reserved ball storage area 232 of the RAM 204 when a gaming ball enters the first actuation port 33 or the second actuation port 34. More specifically, when a gaming ball enters the first actuation port 33, it is stored in the reserved area RA for the first special symbol of the RAM 204, and when a gaming ball enters the second actuation port 34, it is stored in the reserved area RB for the second special symbol of the RAM 204.

[0114] The value of the random number that results in a jackpot win is stored as a win / loss table (win / loss information group) in a win / loss table storage area 221, which serves as win / loss information group storage means in the ROM 203. Here, the contents of the win / loss table will be explained using FIG. 10. As shown in FIG. 10, the win / loss table includes a win / loss table for the first special symbol (first win / loss information group for low probability) in the low probability mode of FIG. 10(a), a win / loss table for the first special symbol (first win / loss information group for high probability) in the high probability mode of FIG. 10(b), a win / loss table for the second special symbol (second win / loss information group for low probability) in the low probability mode of FIG. 10(c), and a win / loss table for the second special symbol (second win / loss information group for high probability) in the high probability mode of FIG. 10(d). In other words, this pachinko machine 10 has a low probability mode (low probability state) and a high probability mode (high probability state) set as lottery modes in the win / lose lottery means, and for each mode, there is provided a win / lose table for the first special symbol regarding pending information based on winning at the first operating port 33, and a win / lose table for the second special symbol regarding pending information based on winning at the second operating port 34.

[0115] Here, in the game state where the win / loss table for the low probability mode is referenced in the win / loss table for any special symbol, the random number value for the jackpot is always two, as shown in Figures 10(a) and 10(c). Also, in the game state where the win / loss table for the high probability mode is referenced in the lottery for any special symbol, the random number value for the jackpot is always 20, as shown in Figures 10(b) and 10(d). Note that the number and value of the random numbers for the win are arbitrary, as long as the winning probability is higher in the high probability mode than in the low probability mode. However, it is preferable that the winning probability for each special symbol is the same in both the low probability mode and the high probability mode.

[0116] In each lottery mode, the lottery result will be a losing result except for the random number value that results in a jackpot win, but in this pachinko machine 10, there are two types of losing results: a special losing result and a normal losing result. The difference between these will be explained later.

[0117] The jackpot type counter C2 is configured to be incremented by 1 in sequence within a range of 0 to 29, and to return to 0 after reaching the maximum value (i.e., 29). Here, in this embodiment, multiple jackpot results are set. These multiple jackpot results are set by providing differences in two conditions: (1) the support mode of the electric accessory 331 of the right first operating port 33B after the opening / closing execution mode ends, and (2) the manner of opening / closing control of each variable winning device 32A, 32B in the opening / closing execution mode.

[0118] As the support mode for the electric device 331 of the right first operating port 33B, a low-frequency support mode (low-frequency support state or low-frequency guide state) and a high-frequency support mode (high-frequency support state or high-frequency guide state) are set so that the frequency with which the electric device 331 of the right first operating port 33B opens per unit time is relatively high or low when compared with a situation in which game balls continue to be launched in a similar manner into the game area PE (a situation in which the second launch operation is performed so that the balls flow down the right area PE3).

[0119] Specifically, in the low-frequency support mode and the high-frequency support mode, the probability of winning the electric role open state in the electric role open lottery using the electric role open counter C4 is the same (for example, 1 / 2 in both), but in the high-frequency support mode, the number of times that the electric role 331 will be in the open state when the electric role open state is won is set to be more than in the low-frequency support mode, and the opening time for each opening is set to be longer. In this case, when the electric role open state is won in the high-frequency support mode and the electric role open state of the electric role 331 occurs multiple times, the closing time from the end of one opening state to the start of the next opening state is set to be shorter than the opening time for each opening. Furthermore, in the high-frequency support mode, the minimum time ensured between one electric role open lottery and the next electric role open lottery is set to be shorter than in the low-frequency support mode.

[0120] As described above, in the high-frequency support mode, the probability of winning at the right first actuation port 33B is higher than in the low-frequency support mode. In other words, in the low-frequency support mode, the probability of winning at the lower first actuation port 33A or the second actuation port 34 is higher than in the right first actuation port 33B, but in the high-frequency support mode, the probability of winning at the right first actuation port 33B is higher than in the lower first actuation port 33A or the second actuation port 34. When a win at the right first actuation port 33B occurs, a predetermined number of game balls are paid out, so in the high-frequency support mode, the player can play without losing too many balls.

[0121] The configuration for making the high-frequency support mode more frequently than the low-frequency support mode in becoming in the electric role open state per unit time is not limited to the above, and may be, for example, a configuration for increasing the probability of winning the electric role open state in the electric role open lottery. Furthermore, the high-frequency support mode and the low-frequency support mode may be set by making any one condition or any combination of the conditions of the number of times, open time, and winning probability different.

[0122] The jackpot type counter C2 is updated periodically, and is stored in the reserved ball storage area 232 of the RAM 204 at the timing when the gaming ball enters the first operating port 33 or the second operating port 34. More specifically, at the timing when the gaming ball enters the first operating port 33, it is stored in the reserved area RA for the first special symbol of the RAM 204, and at the timing when the gaming ball enters the second operating port 34, it is stored in the reserved area RB for the second special symbol of the RAM 204.

[0123] The allocation destination of the game result for the big win type counter C2 is stored as an allocation table (allocation information group) in an allocation table storage area 222 serving as allocation information group storage means in the ROM 203. Here, the contents of the allocation table will be explained with reference to Fig. 11. As shown in Fig. 11, an allocation table (first allocation information group) for the first special symbol in Fig. 11(a) and an allocation table (second allocation information group) for the second special symbol in Fig. 11(b) are set as the allocation table.

[0124] In the allocation table for the first special symbol, as shown in Fig. 11(a), the allocation destination of the game result is set to a jackpot result without V (high probability non-transition result) and a jackpot result with 1st V (first high probability transition result). In the allocation table for the second special symbol, as shown in Fig. 11(b), the allocation destination of the game result is set to a jackpot result with 1st V (first high probability transition result) and a jackpot result with 2nd V (second high probability transition result).

[0125] Here, the manner of opening and closing control of each of the variable winning devices 32A, 32B in the opening and closing execution mode in the pachinko machine 10 will be described.

[0126] The opening / closing execution mode at the time of a jackpot of this pachinko machine 10 is set to a normal opening / closing execution mode in which only the opening / closing control by the first variable winning device 32A is performed, and a V-variable opening / closing execution mode in which the opening / closing control by the first variable winning device 32A and the opening / closing control by the second variable winning device 32B are performed. In the normal opening / closing execution mode, the opening and closing of the large winning opening 321 in the first variable winning device 32A is performed five times, and each opening continues until 30 seconds (first period) has elapsed or the number of winning balls in the large winning opening 321 reaches eight (first number). On the other hand, in the V-variable opening / closing execution mode, the large prize opening 321 in the first variable prize-winning device 32A is opened and closed four times, and then the distribution entrance 351 in the second variable prize-winning device 32B is opened and closed once, and both open states continue until 30 seconds (first period) have elapsed or until the number of prizes won into the large prize opening 321 or distribution entrance 351 that is in the open state reaches 8 (first number).

[0127] As described above, the number of prize balls awarded based on winning the first variable winning device 32A and the second variable winning device 32B is 10 for both, and the number of prize balls awarded in the normal opening / closing execution mode and the V-variable winning opening / closing execution mode is the same. Meanwhile, in the normal opening / closing execution mode, only the first variable winning device 32A wins, while in the V-variable winning opening / closing execution mode, both the first variable winning device 32A and the second variable winning device 32B win. Therefore, in the V-variable winning opening / closing execution mode, a ball may flow into the V-winning area 356 (detected by the V-winning detection sensor 362) based on winning the second variable winning device 32B. In this pachinko machine 10, the win / lose lottery mode after the opening / closing execution mode is determined based on whether a game ball is detected by the V-winning detection sensor 362 during the opening / closing execution mode.

[0128] More specifically, when a gaming ball is detected by the V entry detection sensor 362 during the opening / closing execution mode, the win / loss lottery mode after the opening / closing execution mode becomes the high probability mode. This high probability mode continues until the lottery result in the win / loss lottery is a jackpot win, resulting in a transition to the jackpot state. On the other hand, if a gaming ball is not detected by the V entry detection sensor 362 during the opening / closing execution mode, the win / loss lottery mode after the opening / closing execution mode becomes the low probability mode. This low probability mode continues until the lottery result in the win / loss lottery is a jackpot win, resulting in a transition to the jackpot state.

[0129] That is, if a jackpot result that transitions to the normal opening / closing execution mode occurs, the win / loss lottery mode after that opening / closing execution mode transitions to a low-probability mode, and if a jackpot result that transitions to the V-variable opening / closing execution mode occurs, the win / loss lottery mode after that opening / closing execution mode may transition to a high-probability mode. As described above, in this embodiment, a game ball that enters the second variable winning device 32B is guided to the V-winning area 356 with a 100% probability, and if a jackpot result that transitions to the V-variable opening / closing execution mode occurs and a win / loss lottery mode is entered into the second variable winning device 32B, there is a 100% probability that the win / loss lottery mode will then transition to a high-probability mode. In other words, in this pachinko machine 10, the type of opening / closing execution mode to transition to determines whether the win / loss lottery mode is high or low, and the type of jackpot result does not determine the win / loss lottery mode after the opening / closing execution mode.

[0130] In relation to the above-mentioned game states, the normal game state refers to a state in which the win / lose lottery mode is a low probability mode and the support mode is a low frequency support mode.

[0131] To explain each big win result shown in the distribution table in FIG. 11 in more detail, the opening and closing execution mode to which the player transitions and the support mode after the opening and closing execution mode are set to have different levels.

[0132] A V-less jackpot result is a jackpot result in which the game transitions to the normal opening / closing execution mode, and after the opening / closing execution mode ends, the support mode becomes the low-frequency support mode. In other words, a V-less jackpot result is a game result that essentially transitions the game state after the opening / closing execution mode to the normal game state, which becomes the low-probability mode and the low-frequency support mode.

[0133] The first V jackpot result is a jackpot result that transitions to the V probability variable opening and closing execution mode, and after the opening and closing execution mode ends, the support mode becomes the low frequency support mode. In other words, the first V jackpot result is a game result that essentially transitions the game state after the opening and closing execution mode to the first probability variable state, which becomes the high probability mode and the low frequency support mode.

[0134] The second V jackpot result is a jackpot result in which the game transitions to the V probability variable opening and closing execution mode, and after the opening and closing execution mode ends, the support mode becomes the high frequency support mode. In other words, the second V jackpot result is a game result that essentially transitions the game state after the opening and closing execution mode to the second probability variable state, which becomes the high probability mode and the high frequency support mode.

[0135] As described above, when the support mode becomes the high frequency support mode, the electric accessory 331 is more likely to be in the support state, and as a result, the probability of winning the right first operating port 33B increases. Therefore, in the second probability variable state in the high frequency support mode, it is more advantageous for the player to launch the game ball so that it flows down the right area PE3 with the second launching operation than to launch it down the left area PE2 with the first launching operation and aim at the lower first operating port 33A, because it is possible to take the winning / losing lottery on the first special chart side without reducing the number of balls held.

[0136] On the other hand, even if the support mode is the low-frequency support mode, i.e., the electric device 331 is unlikely to enter the support state and the probability of winning at the right first actuation port 33B is low, if a game ball is launched by the second launching operation so that it flows down the right area PE3, the game ball may enter the second actuation port 34. As described above, when a game ball is launched by the second launching operation, the game ball passes through the guide path W1 and reaches the branch path W2. In this embodiment, the branch path W2 is configured to branch half of the game balls that reach it to the right branch path W3 on the second actuation port 34 side. Furthermore, in this embodiment, each path W1 to W3 is configured to prevent balls from spilling. Therefore, even in the low-frequency support mode, half of the game balls launched by the second launching operation will enter the second actuation port 34, making it possible to participate in the lottery for winning or losing the second special symbol.

[0137] Therefore, even in a low probability mode such as the normal game state or the first high probability state, if the first firing operation is performed, the winning or losing lottery for the first special symbol can be held based on the winning of the first lower operating port 33A, and if the second firing operation is performed, the winning or losing lottery for the second special symbol can be held based on the winning of the second operating port 34.

[0138] As shown in Figure 10, the probability of a jackpot result is the same in the first special chart win / lose table and the second special chart win / lose table regardless of the win / lose lottery mode. On the other hand, the probability of a special loss result is set to be different in both win / lose tables.

[0139] Here, a special miss result is a game result in which the first variable winning device 32A performs one opening / closing control (opening / closing of the special winning opening 321) and transitions to an opening / closing execution mode in which the opening / closing control continues until 6 seconds (second period) have elapsed or until the number of winning balls in the special winning opening 321 reaches three (second number). That is, with a special miss result, the opening period of the special winning opening 321 is shorter than in the opening / closing execution modes of any other jackpot result, and the number of opening / closing times is set to be fewer, resulting in fewer winning balls. In this embodiment, when the launch condition is met (when the launch operation device 28 is operated), one game ball is launched into the play area PE every 0.6 seconds. As described above, the opening time of the special winning opening 321 based on a special miss result is set to be longer than the product of the launch period and the maximum number of winning balls (three). Therefore, in the opening / closing execution mode based on a special miss result, it is possible to expect the maximum number of winning balls to be won, and thus obtain the corresponding winning balls.

[0140] 10, the first special symbol win / loss table and the second special symbol win / loss table are set so that the probability of a special loss result is higher in the second special symbol win / loss table than in the first special symbol win / loss table, regardless of the level of the win / loss lottery mode. Therefore, as described above, even in a low probability mode such as the normal game state or the first high probability state, if the second firing operation is performed, a win / loss lottery for the second special symbol based on winning into the second operating port 34 can be held, and accordingly, if a special loss result is obtained, prize balls can be obtained by winning into the first variable winning device 32A (effectively 3 wins x 10 prize balls, or 30 prize balls).

[0141] However, in this embodiment, the probability of a special losing result in the hit / miss table for the second special symbol is set to 1 in 30, and the prize ball based on entry into the second operating port 34 is set to 1. In a normal game state, assuming a game in which a game ball is aimed at the second operating port 34, that is, a game in which the second firing operation is performed to fire a game ball, in order to get a ball to enter the second operating port 34 and obtain a special losing result (30 prize balls), it is necessary to fire at least about 60 game balls (1 / 2 x 1 / 30) on average, and the number of balls fired up to that point is greater than the number of prize balls obtained from the special losing result. Furthermore, the probability of a jackpot result in normal gaming mode is set to 1 in 300, and in order to get a jackpot result (400 prize balls, 5 rounds x 8 prizes x 10), it is necessary to fire at least approximately 600 game balls on average (1 / 2 x 1 in 300), and the number of balls fired up to that point is greater than the number of prize balls obtained from the jackpot result. As a result, there is little benefit to operating the second firing operation in normal gaming mode, and in particular the payout base obtained by subtracting the number of prize balls based on the prize balls entering second operating port 34 (number of prize balls in second operating port 34 + number of prize balls based on the open / close execution mode) from the number of fired balls is negative.

[0142] Furthermore, in this embodiment, the variable display time based on each winning / losing lottery is made different, so that the efficiency (speed) of each winning / losing lottery is made different. This configuration will be described below.

[0143] As described above, in this pachinko machine 10, the win / loss lottery for the first special symbol side and the win / loss lottery for the second special symbol side can be executed in parallel. The results of both win / loss lotteries are notified by the variable display by the corresponding special symbol display units 37a, 37b and the variable display of each pattern by the pattern display device 42. The period of these variable displays is set by referring to the variable display time table stored in the variable display time table storage area 223 provided in the ROM 203 each time a win / loss lottery trigger occurs. In this embodiment, the variable display time table to be selected is set for each game state, each win / loss lottery trigger, and game result.

[0144] As shown in Figure 12, in the variable display time table for the normal game mode (low probability mode and low frequency support mode), when the game result is a normal miss, the variable display time table for the second special symbol (Figure 12(d)) is selected, and the variable display time is longer than when the variable display time table for the first special symbol (Figure 12(b)) is selected. More specifically, when the variable display time table for the second special symbol is selected for a normal miss, the variable display time is set to 6,000 seconds, and one game session takes more than one hour (100 minutes). For example, if the gaming hall's operating hours are 10 hours, even if a game is played in the normal game mode, aiming for the second operating port 34, only six game sessions (lottery draws) will be possible. In contrast, when the variable display time table for the first special symbol is selected, a maximum of 90 seconds is selected, regardless of whether the game result is a jackpot / special miss (Figure 12(a)) or a normal miss (Figure 12(b)). Therefore, the efficiency of consumption in the normal game state is higher on the first special symbol side than on the second special symbol side, and the efficiency of consumption is higher when the first firing operation is performed and aimed at the lower first operating port 33A than when the second firing operation is performed and aimed at the second operating port 34.

[0145] On the other hand, in the variable display time table for the first probability variable state (high probability mode and low frequency support mode), as shown in FIG. 13, when the game result is a normal miss, the variable display time is set to be longer when the variable display time table for the first special symbol (FIG. 13(b)) is selected than when the variable display time table for the second special symbol (FIG. 13(d)) is selected. In other words, the relationship between the normal game state and the length of the variable display time is reversed. Therefore, the consumption efficiency in the first probability variable state is higher on the second special symbol side than on the first special symbol side, and performing the second firing operation and aiming at the second actuation port 34 is more efficient than performing the first firing operation and aiming at the lower first actuation port 33A. Furthermore, since the win / loss lottery mode is a high probability mode during the first probability variable state, the probability of a jackpot result is also higher (see FIG. 10). Therefore, by aiming at the second actuation port 34, a jackpot result can be expected with a relatively small number of plays. Furthermore, as described above, the probability of a special miss result is set higher in the hit / miss table for the second special symbol based on winning the second operating port 34 than in the hit / miss table for the first special symbol. Therefore, in the first probability variable state, by performing the second firing operation to win the second operating port 34, it is possible to take the hit / miss lottery for the second special symbol without reducing the number of balls held significantly.

[0146] In the variable display time table for the second probability variable state (high probability mode and high frequency support mode), as shown in FIG. 14, when the game result is a normal miss, the variable display time table for the second special symbol (FIG. 14(d)) is selected, and the variable display time table for the first special symbol (FIG. 14(b)) is selected, are set so that the variable display time is longer. In other words, the relationship between the length of the variable display time is reversed between the first probability variable state and the second probability variable state. Therefore, the consumption efficiency in the second probability variable state is higher on the first special symbol side than on the second special symbol side. However, since the support mode becomes the high frequency support mode in the second probability variable state, the ball entry rate is higher when aiming for the right first actuation port 33B than when aiming for the bottom first actuation port 33A. More specifically, as the electric device 331 provided in the right first operating port 33B frequently enters the support state, the frequency of winning at the right first operating port 33B increases, and by obtaining the prize balls (3 balls) that come with winning at the right first operating port 33B, it becomes possible to take part in the lottery for winning or losing on the first special chart side without reducing the number of balls held significantly.

[0147] Returning to the explanation of each counter (FIG. 9), the reach random number counter C3 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value (i.e., 238). The reach random number counter C3 is periodically updated, and is stored in the reserved ball storage area 232 of the RAM 204 at the timing when a gaming ball enters the first actuation port 33 or the second actuation port 34. More specifically, it is stored in the reserve area RA for the first special symbol of the RAM 204 at the timing when a gaming ball enters the first actuation port 33, and is stored in the reserve area RB for the second special symbol of the RAM 204 at the timing when a gaming ball enters the second actuation port 34. Whether or not a reach is to occur is determined based on the reach table stored in the reach table storage area of ​​the ROM 203 (see FIGS. 12 to 14).

[0148] Here, the term "reach display" (reach state) refers to a display state that makes a player believe that the game machine is in a variable display state that is likely to result in the special display result after the variable display on the pattern display device 42 has started and before the variable display result is derived and displayed, in a game machine that is equipped with a pattern display device 42 that is capable of performing a variable display (or variably display) of patterns (pictures), and in which the stop display result after the variable display becomes a special display result in a game round in which the variable winning devices 32A, 32B are in the open / close execution mode.

[0149] In other words, by displaying the patterns of some of the multiple pattern rows displayed on the display screen of the pattern display device 42 in a stopped state, a combination of reach patterns that may result in a jackpot pattern combination corresponding to the occurrence of the open / close execution mode is displayed, and in this state, the patterns of the remaining pattern rows are displayed in a variable manner.

[0150] More specifically, as a preliminary step to terminating the display of the changing patterns, a reach line is formed by stopping and displaying a combination of reach patterns that may result in a jackpot pattern combination corresponding to the occurrence of the open / close execution mode on a pre-set effective line within the display screen of the pattern display device 42, and while the reach line is formed, the changing patterns are displayed using the final stopped pattern sequence.

[0151] To explain the display contents of FIG. 5 in detail, first, high-speed variable display is initiated for all symbol columns Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol is displayed. Then, the variable display mode of the upper symbol column Z1 switches from high-speed variable display to low-speed variable display, which allows the player to easily or easily recognize the displayed symbol. Then, as the variable display of the upper symbol column Z1 ends, the variable display mode of the lower symbol column Z3 switches from high-speed variable display to low-speed variable display. Then, the variable display of the lower symbol column Z3 ends. In this case, a ready-to-win line is formed by a main symbol with the same number as that of any of the activated lines L1 to L5 being displayed as a static display. Then, when the variable display of the middle symbol column Z2 switches from high-speed variable display to low-speed variable display and an open / close execution mode is triggered, a main symbol with the same number as that of the main symbol forming the ready-to-win line is displayed as a static display on the ready-to-win line, and the variable display of the symbols in the middle symbol column Z2 ends.

[0152] Further, the reach display includes a reach effect in which, while a reach symbol combination is displayed as described above, the remaining symbol rows are displayed with varying symbols, and predetermined characters or the like are displayed as animation on the background screen, and a reach effect is performed by displaying a reduced-size or non-displayed reach symbol combination and then displaying predetermined characters or the like as animation on almost the entire display screen. Furthermore, when a reach display is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to perform a notice display using a predetermined image such as a predetermined character.

[0153] The variation type counter CS is configured to be incremented by one within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value (i.e., 198). The variation type counter CS is used by the MPU 202 to determine the variation display time in the first special symbol display section 37a and the second special symbol display section 37b of the special symbol display section 37 and the variation display time of the symbol on the symbol display device 42. The variation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated within the remaining time of the normal processing. The variation type counter CS is stored in the reserved ball storage area 232 of the RAM 204 when a gaming ball enters the first actuation port 33 or the second actuation port 34. More specifically, the variation type counter CS is stored in the first special symbol reserve area RA of the RAM 204 when a gaming ball enters the first actuation port 33, and in the second special symbol reserve area RB of the RAM 204 when a gaming ball enters the second actuation port 34.

[0154] The electric accessory release counter C4 is configured to be incremented by one within a range of, for example, 0 to 250, and to return to 0 after reaching a maximum value (i.e., 250). The electric accessory release counter C4 is periodically updated, and is stored in the electric accessory reserve area R of the RAM 204 at the timing when a gaming ball enters the through gate 35. Then, at a predetermined timing, a lottery is held to determine whether or not the electric accessory 331 should be controlled to an open state based on the value of the electric accessory release counter C4 stored. For example, if C4 = 0 to 190, the electric accessory 331 is controlled to an open state, and if C4 = 191 to 250, the electric accessory 331 is not controlled to an open state.

[0155] As already explained, in the MPU 202, the variable display time in the first special symbol display unit 37a and the second special symbol display unit 37b is determined using the value of the variable type counter CS stored in each execution area RAE, RBE, and the variable display time table storage area 223 of the ROM 203 is used for this determination. Also, in the MPU 202, the stop results in the first special symbol display unit 37a and the second special symbol display unit 37b are determined using the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 stored in each execution area RAE, RBE, and the stop result table storage area 224 of the ROM 203 is used for this determination.

[0156] <Regarding various processes executed by the main control device 81> Next, we will explain the timer interrupt processing and normal processing that are executed to progress the game in each game round by the MPU 202 in the main control device 81. In addition to the timer interrupt processing and normal processing, the MPU 202 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power outage signal to the NMI terminal (non-maskable terminal), but we will not explain these processes here.

[0157] <Timer interrupt processing> First, the timer interrupt process will be described with reference to the flowchart of Fig. 15. This process is started by the MPU 202 periodically (for example, every 2 msec).

[0158] In step S101, a reading process of various detection sensors is executed. That is, the status of various detection sensors connected to the main control device 81 is read, and the status of the detection sensors (detection information from the detection sensors) is determined and detection information (winning detection information) is saved. For example, if it is determined that a gaming ball has entered the special winning opening 321, a winning detection flag for the special winning opening is stored. If a winning entry into the second variable winning device 32B has occurred (a gaming ball is detected by the counting detection sensor 361), a winning detection flag for winning into the second variable winning device 32B is saved. Furthermore, if it is determined that a gaming ball has passed through the V winning area 356, a detection flag for V winning is saved. And if it is determined that a gaming ball has passed through the discharge area 357, a detection flag for discharge is saved. Note that in a configuration that does not have other sensors, such as a configuration that does not include the second variable winning device 32B, the status reading process of those sensors may not be performed.

[0159] Then, in step S102, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of ​​the RAM 204.

[0160] In the next step S103, the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 are each incremented by 1, and when their counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of each counter C1 to C4 are stored in the corresponding buffer area of ​​RAM 204.

[0161] In the following step S104, a winning process for through is executed in response to a win at the through gate 35. In the winning process for through, it is determined whether or not a winning detection flag for the through gate is stored in RAM 204, and if this flag is stored, the value of the electric role release counter C4 updated in step S103 is stored in the electric role holding area R, provided that the number of role reserved memories stored in the electric role holding area R is less than 4. Also, a process is performed to update the display (display of the number of reserved) of the normal picture reserved display unit 41 in accordance with the number of role reserved memories updated by this acquisition. Then, the winning detection flag is erased, and the winning process for the through gate is terminated.

[0162] After executing the winning process for the through gate in step S104, the process proceeds to step S105, where the winning process for the operating port associated with winning at the operating port 33A, 33B, 34 is executed, and the timer interrupt process is terminated.

[0163] <Winning process for operating port> Here, the winning process for the operating port will be explained with reference to the flowchart of FIG.

[0164] In step S201, whether a gaming ball has entered either of the first actuation ports 33A, 33B (start entry) is determined based on the detection state of the detection sensors corresponding to the lower first actuation port 33A and the right first actuation port 33B. If it is determined that a gaming ball has entered either of the first actuation ports 33A, 33B, in step S202, a prize ball command is set in the payout control device 77 to pay out three gaming balls. In the following step S203, the value stored in the reserve number storage area (first reserve number storage area NA) of the first special symbol reserve area RA is read, and it is determined whether the first start reserve memory number RaN reserved and stored in the first special symbol reserve area RA is less than the maximum number that can be stored (4). If it is less than the maximum number, in step S204, a process of incrementing the first start reserve memory number RaN by 1 is executed. Then, in step S205, an information acquisition process is performed to store the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS. In the following step S206, a confirmation process for the first pending notice is performed. In this process, information that a win has occurred in the first actuation ports 33A, 33B is output to the performance control device 82, and information on the number of games played regarding the pending information acquired based on the current win in the first actuation ports 33A, 33B (information such as a win / loss determination, whether a reach has occurred, and whether a notice effect has occurred) is output to the performance control device 82.

[0165] If a negative determination is made in either step S201 or step S203, or after the processing of step S206 has been executed, the process proceeds to step S207. In step S207, whether or not a gaming ball has entered the second actuation port 34 (start entry) is determined based on the detection state of the detection sensor corresponding to the second actuation port 34. If it is determined that a gaming ball has entered the second actuation port 34, a prize ball command for dispensing one gaming ball is set in the payout control device 77 in step S208. In the following step S209, the value stored in the reserve number storage area (second reserve number storage area NB) of the second special symbol reserve area RB is read, and it is determined whether the second start reserve memory number RbN reserved and stored in the second special symbol reserve area RB is less than the maximum number that can be stored (4). If it is less than the maximum number, in step S210, the process of incrementing the first start reserve memory number RaN by 1 is executed. Then, in step S211, an information acquisition process is performed to store the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS. In the following step S212, a confirmation process for the second pending notice is performed. In this process, information that a win has occurred in the second operation port 34 is output to the performance control device 82, and information on the number of games played regarding the pending information acquired based on the current win in the second operation port 34 (information such as whether or not a win has occurred, whether or not a reach has occurred, and whether or not a notice effect has occurred) is output to the performance control device 82. If a negative judgment is made in either step S207 or step S209, or after the process of step S212 has been executed, the winning process for this operation port is terminated.

[0166] The prize ball commands set in steps S202 and S208 are sent to the payout control device 77 in the external output process of the normal process described below. In addition, the reserved information commands (reserved commands) set in steps S206 and S212 are also sent to the performance control device 82 in the external output process of the normal process. These reserved commands include information on which of the first operating port 33A, 33B and the second operating port 34 the winning is based on, and the performance control device 82 executes a process to change the display in the special chart display areas Ga and Gb in response to the increase in the number of reserved balls by receiving the reserved commands.

[0167] Specifically, when the command received by the display control device 212 via the performance control device 82 corresponds to winning at either of the first actuation ports 33A, 33B, a process is executed to display the reserved image in the special symbol display area Ga for the first actuation port set on the display screen 42a (see FIG. 5(b)). In the special symbol display area Ga for the first actuation port, reserved images are displayed sequentially from the right. For example, if the first start reserved memory number RaN for the first actuation port is 1, reserved images are displayed in the first unit reserved display area Ga1 at the right end, and if the first start reserved memory number RaN is 4, reserved images are displayed in all unit reserved display areas Ga1 to Ga4. Also, when the command received by the display control device 212 via the performance control device 82 corresponds to winning at the second actuation port 34, a process is executed to display reserved images in the special symbol display area Gb for the second actuation port set on the display screen 42a (see FIG. 5(b)). In the special image display area Gb for the second operating port, pending images are displayed sequentially from the left side; for example, if the second start pending memory number RbN for the second operating port is 1, the pending image is displayed in the first unit hold display area Gb1 on the left side, and if the start pending memory number RbN is 4, the pending images are displayed in all unit hold display areas Gb1 to Gb4.

[0168] <Normal processing> Next, the flow of normal processing will be explained with reference to the flowchart in Figure 17. Normal processing is processing that starts after main processing, which is started when the power is turned on, is executed, and in normal processing, the main processing of the game is executed. In summary, the processing of steps S301 to S307 is executed as periodic processing at a cycle of 4 msec, and the counter update processing of steps S309 and S310 is executed in the remaining time.

[0169] In normal processing, first, external signal output processing is executed in step S301. In the external signal output processing in step S301, output data such as commands set in the timer interrupt processing or the previous normal processing is sent to each control device on the sub-side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 77. In addition, if a performance command such as a variation command, type command, variation end command, or hold command is set, it is sent to the performance control device 82.

[0170] Next, in step S302, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of ​​the RAM 204.

[0171] In the next step S303, a first game round control process is executed to control the game in each game round based on the winning of either of the first actuation ports 33A, 33B. In this first game round control process, a jackpot determination is made on the first special symbol side, setting of the variable display of the symbol by the symbol display device 42, display control of the first special symbol display unit 37a, etc. are performed.

[0172] After executing the first game round control process in step S303, the process proceeds to step S304, where a second game round control process is executed to control the game in each game round based on the winning of the second actuation port 34. In this second game round control process, a jackpot determination is made on the second special symbol side, setting of the variable display of the symbol by the symbol display device 42, display control of the second special symbol display unit 37b, etc. are performed.

[0173] After executing the game count control process in step S303 and step S304, a game state transition process is executed in step S305. This game state transition process transitions the game state to an open / close execution mode, a high probability mode, a high frequency support mode, etc. Details of the processes in steps S303 to S305 will be described later.

[0174] In the following step S306, an electric role support process is executed to drive and control the electric role 331 provided in the right first operating port 33B. In this electric role support process, an electric role release lottery is executed to determine whether or not the electric role 331 is to be opened using numerical information acquired from the electric role release counter C4 stored in the electric role reserve area R of the RAM 204, and if the electric role open state is selected, an opening and closing process of the electric role 331 is executed. In addition, display control of the general map display unit 38 is performed to inform the result of the electric role release lottery.

[0175] As already explained, the support modes provided by the electric role device 331 are set to a low-frequency support mode and a high-frequency support mode, and a transition to either support mode is made by the game state transition process. If a high-frequency support flag is set in the various flag storage area 234 of the RAM 204 after this process, the mode becomes the high-frequency support mode, and if the flag is not set, the mode becomes the low-frequency support mode.

[0176] In the electric role support processing, whether or not the high frequency support mode is in effect is determined by determining whether or not a high frequency support flag is set in the various flag storage area 234 of the RAM 204. Then, in the high frequency support mode, when the electric role open state is won, the number of times that the electric role device 331 is in the open state is set to be more than in the low frequency support mode, and the opening time for one time is set to be longer. Also, in the high frequency support mode, when the electric role open state is won and the open state of the electric role device 331 occurs multiple times, the closing time from the end of one open state to the start of the next open state is set to be shorter than the opening time for one time.

[0177] Incidentally, when the mode is switched to the open / close execution mode, even if the high frequency support flag is set in the various flag storage area 234 of the RAM 204, the support mode is forcibly set to the low frequency support mode.

[0178] Then, in step S307, a game ball launch control process is executed. In the game ball launch control process, the solenoid of the game ball launch mechanism 27 is excited once every predetermined period (for example, 0.6 seconds) on the condition that a launch permission signal is input from the power supply and launch control device 78. This causes the game ball to be launched toward the play area PE.

[0179] In the next step S308, it is determined whether the timing for executing the next normal process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, during the remaining time until the timing for executing the next normal process, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.

[0180] That is, in step S309, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in a corresponding area of ​​RAM 204. Also, in step S310, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in a corresponding area of ​​RAM 204.

[0181] Here, since the execution time of each process of steps S301 to S307 changes depending on the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.

[0182] <First game round control process> Next, the first game round control process in step S303 will be described with reference to the flowcharts of FIGS.

[0183] In the first game round control process, first, in step S401, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not an open / close execution mode flag (open / close execution state information) is stored (memorized) in the various flag storage area 234 of the RAM 204. The open / close execution mode flag is stored when the game state is shifted to the open / close execution mode in the game state shift process described later, and is erased when the open / close execution mode is terminated in the game state shift process.

[0184] If the opening / closing execution mode is in progress, the game round control process is terminated without executing any of the processes from step S402 onwards, i.e., the game round start process of steps S403 to S407 and the game round progress process of steps S408 to S414. In other words, if the opening / closing execution mode is in progress, the game round on the first special symbol side will not be started regardless of whether a win has occurred in either of the first actuation ports 33A, 33B.

[0185] If the opening / closing execution mode is not in effect, it is determined in step S402 whether the first special symbol display unit 37a is displaying a variable. This determination is made by determining whether a first variable display flag (first variable display information) is stored (stored) in the various flag storage area 234 of the RAM 204. The first variable display flag is stored when the variable display of the first special symbol display unit 37a is started, and is erased when the variable display ends.

[0186] If the first special symbol display unit 37a is not displaying a variable symbol, the process proceeds to steps S403 to S407 for starting a game. In the process for starting a game, first, in step S403, it is determined whether the first start pending memory count RaN is "0." If the first start pending memory count RaN is "0," this means that no winning has occurred in either the lower first actuation port 33A or the right first actuation port 33B. Therefore, the first game control process is terminated. If the first start pending memory count RaN is not "0," it is determined in step S404 whether a second win flag or a special loss flag is stored in the various flag storage area 234 of the RAM 204. The second win flag is stored when a jackpot is won in the lottery on the second special symbol side and is cleared when the opening / closing execution mode based on the jackpot ends. The special loss flag is stored when a special loss occurs and is cleared when the opening / closing execution mode based on the special loss ends. If the second winning flag or the special losing result flag is stored, the first game round control process is ended as it is.

[0187] That is, in this embodiment, the lottery system for the first special symbol side and the lottery system for the second special symbol side can be executed in parallel, but when a jackpot is won in one lottery system, the start of the game rounds in the other lottery system is restricted. By doing this, it is possible to avoid a situation where, even if a jackpot is won in one lottery system, the player is too concerned about the result of the other lottery system and is unable to concentrate on the jackpot.

[0188] In addition, the start of a game in the other lottery system is restricted based on the result of not only a jackpot but also a special miss in the other lottery system. This makes it possible to avoid an event where a game in the other lottery system that results in a jackpot starts during the execution of a game that results in a special miss, resulting in overlapping open / close execution modes.

[0189] In this way, in this embodiment, a configuration is adopted in which multiple lottery systems can be implemented in parallel, while results that can limit the other systems are set. In other words, these multiple lottery systems may be implemented in parallel or independently, and while improving the efficiency of the lottery and the playability through parallel lotteries, it is possible to highlight the lottery system that is desired to attract attention.

[0190] If the second win flag or the special loss flag is not stored in step S404, a first data setting process is executed in step S405 to set the data stored in the first special symbol reserve area RA for variable display, and further a first variable start process is executed in step S406 to start variable display in the first special symbol display unit 37a and the symbol display device 42. Then, in step S407, a variable command and a type command for starting these variable displays are sent and set, and then the first game round control process is terminated. The variable command and type command are sent to the performance control device 82 in the external output process of the normal process. The performance control device 82 controls the display control device 212 based on the received variable command and type command to start game round performance such as variable display of symbols on the display screen 42a.

[0191] The first data setting process in step S405 and the first fluctuation start process in step S406 will now be described in detail.

[0192] First, the first data setting process will be described with reference to the flowchart of FIG.

[0193] In the data setting process, first, in step S501, a process is executed to subtract "1" from the first start pending memory number RaN. In the following step S502, the data stored in the first area RA1 of the first special symbol reserve area RA is moved to the first execution area RAE. In the following step S503, a process is executed to shift the data stored in the memory area of ​​the first special symbol reserve area RA. This data shift process is a process to shift the data stored in the first area RA1 to the fourth area RA4 sequentially to the lower area side, and the data in the first area RA1 is cleared, and the data in each area is shifted in the following order: second area RA2 → first area RA1, third area RA3 → second area RA2, fourth area RA4 → third area RA3. Thereafter, in step S504, a first shift command (first shift occurrence information) is set, which is information for making the performance control device 82, which is the sub-side control device, recognize that the data in the first special symbol reserve area RA has been shifted. In this case, a first shift command including information that the reserved area that is the target of this data shift corresponds to the first special symbol reserved area RA, that is, information that it corresponds to either of the first actuation ports 33A, 33B, is selected from the command information storage area 225 of the ROM 203, and the selected first shift command is set as a command to be sent to the performance control device 82. After that, this data setting process is terminated.

[0194] The first shift command set in step S504 is transmitted to the performance control device 82 by the external output process in the normal process. Based on the received first shift command, the performance control device 82 executes a process for changing the display in the first special symbol reserved display section 43a of the variable display unit 36 ​​and the display in the first special symbol display area Ga of the pattern display device 42 in accordance with the decrease in the reserved number.

[0195] Next, the first fluctuation start process in step S406 will be described with reference to the flowchart in FIG.

[0196] In the first variable start process, first, in step S601, it is determined whether the win / loss lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag (high probability state information) is stored (stored) in the various flag storage area 234 of the RAM 204. The high probability mode flag is stored based on the fact that the gaming ball has passed through the V winning area 356 in the second variable winning device 32B in the V probability variable opening / closing execution mode, and is erased if any jackpot result occurs thereafter.

[0197] If the mode is not the high probability mode, a win / loss table for the low probability mode is obtained in step S602, and a win / loss determination is made in step S604. Specifically, it is determined whether or not the value of the jackpot random number counter C1 stored in the first execution area RAE matches the value set as a jackpot win in the win / loss table for the first special symbol in the low probability mode (FIG. 10(a)). On the other hand, if the mode is the high probability mode, a win / loss table for the high probability mode is obtained in step S602, and a win / loss determination is made in step S604. Specifically, it is determined whether or not the value of the jackpot random number counter C1 stored in the first execution area RAE matches the value set as a jackpot win in the win / loss table for the first special symbol in the high probability mode (FIG. 10(b)).

[0198] After the process of step S604, in steps S605 to S616, a process for setting the game result of the current game round is executed, and a process for setting the stop result when the variable display executed in the first special chart display unit 37a in the current game round is terminated is executed. In this case, when the stop result is set, various stop result tables (stop result information groups) stored in the stop result table storage area 224 as the stop result information group storage means in the ROM 203 are referenced.

[0199] Specifically, first, in step S605, it is determined whether or not the result of the lottery in step S604 is a jackpot win. If a jackpot win is found, in steps S606 to S612, processing for setting the game result in the case of a jackpot win and processing for setting the stop result are executed.

[0200] In step S606, a process is executed to store a first winning flag in the various flag storage area 234 of the RAM 204. The first winning flag is stored when a jackpot is won in the lottery on the first special symbol side, and is erased when the opening / closing execution mode based on the jackpot ends. Details will be described later, but when the first winning flag is stored, a process is performed to limit the start of the game on the second special symbol side and to stop the variable display.

[0201] In the next step S607, the allocation table for the first special symbol display unit (FIG. 11(a)) is referred to to determine the allocation. Specifically, it is determined whether the value of the jackpot type counter C2 stored in the first execution area RAE is included in the numerical range of the jackpot result without V or the numerical range of the jackpot result with 1st V.

[0202] In step S608, based on the processing result of step S607, it is determined whether the current jackpot is a jackpot result with a first V. If it is a jackpot result with a first V, the process proceeds to step S609, and a stop result setting process for a jackpot with a first V is executed to end the variable display of the first special symbol display unit 37a while the stop result that will result in the jackpot result with a first V is displayed on the first special symbol display unit 37a. In addition, in step S610, a 1V flag, which is information indicating that the current game result is a jackpot result with a first V, is stored in the various flag storage area 234 of the RAM 204.

[0203] A negative judgment in step S608 means that the current jackpot result is a jackpot result without V. In this case, in step S611, a stop result setting process for a jackpot without V is executed to end the variable display of the first special symbol display unit 37a while the stop result that will result in a jackpot result without V is displayed on the first special symbol display unit 37a. In addition, in step S612, a normal flag, which is information indicating that the current game result is a jackpot result without V, is stored in the various flag storage area 234 of the RAM 204.

[0204] If it is determined in step S605 that the result is not a jackpot, the process proceeds to step S613, where it is determined whether the current loss result is a special loss result. If it is a special loss result, the process proceeds to step S614, where a stop result resulting in a special loss is displayed in the first special symbol display unit 37a, and a stop result setting process for a special loss is executed to terminate the variable display of the first special symbol display unit 37a. In addition, in step S615, a special loss flag, which is information indicating that the current game result is a special loss result, is stored in the various flag storage area 234 of the RAM 204. If it is determined in step S613 that the current loss result is not a special loss result, this means that the current loss result is a normal loss result. In this case, in step S616, a stop result setting process for a normal loss is executed to terminate the variable display of the first special symbol display unit 37a, and a stop result resulting in a normal loss is displayed in the first special symbol display unit 37a.

[0205] After executing any one of the processes in step S610, step S612, step S615, and step S616, the process proceeds to step S617. In step S617, the process sets the first variable display time. Then, in step S618, the variable display in the first special chart display unit 37a is started, and the first variable start process is terminated.

[0206] Here, the setting process of the first variable display time in step S617 will be described with reference to the flowchart in FIG.

[0207] In step S701, it is determined whether the current support mode is the high frequency support mode. If it is not the high frequency support mode but the low frequency support mode, the process proceeds to step S702, where it is determined whether the current win / loss lottery mode is the high probability mode. If it is not the high probability mode but the low probability mode in step S702, that is, if it is in the normal gaming state which is the low frequency support mode and the low probability mode, the variable display time table for the normal gaming state is obtained in step S703.

[0208] As shown in Figures 12(a) and 12(b), the variable display time table for the normal game state is set with a variable display time table (Figure 12(a)) for a jackpot result or a special miss result, and a variable display time table (Figure 12(b)) for a normal miss result, and the corresponding variable display time table is selected based on the results of the processes in steps S610, S612, and S615 above. That is, if any of the first V flag, normal flag, and special miss flag is stored, the variable display time table of Figure 12(a) is obtained, and if none of the flags is stored (if a normal miss result), the variable display time table of Figure 12(b) is obtained. In each variable display time table, the variable display time is set to differ depending on the reach random number counter C3, the fluctuation type counter CS, and the first start pending memory number RaN at the time of fluctuation start, which are among the pending information. More specifically, whether or not a reach occurs is basically determined by the reach random number counter C3, and when comparing the variable display time when a reach does not occur with that when a reach occurs, a longer variable display time is more likely to be selected when a reach occurs than when a reach does not occur. Furthermore, when a reach occurs, the type of reach differs depending on the values ​​of the reach random number counter C3 and the variable type counter CS. Normal reach A and B and super reach A to C are set as reach types. Normal reach A and super reach A to C are reaches for which the same variable display time is set regardless of the number of first start pending memories RaN. The variable display time is set to be longer in the order of normal reach A, super reach A, super reach B, and super reach C, with super reach C selecting the longest variable display time. Meanwhile, when normal reach B and when a reach does not occur, the larger the value of the first start pending memories RaN, the more likely it is that a shorter variable display time will be selected. In this embodiment, the longer the variable display time selected, the higher the likelihood of a big win or special miss.

[0209] If the determination in step S701 is negative and the determination in step S702 is affirmative, that is, if the game is in the first probability variable state of the low frequency support mode and high probability mode, the variable display time table for the first probability variable state is obtained in step S704.

[0210] As shown in Figures 13(a) and 13(b), the variable display time table for the first probability variable state is set with a variable display time table (Figure 13(a)) for a jackpot result or a special miss result, and a variable display time table (Figure 13(b)) for a normal miss result. Based on the results of the processes in steps S610, S612, and S615, the corresponding variable display time table is selected. That is, if any of the first V flag, normal flag, and special miss flag is stored, the variable display time table of Figure 13(a) is obtained, and if none of the flags is stored (if a normal miss result), the variable display time table of Figure 13(b) is obtained. In the variable display time table for the first probability variable state, long-term and short-term modes, which are relatively long and short, are respectively determined according to the game result, regardless of the reach random number counter C3, the fluctuation type counter CS, and the first start pending memory number RaN at the time of fluctuation start. That is, if it is a jackpot result or a special miss result, a short-time mode of 10 seconds of variable display time is selected, and if it is a normal miss result, a long-time mode of 6000 seconds of variable display time is selected. In other words, in the first probability variable state, except for the case of a jackpot result or a special miss result, the consumption efficiency of the first special chart side is set to be low.

[0211] If the determination in step S701 is affirmative, that is, if the game is in the high frequency support mode, it means that the current game state is in the second probability variable state. In this case, in step S705, a variable display time table for the second probability variable state is acquired.

[0212] As shown in Figures 14(a) and 14(b), the variable display time table for the second probability variable state is set as follows: a variable display time table for a jackpot result or a special miss result (Figure 14(a)), and a variable display time table for a normal miss result (Figure 14(b)). Based on the results of the processes in steps S610, S612, and S615, the corresponding variable display time table is selected. The allocation of variable display time in these variable display time tables is basically the same as that in the normal game state. That is, the variable display time is set to vary depending on the reach random number counter C3, the fluctuation type counter CS, and the first start pending memory number RaN at the time of the fluctuation start, among the pending information. However, in the variable display time table for the second probability variable state, a variable display time shorter than that in the normal game state is more likely to be selected, and the table is set to increase the efficiency of the lottery system on the first special symbol side.

[0213] After executing any one of the processes in steps S703 to S705, the variable display time table acquired in each process is referenced, and a process for setting the variable display time for the current first special symbol game round is executed in step S706, after which the first variable display time setting process is terminated. The various counter area 233 of the RAM 204 is provided with a first elapsed counter and a second elapsed counter that separately count the variable display time for the first special symbol game round and the second special symbol game round, respectively. Each of these elapsed counters is decremented by one at a predetermined cycle (2 msec), and the MPU 202 can grasp the remaining variable display time for the current game round by referencing the elapsed counter. Then, in step S706, a process is executed in which numerical information corresponding to the currently selected variable display time is input to the first elapsed counter that counts the variable display time for the first special symbol game round.

[0214] Returning to the explanation of the first game round control process (FIG. 18), if it is determined in step S402 that the variable display of the first special symbol display unit 37a is being performed, the process proceeds to step S408. In step S408, the first elapsed counter is referenced to determine whether or not the variable display time for the current game round on the first special symbol side has elapsed. If it is determined that the time has not elapsed, in step S409, it is determined whether or not a second win flag is stored in RAM 204, that is, whether or not any jackpot result has occurred in the lottery system on the second special symbol side. If the second win flag is not stored, the process proceeds to step S410, where a variable display process is executed, and then the first game round control process is terminated. The variable display process is a process for performing a variable display (light emission control of the light-emitting unit) in the first special symbol display unit 37a.

[0215] If it is determined in step S409 that the second win flag is stored, the forced termination processes of steps S411 and S412 are carried out. These processes will be described in detail later.

[0216] In step S408, if the variable display time has elapsed and it is time to end the game round on the first special symbol side, the process proceeds to step S413. In step S413, a variable end process is executed. In this process, the first special symbol display unit 37a is controlled so that the stop result set in any of the processes in steps S609, S611, S614, and S616 is displayed. Then, in step S414, a variable end command is set, and then the first game round control process is terminated. The variable end command is sent to the presentation control device 82 by external output processing in normal processing. Based on receiving the variable end command, the presentation control device 82 controls the display control device 212 to end the variable display of the ongoing symbol as a stop result corresponding to the current game result.

[0217] Here, the forced termination processing of step S411 and step S412 will be explained. In this embodiment, cases are set in which a game round ends midway other than when the variable display time set at the start of the game round has elapsed. As described above, in this embodiment, the configuration is such that both the lottery systems for the first special chart and the second special chart are executed in parallel, and a game round ends other than when the variable display time has elapsed when a jackpot result occurs in the other lottery system.

[0218] That is, in the forced termination process of step S411, as shown in the flowchart of FIG. 22, a process is executed to rewrite the game result of the currently changing game round to a normal loss result in step S801. Here, in this embodiment, although both lottery systems are executed in parallel, a configuration is adopted in which a jackpot result cannot occur simultaneously in both lottery systems. That is, as in step S404 above, a process is executed to determine whether a jackpot has occurred in the lottery system on the other side, the second special symbol side, at the start of the lottery on the first special symbol side. If a jackpot has occurred, the lottery on the first special symbol side is not executed. The second game round control process on the second special symbol side will be described later, but it is basically configured similarly to the process on the first special symbol side. Similarly, if a jackpot has occurred on the first special symbol side, the lottery on the second special symbol side is not executed. By doing so, when a game round is terminated midway and rewritten to a normal loss result, i.e., when the process of step S801 is executed, the jackpot result is not erased, and the player is prevented from suffering any disadvantages.

[0219] After executing the process of step S801, the value of the first elapsed counter is set to 0 in step S802. This sets the variable display time of the game round on the first special symbol side to 0. Then, this forced termination process is terminated. After executing the forced termination process of step S411, a forced termination command is set in step S412, and the first game round control process is terminated. The forced termination command is output to the presentation control device 82 by external output processing in normal processing. The presentation control device 82 performs processing to forcibly terminate the currently running game round based on the receipt of the forced termination command. However, the forced termination command is set when a jackpot occurs in the other lottery system (the second special symbol side in the above case). Therefore, based on the receipt of the forced termination command, the presentation control device 82 controls the display control device 212 to display the currently running variable display of the symbols as a stop result corresponding to the jackpot result and then terminate the game round. This makes it possible to prevent a player who was enjoying a game round from losing their enjoyment midway and losing their motivation to play.

[0220] <Second game round control process> Next, the second game round control process 304 in the normal process will be described with reference to the flowcharts of Figures 23 to 26. Note that the second game round control process is basically the same as the first game round control process, so differences will be mainly described.

[0221] That is, in the second game round control process, first, in step S901, it is determined whether or not the opening / closing execution mode is in effect, as in step S401. If the opening / closing execution mode is in effect, the second game round control process is terminated. In step S902, it is determined whether or not the second special symbol display unit 37b is in the process of displaying a variable. If not, in step S903, it is determined by referring to the second start hold memory number RbN whether or not hold information on the second special symbol side is stored. If hold information on the second special symbol side is stored, in step S904 it is determined whether or not a first win flag or a special loss flag is stored. If neither is stored, in step S905, a second data setting process is executed, and in step S906, a second variable start process is executed. Thereafter, in step S907, the variable command and type command are set as targets for transmission to the performance control device 82, and the second game round control process is terminated.

[0222] The second data setting process in step S905 corresponds to the first data setting process. That is, as shown in the flowchart of Fig. 24, in step S1001, a subtraction process is performed on the second start pending memory number RbN, and in step S1002, a process is performed to move the pending information in the first area RB1 in the second special symbol pending area RB to the second execution area RBE. Thereafter, in step S1003, a shift process is performed on each area RB1 to RB4, and in step S1004, a second shift command (second shift occurrence information) is set as a transmission target to the performance control device 82, and then the second data setting process is terminated. In the performance control device 82, based on the received second shift command, a process is performed to change the display in the second special symbol pending display section 43b of the variable display unit 36 ​​and the display in the second special symbol display area Gb of the pattern display device 42 in accordance with the decrease in the pending number.

[0223] The second variation start process in step S906 corresponds to the first variation start process. That is, as shown in the flowchart of FIG. 25, in steps S1101 to S1105, a process for determining the game result in the current game on the second special symbol side is executed. In this case, unlike step S602, step S1102 acquires a win / loss table for the second special symbol in the low probability mode (FIG. 10(c)), and in step S1103, unlike step S603, acquires a win / loss table for the second special symbol in the high probability mode (FIG. 10(d)). As already explained, in the lottery systems on the first special symbol side and the second special symbol side, the probability of a jackpot result is the same, but the probability of a special loss result differs between the respective lottery systems. More specifically, the probability of a special loss result is higher on the second special symbol side than on the first special symbol side.

[0224] After the win / loss determination process is performed in step S1104, it is determined in step S1105 whether the game result of this second special symbol side game is a jackpot result. If it is a jackpot result, the process proceeds to step S1106, and a process of storing a second win flag in RAM 204 is executed. This process makes it possible to restrict the start of the first special symbol side game round by making a positive determination in step S404, or to forcibly end the first special symbol side game round by making a positive determination in step S409.

[0225] In step S1107, allocation determination processing is executed. In this processing, unlike step S607, the allocation table for the second special symbol (FIG. 11(b)) is acquired to determine the type of the current jackpot result. As already explained, in the allocation table for the second special symbol, allocation corresponding to the jackpot result without V is not set, and it is set to be allocated to the jackpot result with the first V or the jackpot result with the second V.

[0226] In step S1108, it is determined whether the current jackpot result is a jackpot result with a first V. If it is a jackpot result with a first V, processing for a jackpot result with a first V is performed in steps S1109 and S1110. The processing in steps S1109 and S1110 is the same as the processing in steps S609 and S610.

[0227] If it is determined in step S1108 that the result is not a first V-with jackpot result, it means that the current jackpot result is a second V-with jackpot result. In this case, in step S1111, a stop result setting process for a second V-with jackpot is executed. Specifically, a process is executed to end the variable display of the second special symbol display unit 37b while the stop result that will result in the second V-with jackpot result is displayed in the second special symbol display unit 37b. In addition, in step S1112, a second V flag, which is information indicating that the current game result is a second V-with jackpot result, is stored in the various flag storage area 234 of the RAM 204.

[0228] If a negative decision is made in step S1105, processing for a miss is performed in steps S1113 to S1116. These processing steps are the same as the processing steps S613 to S616 described above, and therefore a description thereof will be omitted.

[0229] After executing any one of the processes in step S1110, step S1112, step S1115, and step S1116, the process proceeds to step S1117. In step S1117, a process for setting the second variable display time is executed. After that, in step S1118, a process for starting the variable display is executed, and then the process for starting the second variable is terminated.

[0230] The setting process of the second variable display time in step S1117 corresponds to the setting process of the first variable display time. That is, as shown in the flowchart of FIG. 26, the current game state is grasped by the process of determining whether or not it is in the high frequency support mode in step S1201 and the process of determining whether or not it is in the high probability mode in step S1202. Then, if it is in the normal game state, the variable display time table for the normal game state is acquired in step S1203. If it is in the first probability variable state, the variable display time table for the first probability variable state is acquired in step S1204. If it is in the second probability variable state, the variable display time table for the second probability variable state is acquired in step S1205. Then, in step S1206, the process of setting the variable display time to the second elapsed counter is executed, and then the setting process of the second variable display time is terminated.

[0231] However, the length of the variable display time that is likely to be set in each game state differs between the first special symbol side and the second special symbol side. That is, on the second special symbol side, in the normal game state, if a jackpot result or a special miss result occurs, a short period of 10 seconds is selected (FIG. 12(c)), while if any other normal miss result occurs, a long period of 6000 seconds is selected (FIG. 12(d)). Therefore, in the normal game state, the consumption efficiency of the second special symbol side is set to be low except in the case of a jackpot result or a special miss result.

[0232] In other words, in the normal game mode, the game progresses faster on the first special symbol side than on the second special symbol side. Also, the right first actuation port 33B has a low winning rate set in the normal game mode (low frequency support mode), so it is set to rarely win. Therefore, when comparing a game on the first special symbol side in which the lower first actuation port 33A is aimed at in the first firing mode (left shot) with a game in which the right first actuation port 33B is aimed at in the second firing mode (right shot), aiming at the lower first actuation port 33A in the first firing mode is a more preferable game mode for progressing the game on the first special symbol side than a game in which the second firing mode is used.

[0233] Here, according to the second launch mode, while a ball entering the right first actuation port 33B is unlikely, a ball entering the second actuation port 34 is likely. Furthermore, in a game on the second special symbol side based on a winning entry into the second actuation port 34, the probability of a winning lottery resulting in a jackpot is the same as in a game on the first special symbol side, but the probability of a special miss is higher than in a game on the first special symbol side (Figure 10). Therefore, it is conceivable that a player may attempt to progress the game on the second special symbol side or the first special symbol side while obtaining a prize ball by using the open / close execution mode based on a special miss result. However, as mentioned above, the variable display time for a game on the second special symbol side is set to 6000 seconds for a normal miss. Therefore, if a normal miss occurs on the first game on the second special symbol side, the next opportunity to take a winning lottery on the second special symbol side will be 6000 seconds later, and the benefit of taking a winning lottery on the second special symbol side in hopes of a special miss result is very low. From this point of view, in a normal gaming state, it can be said that a game in which the player aims at the lower first actuation port 33A in the first firing mode is a game that is likely to bring benefits to the player.

[0234] Also, in the first probability variable state on the second special symbol side, the variable display time is set to differ depending on the reach random number counter C3, the variable type counter CS, and the second start pending memory number RbN at the time of the start of the variable information (Fig. 13(c) and Fig. 13(d)). However, in the variable display time table in the first probability variable state, a time shorter than the variable display time on the first special symbol side in the normal game state is likely to be selected, and the efficiency of the lottery system on the second special symbol side in the first probability variable state is set to be higher than the efficiency of the lottery system on the first special symbol side in the normal game state.

[0235] In other words, if a game is played to generate a win in the first actuation port 33A, 33B in order to play the first special symbol during the first probability variable state, the variable display time is set to 6000 seconds unless the result is a jackpot or a special miss, making it difficult to actually proceed with the game. In other words, even if the probability of winning or losing is high as in the first probability variable state, it is difficult to perform the lottery for the denominator of the probability within the general business hours of the gaming hall (for example, 13 hours from 9:00 to 22:00). Therefore, if a player wants to win a jackpot during the first probability variable state, it is likely that the player will play the recommended game (playing the second special symbol rather than playing the first special symbol).

[0236] Furthermore, even during the first probability variable state, for example, shortly after the transition from the normal game state to the first probability variable state, it is conceivable that no winning has occurred in the second operating port 34 and there is no reserved information on the second special symbol side. In this case, only the game turn on the first special symbol side will proceed. However, since a long variable display time (6000 seconds) is set for the normal miss result as described above, it can be said that sufficient time is secured before the reserved information on the second special symbol side is acquired. Also, as shown in Figures 13(c) and 13(d), the variable display time set for the game turn on the second special symbol side during the first probability variable state is at most 30 seconds, and the total variable display time for the game turn on the second special symbol side, which is the denominator of the probability of winning or losing, is shorter than the variable display time for the losing game turn on the first special symbol side. Therefore, during the first probability variable state, the game is set so that a jackpot result (special losing result) is more likely to occur in the winning or losing lottery on the second special symbol side during a losing game turn on the first special symbol side.

[0237] However, if a jackpot is achieved on the first play of the first special symbol after transitioning to the first probability variable state, and there is no reserved information on the second special symbol, the allocation table for the first special symbol (Figure 11(a)) is referenced. As a result, despite being in the first probability variable state, it may be allocated a jackpot without a V, in which case the game will transition to the normal game state without going through the second probability variable state. Therefore, once the game transitions to the first probability variable state, players will hope that they will not achieve a jackpot on the first play of the first special symbol and will play in a way that avoids the situation where there is no reserved information on the second special symbol. In this regard, the game is configured to go through the open / close execution mode before transitioning to the first probability variable state, and the recommended play in the open / close execution mode is play using the second firing mode (right-hand shot). Furthermore, playing in the second firing mode can be expected to result in a prize in the second actuation port 34. In this case, if the opening and closing execution mode is performed according to the recommended play, a prize will be awarded to the second operating port 34 during the opening and closing execution mode, and it is expected that pending information will have been accumulated on the second special chart side when the transition to the first special state is made.

[0238] In the second probability variable state of the second special chart side, as in the normal game state, if there is a jackpot result or a special miss result, a short time of 10 seconds is selected (Fig. 14(c)), while if there is any other normal miss result, a long time of 6000 seconds is selected (Fig. 14(d)). Therefore, in the second probability variable state, except for the case of a jackpot result or a special miss result, the consumption efficiency of the second special chart side is set to be low.

[0239] In other words, when a winning ball is generated in the right first actuation port 33B in the second firing mode during the second probability variable state, a winning ball can also be generated in the second actuation port 34. However, in the game turn on the second special symbol side based on this winning ball in the second actuation port 34, a variable display time of 6000 seconds is selected, unless the result is a jackpot or a special miss, making it difficult to actually progress the game turn on the second special symbol side. In other words, even if the probability of a win / loss lottery is high as in the second probability variable state, it is difficult to perform the lottery on the second special symbol side for the denominator of the probability within the general business hours of the gaming hall (e.g., 13 hours from 9:00 to 22:00). Furthermore, even during the second probability variable state, for example, shortly after the transition from the first game state to the second probability variable state, it is possible that a winning ball has not been generated in the right first actuation port 33B and there is no reserved information on the first special symbol side. In this case, only the game turn on the second special symbol side will proceed, but as described above, if the result is a normal miss, a long variable display time (6000 seconds) is set, so it can be said that sufficient time is secured before the reserved information on the first special symbol side is acquired. Also, as shown in Figures 14(a) and 14(b), the variable display time set for the game turn on the first special symbol side during the second probability variable state is at most 30 seconds, and the total variable display time for the game turn on the first special symbol side, which is the denominator of the probability of winning or losing the lottery, is shorter than the variable display time for the losing game turn on the second special symbol side. Therefore, during the second probability variable state, the lottery is set so that a jackpot result (special miss result) is more likely to occur in the win / lose lottery on the first special symbol side while a losing game turn on the second special symbol side is being executed.

[0240] However, if a jackpot is achieved on the first play of the second special symbol side after the transition to the second probability variable state, and there is no reserved information on the first special symbol side, the allocation table for the second special symbol side (Figure 11(b)) will be referenced. However, if the allocation table for the second special symbol side is selected in the first place, it is more advantageous to the player than if the allocation table for the first special symbol side were selected, so this type of event is desirable for the player. Therefore, even if the play of the second special symbol side is prioritized during the second probability variable state, it is thought that no inconvenience will occur to the player.

[0241] Returning to the explanation of the second game round control process (Fig. 23), if it is determined in step S902 that the second special symbol display unit 37b is currently displaying a variable, it is determined in step S908 whether or not the variable display time set at the start of the game round has elapsed by referring to the second elapsed counter. If the variable display time has not elapsed, it is determined in step S909 whether or not the first win flag is stored in the RAM 204. This process corresponds to the process in step S409 above, and is a process for determining whether or not a jackpot has occurred in the lottery on the first special symbol side during the execution of a game round that results in a loss on the second special symbol side.

[0242] If it is determined in step S909 that the first win flag is not set, a variable display process for performing a variable display on the second special symbol display unit 37b is executed in step S910, and then the second game round control process is terminated. If it is determined in step S909 that the first win flag is set, a forced termination process is executed in step S911. This process is the same as the process in FIG. 22, and in step S801, a process is executed to rewrite the game result of the currently running game round (in this case, the game round on the second special symbol side) to a normal loss result, and in step S802, a process is executed to clear the variable display time. This process forcibly terminates the currently running game round on the second special symbol side. Then, in step S912, a forced termination command is set as a transmission target to the presentation control device 82, and the second game round control process is terminated. The presentation control device 82 forcibly terminates the variable display of the currently running first special symbol symbol, and controls the display control device 212 so that the game round is terminated as a stop result corresponding to the jackpot result.

[0243] If it is determined in step S908 that the variable display time has elapsed, the variable end process is executed in step S913, and then the variable end command is sent and set in step S914, and the second game round control process is terminated. The processes in steps S913 and S914 are the same as those in steps S413 and S414 above.

[0244] As described above, in this embodiment, the first game round control process and the second game round control process enable the game rounds of the two lottery systems to be executed independently, and when a jackpot occurs in one lottery system, the start of a game round in the other lottery system is restricted or the game round currently being executed is forcibly terminated. In this way, even when multiple lotteries are executed in parallel, it is possible to prevent a decrease in the level of attention to each jackpot result.

[0245] Here, we provide additional information on what happens when one lottery system results in a jackpot and the other lottery system is forcibly terminated. As described above, if the other lottery system is forcibly terminated, the remaining variable display time is set to 0, and the variable display ends at that point. In this case, the game result of the forcibly terminated side is rewritten to a normal miss result. Therefore, in the first special symbol display unit 37a and the second special symbol display unit 37b, the side that is forcibly terminated displays a stop result corresponding to a normal miss result without waiting for the end of the variable display time, and the game round ends. Furthermore, after that, the system transitions to the opening / closing execution mode of the side that resulted in the jackpot, so the game round of the forcibly terminated side does not begin. Therefore, the display of the normal miss result remains in the special symbol display units 37a and 37b of the forcibly terminated side.

[0246] On the display screen 42a, when forced termination is performed, the number of games played using each of the symbol columns Z1 to Z3 in progress is rewritten to the stop result corresponding to the jackpot result, and the variable display ends. In this case, the variable display time for the side that resulted in the jackpot result is added, and the variable display ends. That is, for example, if a game resulting in a loss on the first special symbol side overlaps with a game resulting in a jackpot on the second special symbol side during the execution of a game resulting in a loss on the first special symbol side using each of the symbol columns Z1 to Z3, the game number resulting in a loss on the first special symbol side using each of the symbol columns Z1 to Z3 is rewritten to the game number resulting in a jackpot on the second special symbol side using each of the symbol columns Z1 to Z3. In this way, in a configuration in which both lottery systems overlap, the variable display for each of the symbol columns Z1 to Z3 itself is unified, thereby avoiding the player's attention from being distracted.

[0247] In addition, on the display screen 42a, the execution display areas GA, GB correspond to the first special symbol display section 37a and the second special symbol display section 37b, and when a forced termination occurs, the blinking of the execution display areas GA, GB on the side being terminated stops so that the combination of display colors corresponding to a normal miss result is displayed. Also, the blinking of the execution display areas GA, GB on the side resulting in a jackpot stops after the corresponding variable display time has elapsed, and then the combination of display colors corresponding to a jackpot result is displayed.

[0248] <Game status transition processing> Next, the game state transition process in step S305 will be described with reference to the flowcharts of FIGS.

[0249] First, in step S1301, it is determined whether the game is in the open / close execution mode. If the game is not in the open / close execution mode, the process proceeds to step S1302, where it is determined whether either the first win flag or the second win flag, or the special loss flag, is stored in RAM 204. If neither flag is stored, the game state transition process ends. If either flag is stored, the process proceeds to step S1303, where it is determined whether it is time to end the variable display of the corresponding game round. The timing determined in this process includes the end timing when the variable display time set at the start of the game round has elapsed, as described above, and the end timing when the game round being variable displayed is forcibly ended if a jackpot occurs in one lottery system while the variable display of the game round in the other lottery system is being displayed. If neither of these end timings has occurred, the game state transition process ends.

[0250] If either of these timings has occurred, the process proceeds to step S1304, where the opening / closing execution mode start process is executed. In this start process, an opening wait time (start wait period) is set for the opening of the opening / closing execution mode, during which the opening of the large prize opening 321 of the first variable prize winning device 32A waits without starting to open. Specifically, opening wait time information pre-stored in ROM 203 is set in a wait time counter area provided in the various counter areas 233 of RAM 204. Different wait time information is set depending on the type of opening / closing execution mode, and the wait time information is set so that the waiting time for the opening / closing execution mode corresponding to any of the jackpot results is longer than that for the opening / closing execution mode corresponding to the special miss result. For example, in the opening / closing execution mode corresponding to any of the jackpot results, the count value of the wait time information is set so that the waiting time is 1 second, and in the opening / closing execution mode corresponding to the special miss result, the count value of the wait time information is set so that the waiting time is 0.2 seconds. The value of the wait time information set here is decremented by 1 each time the timer interrupt process is executed.

[0251] In the next step S1305, the presence or absence of a special miss flag is checked to set the number of rounds in the current opening / closing execution mode. If the special miss flag is not stored and the current opening / closing execution mode is based on the result of any jackpot, in step S1306, a process is executed to set "5" in the round counter RC provided in the various counter area 233 of the RAM 204, and in step S1307, a process is executed to store a jackpot flag in the various flag storage area 234 of the RAM 204. The round counter RC is used to count the number of rounds in the opening / closing execution mode, and the jackpot flag is a flag that allows the MPU 202 to determine that the trigger for the current opening / closing execution mode is the result of any jackpot.

[0252] If it is determined in step S1305 that the special loss flag has been stored, the process proceeds to step S1308. In step S1308, the round counter RC is set to "1". Then, in step S1309, the special loss flag is stored in the various flags storage area 234 of the RAM 204. The special loss flag is a flag that allows the MPU 202 to determine that the current opening / closing execution mode was triggered by a special loss result.

[0253] After the processing of step S1305 or step S1309 is executed, an opening command is set in step S1310. This set opening command is sent to the effect control device 82 by external output processing in normal processing. This opening command includes information on the type of game result that triggered the opening / closing execution mode. The effect control device 82 determines the content of the effect corresponding to the opening / closing execution mode based on the received opening command, and controls various devices so that the determined content of the effect is executed. The content of this effect includes the display mode of the pattern display device 42, and this determined display mode is output from the effect control device 82 to the display control device 212 as a display content command. The display control device 212 controls the display of the pattern display device 42 so that a display (e.g., a moving image display) corresponding to the current opening / closing execution mode is performed based on the display content command received from the effect control device 82.

[0254] In the next step S1311, an external signal setting process is executed, and then the game state transition process is terminated. In the external signal setting process, it is determined whether or not any of the first V flag, second V flag, and normal jackpot flag is stored in RAM 204, and if any of the flags is stored, the signal output state of the output terminal for the jackpot signal provided on external terminal board 79 is set to the jackpot signal output state. As a result, if the output terminal for the jackpot signal is connected to a management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can know that a jackpot has occurred in pachinko machine 10.

[0255] Furthermore, in the external signal setting process, if a special loss flag is stored in RAM 204, the signal output state of the output terminal for the special loss signal provided on the external terminal board 79 is set to the special loss signal output state. As a result, if the output terminal for the special loss signal is connected to a management control device on the gaming hall side, a special loss signal is output to the management control device, and the management control device can know that the opening / closing execution mode has occurred in the pachinko machine 10.

[0256] If it is determined in step S1301 that the opening / closing execution mode is in progress, the process proceeds to step S1312. In step S1312, it is determined whether or not the waiting time for the opening has elapsed. If the waiting time for the opening has not elapsed, the game state transition process is terminated. If the waiting time for the opening has elapsed, the special prize opening opening / closing process is executed in step S1313. The special prize opening opening / closing process will now be described with reference to the flowchart in FIG.

[0257] First, in step S1401, it is determined whether the large prize opening 321 or the distribution entrance 351 is open. Specifically, this determination is made based on the drive status of the drive unit 323 of the first variable prize opening device 32A and the drive unit 353 of the second variable prize opening device 32B. If the large prize opening 321 and the distribution entrance 351 are not open, it is determined in step S1402 whether the value of the round counter RC is "0", and it is also determined in step S1403 whether the value of the timer counter TC provided in the various counter area 233 of the RAM 204 is "0".

[0258] If the value of the round counter RC is "0" or the value of the timer counter TC is not "0", the big prize opening / closing process is terminated. On the other hand, if the value of the round counter RC is not "0" and the value of the timer counter TC is "0", the process proceeds to step S1404, where it is determined whether or not any V flag (first V flag or second V flag) is stored in RAM 204. In other words, it is determined whether or not the game result that triggered this opening / closing execution mode was either the first V and big win result or the second V and big win result.

[0259] If any V flag is stored, the process proceeds to step S1405, where it is determined whether the value of the round counter RC is "1" and whether the round about to start is the final round of the current opening / closing execution mode. If it is not the final round, or if no V flag is stored in step S1404, the first opening process is executed in step S1406. In the first opening process, the drive unit 323 of the first variable winning device 32A is driven and controlled to open the large winning opening 321. This allows a win in the first variable winning device 32A.

[0260] On the other hand, if it is determined in step S1405 that this is the final round of the current opening / closing execution mode, a second opening process is executed in step S1407. In the second opening process, the drive unit 353 of the second variable winning device 32B is driven and controlled to open the distribution entrance 351. This allows winning in the second variable winning device 32B.

[0261] After executing the processing of step S1406 or step S1407, it is determined in step S1408 whether a jackpot flag is stored in RAM 204. That is, it is determined whether the game result that triggered the current opening / closing execution mode was a jackpot result. If the opening / closing execution mode is triggered by a jackpot result, in step S1409, the timer counter TC is set to "15000." This process determines the period for which the large prize opening 321 or the distribution entrance 351 is to be kept open, and the value set in step S1409 corresponds to 30 seconds (long-term opening). In the following step S1410, the prize counter PC provided in the various counter area 233 of RAM 204 is set to "8." The prize counter PC is a counter for counting the number of prizes won by the variable prize winning devices 32A and 32B. In step S1408, the maximum number of winning prizes (8, the first number) in one round of the open / close execution mode based on the big win result is set.

[0262] If the jackpot flag is not stored in step S1408 and the trigger for this opening / closing execution mode is a special miss result, then in step S1411, the timer counter TC is set to "3000." The value set in step S1411 corresponds to 6 seconds (short-term opening). In the following step S1412, the prize counter PC is set to "3." The value set in step S1412 corresponds to the maximum number of prizes (3, the second number) in the opening / closing execution mode based on the special miss result.

[0263] After executing the processing of step S1410 or step S1412, in step S1413 the open command is set as the output target to the performance control device 82, and then this large prize opening open / close processing is terminated. The open command contains information as to which of the variable prize devices 32A, 32B is to be set in the open state. Based on the received open command, the performance control device 82 determines the content of the performance corresponding to the variable prize device 32A, 32B to be set in the open state, and controls various devices so that the determined content of the performance is executed.

[0264] Furthermore, if the special prize opening 321 or the distribution opening 351 is open in step S1401, the process proceeds to step S1414, where it is determined whether the value of the timer counter TC is "0." If the value of the timer counter TC is not "0," it is determined in step S1415 whether a prize has been won in either of the variable prize winning devices 32A, 32B. Specifically, it is determined whether the passage of a gaming ball has been detected based on the detection state of the special prize opening detection sensor 325 or the counting detection sensor 361. If no prize has been won, the special prize opening opening open / close process is terminated. On the other hand, if a prize has been won, the value of the prize counter PC is decremented by 1 in step S1416.

[0265] In the following step S1417, it is determined whether or not a gaming ball has flowed into the V winning area 356 based on the detection state of the V winning detection sensor 362. If an inflow into the V winning area 356 has occurred, in step S1418, a process is executed to store a V winning flag in the various flag storage area 234 of the RAM 204. The V winning flag is a flag that allows the MPU 202 to know that a V winning (an inflow of a gaming ball into the V winning area 356) has occurred in the current opening / closing execution mode.

[0266] If it is determined in step S1417 that no V prize has occurred, or after the processing of step S1418 has been executed, it is determined in step S1419 whether the value of the prize counter PC is "0" or not, and if it is not "0", the large prize opening opening processing is terminated.

[0267] If the value of the timer counter TC is "0" in step S1414, or if the value of the prize counter PC is "0" in step S1419, this means that the special prize opening closure condition has been met. In such a case, in step S1420, the corresponding drive units 323, 353 are set to a non-driven state to close the special prize opening 321 or the distribution entrance 351.

[0268] In the following step S1421, the value of the round counter RC is decremented by 1, and in step S1422, it is determined whether the value of the round counter RC is "0". If the value of the round counter RC is not "0", in step S1423, the timer counter TC is set to "1000" (i.e., 2 seconds). Thereafter, in step S1424, a close command is set, and the large prize opening opening and closing process is terminated. This set close command is sent to the performance control device 82 by the external output process in the normal process. Based on the received close command, the performance control device 82 determines the content of the performance corresponding to the closure of the variable prize winning devices 32A, 32B, and controls various devices so that the determined content of the performance is executed.

[0269] If it is determined in step S1422 that the value of the round counter RC is "0," then in step S1425, an ending start process is executed. In this start process, an ending wait time is set for the ending of the opening / closing execution mode, during which the next game round is not started and the game waits. Specifically, the waiting time information for the ending, which is pre-stored in the ROM 203, is set in a waiting time counter area provided in the various counter area 233 of the RAM 204. The value of the waiting time information set here is decremented by 1 each time the timer interrupt process is executed.

[0270] Thereafter, in step S1426, an ending command is set, and then the main large prize opening / closing process is terminated. This set ending command is sent to the performance control device 82 in the external output process of the normal process. The performance control device 82 determines the content of the performance corresponding to the end of the opening / closing execution mode based on the received ending command, and controls various devices so that the determined content of the performance is executed. The content of this performance includes the display mode of the pattern display device 42, and this determined display mode is output from the performance control device 82 to the display control device 212 as a display content command. Based on the display content command received from the performance control device 82, the display control device 212 controls the display of the pattern display device 42 so that a display (for example, a video display) corresponding to the current opening / closing execution mode is performed.

[0271] Returning to the explanation of the game state transition process (FIG. 27), after the big prize opening / closing process is executed in step S1313, it is determined in step S1314 whether the value of the round counter RC is "0". Also, in step S1315, it is determined whether the waiting time for the ending has elapsed. If the value of the round counter RC is not "0" or if the waiting time for the ending has not elapsed, the game state transition process is terminated.

[0272] On the other hand, if the value of the round counter RC is "0" and the waiting time for the ending has elapsed, a transition process for terminating the opening and closing execution mode is executed in step S1316, and an end process for the opening and closing execution mode is executed in step S1317, after which the game state transition process is terminated. In the end process for the opening and closing execution mode, the various flags that triggered the opening and closing execution mode (the first winning flag and the second winning flag) are erased, and the effect control device 82, etc. are controlled to perform an effect for terminating the opening and closing execution mode.

[0273] Here, the transition process at the end of the opening and closing execution mode will be described with reference to the flowchart of FIG.

[0274] First, in step S1501, a flag erasure process is executed to erase information for identifying the game state. Specifically, if a jackpot flag, a special miss flag, a high-frequency support flag, or a high-probability mode flag is stored in the various flag storage area 234 of the RAM 204, these flags are erased. If these flags are not already stored, these flags are maintained in their current state. In the following step S1502, it is determined whether a second V flag is stored in the RAM 204. If the second V flag is stored, in step S1503, a high-frequency support mode flag is stored in the various flag storage area 234 of the RAM 204. This sets the support mode to the high-frequency support mode. Also, in step S1503, a high-frequency support command is output to the performance control device 82. This allows the performance control device 82 to recognize that the support mode has been set to the high-frequency support mode.

[0275] If a negative judgment is made in step S1502, or after the processing of step S1503 has been executed, the process proceeds to step S1504. In step S1504, it is determined whether or not a V prize flag has been stored. If a V prize flag has been stored, in step S1505, a process is executed to store a high probability mode flag in the various flag storage area 234 of RAM 204. This sets the win / lose lottery mode to the high probability mode. Also, in step S1505, a high probability command is output to the performance control device 82. This makes it possible for the performance control device 82 to understand that the win / lose lottery mode has been set to the high probability mode.

[0276] In the performance control device 82, by receiving the above-mentioned high-frequency support command and high-probability command at the end of the opening / closing execution mode, it is possible to know that the gaming state will transition to the second probability variable state. Also, by receiving the high-frequency support command but not receiving the high-probability command, it is possible to know that the gaming state will transition to the first probability variable state. And, by not receiving either the high-frequency support command or the high-probability command, it is possible to know that the gaming state will transition to the normal gaming state.

[0277] In this case, the effect control device 82 performs a process of changing the target of the variable display of the symbol string Z1 to Z3 on the display screen 42a of the symbol display device 42 in accordance with the transition of the game state. That is, based on the transition of the game state to the normal game state or the second probability variable state, the target of the variable display of the symbol string Z1 to Z3 on the display screen 42a is set to target the variable display of the game turn on the first special symbol side, which is considered to be the recommended game. Also, based on the transition of the game state to the first probability variable state, the target of the variable display of the symbol string Z1 to Z3 on the display screen 42a is set to target the variable display of the game turn on the second special symbol side, which is considered to be the recommended game. The player can distinguish whether the variable display of the symbol string Z1 to Z3 is targeted at the first special symbol side or the second special symbol side by differences in, for example, the background, the type of variable character, sound effects, light emission mode, etc. In addition, although the normal game state and the second probability variable state have the same target game times on the first special chart side, these can also be distinguished by the player by differences in, for example, the background, the type of variable character, sound effects, light emission mode, etc. This allows the player to understand the difference in the degree of advantage between the normal game state and the second probability variable state.

[0278] Even if the background or the type of variable character is changed, the display areas GA and GB for each game individually display the variable character for each game. Therefore, even if the player is confused as to which game the variable character display of the symbol strings Z1 to Z3 corresponds to, the display areas GA and GB for each game can be used to confirm this. Furthermore, when the background or the type of variable character is changed, the corresponding display area GA or GB is highlighted, and the previously displayed symbol strings Z1 to Z3 are drawn into the corresponding display area GA or GB. This makes it easy to identify which game strings are being displayed using the variable character display of the symbol strings Z1 to Z3.

[0279] Returning to the explanation of the transition process at the end of the opening and closing execution mode, if a negative judgment is made in step S1504, or after the processing of step S1505 has been executed, in step S1506, the process of erasing each game result flag (flags for game rounds such as the first winning flag, second winning flag, first V flag, second V flag, normal flag, special miss flag, etc., as well as V winning flags used during the opening and closing execution mode, etc.) is executed, and then this transition process is terminated.

[0280] By performing the processing of steps S1503 and S1505, the second high probability mode (high frequency support mode and high probability mode) is set, by performing the processing of step S1505 without performing the processing of step S1503, the first high probability mode (low frequency support mode and high probability mode) is set, and by not performing the processing of either step S1503 or step S1505, the normal game state (low frequency support mode and low probability mode) is set.

[0281] <Game content> The content of the game realized by the above configuration will be described with reference to FIG.

[0282] As shown in Figure 30(a), the game states are the normal game state, the first probability variable state, and the second probability variable state. In the normal game state, the win / lose lottery mode is the low probability mode, and the support mode is the low-frequency support mode. As described above, in the low-frequency support mode, winning is possible through both the lower first actuation port 33A and the second actuation port 34. However, the variable display time is likely to be set shorter for the lower first actuation port 33A than for the second actuation port 34. In other words, the variable display time is set to such an extent that winning through the second actuation port 34 makes it difficult to receive the number of lottery draws equivalent to the denominator of the winning probability. Therefore, in the normal game state, the lower first actuation port 33A has a higher efficiency of consuming the lottery than the second actuation port 34, making it preferable to aim for the left area PE2 with the first firing operation.

[0283] A lottery is conducted for the first special symbol based on the winning entry into the lower first actuation port 33A. If the lottery results in a jackpot, the result is assigned to either a non-V jackpot or a first V jackpot. If the result is a non-V jackpot, the game returns to normal play mode after the opening / closing execution mode, and no transition to the normal play mode occurs. On the other hand, if the result is a first V jackpot, the support mode remains in low-frequency support mode, but since winning entry into the second variable winning device 32B is permitted during the opening / closing execution mode, a V jackpot may occur. If a V jackpot occurs, the win / loss lottery mode is set to high-probability mode. In this case, because the support mode remains in low-frequency support mode as described above, winning entry into either the lower first actuation port 33A or the second actuation port 34 remains possible compared to the normal play mode. However, when the high-probability mode is selected, the referenced variable display time table is switched, making it more likely that a shorter time will be set for the second actuation port 34 than for the lower first actuation port 33A. As a result, if the player plays the game by aiming at the second operating port 34 so as to cause the ball to flow down the right area PE3 in the second firing operation, the player can frequently take part in the lottery for winning or losing the second special chart.

[0284] Furthermore, the probability of a special miss result in the lottery for the second special symbol based on winning the second operating port 34 is set higher than the lottery for the first special symbol. If the special miss result occurs, the player does not receive as many prize balls as in a jackpot result, but can expect a predetermined number (3 balls) to enter the first variable winning device 32A, and can therefore receive prize balls (30 balls). As a result, in the first probability variable state, by aiming for the second operating port 34, it is possible to play without using up too many balls.

[0285] If a jackpot result is obtained in the lottery based on the entry into the second actuation port 34, the allocation table for the second special symbol is referenced, and the result is allocated to either a first V-type jackpot result or a second V-type jackpot result. If the result is allocated to a first V-type jackpot result, as described above, the player should continue playing by aiming for the second actuation port 34. On the other hand, if the result is allocated to a second V-type jackpot result, the support mode is set to high-frequency support mode. When set to high-frequency support mode, it becomes easier to win a prize into the right first actuation port 33B, and by performing the second firing operation so that the ball flows down the right area PE3, it becomes possible to play a game in which the first special symbol side lottery is obtained without using up too many balls. Furthermore, as with the first V-type jackpot result, because V-type wins are more likely to occur during the open / close execution mode, the win / loss lottery mode is likely to be set to high-probability mode.

[0286] As described above, in the normal game mode, a first V-type jackpot result can trigger at least two probability variable states, the first probability variable state and the second probability variable state (i.e., a state in which it is easy to transition to the opening / closing execution mode) (Fig. 30(b)). In other words, since the first probability variable state is configured so that a non-V jackpot result cannot be allocated, and a non-V jackpot result can only be allocated in the second probability variable state, there is no transition from the first probability variable state to the normal game mode without passing through the second probability variable state. Furthermore, in the first probability variable state, a first V-type jackpot result can be allocated, so two more probability variable states can be allocated. In the second probability variable state, a first V-type jackpot result can be allocated, so two more probability variable states can be allocated. Therefore, it is possible to increase the expectation of winning a first V-type jackpot result in the normal game mode, and to increase attention to the game.

[0287] <Payment basis> The first and second probability variable states are set to have the same or approximately the same payout base (the ratio of the number of shot balls to the number of prize balls), which is the number of shot balls minus the number of prize balls that would be obtained in the recommended game mode. Specifically, as shown in FIG. 31(a), in the first probability variable state, when a game is played aiming at the second actuation port 34, the prize ball based on the entry into the second actuation port 34 is one, so the number of balls held does not increase based on the entry into the second actuation port 34 (FIG. 31(a) omits the increase in prize balls based on the entry into the second actuation port 34). On the other hand, if the second special symbol side win / lose lottery based on the entry into the second actuation port 34 results in a special miss, the player is allowed to win the first variable winning device 32A, and the player can obtain the prize balls based on that.

[0288] That is, when gaming balls are fired toward the second actuation port 34 in the first probability variable state, approximately half (specifically, approximately 45%) of them will land in the second actuation port 34. Therefore, if 100 gaming balls are fired, approximately 45 of them will land in the second actuation port 34, resulting in approximately 45 prize balls (45 balls entered × 1 prize ball). In the second special symbol lottery, there is a 1 in 30 chance of a special miss, resulting in approximately 30 prize balls (3 balls entered × 10 prize balls). Therefore, if 100 gaming balls are fired, approximately 45 prize balls can be expected to be won. Furthermore, some of the gaming balls that do not land in the second actuation port 34 will land in the lower first actuation port 33A or the general prize port 31, and the prize balls thus obtained will be approximately 5 if 100 balls are fired (if the 55 balls that did not land in the second actuation port 34 flow downstream). As a result, when game balls are fired toward the second operating port 34 in the first probability change state (the second firing operation is performed), approximately 95 prize balls can be obtained when 100 balls are fired, and the payout base, which is the ratio between the number of balls fired and the number of prize balls, is approximately 95%.

[0289] If the prize balls obtained in the event of a jackpot result in a lottery based on winning the second actuation port 34 or the lower first actuation port 33A are taken into consideration, the ratio of the number of shots to the number of prize balls exceeds 100%. Therefore, in the first probability variable state, the player can increase the number of balls he has by playing with the second actuation port 34 in mind.

[0290] In contrast, as shown in Figure 31(b), in the second probability variable state, when a game is played aiming at the right first actuation port 33B, the probability of a special miss result is low, unlike in the first probability variable state (Figure 31(b) omits the special miss result). On the other hand, in the second probability variable state, the support mode becomes the high frequency support mode, and the number of prize balls awarded based on winning the right first actuation port 33B is three, so that it is possible to increase (avoid a decrease in) the number of balls held based on winning the right first actuation port 33B.

[0291] That is, in the second probability variable state, when gaming balls are fired aiming at the right first actuation port 33B, approximately 18% of them will land in the right first actuation port 33B. Therefore, if 100 gaming balls are fired, approximately 18 of them will land in the right first actuation port 33B, resulting in approximately 54 prize balls (18 balls will land × 3 prize balls). Also, when gaming balls are fired aiming at the right first actuation port 33B, the gaming balls that do not land in the right first actuation port 33B may land in the second actuation port 34. Therefore, if 100 gaming balls are fired, approximately 37 of the approximately 82 gaming balls that do not land in the right first actuation port 33B, or approximately 45%, will land in the second actuation port 34, resulting in approximately 37 prize balls (37 balls will land × 1 prize ball). Then, assuming that approximately 45 game balls flow down as game balls that did not enter the right first actuation port 33B or the second actuation port 34 enter the lower first actuation port 33A or the general prize port 31, approximately 4 prize balls can be added. As a result, when game balls are fired toward the right first actuation port 33B in the second probability variable state (performing the second firing operation), approximately 95 prize balls can be obtained when 100 balls are fired, and the payout base, which is the ratio between the number of balls fired and the number of prize balls, is approximately 95%, which is the same as or approximately the same as when the second firing operation is performed in the first probability variable state.

[0292] If the prize balls obtained in the event of a jackpot result based on winning the second actuation port 34 or the lower first actuation port 33A are taken into consideration, the ratio of the number of shots to the number of prize balls exceeds 100%. Therefore, even in the second probability variable state, the player can increase the number of balls he has by playing with the right first actuation port 33B in mind.

[0293] According to the present embodiment described above in detail, the following excellent effects are achieved.

[0294] While the probability of winning the jackpot is the same for the lower first actuation opening 33A and the second actuation opening 34, which can receive balls during normal play, the allocation table for the second special symbol, which is referenced as an allocation table based on winnings at the second actuation opening 34, is set to be more advantageous. However, the variable display times set for the lower first actuation opening 33A and the second actuation opening 34 are different, and the variable display times are set so that the lower first actuation opening 33A has better consuming efficiency than the second actuation opening 34. This allows the player to choose between aiming for the advantageous side or prioritizing consuming efficiency, thereby diversifying the game.

[0295] The first actuation port 33A and the second actuation port 34 are positioned so that the ball cannot enter the hole with the same shooting operation. This allows the player to clearly distinguish which actuation port 33A, 34 to aim for in the normal game state, which creates a difference in the gameplay.

[0296] When the game state shifts from the normal game state to the first probability variable game state, a winning entry into the second actuation port 34 is more likely to be set with a shorter variable display time than a winning entry into the lower first actuation port 33A. In other words, this is the opposite of the normal game state in terms of consumption efficiency. In this way, by shifting the game state, the actuation ports 33A and 34 to be targeted can be changed, thereby diversifying the game.

[0297] The above-mentioned change in game state (change in digestion efficiency) is configured to occur based on the result of a jackpot. For example, if the game state were configured to change without the result of a jackpot, it would be difficult for the player to understand which operating port 33A, 34 they should aim for. Therefore, by using the result of a jackpot as a trigger, it is possible to realize a variety of gameplay features while making it easy for the player to understand (avoiding confusion).

[0298] A jackpot result triggers a transition to the open / close execution mode, which is executed by the variable winning devices 32A and 32B located in the right-side area PE3. The variable winning devices 32A and 32B are located in positions where the game ball cannot reach them even if the first firing operation is performed while aiming at the left-side area PE2. In other words, a player who is aiming at the lower first actuation port 33A with the first firing operation during normal gameplay switches the firing operation mode to the second firing operation to aim at the variable winning devices 32A and 32B upon entering the open / close execution mode. As described above, the second actuation port 34 is located in a position that can be reached by the second firing operation. In this way, the open / close execution mode can be used as a trigger to automatically switch the firing operation mode to the second actuation port 34 that is to be targeted thereafter.

[0299] In addition to the jackpot result, a special losing result is provided as a game result that allows a win in the first variable winning device 32A. Based on the special losing result, the transition of the game state (change in consumption efficiency) as described above does not occur. This makes it possible to realize a game in which prize balls are obtained using the special losing result without a transition of the game state, thereby further diversifying the game.

[0300] In the first and second probability variable states, the firing manner is the same but the balls are made to enter different operating ports 33B, 34, the jackpot probability is the same, and the payout base is set to be the same. By doing this, it is possible to realize a game in which the first and second probability variable states alternate, while preventing dissatisfaction such as the game balls being used up more quickly in one game state.

[0301] Furthermore, such a game that alternates between the first and second probability variable states can be suitably realized by playing the second firing mode (right-hand shot) as a recommended game in the first and second probability variable states. In other words, if a game that is not recommended is played, for example, if the first firing mode (left-hand shot) is performed in the first probability variable state, the payout base will be lower than in the second firing mode, and the game balls will be depleted more quickly. Furthermore, by being subjected to a win / loss lottery on the first special chart side, even if a jackpot result is achieved, there is a possibility that it will be allocated to a non-V jackpot result. In this case, even though the game has transitioned from the normal game state to the first probability variable state, it will return to the normal game state after two jackpots, including the jackpot at the transition. Furthermore, if the first firing mode (left-hand shot) is performed in the second probability variable state, although the allocation is the same as when the second firing mode is performed, the payout base will be lower than in the second firing mode, and the balls in hand may be significantly reduced. In this way, by making it more advantageous for the player to play the recommended games in the first and second probability variable states, it is possible to preferably realize games that move back and forth between the first and second probability variable states.

[0302] The right first actuation port 33B is equipped with an electric device 331, which, when set to high-frequency support mode, increases the rate of balls entering the right first actuation port 33B. Meanwhile, the probability of a special miss is set higher for the second actuation port 34 than for the right first actuation port 33B (first special symbol side), and the variable display time set based on winning at the second actuation port 34 is different between the high-probability mode and the low-probability mode (a shorter time is selected for the high-probability mode than for the low-probability mode). In other words, the payout base for both actuation ports 33B and 34 changes based on changes in the game state (transition between support mode and win / lose lottery mode). This allows for gameplay that maintains the same payout base for the different actuation ports 33B and 34 even as the game state shifts.

[0303] The right first operating port 33B is provided upstream of the second operating port 34. This prevents the ball from entering the second operating port 34 side even when the high frequency support mode is set, resulting in a situation where the payout base is not as set.

[0304] <Second embodiment> In this embodiment, in a configuration in which the lottery system on the first special chart side and the lottery system on the second special chart side are performed in parallel, as in the first embodiment described above, the processing is changed when the lottery timing of each lottery system overlaps.

[0305] That is, in the first embodiment, the first game round control process is executed before the second game round control process in the normal process. Therefore, for example, even if the lottery timings of the respective lottery systems overlap, such as after the end of the open / close execution mode, the first game round control process is executed first, and then the second game round control process is executed. In other words, when the lottery timings overlap and all of the reserved information drawn at the overlapping timings corresponds to a jackpot result, the lottery system on the first special symbol side is prioritized (the first winning flag is stored), and the execution of the lottery on the second special symbol side is restricted in the subsequent second game round control process.

[0306] First, the normal processing in this embodiment will be described with reference to the flowchart in FIG.

[0307] The difference from the first embodiment is that the game number control process is integrated into one process in the normal process. That is, after the process of steps S1601 to S1602 is performed in the same manner as the process of steps S301 to S302, the game number control process corresponding to the first game number control process of step S303 and the second game number control process of step S304 is executed in step S1603. The process of steps S1604 to S1609 is the same as the process of steps S305 to S310.

[0308] Prior to the game number control process in step S1603, the forced termination process and the termination process of the opening / closing execution mode in this embodiment will be described.

[0309] 33, in the forced termination process of this embodiment, steps S1701 and S1702 execute the same processes as steps S801 and S803 described above. In step S1703, a process is performed to record that the forced termination has occurred. That is, a forced termination flag is stored in the various flags storage area 234 of the RAM 204. Thereafter, the forced termination process ends.

[0310] As shown in the flowchart of Fig. 34, in the termination process of the open / close execution mode in this embodiment, it is determined in step S1801 whether or not a forced termination flag is stored. If the forced termination flag is not stored, the process of erasing various flags is executed in step S1802, and then the termination process of the main open / close execution mode is terminated. On the other hand, if the forced termination flag is stored, the process of erasing various flags other than the forced termination flag and the first win flag or the second win flag is executed, and then the termination process of the main open / close execution mode is terminated.

[0311] The game play control process in step S1603 will be described with reference to the flowchart in FIG.

[0312] In step S1901, it is determined whether a forced termination flag has been stored. If a forced termination flag has been stored, the process proceeds to step S1902, where it is determined whether a second win flag has been stored. A positive determination is made in steps S1901 and S1902 when a jackpot occurs on the second special symbol side during execution of a game round on the first special symbol side, forcibly terminating the game round on the first special symbol side that is currently being executed. In this case, first, each win flag (first win flag or second win flag) and the forced termination flag are cleared in step S1903, and then a first game round control process is executed in step S1904, followed by a second game round control process in the following step S1905. Furthermore, if the forced termination flag is stored in step S1901 and the second winning flag is not stored in step S1902 (if the first winning flag is stored), each winning flag (first winning flag or second winning flag) and the forced termination flag are erased in step S1906, and then the second game round control process is executed in step S1907, and the first game round control process is executed in the following step S1908.

[0313] If the forced termination flag is not stored in step S1901, the process proceeds to step S1904, and as in the first embodiment, the first game round control process is executed, and then the second game round control process is executed in step S1905.

[0314] After the processing of step S1905 or step S1908 is executed, the game play control processing is terminated.

[0315] That is, in this embodiment, when a forced termination of a game round occurs, the lottery system on the side where the forced termination occurred is executed with priority at the start timing of the game round after the open / close execution mode. Specifically, when the first special symbol side is forced to terminate, the lottery system on the first special symbol side is executed with priority (the first game round control process is executed before the second game round control process), and when the second special symbol side is forced to terminate, the lottery system on the second special symbol side is executed with priority (the second game round control process is executed before the first game round control process).

[0316] By doing so, it is possible to more reliably guarantee two probability variable states. In other words, if a jackpot occurs in the lottery system on the first special symbol side while the variable display on the second special symbol side is being executed in the normal game state, the variable display on the second special symbol side is forcibly terminated. As described above, if a jackpot result occurs in the normal game state and is assigned to a first V-type jackpot result, the game transitions to the first probability variable state, and a game in which a lottery on the second special symbol side is performed (a game in which the ball enters the second operating port 34). However, if a jackpot occurs in the lottery system on the first special symbol side in the first lottery in this situation, i.e., if the lottery system on the first special symbol side results in two consecutive jackpots, in the first embodiment, the first game round control process takes priority, so the player may not be able to receive the lottery on the second special symbol side and may be assigned to a non-V type jackpot result by the allocation table on the first special symbol side. In other words, in the first embodiment, if two consecutive jackpot results occur in the lottery system on the first special chart side, there is a possibility that the game will transition to the normal game state without going through the second probability change state.

[0317] Therefore, in this embodiment, it is possible to more reliably go through the second probability variation state, that is, after going through the lottery on the second special chart side, to transition to the normal game state. Therefore, it is possible to reliably implement two probability variations.

[0318] <Third embodiment> In this embodiment, different gameplay is realized by utilizing the winning rate and the length of the variable display time between the first actuation port 33A, 33B and the second actuation port 34 during the normal game state in the first and second embodiments. That is, in the first and second embodiments, during the normal game state, the game ball is more likely to enter the second actuation port 34 than the first actuation port 33A, 33B, and the variable display time (FIGS. 12(c), 12(d)) of the second special symbol side based on the winning of the second actuation port 34 is more likely to be selected than the variable display time (FIGS. 12(a), 12(b)) of the first special symbol side based on the winning of the first actuation port 33A, 33B. Furthermore, by setting the variable display time on the second special symbol side to a length that makes it difficult to realize a smooth game without substantially ending the game round (6000 seconds when missing), during normal game play, a game is realized in which the player does not aim for the second actuation port 34 on the second special symbol side, but instead aims for the actuation port on the first special symbol side (particularly the lower first actuation port 33A). In other words, the player gains more merit by aiming for the actuation port on the side that is difficult to win and has a short variable display time than by aiming for the actuation port on the side that is easy to win and has a long variable display time, and the player is made to aim for the actuation port on the side that is difficult to win and has a short variable display time. In contrast, in this embodiment, the player benefits from aiming for the actuation port on the side that is easy to win and has a long variable display time.

[0319] Figure 36 is a front view showing the configuration of the game board 24 in this embodiment. In Figure 36, the same components as those in the game board 24 in the first and second embodiments are basically indicated by the same reference numerals, and the description of these same components will be omitted.

[0320] In this embodiment, the third actuation port 51 as the actuation port on the first special design side and the fourth actuation port 52 as the actuation port on the second special design side are united as an actuation port device and installed in the lower area PE4 of the game board 24. In other words, the game ball can reach the third actuation port 51 and the fourth actuation port 52 in either case where the launch operation device 28 is operated in the first launch operation so that the game ball flows down the right area PE3, or where the launch operation device 28 is operated in the second launch operation so that the game ball flows down the left area PE2.

[0321] Both the third actuation port 51 and the fourth actuation port 52 are open upward. The third actuation port 51 and the fourth actuation port 52 are aligned vertically with the third actuation port 51 facing upward. The fourth actuation port 52 is provided with an electric accessory 52a serving as a guide piece made up of a pair of left and right movable pieces.

[0322] The electric device 52a will be described. The electric device 52a can be switched between a closed state (non-support state or non-guide state) in which it is difficult for the game ball to enter the fourth operating port 52, and an open state (support state or guide state) in which it is easier for the game ball to enter than in the closed state.

[0323] The actuation port case that constitutes the third actuation port 51 juts out toward the front and is generally trapezoidal when viewed from the front, with the top edge length being smaller than the bottom edge length. In this case, the top edge length of the actuation port case (i.e., the left-to-right width of the third actuation port 51) is slightly longer than the diameter of the gaming ball, and the bottom edge length is longer than the distance between the left and right electric role devices 52a when the electric role devices 52a are in the closed state. In addition, the installation distance between both actuation ports 51, 52 is adjusted so that when the electric role devices 52a are in the closed state, the distance between the actuation port case and the upper ends of the electric role devices 52a is slightly shorter than the diameter of the gaming ball.

[0324] According to the above configuration, when the electric device 52a is closed, the game ball cannot enter the fourth operating opening 52, but it can enter the fourth operating opening 52 when the electric device 52a is opened. In particular, during the transition of the electric device 52a from the closed state to the open state, the trapezoidal operating opening case of the third operating opening 51, as described above, acts as an obstacle. Therefore, the game ball cannot enter the fourth operating opening 52 until the electric device 52a is fully opened. The game ball can only enter the fourth operating opening 52 when the electric device 52a is almost fully open. In other words, a game ball falling from above hits the side of the operating opening case and bounces outward, preventing it from entering the fourth operating opening 52 directly. This makes it extremely difficult for the electric device 52a to enter the fourth operating opening 52 when it opens in a very short time, and it becomes easy to enter the fourth operating opening 52 only when the electric device 52a remains open.

[0325] In addition to the configuration in which the operating port case of the third operating port 51 is approximately trapezoidal as described above, the operating port case of the third operating port 51 may be configured in two stages with a narrow upper section and a wide lower section, or approximately V-shaped guide pieces may be provided on both the left and right sides of the third operating port 51, or obstructing nails may be planted diagonally below the operating port case.

[0326] In the lower area PE4, a third variable winning device 55 is provided downstream of the third actuation opening 51 and the fourth actuation opening 52. The third variable winning device 55 has the same configuration as the first variable winning device 32A. Specifically, it includes a special winning opening 55a that leads to the back side of the game board 24 and an opening / closing door 55b that opens and closes the special winning opening 55a. The opening / closing door 55b is normally in a closed state that prevents or makes it difficult for game balls to win. When an internal lottery is selected to transition to an opening / closing execution mode (opening / closing execution state), the opening / closing door 55b is switched to a predetermined open state that makes it easier for game balls to win. A variable winning drive unit 55c is connected to the main control device 81, and the MPU 202 of the main control device 81 controls the variable winning drive unit 55c to switch the opening / closing door 55b between the open and closed states. A game ball entering the special winning opening 55a is detected by a special winning opening detection sensor (not shown). The MPU 202 of the main control device 81 recognizes that a gaming ball has entered the big winning opening 55a based on the detection result of the detection sensor (not shown).

[0327] In this embodiment, a predetermined round is executed in the opening and closing execution mode, and a winning device corresponding to the second variable winning device 32B having a V winning area 356 for setting the level of the winning or losing lottery mode after the opening and closing execution mode is not provided. Therefore, in this embodiment, all rounds in the opening and closing execution mode are executed by the third variable winning device 55, and the level of the winning or losing lottery mode after the opening and closing execution mode is set based on the game result that triggered the transition to the opening and closing execution mode.

[0328] Here, the configuration of the winning / losing lottery in this embodiment will be explained using Figures 37 and 38.

[0329] In this embodiment, two types of win / loss tables are set: a win / loss table for low probability mode (Fig. 37(a)) and a win / loss table for high probability mode (Fig. 37(b)). Then, on both the first special symbol side and the second special symbol side, the win / loss lottery is carried out using a win / loss table according to the level of the win / loss lottery mode. In other words, in this embodiment, separate win / loss tables are not prepared for the first special symbol side and the second special symbol side, and a common win / loss table is used, thereby reducing storage capacity.

[0330] As shown in FIG. 38, two types of allocation tables are set: an allocation table for the first special symbol (FIG. 38(a)) and an allocation table for the second special symbol (FIG. 38(b)).

[0331] The allocation table for the first special symbol has the first normal jackpot result and the probability variable jackpot result set as allocation destinations of the game results. Also, the allocation table for the second special symbol has the second normal jackpot result and the probability variable jackpot result set as allocation destinations of the game results.

[0332] The first and second normal jackpot results are jackpot results in which 15 rounds of opening and closing execution mode are performed, and after the opening and closing execution mode ends, the win / loss lottery mode becomes the low probability mode and the support mode becomes the high frequency support mode. However, this high frequency support mode will switch to the low frequency support mode if the number of games played after the transition reaches the termination reference number (specifically, 100 times).

[0333] The difference between the first normal jackpot result and the second normal jackpot result will be explained in detail later, but differences are provided in the variable display time table during the advanced support mode.

[0334] The probability of winning is 15 rounds of the open / close execution mode, and after the open / close execution mode ends, the win / lose lottery mode becomes the high probability mode and the support mode becomes the high frequency support mode. This high frequency support mode continues until the lottery result in the win / lose lottery is a jackpot win.

[0335] In this embodiment, as in the first and second embodiments, the first special symbol side game round and the second special symbol side game round are simultaneously executed in parallel. Therefore, the configurations of the first game round control process (FIG. 18) and the second game round control process (FIG. 23) in the normal process are generally the same as those of the first and second embodiments. However, as mentioned above, there are differences in the allocation destination of the game results and the high / low setting of the win / lose lottery mode, so changes in the processing related to these differences will be explained below.

[0336] 39 is a flowchart showing the first fluctuation start process in this embodiment. The first fluctuation start process is a process performed in step S406 in the first game round control process, and is performed when starting a game round on the first special symbol side.

[0337] In this embodiment, similar to the above steps S601 to S604, in steps S2001 to S2004, a win / fail table according to the level of the win / fail lottery mode is acquired, and each process for the win / fail lottery is executed. As already explained, in this embodiment, either the win / fail table for the low probability mode in Figure 37(a) or the win / fail table for the high probability mode in Figure 37(b) is selected and the win / fail determination process is performed.

[0338] In step S2005, it is determined whether the result of the hit / miss determination process is a jackpot hit, and if it is a jackpot hit, the first hit flag is stored in step S2006. These processes are the same as the processes in steps S605 and S606 above.

[0339] In step S2007, an allocation determination process is executed. In this process, the type of the current jackpot result is determined using the allocation table for the first special symbol in FIG. 38(a). In step S2008, based on the processing result of step S2007, it is determined whether the current jackpot result is a variable probability jackpot result. If it is a variable probability jackpot result, the process proceeds to step S2009, and a stop result setting process for a variable probability jackpot is executed to end the variable display of the first special symbol display unit 37a while the stop result that will result in the variable probability jackpot result is displayed on the first special symbol display unit 37a. Then, in step S2010, a variable probability flag, which is information indicating that the current game result is a variable probability jackpot result, is stored in the various flag storage area 234 of RAM 204.

[0340] A negative determination in step S2008 means that the current jackpot result is a first normal jackpot result. In this case, in step S2011, a stop result setting process for a first normal jackpot is executed to terminate the variable display of the first special symbol display unit 37a while the stop result that will result in the first normal jackpot result is displayed on the first special symbol display unit 37a. Then, in step S2012, a first normal flag, which is information indicating that the current game result is a first normal jackpot result, is stored in the various flags storage area 234 of the RAM 204.

[0341] If it is determined in step S2005 that the result is not a jackpot, the process proceeds to step S2013, where it is determined whether the current loss result is a special loss result. If it is a special loss result, the process proceeds to step S2014, where a stop result setting process for a special loss is executed. Furthermore, in step S2015, a special loss flag is stored. If it is determined in step S2013 that the result is not a special loss, a stop result setting process for a normal loss is executed in step S2016. The processes in steps S2013 to S2016 are the same as the processes in steps S613 to S616 above.

[0342] After executing any one of the processes in step S2010, step S2012, step S2015, and step S2016, a process for setting the variable display time is executed in step S2017, and the variable display is started in step S2018, after which the first variable start process is terminated. The process for setting the variable display time in step S2017 will be described in detail later.

[0343] Next, the second fluctuation start processing on the second special chart side will be described with reference to the flowchart of Figure 40. The second fluctuation start processing is a process carried out in step S906 in the second game play control process.

[0344] As explained in the first and second embodiments, the second fluctuation start process is generally the same as the first fluctuation start process. That is, in steps S2101 to S2104, the same winning / losing lottery process as in steps S2001 to S2004 is performed. Then, in step S2105, it is determined whether or not a jackpot has been won, and if so, in step S2106, a process of storing a second winning flag is executed.

[0345] Then, in step S2107, allocation determination processing is performed. In this processing, the type of the current jackpot result is determined by referring to the allocation table for the second special symbol in Figure 38 (b). In step S2108, it is determined whether the type of the current jackpot result is a variable probability jackpot result, and if it is a variable probability jackpot result, in step S2109, a stop result setting process for the variable probability jackpot is performed. Then, in step S2110, a process for storing the variable probability flag is performed.

[0346] If the result is not a probability variable jackpot, it means that the current jackpot result is a second normal jackpot result, and in this case, in step S2111, a stop result setting process for a second normal jackpot is executed to end the variable display of the first special symbol display unit 37a with the stop result that will result in the second normal jackpot result being displayed on the first special symbol display unit 37a. Then, in step S2112, a second normal flag, which is information indicating that the current game result is a second normal jackpot result, is stored in the various flag storage area 234 of the RAM 204.

[0347] If a negative decision is made in step S2105, the process for a failure result is executed in steps S2113 to S2116, similarly to steps S2013 to S2016.

[0348] After executing any one of the processes in step S2110, step S2112, step S2115, and step S2116, a process for setting the variable display time is executed in step S2117, and the variable display is started in step S2118, after which the second variable start process is terminated. The process for setting the variable display time in step S2117 is the same as the process in step S2017, and will be described in detail later.

[0349] Next, the game state transition process in this embodiment will be described with reference to the flowchart of FIG.

[0350] In step S2201, it is determined whether or not the opening / closing execution mode is in progress. If the opening / closing execution mode is not in progress, the process proceeds to step S2202, where it is determined whether or not a first winning flag or a second winning flag, or a special losing flag, is stored in RAM 204. If neither flag is stored, the game state transition process ends. If either flag is stored, the process proceeds to step S2203, where it is determined whether or not it is time to end the variable display of the corresponding number of games. The processes in steps S2201 to S2203 are the same as those in steps S1301 to S1303 above.

[0351] In the following step S2204, a process for starting the opening / closing execution mode is executed, and in steps S2205 to S2207, a process for setting the number of rounds is executed. These processes are the same as the processes in steps S1305, S1306, and S1308. In this embodiment, the opening / closing execution mode based on the special miss result is a one-round opening / closing execution mode similar to the first and second embodiments, while the opening / closing execution mode based on the jackpot result is a 15-round opening / closing execution mode, which is more than the first and second embodiments. Therefore, in this embodiment, if a negative determination is made in step S2205 and the opening / closing execution mode based on the jackpot result is selected, the round counter RC is set to "15" in step S2206.

[0352] After executing the process of setting the number of rounds in the round counter RC in step S2206 or step S2207, the process of setting an opening command is executed in step S2208, and the external signal setting process is executed in step S2209, after which the game state transition process ends. That is, in this embodiment, the process of storing whether the current opening / closing execution mode is based on the jackpot result or not is not executed in step S1307 or step S1309. This is based on the change that in this embodiment, although the number of rounds differs in both the opening / closing execution mode based on the jackpot result and the opening / closing execution mode based on the special miss result, both have the same maximum number of winnings in each round and the same maximum opening period.

[0353] If it is determined in step S2201 that the opening / closing execution mode is in progress, the process proceeds to step S2110, where it is determined whether the opening period has ended. If it has ended, the process executes the opening / closing process of the big prize opening in step S2211.

[0354] In the special prize opening opening opening process of this embodiment, as shown in Figure 42, in step S2301, it is determined whether or not the special prize opening 55a is open based on the drive state of the variable prize driving unit 55c of the third variable prize opening device 55. If the special prize opening 55a is closed, it is determined in step S2302 whether or not the round counter RC is "0", and in step S2303 it is determined whether or not the timer counter TC is "0". If the round counter RC is "0" or if the timer counter TC is not "0", the special prize opening opening opening process is terminated.

[0355] If the round counter RC is not "0" and the timer counter TC is "0", the large prize opening process is executed in step S2304. In this process, the variable prize drive unit 55c is driven and controlled so that the large prize opening 55a is opened. Then, in step S2305, "15000" is input into the timer counter TC to set the maximum opening period, and in step S2306, "10" is input into the prize counter PC to set the maximum number of prizes. Then, in step S2307, an open command is set, and the large prize opening opening process is terminated.

[0356] If it is determined in step S2301 that the special prize opening 55a is open, the process proceeds to step S2308. In step S2308, it is determined whether the timer counter TC is "0." If the timer counter TC is not "0," it is determined in step S2309 whether a game ball has won into the special prize opening 55a. If a win has occurred, the win counter PC is updated in step S2310, and it is determined in step S2311 whether the maximum number of wins has been reached (whether the win counter PC = 0). If no win has occurred in step S2309, or if the maximum number of wins has not been reached in step S2311, the special prize opening opening / closing process is terminated.

[0357] If the timer counter TC is "0" in step S2308 and the maximum opening period has elapsed, or if the maximum number of prizes has been won in step S2311, a special prize opening closing process is executed in step S2312. In this process, drive control of the variable prize drive unit 55c is terminated, and the special prize opening 55a is closed. Then, in step S2313, a round counter RC update process is executed, and in step S2314, it is determined whether the round counter RC has reached "0." If the round counter RC is not "0," in step S2315, "1000" is entered into the timer counter TC to set a waiting period between rounds. Then, in step S2316, a close command is set, and the special prize opening opening and closing process is terminated.

[0358] If the round counter RC is "0" in step S2314, the process of starting the ending is executed in step S2317, and the process of opening and closing the big prize opening is terminated after setting the ending command in step S2318.

[0359] Returning to the explanation of the game state transition process (FIG. 41), after the big prize opening / closing process is executed in step S2211, it is determined in step S2212 whether the round counter RC is 0. If the round counter RC is 0, it is determined in step S2213 whether it is the end timing of the ending period, and in step S2214, transition process at the end of the opening / closing execution mode is executed.

[0360] In the transition process at the end of the open / close execution mode, as shown in Fig. 43, it is determined in step S2401 whether or not a probability variable flag is stored. If a probability variable flag is stored, a flag deletion process is executed in step S2402 to delete information for identifying the game state. Specifically, if the open / close execution mode flag, high probability mode flag, first high frequency support flag, or second high frequency support flag is stored, they are deleted, and if they are not stored, the state is maintained.

[0361] In this embodiment, a first high-frequency support mode and a second high-frequency support mode are set as high-frequency support modes. The first and second high-frequency support modes differ in the variable display time of the number of play times for the special symbol during each support mode. On the other hand, both the first and second high-frequency support modes are set so that the electric role device 52a opens more frequently and remains open for a longer period than the low-frequency support mode. The frequency of opening and the period of time for which the electric role device 52a remains open are the same in the first high-frequency support mode and the second low-frequency support mode. In other words, the first high-frequency support mode and the second low-frequency support mode are treated as the same high-frequency support mode in the electric role support process (step S306 in FIG. 17 ). The only difference between the first and second high-frequency support modes is the variable display time of the number of play times for the special symbol. This difference in variable display time will be explained in detail later.

[0362] When the high frequency support mode is set, a first high frequency support mode flag and a second high frequency support mode flag are provided so that MPU202 can identify either the first high frequency support mode or the second high frequency support mode, and in step S2402, a process is performed to erase these support mode flags as well.

[0363] After executing the deletion process of step S2402, in the following step S2403, the high probability mode flag is stored. Then, in step S2404, the second high frequency support flag is stored. As a result, the game state transitions to a game state in which the win / lose lottery mode is the high probability mode and the support mode is the second high frequency support mode of the high frequency support modes (hereinafter, this game state is also referred to as the probability variable state). After executing the process of step S2404, this transition process ends.

[0364] If it is determined in step S2401 that the probability variable flag is not stored, it is determined in step S2405 whether or not the first normal flag is stored. If the first normal flag is stored, the above flag deletion process is executed in step S2406. Thereafter, in step S2407, the first high-frequency support flag is stored. Then, in step S2408, a process is executed to input "100" to the high-frequency count counter provided in the various counter area 233 of RAM 204. The high-frequency count counter is a counter for keeping track of the number of times the game has been played in the high-frequency support mode with a count limit. By the processes of steps S2406 to S2408, the game state transitions to a game state in which the win / lose lottery mode is the low-probability mode, the support mode is the first high-frequency support mode among the high-frequency support modes, and the number of times the first high-frequency support mode has continued is 100 (hereinafter, this game state is also referred to as the first high-frequency state). The first high frequency state ends when the special game side has been played 100 times, and then the game transitions to the normal game state in which the winning / losing lottery mode is the low probability mode and the support mode is the low frequency support mode. After executing the process of step S2408, this transition process ends.

[0365] If it is determined in step S2405 that the first normal flag is not stored, then in step S2409, it is determined whether the second normal flag is stored. If the second normal flag is stored, then in step S2410, the above flag deletion process is executed. Then, in step S2411, the second high-frequency support flag is stored, and in step S2412, the high-frequency counter is entered with "100." This transition causes the game state to transition to a game state in which the win / lose lottery mode is the low-probability mode, the support mode is the second high-frequency support mode among the high-frequency support modes, and the second high-frequency support mode has continued for 100 times (hereinafter, this game state is also referred to as the second high-frequency state). The second high-frequency state ends when the special symbol side has been played for 100 times, and then the game transitions to a normal game state in which the win / lose lottery mode is the low-probability mode and the support mode is the low-frequency support mode. After executing the process in step S2412, this transition process is terminated.

[0366] If it is determined in step S2409 that the second normal flag is not stored, the transition process ends. In other words, if a special miss occurs and the mode transitions to the open / close execution mode, the game state of the game in which the special miss occurred is maintained after the open / close execution mode ends.

[0367] Returning to the explanation of the game state transition process (FIG. 41), after the transition process at the end of the open / close execution mode in step S2214 is completed, the game state transition process is terminated after the end process of the open / close execution mode is executed in step S2215. The process of step S2215 is the same as the process of step S1317 above.

[0368] Next, the process for ending the fluctuation in this embodiment will be explained with reference to the flowchart in Fig. 44. The process for ending the fluctuation is a process carried out in step S413 in the first game round control process or in step S913 in the second game round control process, and is a process carried out when ending a game round based on the passage of the fluctuation display time. As already explained, if a jackpot is won in either the game round on the first special symbol side or the game round on the second special symbol side, the other game round is forcibly ended, and in this case, the process for ending the fluctuation in Fig. 44 is not carried out.

[0369] In the variable end processing, in step S2501, it is determined whether or not a high-probability mode flag is stored. If the high-probability mode flag is stored, it means that the game state is in a high-probability mode. If the high-probability mode flag is not stored, in step S2502, it is determined whether or not either a first high-frequency support flag or a second high-frequency support flag is stored. If either high-frequency support flag is stored, it means that the first high-frequency state or the second high-frequency state is in effect. In this case, in step S2503, an update process for the high-frequency count counter is executed. Specifically, a process for decrementing the high-frequency count counter by 1 is executed. Then, in step S2504, it is determined whether or not the high-frequency count counter has become 0 based on the processing result of step S2403. If the high-frequency count counter has become 0, in step S2505, a process for erasing each high-frequency support flag is executed. This sets the game state to a normal game state of low-probability mode and low-frequency support mode.

[0370] In step S2506, a forced termination process for the game turn that is currently changing is executed. In this process, if the game turn on the other side, not the side that is currently ending, is currently changing, the change display time for the game turn that is currently changing is set to 0, and a stop result according to the game result is displayed and the process is terminated. Specifically, if the current change termination process is a process based on the lapse of the change display time for the game turn on the first special symbol side, the game turn on the second special symbol side may be currently changing, and a process is executed to forcibly terminate the game turn on the second special symbol side that is currently changing. Conversely, if the current change termination process is a process based on the lapse of the change display time for the game turn on the second special symbol side, the game turn on the first special symbol side may be currently changing, and a process is executed to forcibly terminate the game turn on the first special symbol side that is currently changing.

[0371] Incidentally, as already explained, in this pachinko machine 10, both special symbols are displayed in parallel, and when a game play resulting in one of them being a jackpot is started, the first winning flag or the second winning flag is stored and the other symbol's variation is forcibly terminated. Also, since the start of the other symbol's variation is restricted by the first winning flag or the second winning flag being stored, the symbol that is forcibly terminated waits until the opening / closing execution mode based on the jackpot that triggered the termination is terminated without being started. In other words, the configuration is such that an event does not occur in which the other symbol's variation display is being implemented while the other symbol's variation display resulting in a jackpot is being executed.

[0372] In this case, when the other variable display is forcibly terminated in step S2506, the other variable display will be a miss result, and terminating the other variable display will not result in forcibly terminating the variable display that will result in a jackpot.

[0373] In addition, when the other variable display is forcibly terminated in step S2506, if the other variable display is a special miss result, it is preferable to configure the system to execute an opening / closing execution mode based on the other special miss result depending on the game result of the side that triggered the current variable end processing. Specifically, if the game result of the side that triggered the current variable end processing is a jackpot result, the system will execute an opening / closing execution mode based on the jackpot result rather than executing an opening / closing execution mode based on the other special miss result. If the game result of the side that triggered the current variable end processing is a special miss result, the system will execute an opening / closing execution mode based on one of the special miss results. If the game result of the side that triggered the current variable end processing is a normal miss result, the system will execute an opening / closing execution mode based on the other special miss result. In this way, it is possible to avoid overlapping opening / closing execution modes.

[0374] In addition, instead of or in addition to a configuration in which one opening / closing execution mode is given priority and the other opening / closing execution mode is not implemented, a configuration in which one opening / closing execution mode is implemented and the other opening / closing execution mode is implemented after the one opening / closing execution mode may be adopted. A configuration in which one of the overlapping opening / closing execution modes is not implemented or both are implemented may be adopted in which whether the overlapping opening / closing execution mode is implemented later is determined by lottery or the like. Furthermore, when multiple opening / closing modes of the opening / closing execution mode based on a special miss result are set, the ratio of overlapping implementation and non-implementation may be set differently depending on the degree of advantage, or the order of overlapping implementation may be determined depending on the degree of advantage.

[0375] If the high probability mode flag is stored in step S2501, if none of the high frequency support mode flags are stored in step S2502, if the high frequency counter is not 0 in step S2504, or after the processing of step S2506 is executed, other processing for ending the fluctuation is executed in step S2507, and then this fluctuation ending processing is terminated. In this other processing, processing is performed so that the display of the special chart display units 37a and 37b becomes the stop result corresponding to the current game result.

[0376] In other words, in this embodiment, when a first or second normal jackpot result is achieved, the first or second high-frequency support mode, which has a limited number of play times, is set. The number of play times in the high-frequency support mode is updated each time a play time on the first or second special symbol side is completed. When the total number of play times on the first or second special symbol side reaches the upper limit (100 play times), the high-frequency support mode ends. Furthermore, if a jackpot result is achieved during the first or second high-frequency state, a game state update process (transition process at the end of the open / close execution mode) is performed. For example, if the first or second high-frequency state is set again, the upper limit number of play times is reset. Therefore, the forced termination process (FIG. 22) based on a jackpot win does not perform a high-frequency count update process.

[0377] Next, the process of setting the variable display time in this embodiment will be described with reference to the flowchart in FIG. 45 and the variable display time tables in FIGS.

[0378] First, in step S2601, it is determined whether the second high frequency support mode flag is stored. The case where the second high frequency support flag is stored includes the second high frequency state as well as the probability variable state. On the other hand, the case where the second high frequency support flag is not stored includes the first high frequency state as well as the normal gaming state. Then, if the determination in step S2601 is negative, that is, if the state is the first high frequency state or the normal gaming state, in step S2602, a variable display time table for the normal gaming state and the first high frequency state is acquired, and a process for specifying the variable display time for the current game is executed.

[0379] As shown in FIG. 46, the variable display time tables for the normal game state and the first high frequency state include a variable display time table for the first special symbol when a jackpot or a special miss occurs (FIG. 46(a)), a variable display time table for the first special symbol when a normal miss occurs (FIG. 46(b)), a variable display time table for the second special symbol when a jackpot or a special miss occurs (FIG. 46(c)), and a variable display time table for the second special symbol when a normal miss occurs (FIG. 46(d)). These variable display time tables are the same as the variable display time tables (FIG. 12) in the normal game state in the first and second embodiments. That is, the variable display time is set so that the game turn on the second special symbol side is basically longer than the game turn on the first special symbol side. In particular, in the game turn on the second special symbol side, the variable display time when a normal miss occurs is set to a length (6000 sec) that makes it difficult to realize a smooth game without the game turn essentially ending regardless of the values ​​of the reach random number counter C3 and the variation type counter CS. On the other hand, if the second special symbol side game turn results in a jackpot or a special miss, a relatively short fluctuation display time (10 seconds) is selected regardless of the value of the reach random number counter C3 or the fluctuation type counter CS, and the inconvenience of the game turn not ending even though it is a game turn that transitions to the opening and closing execution mode is avoided. For the first special symbol side game turn, the fluctuation display time is set according to the value of the reach random number counter C3 and the fluctuation type counter CS and the number of reserved balls at the start of the fluctuation, and the fluctuation pattern (whether or not a reach occurs and the type of reach) is set according to the fluctuation display time.

[0380] In step S2602, if the game to be executed this time is the game time of the first special symbol, the variable display time table for the first special symbol corresponding to the game result is acquired, and the variable display time of the current game time is specified based on the reach random number counter C3, the variable type counter CS, and the number of reserved symbols. Also, if the game to be executed this time is the game time of the second special symbol, the variable display time table for the second special symbol corresponding to the game result is acquired, and the variable display time of the current game time is specified.

[0381] On the other hand, if a positive judgment is made in step S2601, i.e., if the game is in the second high frequency state or the high probability state, then in step S2603, a variable display time table for the second high frequency state and the high probability state is obtained, and a process is executed to determine the variable display time for the current game round.

[0382] As shown in FIG. 47, the variable display time tables for the second high-frequency state and the probability variable state include a variable display time table for the first special symbol when a jackpot or special miss occurs (FIG. 47(a)), a variable display time table for the first special symbol when a normal miss occurs (FIG. 47(b)), a variable display time table for the second special symbol when a jackpot or special miss occurs (FIG. 47(c)), and a variable display time table for the second special symbol when a normal miss occurs (FIG. 47(d)). These variable display time tables are the same as the variable display time tables (FIG. 13) during the first probability variable state in the first and second embodiments. That is, the variable display time is set so that the game turn on the first special symbol side is generally longer than the game turn on the second special symbol side. In particular, in the game turn on the first special symbol side, the variable display time when a normal miss occurs is set to a length (6000 sec) that makes it difficult to realize a smooth game without the game turn essentially ending regardless of the values ​​of the reach random number counter C3 and the variable type counter CS. On the other hand, if a game turn on the first special symbol results in a jackpot or a special miss, a relatively short display time (10 seconds) is selected regardless of the values ​​of the reach random number counter C3 and the fluctuation type counter CS, avoiding the inconvenience of the game turn taking a long time to end even though it is a game turn that transitions to the opening / closing execution mode. For the game turn on the second special symbol, the display time is set according to the values ​​of the reach random number counter C3 and the fluctuation type counter CS and the number of reserved balls at the start of the fluctuation, and a fluctuation pattern (whether or not a reach occurs and the type of reach) is set according to the display time. In this case, the display time for each game turn on the second special symbol tends to be shorter than the display time for each game turn on the first special symbol for the normal game state and the first high frequency state.

[0383] In step S2603, if the game to be executed this time is the game time of the first special symbol side, the variable display time table for the first special symbol corresponding to the game result is acquired to specify the variable display time of the current game time. Also, if the game to be executed this time is the game time of the second special symbol side, the variable display time table for the second special symbol corresponding to the game result is acquired, and the variable display time of the current game time is specified based on the reach random number counter C3, the variable type counter CS, and the number of reserved symbols.

[0384] After executing the processing of step S2602 or step S2603, in step S2604, the information on the variable display time identified in the processing of step S2602 or step S2603 is input into the corresponding elapsed counter of the various counter area 233, and the variable display time setting processing is terminated.

[0385] That is, in this embodiment, as the variable display time table, a variable display time table for the normal game state and the first high frequency state in which a longer variable display time is likely to be selected for the game number on the second special symbol side than for the game number on the first special symbol side, and a variable display time table for the second high frequency state and the probability variable state in which a longer variable display time is likely to be selected for the game number on the first special symbol side than for the game number on the second special symbol side are set. In particular, the variable display time table for the normal game state and the first high frequency state is configured to use the same variable display time table although the support by the electric device 52a differs between low frequency and high frequency.

[0386] In addition, the first high frequency support mode and the second high frequency support mode have the same support mode by the electric role device 52a, but the variable display time table to be referenced is different, and in the first high frequency support mode, the variable display time of the second special symbol side on the side where the electric role device 52a is provided tends to be longer than the variable display time of the first special symbol side on the side where the electric role device 52a is not provided. In addition, in the second high frequency support mode, the variable display time of the second special symbol side on the side where the electric role device 52a is provided tends to be shorter than the variable display time of the first special symbol side on the side where the electric role device 52a is not provided.

[0387] Using such a variable display time table, the progress of the game rounds on the first special symbol side and the second special symbol side will be explained with reference to the timing charts in Figures 48 and 49.

[0388] First, the normal gaming state will be explained with reference to FIG. 48(a).

[0389] In the normal game mode, the electric device 52a of the fourth actuation port 52 is set to a low-frequency support mode, which makes it difficult for it to open. Therefore, when a game ball is fired aiming at the third actuation port 51 and the fourth actuation port 52, a win is more likely to occur at the third actuation port 51 than at the fourth actuation port 52. If a win occurs at the third actuation port 51 at timing ta1, a lottery is held to determine whether the first special symbol will win or lose at that timing, and a game round with a relatively short variable display time is started. The game round ends at timing ta3, and the result of the lottery held at timing ta1 for the first special symbol is announced. If a win occurs again at timing ta2, which is before timing ta3, the number of reserved balls on the first special symbol side becomes one. When the game round ends at timing ta3, a game round based on the reserved information acquired at timing ta2 begins at timing ta4. In other words, the lottery for the pending information obtained in ta2 will also be held at ta4.

[0390] A relatively short variable display time is also set for the game round starting at ta4, and the game round ends at ta6, with the result of the lottery for the first special symbol conducted at ta4 being announced. For example, if a ball wins the fourth operating port 52 at ta5, a lottery for the second special symbol is conducted based on the winning, while a long variable display time is set for the game round based on the winning. As a result, the game round for the second special symbol that starts at ta5 does not actually end (it ends after 6000 seconds), and even if a subsequent game ball wins the fourth operating port 52, the lottery for the pending information based on the winning is not conducted for a long time. Furthermore, the result of the lottery for the second special symbol conducted at ta5 is not announced for a long time.

[0391] On the other hand, for example, a game round on the first special chart side that starts at timing ta4 ends at timing ta6, and then if a winning entry occurs in the third operating port 51 at timing ta7, a lottery to determine whether the winning or losing jackpot is won is held again on the first special chart side, and the result is announced at timing ta8.

[0392] In this way, in the normal game state, when a game is played by aiming at the third actuation port 51 and the fourth actuation port 52, it is possible to substantially advance the game turn on the first special symbol side based on a winning at the third actuation port 51. In other words, even if a winning occurs at the fourth actuation port 52 by chance, it is not possible to substantially advance the game turn on the second special symbol side based on that winning.

[0393] In addition, if the winning lottery for the second special drawing that happened to be won results in a jackpot result or a special losing result, it will be notified immediately. However, if there is reserved information for a normal losing result that should be consumed before the jackpot result or special losing result, the game round for the reserved information for the normal losing result will not start until the game round for the jackpot result or special losing result has ended.

[0394] Next, the second high frequency state and the probability variable state will be explained using FIG. 48(b).

[0395] Even in the second high frequency state and the probability variable state, if a player plays with the aim of the third actuation port 51 and the fourth actuation port 52, a win in the third actuation port 51 may occur. However, in these states, a long variable display time is set for the game round on the first special symbol side based on a win in the third actuation port 51. Specifically, for example, even if a win in the third actuation port 51 occurs at the timing of tb1, the result of the lottery on the first special symbol side that is conducted at the timing of said tb1 is not announced for a while, and even if a win in the third actuation port 51 occurs thereafter, the lottery on the first special symbol side will not be conducted until the game round that started at the timing of said tb1 is completed.

[0396] On the other hand, in the second high-frequency state or the probability variable state, the high-frequency support mode is set, so the electric device 52a of the fourth actuation port 52 is likely to be in an open state, and winnings at the fourth actuation port 52 occur frequently. For example, when a winning jackpot occurs at the fourth actuation port 52 at timing tb2, a winning / losing lottery for the second special symbol is conducted, a relatively short variable display time is set, and a game round for the second special symbol is started. Then, when the game round ends at timing tb3, the result of the winning / losing lottery conducted at timing tb2 is announced. In the high-frequency support mode, winnings at the fourth actuation port 52 occur frequently, and even if the previous game round ends at timing tb3, a winning / losing lottery for the second special symbol is conducted again at timing tb4, and a game round for the second special symbol is started. Then, the game round ends at timing tb5, and the result of the winning / losing lottery conducted at timing tb4 is announced. After that, winnings at the fourth operating port 52 occur frequently, and the number of games on the second special chart side is frequently varied in a short time.

[0397] Then, this second high frequency support mode continues until one of the jackpot results is achieved if in the probability variable state, and if in the second high frequency state, the second high frequency support mode ends (reset) based on the jackpot result being achieved or the number of game times, including the number of game times on the first special symbol side, reaching the upper limit number of times (100 times). In the second high frequency state, as described above, the number of game times on the first special symbol side is configured to not progress substantially, and the update process of the high frequency counter is configured to be performed at the end of the game time, so the upper limit number of game times in the second high frequency state is substantially the number of game times on the second special symbol side.

[0398] Next, the first high frequency state will be described with reference to FIG.

[0399] Even in the first high frequency state, if you aim for the third actuation port 51 and the fourth actuation port 52, you can win the third actuation port 51. When a win occurs in the third actuation port 51 at tc1, a win / loss lottery for the first special symbol is held, and a game round for the first special symbol, with the same variable display time as in the normal game state, begins. This game round ends at tc7. In this case, if reserved information for the first special symbol is acquired, after the game round ends at tc7, a win / loss lottery for the first special symbol is held at tc8, and a game round corresponding to this win / loss lottery is started. The result of the win / loss lottery held at tc8 is announced at tc10. In other words, even in the first high frequency state, the game round for the first special symbol progresses at the same speed as in the normal game state.

[0400] On the other hand, unlike the normal game state, winning occurs at a high frequency in the fourth operating port 52. For example, when a winning occurs in the fourth operating port 52 at the timing of tb2, a lottery for determining whether the second special symbol will win is held, and a game round on the second special symbol is started. However, in the first high frequency state, a long variable display time for the game round on the second special symbol is selected, so the game round that starts at the timing of tb2 does not actually end (it ends after 6000 seconds), and the lottery for determining whether the second special symbol will win is slow to progress.

[0401] Although the lottery for the second special symbol does not proceed, winnings at the fourth operating port 52 frequently occur. That is, during the game that started at the timing of tb2, winnings at the fourth operating port 52 occur consecutively at the timings of tb3, tb4, tb5, tb6, tb9, etc. In this case, these winnings at the fourth operating port 52 from tb3 onwards can be said to be winnings that do not actually involve the lottery for the second special symbol.

[0402] In particular, when a ball enters the fourth operating port 52 at the timings of tb2, tb3, tb4, tb5, and tb6, reserved information for the lottery on the second special design side is acquired, but when a ball enters the fourth operating port 52 at the timing of tb9 or later, the reserved number of balls reaches the upper limit (4 balls), so reserved information for the lottery on the second special design side is not even acquired. However, regardless of the timing, prize balls are paid out based on the ball entering the fourth operating port 52.

[0403] The first high frequency state ends (is reset) when a jackpot result is reached or when the number of play times, together with the number of play times on the second special symbol side, reaches the upper limit number of play times (100 times). As described above, the number of play times on the second special symbol side is configured so that there is virtually no progress, and the update process of the high frequency counter is configured to be performed at the end of a play time, so the upper limit number of play times in the first high frequency state is essentially the number of play times on the first special symbol side.

[0404] The flow of the game in this embodiment will be explained with reference to Figures 50 and 51, along with an overview of each game state.

[0405] For example, if a winning ball enters the third actuation port 51 at timing t1 during normal play, a game turn on the first special symbol side will be played. In normal play, the variable display time for the first special symbol side is relatively short, while the variable display time for the second special symbol side is relatively long, so the game that can actually proceed is the game on the first special symbol side. Also, in normal play, the win / lose lottery mode is a low-probability mode, and the support mode is a low-frequency support mode. Therefore, a winning ball enters the fourth actuation port 52 rarely, and the win / lose lottery on the first special symbol side based on a winning ball enters the third actuation port 51 is unlikely to result in a jackpot. As a result, the player's balls gradually decrease as play progresses.

[0406] If a jackpot is won in the game on the first special symbol at time t2, the allocation table for the first special symbol is referenced to determine the type of jackpot result. In this case, if the jackpot result is allocated to a probability variable jackpot, the game state is set to a probability variable state at time t3 when the opening / closing execution mode based on the jackpot result ends. Note that the player's balls have increased significantly based on the jackpot result.

[0407] In the probability variation state, the variable display time of the first special chart is long and the variable display time of the second special chart is short, so the game that can actually proceed is the game on the second special chart side. Also, in the probability variation state, because it is in high frequency support mode, you can receive the lottery on the second special chart side without reducing your balls too much, and because it is set to high probability mode, it is easy to win the jackpot relatively early.

[0408] If a jackpot is won in the game on the second special symbol at time t4, the allocation table for the second special symbol is referenced to determine the type of jackpot result. In this case, for example, if the second normal jackpot result is allocated, the game state is set to the second high frequency state at time t5 when the opening and closing execution mode based on that jackpot result ends. Note that based on that jackpot result, the player's balls have increased significantly, and it is shown that there is no decrease in the balls held during the probability change state.

[0409] In the second high frequency state, as in the probability variable state, the variable display time on the first special symbol side is long and the variable display time on the second special symbol side is short, so the game that can actually proceed is the game on the second special symbol side. Also, in the second high frequency state, since it is a high frequency support mode, you can take the win / loss lottery on the second special symbol side without reducing your balls too much. However, since the win / loss lottery mode is set to a low probability mode, it is less likely to win a jackpot compared to the probability variable state.

[0410] If a jackpot is won again at the timing of t6, which is the second high frequency state, the allocation table for the second special chart is referenced, as with the timing of t4, to determine the type of jackpot result this time. In this case, if the jackpot is allocated to the second normal jackpot result, the second high frequency state is set at the timing of t7 when the opening and closing execution mode ends. In this case, the high frequency counter in the second high frequency state is reset.

[0411] For example, if the number of play times during the second high frequency state reaches the upper limit at time t8, the game state is set to the normal game state. In this case, the game that can actually proceed is changed from the game on the second special symbol side to the game on the first special symbol side. Incidentally, in the process for ending the variation of the second special symbol side, which reaches the upper limit at time t8, a forced termination process for the game times on the first special symbol side (step S2506) is executed. This makes it possible to avoid an event where both game times have a long variable display time when the game on the first special symbol side and the game on the second special symbol side are switched without an opening / closing execution mode.

[0412] When the game returns to normal play at time t8, the balls will gradually decrease because the game is in low-frequency support mode and low-probability mode. If a jackpot result occurs at time t9, the allocation table for the first special chart is referenced to determine the type of jackpot result. In this case, if the first normal jackpot result is allocated, the game will be set to the first high-frequency state at time t10, when the opening / closing execution mode ends.

[0413] In the first high frequency state, the variable display time of the first special symbol is short, and the variable display time of the second special symbol is long, so the game that can actually proceed is the game on the first special symbol side. Also, in the first high frequency state, since it is a high frequency support mode, you can take the win / loss lottery on the first special symbol side without reducing your balls too much. However, since the win / loss lottery mode is set to a low probability mode, it is less likely to win a jackpot compared to the probability state.

[0414] Here, the variable display time of the first special symbol side in the first high frequency state is set to be longer than the variable display time of the second special symbol side in the second high frequency state, and to be the same length as the variable display time of the first special symbol side in the normal game state. In this way, although the support by the electric device 52a is high frequency in the first high frequency state, the consumption speed of game rounds is slower than in the second high frequency state and the probability variable state, and is about the same as the consumption speed in the normal game state. In other words, the first high frequency state can be said to be a game state in which game rounds can be consumed at about the same consumption speed as the normal game state while suppressing the loss of balls.

[0415] If a jackpot result occurs again at the timing of t11 in the first high frequency state, the allocation table for the first special symbol is referenced to determine the type of this jackpot result. In this case, if the first normal jackpot result is allocated, for example, the first high frequency state is set at the timing of t12 when the opening and closing execution mode ends. In this case, the high frequency counter in the first high frequency state is reset.

[0416] According to the present embodiment described above in detail, the following excellent effects are achieved.

[0417] By setting the first high frequency support mode, the variable display time of the second special symbol side based on winning the fourth actuation port 52, which is easier to win than the third actuation port 51, is made longer than the variable display time of the first special symbol side based on winning the third actuation port 51. This makes it possible to create a situation where winning the fourth actuation port 52 occurs frequently, but the winning / losing lottery for the second special symbol side based on winning the fourth actuation port 52 does not actually occur. In such a situation, although the winning / losing lottery based on winning the fourth actuation port 52 is not held, only the winning ball based on winning the fourth actuation port 52 is generated. This makes it possible to support the balls held by using the ball entry portion of the fourth actuation port 52, where the winning / losing lottery for the second special symbol side can be held.

[0418] In the first high frequency support mode, by making it possible to execute a game on the first special symbol side based on winning the third actuation port 51, it is possible to execute a game on the first special symbol side while receiving assistance from balls held based on winning the fourth actuation port 52. In other words, this is a configuration that makes it possible to essentially execute a game on the first special symbol side, which is different from the second special symbol side where it is easier to win a ball, and it is possible to realize novel gameplay that is completely different from conventional gaming machines.

[0419] Comparing the first high-frequency state in which the first special symbol side is played and the second high-frequency state in which the second special symbol side is played, both are low-probability modes, and although the loss of balls is reduced, the progression speed is faster in the second high-frequency state and slower in the first high-frequency state. Therefore, the second high-frequency state can be said to be a preferable gaming state for players who want to play more times per unit time. On the other hand, for players who want to play for a longer period of time, the first high-frequency state can be said to be a preferable gaming state. Thus, although the probability of winning or losing and the rate at which balls are lost are the same in the first high-frequency state and the second high-frequency state, by varying the progression speed, it is possible to realize gameplay that meets the diverse needs of players.

[0420] When a jackpot result is achieved in play on the first special symbol side in the normal game mode or the first high frequency mode, it is assigned to either the first normal jackpot result or the special jackpot result. When a first normal jackpot result is achieved, play on the first special symbol side continues, while when a special jackpot result is achieved, play switches from play on the first special symbol side to play on the second special symbol side. When a jackpot result is achieved in play on the second special symbol side, it is assigned to either the second normal jackpot result or the special jackpot result. In this case, play on the second special symbol side continues regardless of the jackpot result. On the other hand, when the maximum number of playable times is reached in the second high frequency mode, the game transitions to the normal game mode. In this way, by switching back and forth between play on the first special symbol side and play on the second special symbol side, players can fully enjoy each game without endlessly continuing one game alone.

[0421] The first high frequency state and the second high frequency state are both the same high frequency support mode, and both are low probability modes. In other words, the only difference between the first high frequency state and the second high frequency state is whether the game that can proceed is on the first special symbol side or the second special symbol side, and the speed at which the game progresses, but there is no difference in how the balls are reduced or how easily a jackpot can be won. By providing such game states, it is possible to diversify the game without creating a large difference in the degree of advantage.

[0422] Furthermore, whether in the first high frequency state or the second high frequency state, it is sufficient to aim at the third actuation port 51 or t...

Claims

[Claim 1] A gaming machine having a main control means and a sub-control means, The main control means a storage means for acquiring information for determination when a game ball enters a ball entry means that is provided in the game area and into which the game ball can enter, and for storing the acquired information for determination up to a predetermined upper limit; a means for outputting a first command to the sub-control means when the game ball enters the ball entry means, the first command corresponding to the acquired determination information being stored in the storage means; means for outputting a second command to the sub-control means when a game ball enters the ball entry means in a state in which the predetermined number of pieces of determination information are stored in the storage means; Equipped with A first variable state and a second variable state in which a game ball is more likely to enter the ball entry means than in the first variable state, and a predetermined lottery using the judgment information is less likely to be executed even if the judgment information is stored, can be configured; a predetermined display screen, and configured to be able to execute a display effect corresponding to a result of a predetermined lottery using the determination information on the predetermined display screen; A gaming machine characterized in that it is configured to be able to execute a predetermined display on the predetermined display screen so that the player can identify that the situation is in the second variable state.

Citation Information

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