gaming machines

The gaming machine enhances game enjoyment and security by implementing dynamic processing and display features with power recovery capabilities, addressing processing load and control simplification.

JP7782616B2Active Publication Date: 2025-12-09SANYO BUSSAN KK
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Patent Information

Application Number
JP2024095484
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-06-12
Publication Date
2025-12-09
Estimated Expiration
2040-02-13

AI Technical Summary

Technical Problem

Gaming machines such as pachinko and slot machines require improvements to enhance game enjoyment, reduce processing load, optimize processing, simplify control, and provide a more secure gaming experience.

Method used

A gaming machine equipped with a game processing execution means, power cutoff process execution means, storage means, initialization switch, state determination means, variable execution enabling condition determining means, variable display means, timekeeping means, effect execution means, and bonus awarding mode execution means, allowing for dynamic game processing, power recovery, and variable displays based on machine state and timing.

Benefits of technology

Increases player interest and engagement by enabling dynamic game features and secure power recovery, reducing processing load, and optimizing control.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve the amusement of a game.SOLUTION: A game machine includes: game state transition means which carries out a transition from a specific game state in which the determination mode is the second determination mode to a first predetermined game state in which a determination mode is a second determination mode which is the same as in the specific game state, when an execution number of times of games after a transition to the specific game state reaches a predetermined number in the specific game state; and advantageous state continuation means which continues a state advantageous for a player for a predetermined period, when a specific condition is satisfied before a determination by determination means for second special information stored in acquisition information storage means in the specific game state is ended in the first predetermined game state.SELECTED DRAWING: Figure 779
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Description

[Technical Field]

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

[0002] In gaming machines such as pachinko machines and slot machines, technical improvements have been made from various perspectives, such as structure, control, and presentation, with the aim of increasing the enjoyment of the game, reducing the processing load of the gaming machine, optimizing processing, simplifying control, and simplifying the structure (for example, Patent Document 1).

[0003] In addition, various technical improvements have been made with the aim of improving the soundness of gaming, such as detecting and preventing fraudulent acts by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-172988 Summary of the Invention [Problem to be solved by the invention]

[0005] In gaming machines such as those described above, further technological improvements are desired in order to increase the enjoyment of the game, reduce the processing load of the gaming machine, optimize processing, simplify control, simplify the structure, and provide a more sound game experience. [Means for solving the problem]

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

[0007] [form] a game processing execution means capable of executing a predetermined game processing when a predetermined power is supplied; a power cutoff process execution means for executing a predetermined power cutoff process when it is determined that the predetermined power has been cut off in a predetermined state; Equipped with A gaming machine that can be put into a playable state when the predetermined power is supplied in a predetermined manner after a power outage, a displacement means that is displaceable between a first position and a second position, and that can be in a predetermined non-energized state when positioned at the first position, and in a predetermined energized state when positioned at the second position; a storage means capable of retaining predetermined information during a power outage; an initialization switch that can be switched between a pressed state and an unpressed state, and that can initialize at least a portion of the information stored in the storage means when the predetermined power is supplied in the pressed state; a means for determining the predetermined information stored in the storage means when the predetermined power is supplied after a power outage; a state determination means for determining a state of the displacement means when the predetermined power is supplied to the gaming machine; a process execution means for determining information corresponding to the position of the displacement means by the state determination means at a predetermined timing after the predetermined power is supplied to the gaming machine, executing a first process in a first case where it is determined by the determination that information corresponding to the displacement means being located at the first position is set, and executing a second process which is a process different from the first process and is for displacing the displacement means to the first position in a second case where it is determined by the determination that information corresponding to the displacement means being located at the first position is not set; Equipped with 、 This gaming machine is a variable execution enabling condition determining means for determining whether a variable execution enabling condition for executing a predetermined variable display is established; A variable display means for executing the predetermined variable display; Equipped with In the first case, when the variable execution enabling condition determining means determines that the variable execution enabling condition is satisfied, the variable display means is configured to be able to execute the predetermined variable display, This gaming machine is a timekeeping means that is updated at predetermined intervals and is used to obtain time information; an effect execution means for executing a first effect when a first timing is reached based on the time counting by the timing means; Equipped with When the first timing is reached in the first case, the effect execution means includes means for executing a second effect different from the first effect without executing the first effect; This gaming machine is a bonus awarding mode execution means for executing a bonus awarding mode that can award a predetermined bonus to a player; In the second case, the bonus-granting mode execution means is configured to execute the bonus-granting mode when a predetermined condition is met in a predetermined gaming state after the supply of the predetermined power is started. A gaming machine characterized by: [Effects of the Invention]

[0008] According to the above embodiment, it is possible to increase the interest in the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view of a pachinko machine 10 according to a first embodiment. [Figure 2] FIG. 2 is a front view of the game board 30. [Figure 3] FIG. 2 is an explanatory diagram illustrating a distribution mechanism 120. [Figure 4] FIG. 10 is an explanatory diagram illustrating a normal electric accessory 53. [Figure 5] 10 is an explanatory diagram showing the symbols variably displayed on the liquid crystal display device 41 and the display surface 41a. FIG. [Figure 6] 1 is a block diagram showing the electrical configuration of a pachinko machine 10. FIG. [Figure 7] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 8] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 9] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 10] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 11] FIG. 10 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening electric reels) used when conducting a lottery for opening electric reels. [Figure 12] 1 is an explanatory diagram illustrating the types of support modes that can be executed by the pachinko machine 10. FIG. [Figure 13]An explanatory diagram illustrating the manner in which game balls are circulated when the low frequency support mode is executed. [Figure 14] An explanatory diagram illustrating the manner in which game balls are circulated when high frequency support mode A is executed. [Figure 15] An explanatory diagram illustrating the manner in which game balls are circulated when high frequency support mode B is executed. [Figure 16] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 17] 10 is a flowchart showing a timer interrupt process. [Figure 18] This is a flowchart showing the ball entry processing for the starting hole. [Figure 19] 10 is a flowchart showing a destination determination process. [Figure 20] 10 is a flowchart showing a process for acquiring jackpot and reach information. [Figure 21] 10 is a flowchart showing a variable time information acquisition process. [Figure 22] 10 is a flowchart showing a through ball entry process. [Figure 23] 10 is a flowchart showing a normal process. [Figure 24] 10 is a flowchart showing a game play control process. [Figure 25] 10 is a flowchart showing a data setting process. [Figure 26] 10 is a flowchart showing a fluctuation start process. [Figure 27] 10 is a flowchart showing a variable time setting process. [Figure 28] 10 is a flowchart showing a game state transition process. [Figure 29] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 30] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 31] 10 is a flowchart showing processing for electric utility support. [Figure 32] 10 is a flowchart showing an electric utility switching process. [Figure 33] 1 is a block diagram mainly showing the electrical configuration of an audio and light emission control device 90 and a display control device 100. FIG. [Figure 34] 10 is a flowchart showing a timer interrupt process executed in the MPU 92 of the audio and light emission control device 90. [Figure 35] 10 is a flowchart showing a state storage process. [Figure 36] 10 is a flowchart showing a support mode effect process. [Figure 37] 10 is a flowchart showing processing for game play presentation. [Figure 38] 10 is a flowchart showing a process for setting an effect pattern. [Figure 39] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Figure 40] 10 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Figure 41] 10 is a flowchart showing V interrupt processing executed in the MPU 102 of the display control device 100. [Figure 42] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the first modified example. FIG. [Figure 43] FIG. 10 is an explanatory diagram illustrating a high frequency support mode A in the first modification. [Figure 44] FIG. 10 is an explanatory diagram illustrating a high frequency support mode B in the first modification. [Figure 45] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the second modified example. FIG. [Figure 46] FIG. 10 is an explanatory diagram illustrating a high frequency support mode A in Modification 2. [Figure 47] FIG. 10 is an explanatory diagram illustrating a high frequency support mode B in Modification 2. [Figure 48] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the third modified example. FIG. [Figure 49] FIG. 10 is an explanatory diagram illustrating a high frequency support mode A in Modification 3. [Figure 50] FIG. 10 is an explanatory diagram illustrating a high frequency support mode B in Modification 3. [Figure 51] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the fourth modified example. FIG. [Figure 52] FIG. 13 is an explanatory diagram illustrating a high frequency support mode A in Modification 4. [Figure 53] FIG. 13 is an explanatory diagram illustrating a high frequency support mode B in Modification 4. [Figure 54] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the fifth modified example. FIG. [Figure 55] FIG. 13 is an explanatory diagram illustrating a high frequency support mode A in Modification 5. [Figure 56] FIG. 13 is an explanatory diagram illustrating a high frequency support mode B in Modification 5. [Figure 57] 10 is an explanatory diagram showing the distribution mechanism 120, the normal electric accessory 53, and each starting port in the sixth modified example. FIG. [Figure 58] FIG. 20 is an explanatory diagram illustrating a high frequency support mode A in Modification 6. [Figure 59] FIG. 20 is an explanatory diagram illustrating a high frequency support mode B in Modification 6. [Figure 60] 10 is an explanatory diagram showing an example of the configuration of a normal electric accessory 53. FIG. [Figure 61] 20 is a flowchart showing a variable time setting process in Modification 12. [Figure 62] 10 is a flowchart showing a variable time setting process for a low frequency support mode. [Figure 63] 10 is a flowchart showing a variable time setting process for high frequency support mode A. [Figure 64] 10 is a flowchart showing a variable time setting process for high frequency support mode B. [Figure 65] 20 is a flowchart showing a process for setting an effect pattern in Modification 12. [Figure 66] 10 is a flowchart showing a process for setting a presentation pattern for a low frequency support mode. [Figure 67] 10 is a flowchart showing the effect pattern setting process for high frequency support mode A. [Figure 68] This is an explanatory diagram explaining the presentation pattern in the first starting slot game in high frequency support mode A. [Figure 69] This is an explanatory diagram explaining the continuous effects in the first starting slot game in high frequency support mode A. [Figure 70] This is an explanatory diagram explaining the presentation pattern in the second starting port game in high frequency support mode A. [Figure 71] 10 is a flowchart showing the effect pattern setting process for high frequency support mode B. [Figure 72] FIG. 10 is a perspective view of a pachinko machine according to a second embodiment. [Figure 73] FIG. 2 is a rear view of the pachinko machine. [Figure 74] FIG. [Figure 75] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 76] FIG. 10 is an explanatory diagram showing the V acquisition challenge mechanism. [Figure 77] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 78] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 79] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 80] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 81] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 82] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 83]2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 84] 10 is a timing chart for explaining a first opening / closing scenario. [Figure 85] An explanatory diagram showing the movement of the game ball in the V acquisition challenge mechanism. [Figure 86] An explanatory diagram showing the movement of the game ball in the V acquisition challenge mechanism. [Figure 87] An explanatory diagram showing the movement of the game ball in the V acquisition challenge mechanism. [Figure 88] 10 is a timing chart for explaining a second opening / closing scenario. [Figure 89] 10 is a timing chart for explaining a third opening / closing scenario. [Figure 90] 10 is a flowchart showing a timer interrupt process. [Figure 91] This is a flowchart showing the ball entry processing for the starting hole. [Figure 92] 10 is a flowchart showing a destination determination process. [Figure 93] 10 is a flowchart showing a through ball entry process. [Figure 94] 10 is a flowchart showing a normal process. [Figure 95] 10 is a flowchart showing a game play control process. [Figure 96] 10 is a flowchart showing a data setting process. [Figure 97] 10 is a flowchart showing a fluctuation start process. [Figure 98] 10 is a flowchart showing a hit determination process. [Figure 99] 10 is a flowchart showing a variable time setting process. [Figure 100] 10 is a flowchart showing a game state transition process. [Figure 101] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 102] 10 is a flowchart showing a shutter opening / closing process. [Figure 103] A flowchart showing the V prize determination process. [Figure 104] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 105] 10 is a flowchart showing processing for electric utility support. [Figure 106] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 107] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 108] 10 is a flowchart showing a command response process. [Figure 109] 10 is a flowchart showing a pending command response process. [Figure 110] 10 is a flowchart showing an update process when a ball goes in. [Figure 111] 10 is a flowchart showing the game play presentation setting process. [Figure 112] 10 is a flowchart showing a performance pattern setting process. [Figure 113] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 114] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 115] 10 is a flowchart showing a command interrupt process. [Figure 116] 10 is a flowchart showing a V interrupt process. [Figure 117] FIG. 10 is an explanatory diagram showing a delay unit provided in a pachinko machine of modified example 2. [Figure 118] An explanatory diagram showing a variable winning device provided in a pachinko machine of variant example 19. [Figure 119] FIG. 23 is an explanatory diagram showing the contents of a distribution table in Modification 22. [Figure 120] FIG. 10 is a perspective view of a pachinko machine according to a third embodiment. [Figure 121] FIG. 2 is a rear view of the pachinko machine. [Figure 122]FIG. [Figure 123] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 124] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 125] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 126] An explanatory diagram showing the contents of the win / loss table. [Figure 127] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 128] An explanatory diagram showing the contents of a drop-off lottery win / loss table used when conducting a drop-off lottery. [Figure 129] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 130] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 131] This is a timing chart that explains the processing that is performed when a player wins the drop-out lottery in a game after the guaranteed number of games has been played. [Figure 132] 10 is an explanatory diagram illustrating the display surface of the symbol display device when a battle effect or a result announcement effect is being executed. FIG. [Figure 133] 10 is an explanatory diagram showing an example of a battle effect and a result notification effect. FIG. [Figure 134] 10 is a timing chart illustrating the processing performed when a jackpot is won in a winning lottery in a pachinko machine of Comparative Example 1 after the guaranteed number of plays has been reached. [Figure 135] 10 is a timing chart illustrating the processing performed when a jackpot is won in a winning lottery in a pachinko machine according to a third embodiment after the guaranteed number of plays has been reached. [Figure 136] An explanatory diagram showing the game status judgment values ​​for each flag value of the high probability mode flag, the high frequency support mode flag, and the fall flag. [Figure 137]10 is a timing chart illustrating the processing procedure for the number of games played after the guaranteed number of games has been reached in the pachinko machine of the third embodiment. [Figure 138] 10 is a flowchart showing a timer interrupt process. [Figure 139] This is a flowchart showing the ball entry processing for the starting hole. [Figure 140] 10 is a flowchart showing a destination determination process. [Figure 141] 10 is a flowchart showing a through ball entry process. [Figure 142] 10 is a flowchart showing a normal process. [Figure 143] 10 is a flowchart showing a game play control process. [Figure 144] 10 is a flowchart showing a fluctuation start process. [Figure 145] 10 is a flowchart showing a hold information shift process. [Figure 146] 10 is a flowchart showing a fall determination process. [Figure 147] 10 is a flowchart showing a hit determination process. [Figure 148] 10 is a flowchart showing a gaming state determination process. [Figure 149] 10 is a flowchart showing a variable time setting process. [Figure 150] 10 is a flowchart showing a variable time setting process for a low probability, low frequency state. [Figure 151] 10 is a flowchart showing a variable time setting process for a low probability, high frequency state. [Figure 152] 10 is a flowchart showing a variable time setting process for a high probability and high frequency state. [Figure 153] 10 is a flowchart showing a variable time setting process for a low probability / high frequency of fall state. [Fig. 154] 10 is a flowchart showing a variable time setting process for a low fall probability and low frequency state. [Figure 155] 10 is a flowchart showing a fluctuation end process. [Figure 156]10 is a flowchart showing a game state transition process. [Figure 157] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 158] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 159] 10 is a flowchart showing processing for electric utility support. [Figure 160] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 161] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 162] 10 is a flowchart showing processing for game play presentation. [Figure 163] 10 is a flowchart showing the game play presentation setting process. [Fig. 164] 10 is a flowchart showing a performance pattern setting process. [Figure 165] 10 is a flowchart showing a process for setting a presentation pattern for a low probability, low frequency state. [Figure 166] 10 is a flowchart showing the effect pattern setting process for a low probability high frequency state. [Figure 167] 10 is a flowchart showing the effect pattern setting process for a high probability and high frequency state. [Figure 168] 10 is a flowchart showing a process for setting a presentation pattern for a low probability, high frequency state of falling. [Figure 169] 10 is a flowchart showing a process for setting a presentation pattern for a low probability and low frequency state of falling. [Figure 170] 10 is a flowchart showing the processing for executing game play presentations. [Figure 171] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Fig. 172] 10 is a flowchart showing a command interrupt process. [Figure 173] 10 is a flowchart showing a V interrupt process. [Fig. 174]10 is a timing chart illustrating the processing procedure for the number of games played after the guaranteed number of games has been reached in the pachinko machine of the first modified example. [Figure 175] 10 is a flowchart showing a fluctuation start process. [Figure 176] 10 is a flowchart showing a hit determination process. [Figure 177] 10 is a flowchart showing a gaming state determination process. [Figure 178] 20 is a flowchart showing a hit determination process in Modification 16. [Figure 179] 10 is a flowchart showing a gaming state determination process. [Figure 180] 10 is a flowchart showing a variable time setting process. [Figure 181] 10 is a flowchart showing a variable time setting process for a high-probability, low-frequency state. [Figure 182] 10 is a flowchart showing a performance pattern setting process. [Figure 183] 10 is a flowchart showing a process for setting an effect pattern for a high probability, low frequency state. [Figure 184] 16 is a flowchart showing the game play presentation setting process in variant example 18. [Figure 185] 10 is a flowchart showing a performance pattern setting process. [Figure 186] 10 is a flowchart showing the process of setting a presentation pattern for a high probability, low frequency state during a latent probability change. [Figure 187] 10 is a flowchart showing the process of setting a presentation pattern for a high probability, low frequency state when the support mode is simulated. [Figure 188] FIG. 10 is a perspective view of a pachinko gaming machine according to a fourth embodiment. [Figure 189] FIG. 2 is a rear view of the pachinko machine 10. [Figure 190] FIG. 2 is a front view of the game board 30. [Figure 191] 4 is an explanatory diagram showing a liquid crystal design and a display surface 41a. FIG. [Figure 192] 1 is a block diagram showing the electrical configuration of a pachinko machine 10. FIG. [Figure 193] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 194] An explanatory diagram showing the contents of the win / loss table. [Figure 195] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 196] An explanatory diagram showing the contents of a win / loss table for a drop lottery. [Figure 197] An explanatory diagram showing the contents of a winning / losing table for the lottery to open electric gimmicks. [Figure 198] 2 is a block diagram showing the electrical configuration of the audio and light emission control device 90 and the display control device 100. FIG. [Figure 199] 10 is a time chart illustrating an outline of the process (case 1). [Figure 200] This is an explanatory diagram illustrating an example of a fall-back jackpot presentation. [Figure 201] This is an explanatory diagram illustrating an example of a fall-back pull-back most advantageous jackpot opening presentation. [Figure 202] 10 is a time chart illustrating an outline of the process (Case 2). [Figure 203] 10 is a time chart illustrating an outline of the process (Case 3). [Figure 204] 10 is a flowchart showing a timer interrupt process. [Figure 205] This is a flowchart showing the ball entry processing for the starting hole. [Figure 206] 10 is a flowchart showing a destination determination process. [Figure 207] 10 is a flowchart showing a through ball entry process. [Figure 208] 10 is a flowchart showing a normal process. [Figure 209] 10 is a flowchart showing a game play control process. [Figure 210] 10 is a flowchart showing a fluctuation start process. [Figure 211] 10 is a flowchart showing a hold information shift process. [Figure 212]10 is a flowchart showing a fall determination process. [Figure 213] 10 is a flowchart showing a hit determination process. [Figure 214] 10 is a flowchart showing a gaming state determination process. [Figure 215] FIG. 10 is an explanatory diagram illustrating the details of the game state determination value. [Figure 216] 10 is a flowchart showing a variable time setting process. [Figure 217] 10 is a flowchart showing a variable time setting process for a low probability, low frequency state. [Figure 218] 10 is a flowchart showing a variable time setting process for a low probability, high frequency state. [Figure 219] 10 is a flowchart showing a variable time setting process for a high probability and high frequency state. [Figure 220] 10 is a flowchart showing a variable time setting process for a low probability / high frequency of fall state. [Figure 221] 10 is a flowchart showing a variable time setting process for a low fall probability and low frequency state. [Figure 222] 10 is a flowchart showing a fluctuation end process. [Figure 223] 10 is a flowchart showing a game state transition process. [Figure 224] 10 is a flowchart showing an opening time setting process. [Figure 225] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 226] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 227] 10 is a flowchart showing processing for electric utility support. [Figure 228] 10 is a flowchart showing an electric utility switching process. [Figure 229] 10 is a flowchart showing a timer interrupt process executed in the sound and light side MPU 92. [Figure 230] 10 is a flowchart showing processing for game play presentation. [Figure 231]10 is a flowchart showing a performance pattern setting process. [Figure 232] 10 is a flowchart showing a process for setting a presentation pattern for a low probability, low frequency state. [Figure 233] 10 is a flowchart showing the effect pattern setting process for a low probability high frequency state. [Figure 234] 10 is a flowchart showing the effect pattern setting process for a high probability and high frequency state. [Figure 235] 10 is a flowchart showing a process for setting a presentation pattern for a low probability, high frequency state of falling. [Figure 236] 10 is a flowchart showing a process for setting a presentation pattern for a low probability and low frequency state of falling. [Figure 237] 10 is a flowchart showing an opening / closing execution mode effect setting process. [Figure 238] 10 is a flowchart showing an opening effect process. [Figure 239] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Figure 240] 10 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Figure 241] 10 is a flowchart showing V interrupt processing executed in the MPU 102 of the display control device 100. [Figure 242] FIG. 20 is an explanatory diagram illustrating a modified example 10. [Figure 243] FIG. 10 is a perspective view of a pachinko machine according to a fifth embodiment. [Figure 244] FIG. 2 is a rear view of the pachinko machine. [Figure 245] FIG. [Figure 246] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 247] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 248] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 249] An explanatory diagram showing the contents of the win / loss table for low probability mode. [Figure 250] An explanatory diagram showing the contents of the win / loss table for the high probability mode. [Figure 251] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 252] An explanatory diagram showing the contents of a win / loss table for reach determination. [Figure 253] An explanatory diagram showing the contents of a win / loss table for the lottery to open electric gimmicks. [Figure 254] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 255] FIG. 4 is an explanatory diagram illustrating an example of a setting information display unit. [Figure 256] FIG. 10 is an explanatory diagram showing the ending effect displayed on the pattern display device. [Figure 257] FIG. 10 is an explanatory diagram showing the correspondence relationship for the first time failure. [Figure 258] An explanatory diagram showing the correspondence relationship for the first normal reach. [Figure 259] An explanatory diagram showing the correspondence relationship for the first super reach. [Figure 260] An explanatory diagram showing an example of an ending presentation including a setting suggestion presentation. [Figure 261] 10 is a flowchart showing a timer interrupt process. [Figure 262] This is a flowchart showing the ball entry processing for the starting hole. [Figure 263] 10 is a flowchart showing a destination determination process. [Figure 264] 10 is a flowchart showing a through ball entry process. [Figure 265] 10 is a flowchart showing a normal process. [Figure 266] 10 is a flowchart showing a setting change process. [Figure 267] 10 is a flowchart showing a game play control process. [Figure 268] 10 is a flowchart showing a fluctuation start process. [Figure 269] 10 is a flowchart showing a hold information shift process. [Figure 270] 10 is a flowchart showing a hit determination process. [Fig. 271] 10 is a flowchart showing a variable time setting process. [Fig. 272] 10 is a flowchart showing a fluctuation end process. [Fig. 273] 10 is a flowchart showing a game state transition process. [Fig. 274] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 275] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 276] 10 is a flowchart showing processing for electric utility support. [Figure 277] 10 is a flowchart showing an electric utility opening / closing control process. [Fig. 278] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 279] 10 is a flowchart showing a command response process. [Figure 280] 10 is a flowchart showing a pending command response process. [Figure 281] 10 is a flowchart showing an update process when a ball goes in. [Figure 282] 10 is a flowchart showing the game play presentation setting process. [Figure 283] 10 is a flowchart showing a performance pattern setting process. [Fig. 284] 10 is a flowchart showing a reach effect pattern setting process. [Figure 285] FIG. 10 is an explanatory diagram showing the contents of a reach allocation table. [Figure 286] This is a flowchart showing the process for setting a presentation pattern for a normal jackpot. [Figure 287] This is a flowchart showing the process for setting a presentation pattern for a special jackpot. [Figure 288]10 is a flowchart showing a process for setting a performance pattern for when a winning combination is lost. [Figure 289] 10 is a flowchart showing an ending effect setting process. [Figure 290] This is an explanatory diagram showing a group of setting suggestion success / failure tables for when you miss the first time. [Figure 291] An explanatory diagram showing a group of setting suggestion success / failure tables for the first normal reach. [Figure 292] This is an explanatory diagram showing a group of setting suggestion success / failure tables for the first super reach. [Figure 293] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Fig. 294] 10 is a flowchart showing a command interrupt process. [Figure 295] 10 is a flowchart showing a V interrupt process. [Figure 296] 10 is a flowchart showing a reach-time effect pattern setting process in Modification 1. [Figure 297] 10 is a flowchart showing a process for referring to a performance pattern table for a normal reach; [Figure 298] 10 is a flowchart showing the process of referring to the effect pattern table for super reach. [Figure 299] This is a flowchart showing the process for setting a presentation pattern for a normal jackpot. [Figure 300] This is a flowchart showing the process of referencing the presentation pattern table for normal reaches and regular jackpots. [Figure 301] This is a flowchart showing the process of referencing the performance pattern table for super reach and normal jackpots. [Figure 302] This is a flowchart showing the process for setting a presentation pattern for a special jackpot. [Figure 303] This is a flowchart showing the process of referring to the presentation pattern table for normal reach and special jackpots. [Figure 304] This is a flowchart showing the process of referencing the performance pattern table for super reach and special jackpots. [Figure 305] 10 is a flowchart showing a process for setting a performance pattern for when a winning combination is lost. [Figure 306] 10 is a flowchart showing a process for referring to a performance pattern table for when a winning combination is lost. [Figure 307] 10 is a flowchart showing an ending effect setting process. [Figure 308] FIG. 10 is a front view of a game board provided in a pachinko machine of modified example 2. [Figure 309] FIG. 10 is an explanatory diagram showing how the distribution mechanism distributes game balls. [Figure 310] 10 is a flowchart showing an update process when a ball goes in. [Figure 311] 10 is a flowchart showing a reach effect pattern setting process. [Figure 312] This is a flowchart showing the process for setting a presentation pattern for a normal jackpot. [Figure 313] This is a flowchart showing the process for setting a presentation pattern for a special jackpot. [Figure 314] 10 is a flowchart showing a process for setting a performance pattern for when a winning combination is lost. [Figure 315] 10 is a flowchart showing an ending effect setting process. [Figure 316] This is an explanatory diagram showing a group of setting suggestion success / failure tables for the first variation of the first pattern. [Figure 317] An explanatory diagram showing a group of setting suggestion success / failure tables for the first variation of the second pattern. [Figure 318] FIG. 13 is an explanatory diagram showing the contents of an allocation table for appearance probability lottery in Modification 4. [Figure 319] 10 is a flowchart showing an ending effect setting process. [Figure 320] FIG. 10 is an explanatory diagram showing the contents of an allocation table for appearance period lottery. [Figure 321] 13 is a flowchart showing an ending effect setting process in Modification 6. [Figure 322] This is an explanatory diagram showing the contents of the setting suggestion correct / incorrect table for the first time incorrect. [Figure 323] This is an explanatory diagram showing the contents of the setting suggestion success / failure table for the first normal reach. [Figure 324] This is an explanatory diagram showing the contents of the setting suggestion success / failure table for the first super reach. [Figure 325] FIG. 10 is a perspective view of a pachinko machine according to a sixth embodiment. [Figure 326] FIG. 2 is a rear view of the pachinko machine. [Figure 327] FIG. [Figure 328] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 329] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 330] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 331] An explanatory diagram showing the contents of the win / loss table. [Figure 332] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 333] An explanatory diagram showing the contents of a drop-off lottery win / loss table used when conducting a drop-off lottery. [Figure 334] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 335] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 336] This is a timing chart that explains an example of the processing that is performed when a player wins the drop lottery in a game before the guaranteed number of games is reached. [Figure 337] 10 is a timing chart illustrating an example of processing when a jackpot is won in a winning lottery in a game before the guaranteed number of games is reached. [Figure 338] This is a timing chart that explains an example of the processing that is performed when a player does not win the drop lottery and does not win the jackpot in the winning lottery in a play round before the guaranteed number of plays is reached, and it is determined that a reach will occur in the reach determination. [Figure 339] 10 is an explanatory diagram showing the display surface of the symbol display device when a battle effect or a result announcement effect is being executed. FIG. [Figure 340] FIG. 10 is an explanatory diagram illustrating an example of a battle effect. [Figure 341] FIG. 10 is an explanatory diagram illustrating an example of a result announcement effect executed after a battle effect. [Figure 342] This is a timing chart that explains an example of the processing that is performed when a player wins the drop lottery in a game after the guaranteed number of games has been reached. [Figure 343] This is a timing chart that explains the processing that is performed when, in a pachinko machine of Comparative Example 1, a player does not win the drop lottery but wins the jackpot in the winning lottery in a play round after the guaranteed number of plays has been reached. [Figure 344] This is a timing chart that explains the processing in the pachinko machine of Comparative Example 2 when, in a play after the guaranteed number of plays has been reached, the player does not win the fall lottery but wins the jackpot in the win lottery. [Figure 345] This is a timing chart explaining an example of the processing when, in a play after the guaranteed number of plays has been reached, the player does not win the drop lottery, wins a jackpot in the win lottery, and also wins the first drop mode in the mode selection lottery. [Figure 346] This is a timing chart that explains an example of the processing when, in a play after the guaranteed number of plays has been reached, a player does not win the drop-out lottery, wins a jackpot in the win lottery, and also wins the late drop mode in the mode selection lottery. [Figure 347] This is a timing chart that explains an example of the processing that is performed when, in a play after the guaranteed number of plays has been reached, the player does not win the fall lottery, does not win the jackpot in the win lottery, and it is determined that a reach will occur in the reach determination. [Figure 348] 10 is a flowchart showing a timer interrupt process. [Figure 349] This is a flowchart showing the ball entry processing for the starting hole. [Figure 350] 10 is a flowchart showing a destination determination process. [Figure 351]10 is a flowchart showing a through ball entry process. [Figure 352] 10 is a flowchart showing a normal process. [Figure 353] 10 is a flowchart showing a game play control process. [Figure 354] 10 is a flowchart showing a fluctuation start process. [Figure 355] 10 is a flowchart showing a hold information shift process. [Figure 356] 10 is a flowchart showing a gaming state determination process. [Figure 357] 10 is a flowchart showing a fall determination process. [Figure 358] 10 is a flowchart showing a hit determination process. [Figure 359] 10 is a flowchart showing a variable time setting process. [Figure 360] 10 is a flowchart showing a variable time setting process before the guaranteed number of games. [Figure 361] 10 is a flowchart showing a variable time setting process after the guaranteed number of games. [Figure 362] 10 is a flowchart showing a fluctuation end process. [Figure 363] 10 is a flowchart showing a game state transition process. [Figure 364] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 365] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 366] 10 is a flowchart showing processing for electric utility support. [Figure 367] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 368] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 369] 10 is a flowchart showing processing for game play presentation. [Figure 370] 10 is a flowchart showing the game play presentation setting process. [Figure 371]10 is a flowchart showing a performance pattern setting process. [Figure 372] 10 is a flowchart showing a process for setting an effect pattern before the guaranteed number of games. [Figure 373] 10 is a flowchart showing the process of setting an effect pattern after the guaranteed number of games has been played. [Figure 374] 10 is a flowchart showing the processing for executing game play presentations. [Figure 375] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 376] 10 is a flowchart showing a command interrupt process. [Figure 377] 10 is a flowchart showing a V interrupt process. [Figure 378] An explanatory diagram showing the contents of a win / loss table for a high probability mode provided in a pachinko machine of variant example 1. [Figure 379] FIG. 10 is an explanatory diagram showing the contents of a mode selection table provided in a pachinko machine according to a second modified example. [Figure 380] FIG. 13 is a perspective view of a pachinko machine according to a seventh embodiment. [Figure 381] FIG. [Figure 382] 1 is an explanatory diagram showing the decorative pattern displayed in a variable manner on a pattern display device and the display surface of the pattern display device. [Figure 383] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 384] This is an explanatory diagram showing the contents of various counters used in special lotteries, regular lotteries, etc. [Figure 385] An explanatory diagram showing the contents of the special drawing pass / fail determination table. [Figure 386] An explanatory diagram showing the contents of the special chart type determination table. [Figure 387] An explanatory diagram showing the contents of the special line opening / closing scenario selection table. [Figure 388] An explanatory diagram showing the contents of the general drawing pass / fail determination table. [Figure 389] An explanatory diagram showing the contents of a general map type determination table. [Figure 390] FIG. 10 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 391] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 392] 13 is a timing chart showing an example of the flow of processing executed in a pachinko machine according to the seventh embodiment. [Figure 393] FIG. 13 is an explanatory diagram showing an example of a presentation executed in the pachinko machine of the seventh embodiment. [Figure 394] FIG. 13 is an explanatory diagram showing an example of a presentation executed in the pachinko machine of the seventh embodiment. [Figure 395] 10 is a flowchart showing a timer interrupt process. [Figure 396] This is a flowchart showing the ball entry process for a normal starting gate. [Figure 397] This is a flowchart showing the ball entry processing for the special starting hole. [Figure 398] A flowchart showing the ball entry processing for the V entry port. [Figure 399] 10 is a flowchart showing a normal process. [Figure 400] 10 is a flowchart showing a normal symbol control process. [Figure 401] This is a flowchart showing the normal pattern change start processing. [Figure 402] 10 is a flowchart showing a normal variable time setting process. [Figure 403] This is a flowchart showing the normal pattern variation stop processing. [Figure 404] 10 is a flowchart showing the normal electric device control process. [Figure 405] 10 is a flowchart showing a normal power switching process. [Figure 406] 10 is a flowchart showing a special symbol control process. [Figure 407] 10 is a flowchart showing the special pattern variation start processing. [Figure 408] 10 is a flowchart showing a special chart variation time setting process. [Figure 409] 10 is a flowchart showing the special symbol variation stop processing. [Figure 410] 10 is a flowchart showing the special electric device control process. [Figure 411] 10 is a flowchart showing a special line opening and closing process. [Figure 412] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 413] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 414] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 415] 10 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Figure 416] FIG. 13 is an explanatory diagram illustrating an example of a presentation executed in a pachinko machine according to a modified example of the seventh embodiment. [Figure 417] FIG. 13 is an explanatory diagram illustrating an example of a presentation executed in a pachinko machine according to a modified example of the seventh embodiment. [Figure 418] FIG. 13 is a perspective view of a pachinko gaming machine according to an eighth embodiment of the present invention. [Fig. 419] FIG. 2 is a rear view of the pachinko machine 10. [Figure 420] FIG. 2 is a front view of the game board 30. [Figure 421] An explanatory diagram explaining the delay mechanism 202 and the V winning mechanism 210. [Figure 422] 1 is an explanatory diagram showing the liquid crystal pattern and the display surface 41a that are variably displayed on the pattern display device 41. FIG. [Figure 423] 1 is a block diagram showing the electrical configuration of a pachinko machine 10. FIG. [Figure 424] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 425] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 426]An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 427] An explanatory diagram showing the contents of the distribution table for the first starting port. [Figure 428] An explanatory diagram showing the contents of the distribution table for the second starting port. [Figure 429] This is an explanatory diagram explaining the types of jackpots that are determined when a gaming ball enters a V winning slot (first V winning slot V1, second V winning slot V2). [Fig. 430] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 431] 1 is a block diagram mainly showing the electrical configuration of an audio and light emission control device 90 and a display control device 100. FIG. [Figure 432] 1 is an explanatory diagram illustrating the flow of a game in the pachinko machine 10 of this embodiment. [Figure 433] An explanatory diagram showing an example of a specific suggestion effect. [Fig. 434] 10 is a flowchart showing an overview of the process for setting the effects in a game round (also called the game round effect setting process). [Figure 435] 10 is a flowchart showing a timer interrupt process. [Figure 436] This is a flowchart showing the ball entry processing for the starting hole. [Figure 437] 10 is a flowchart showing a destination determination process. [Fig. 438] 10 is a flowchart showing a through ball entry process. [Figure 439] A flowchart showing the ball entry processing for the V entry port. [Fig. 440] 10 is a flowchart showing a normal process. [Figure 441] 10 is a flowchart showing a game play control process. [Figure 442] 10 is a flowchart showing a fluctuation start process. [Figure 443] 10 is a flowchart showing a hold information shift process. [Figure 444]10 is a flowchart showing a hit determination process. [Figure 445] 10 is a flowchart showing a variable time setting process. [Figure 446] 10 is a flowchart showing a fluctuation end process. [Figure 447] 10 is a flowchart showing a game state transition process. [Figure 448] 10 is a flowchart showing an opening / closing scenario setting process. [Figure 449] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 450] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 451] 10 is a flowchart showing processing for electric utility support. [Figure 452] 10 is a flowchart showing an electric utility switching process. [Figure 453] 10 is a flowchart showing a timer interrupt process executed in the sound and light side MPU 92. [Figure 454] 10 is a flowchart showing processing for game play presentation. [Figure 455] 10 is a flowchart showing a game play presentation pattern setting process. [Figure 456] 10 is a flowchart showing a game ball circulation pattern detection process. [Figure 457] An explanatory diagram explaining the game ball number count memory area. [Figure 458] 4 is a flowchart showing main processing executed in the MPU 102 of the display control device 100. [Fig. 459] 10 is a flowchart showing a command interrupt process executed in the MPU 102 of the display control device 100. [Figure 460] 10 is a flowchart showing V interrupt processing executed in the MPU 102 of the display control device 100. [Figure 461] This is an explanatory diagram that explains the specific suggestion effect that drives the driving role. [Figure 462] FIG. 4 is an explanatory diagram showing an example of the arrangement position of a detection sensor. [Figure 463] FIG. 10 is an explanatory diagram showing an example of Modification 5. [Fig. 464] FIG. 13 is an explanatory diagram showing an example of Modification 6. [Figure 465] FIG. 13 is an explanatory diagram showing an example of Modification 7. [Figure 466] FIG. 13 is a perspective view of a pachinko machine according to a ninth embodiment. [Figure 467] FIG. 2 is a rear view of the pachinko machine. [Fig. 468] FIG. [Figure 469] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 470] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 471] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 472] An explanatory diagram showing the contents of the win / loss table. [Fig. 473] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Fig. 474] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 475] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 476] An explanatory diagram showing an example of changes in the first start port holding area and the holding digestion area. [Figure 477] An explanatory diagram showing an example of changes in the second start port holding area and the holding digestion area. [Figure 478] An explanatory diagram illustrating the display mode of the hold display icon. [Figure 479] 10 is an explanatory diagram showing the state when petals are displayed on the display surface of the pattern display device. FIG. [Figure 480] FIG. 1 is an explanatory diagram showing a method for displaying first to fourth type petals. [Figure 481] FIG. 10 is an explanatory diagram showing the behavior of third-type petals. [Figure 482]This is an explanatory diagram showing the appearance of the first hold display icon when the petal for Special 1 / Hold 1 moves along the target hold arrival trajectory. [Figure 483] An explanatory diagram showing how the fourth type of petals act on the pattern displayed on the display surface of the pattern display device. [Figure 484] 10 is a flowchart showing a timer interrupt process. [Figure 485] This is a flowchart showing the ball entry processing for the starting hole. [Figure 486] 10 is a flowchart showing a destination determination process. [Figure 487] 10 is a flowchart showing a through ball entry process. [Figure 488] 10 is a flowchart showing a normal process. [Figure 489] 10 is a flowchart showing a game play control process. [Figure 490] 10 is a flowchart showing a fluctuation start process. [Figure 491] 10 is a flowchart showing a hold information shift process. [Figure 492] 10 is a flowchart showing a hit determination process. [Figure 493] 10 is a flowchart showing a variable time setting process. [Figure 494] 10 is a flowchart showing a fluctuation end process. [Figure 495] 10 is a flowchart showing a game state transition process. [Figure 496] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 497] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 498] 10 is a flowchart showing processing for electric utility support. [Figure 499] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 500] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 501] 10 is a flowchart showing a pending command response process. [Figure 502] 10 is a flowchart showing an update process when a ball goes in. [Figure 503] An explanatory diagram explaining the memory area for hold effects. [Figure 504] 10 is a flowchart showing a parameter setting process for hold effect. [Figure 505] 10 is a flowchart showing a display level upper limit setting process. [Figure 506] FIG. 10 is an explanatory diagram illustrating an upper limit value table. [Figure 507] 10 is a flowchart showing the game play presentation setting process. [Figure 508] 10 is a flowchart showing a performance pattern setting process. [Figure 509] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 510] 10 is a flowchart showing a third type petal effect setting process. [Figure 511] 10 is a flowchart showing the third type petal effect setting process for holding the first start port. [Figure 512] This is a flowchart showing the petal effect setting process for Special 1 and Hold 1. [Figure 513] FIG. 10 is an explanatory diagram showing a petal trajectory lottery table. [Figure 514] This is a flowchart showing the petal effect setting process for Special 1 and Hold 2. [Figure 515] This is a flowchart showing the petal effect setting process for Special 1 and Hold 3. [Figure 516] This is a flowchart showing the petal effect setting process for Special 1 and Hold 4. [Figure 517] 10 is a flowchart showing the third type petal effect setting process for holding the second start port. [Figure 518] A flowchart showing the hold display change setting process. [Figure 519] A flowchart showing the first start port hold display change setting process. [Figure 520] A flowchart showing the second start port hold display change setting process. [Figure 521] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 522] 10 is a flowchart showing a command interrupt process. [Figure 523] 10 is a flowchart showing a V interrupt process. [Figure 524] A flowchart showing the first start port hold display change setting process in variant example 1. [Figure 525] 10 is a flowchart showing a petal display change process. [Figure 526] FIG. 19 is a perspective view of a pachinko machine according to a tenth embodiment. [Figure 527] FIG. 2 is a rear view of the pachinko machine. [Figure 528] FIG. [Figure 529] FIG. 2 is an explanatory diagram showing the display surface of the pattern display device. [Fig. 530] FIG. 10 is an explanatory diagram showing the patterns that are variably displayed on the pattern display device. [Figure 531] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 532] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 533] An explanatory diagram showing the contents of the win / loss table. [Fig. 534] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Fig. 535] FIG. 10 is an explanatory diagram showing a win / loss table for reach determination. [Fig. 536] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 537] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 538] FIG. 10 is an explanatory diagram illustrating an example of a character stage. [Fig. 539] FIG. 10 is an explanatory diagram illustrating a non-character stage. [Fig. 540]10 is an explanatory diagram showing an example of a battle effect and a result notification effect. FIG. [Figure 541] 10 is a timing chart showing the display modes of the changing and stopping symbols, the special reach screen effects, and the background images. [Fig. 542] FIG. 1 is an explanatory diagram schematically showing the stage transitions executed in a pachinko machine. [Figure 543] FIG. 10 is an explanatory diagram showing the manner of stage transition in a character stage. [Fig. 544] FIG. 10 is an explanatory diagram showing the manner of stage transition in a non-character stage. [Figure 545] 10 is a flowchart showing a timer interrupt process. [Figure 546] This is a flowchart showing the ball entry processing for the starting hole. [Figure 547] 10 is a flowchart showing a destination determination process. [Figure 548] 10 is a flowchart showing a through ball entry process. [Fig. 549] 10 is a flowchart showing a normal process. [Fig. 550] 10 is a flowchart showing a game play control process. [Figure 551] 10 is a flowchart showing a fluctuation start process. [Figure 552] 10 is a flowchart showing a hold information shift process. [Figure 553] 10 is a flowchart showing a hit determination process. [Figure 554] 10 is a flowchart showing a variable time setting process. [Figure 555] 10 is a flowchart showing a fluctuation end process. [Figure 556] 10 is a flowchart showing a game state transition process. [Figure 557] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 558] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 559]10 is a flowchart showing processing for electric utility support. [Fig. 560] 10 is a flowchart showing an electric utility opening / closing control process. [Fig. 561] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 562] 10 is a flowchart showing a pending command response process. [Fig. 563] 10 is a flowchart showing an update process when a ball goes in. [Fig. 564] 10 is a flowchart showing the game play presentation setting process. [Figure 565] 10 is a flowchart showing a performance pattern setting process. [Fig. 566] A flowchart showing the process of setting a presentation pattern for a jackpot. [Fig. 567] FIG. 10 is an explanatory diagram showing the contents of a reach allocation table. [Fig. 568] 10 is a flowchart showing a process for setting an effect pattern when a reach occurs or when a miss occurs. [Fig. 569] This is a flowchart showing the process of referring to the performance pattern table when a super reach misses. [Fig. 570] FIG. 10 is an explanatory diagram showing the contents of a warrior character lottery table. [Figure 571] FIG. 10 is an explanatory diagram showing the contents of a warrior character judgment value correspondence table. [Figure 572] This is a flowchart showing the process of referring to the effect pattern table for when a special reach misses. [Figure 573] 10 is a flowchart showing the process of setting an effect pattern when a reach does not occur or is missed. [Figure 574] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 575] 10 is a flowchart showing a stage production process. [Fig. 576] 10 is a flowchart showing a stage transition process in a character stage. [Figure 577]FIG. 10 is an explanatory diagram showing the contents of a stage lottery table. [Figure 578] 10 is a flowchart showing a stage transition process in a non-character stage. [Figure 579] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Fig. 580] 10 is a flowchart showing a command interrupt process. [Figure 581] 10 is a flowchart showing a V interrupt process. [Fig. 582] 11 is a block diagram showing the electrical configuration of the sound and light emission control device 90 and the display control device 100 in the pachinko machine 10 of the eleventh embodiment. [Fig. 583] FIG. 1 is an explanatory diagram showing an example of music data and its performance form as background art. [Fig. 584] FIG. 2 is an explanatory diagram schematically showing the data structure of data stored in a ROM for audio data. [Figure 585] 1 is an explanatory diagram showing the structure of first data A1 of song A and second data A2 of song A. FIG. [Fig. 586] 1 is an explanatory diagram showing the configurations of first data B1 of music piece B and second data B2 of music piece B. FIG. [Figure 587] 10 is a timing chart showing a reproduction procedure for music piece A in the sound output LSI 97. [Figure 588] 10 is a timing chart showing the playback procedure for music piece B in the sound output LSI 97. [Figure 589] FIG. 10 is an explanatory diagram showing the data structure and performance form of the musical piece A in the reference example. [Fig. 590] 10 is a flowchart showing a timer interrupt process executed in the MPU 92 of the audio and light emission control device 90. [Fig. 591] 10 is a flowchart showing a process for BGM. [Fig. 592] 10 is a flowchart showing a BGM playback start process. [Fig. 593] 10 is a flowchart showing a BGM continuous playback process. [Fig. 594] 10 is a flowchart showing a playback start execution process executed in the sound output LSI 97. [Fig. 595] 10 is a timing chart showing a reproduction procedure for a piece of music A by the sound output LSI 97 in the first modification. [Fig. 596] 10 is a flowchart showing a BGM continuous playback process. [Figure 597] 10 is a flowchart showing a first second data reproduction process. [Fig. 598] 10 is a flowchart showing second data reproduction processing from the second time onwards. [Figure 599] 10 is a flowchart showing a playback start execution process executed in the sound output LSI 97. [Figure 600] FIG. 13 is an explanatory diagram showing a predetermined period that defines the transmission timing in Modification 5. [Figure 601] FIG. 22 is a perspective view of a pachinko machine according to a twelfth embodiment. [Figure 602] FIG. 2 is a rear view of the pachinko machine. [Figure 603] FIG. [Figure 604] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 605] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 606] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 607] An explanatory diagram showing the contents of the win / loss table. [Figure 608] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 609] An explanatory diagram showing the contents of a winning / losing table for the lottery to open electric gimmicks. [Figure 610] FIG. 23 is a block diagram mainly showing the electrical configuration of the audio and light emitting control device and the display control device of the twelfth embodiment. [Figure 611] FIG. 23 is an explanatory diagram schematically showing a power switch according to a twelfth embodiment. [Figure 612] FIG. 10 is an explanatory diagram schematically illustrating another example of the power switch. [Figure 613] FIG. 10 is an explanatory diagram schematically illustrating another example of the power switch. [Figure 614] 23 is a flowchart showing a main process executed by a main MPU of the twelfth embodiment when power is turned on. [Figure 615] 23 is a flowchart showing a setting change process executed by a main MPU of the twelfth embodiment. [Figure 616] 23 is a flowchart showing a setting confirmation process executed by a main MPU of the twelfth embodiment. [Figure 617] 23 is a flowchart showing a timer interrupt process executed by a main MPU of the twelfth embodiment. [Figure 618] 23 is a flowchart showing a power supply monitoring process executed by a main MPU of the twelfth embodiment. [Figure 619] This is a flowchart showing the ball entry processing for the starting hole executed by the main MPU of the 12th embodiment. [Figure 620] 23 is a flowchart showing a destination determination process executed by a main MPU of the twelfth embodiment. [Figure 621] 12 is a flowchart showing the ball entry processing for the through gate executed by the main MPU of the 12th embodiment. [Figure 622] 12 is a flowchart showing the game play control processing executed by the main MPU of the 12th embodiment. [Figure 623] 12 is a flowchart showing the pending information shift processing executed by the main MPU of the 12th embodiment. [Figure 624] 20 is a flowchart showing the fluctuation start processing executed by the main MPU of the twelfth embodiment. [Figure 625] 23 is a flowchart showing a hit determination process executed by a main MPU in the twelfth embodiment. [Figure 626] 23 is a flowchart showing a variable time setting process executed by a main MPU of the twelfth embodiment. [Figure 627]12 is a flowchart showing the game state transition processing executed by the main MPU of the 12th embodiment. [Figure 628] A flowchart showing the large prize opening and closing process executed by the main MPU of the 12th embodiment. [Figure 629] 23 is a flowchart showing the transition process at the end of the ending period executed by the main MPU of the twelfth embodiment. [Figure 630] 12 is a flowchart showing the electric utility support processing executed by the main MPU of the 12th embodiment. [Figure 631] 23 is a flowchart showing an electric utility switching control process executed by a main MPU of the twelfth embodiment. [Figure 632] 23 is a flowchart showing main processing executed by the acoustic / optical side MPU of the twelfth embodiment. [Figure 633] 23 is a flowchart showing a startup date and time information storage process executed by the sound and light side MPU of the twelfth embodiment. [Figure 634] 23 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU of the twelfth embodiment. [Figure 635] 23 is a flowchart showing an activation type determination process executed by the sound and light side MPU of the twelfth embodiment. [Figure 636] 23 is a flowchart showing an acoustic / optical side abnormal power interruption flag response process executed by the acoustic / optical side MPU of the twelfth embodiment. [Figure 637] 23 is a flowchart showing a timer interrupt process executed by the sound and light side MPU of the twelfth embodiment. [Figure 638] 23 is a flowchart showing an acousto-optical side power-off process executed by the acousto-optical side MPU of the twelfth embodiment. [Figure 639] 23 is a flowchart showing the RTC effect processing executed by the sound and light side MPU of the twelfth embodiment. [Figure 640] FIG. 10 is an explanatory diagram illustrating an RTC effect execution determination table. [Figure 641] A flowchart showing the processing for stationary suggestion effect executed by the sound and light side MPU of the 12th embodiment. [Figure 642]FIG. 23 is an explanatory diagram illustrating a movable object for effect provided in a pachinko machine according to a first modified example of the twelfth embodiment. [Figure 643] FIG. 23 is an explanatory diagram illustrating a movable object for effect provided in a pachinko machine according to a first modified example of the twelfth embodiment. [Figure 644] 23 is a flowchart showing a main process executed by a main MPU in a twelfth modification of the twelfth embodiment. [Figure 645] 23 is a flowchart showing a power supply monitoring process executed by a main MPU in a twelfth modification of the twelfth embodiment. [Figure 646] 23 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU in the twelfth modification of the twelfth embodiment. [Figure 647] 23 is a flowchart showing an acousto-optical side power-off process executed by an acousto-optical side MPU in a modification 12 of the twelfth embodiment. [Figure 648] 23 is a flowchart showing a power supply monitoring process executed by a main MPU in a thirteenth modification of the twelfth embodiment. [Figure 649] 23 is a flowchart showing a power interruption type determination process executed by the sound and light side MPU in a thirteenth modification of the twelfth embodiment. [Figure 650] 23 is a flowchart showing an acousto-optical side power-off process executed by an acousto-optical side MPU in a thirteenth modification of the twelfth embodiment. [Figure 651] FIG. 22 is a perspective view of a pachinko machine according to a thirteenth embodiment. [Figure 652] FIG. 2 is a rear view of the pachinko machine. [Figure 653] FIG. [Figure 654] FIG. 2 is an explanatory diagram showing the starting port unit. [Figure 655] 10 is an explanatory diagram showing the flow of game balls when the distribution piece is in the first position Q1. FIG. [Figure 656] 10 is an explanatory diagram showing the flow of game balls when the distribution piece is in the second position Q2. FIG. [Figure 657] An explanatory diagram showing the first route in the starting port unit. [Figure 658] An explanatory diagram showing the second route in the starting port unit. [Figure 659] An explanatory diagram showing the third route in the starting port unit. [Figure 660] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 661] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 662] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 663] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 664] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 665] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 666] FIG. 10 is an explanatory diagram showing a win / loss table for reach determination. [Figure 667] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 668] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 669] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 670] This is an explanatory diagram showing various aspects of a low-probability low-support state, a low-probability high-support state, a high-probability high-support state, and a high-probability low-support state. [Figure 671] 10 is a flowchart showing a timer interrupt process. [Figure 672] This is a flowchart showing the ball entry processing for the starting hole. [Figure 673] This is a flowchart showing the ball entry process for a fall entrance. [Figure 674] 10 is a flowchart showing a normal process. [Figure 675] 10 is a flowchart showing a game play control process. [Figure 676] A flowchart showing the fluctuation start processing for the first starting port. [Figure 677]A flowchart showing the pending information shift processing for the first starting port. [Figure 678] A flowchart showing the determination process for the first starting port. [Figure 679] A flowchart showing the variable time setting process for the first starting port. [Figure 680] This is a flowchart showing the process of acquiring variable time information during a low probability low support state for the first starting port. [Figure 681] This is a flowchart showing the process of acquiring variable time information during a low probability high support state for the first starting port. [Figure 682] This is a flowchart showing the process of acquiring variable time information during a high probability high support state for the first starting port. [Figure 683] This is a flowchart showing the process of acquiring variable time information during a high probability low support state for the first starting port. [Figure 684] 10 is a flowchart showing a first fluctuation stop process. [Figure 685] A flowchart showing the fluctuation start processing for the second starting port. [Figure 686] A flowchart showing the pending information shift processing for the second starting port. [Figure 687] A flowchart showing the determination process for the second starting port. [Figure 688] A flowchart showing the variable time setting process for the second starting port. [Figure 689] This is a flowchart showing the process of acquiring variable time information during a low probability low support state for the second starting port. [Fig. 690] This is a flowchart showing the process of acquiring variable time information during a low probability high support state for the second starting port. [Figure 691] This is a flowchart showing the process of acquiring variable time information during a high probability high support state for the second starting port. [Figure 692] This is a flowchart showing the process of acquiring variable time information during a high probability low support state for the second starting port. [Figure 693] 10 is a flowchart showing a second fluctuation stop process. [Figure 694]10 is a flowchart showing a game state transition process. [Figure 695] 10 is a flowchart showing an opening / closing scenario setting process. [Figure 696] 10 is a flowchart showing an opening time setting process. [Figure 697] 10 is a flowchart showing a process when an opening period flag is ON. [Figure 698] 10 is a flowchart showing a process when the opening / closing process period flag is ON. [Figure 699] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 700] 10 is a flowchart showing a process when an ending period flag is ON. [Figure 701] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 702] 10 is a flowchart showing processing for electric utility support. [Fig. 703] 10 is a flowchart showing an electric utility switching process. [Fig. 704] 10 is a flowchart showing a game ball distribution control process. [Figure 705] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 706] 10 is a flowchart showing a pending command response process. [Fig. 707] 10 is a flowchart showing an update process when a ball goes in. [Fig. 708] 10 is a flowchart showing the game play presentation setting process. [Figure 709] 10 is a flowchart showing a display mode switching process. [Fig. 710] This is a flowchart showing the process for setting the special 1 game play presentation. [Figure 711] 10 is a flowchart showing a first effect pattern setting process. [Fig. 712] This is a flowchart showing the process for setting the presentation pattern for the first starting port in a low probability low support state. [Fig. 713]This is a flowchart showing the process for setting the presentation pattern when in a low probability high support state for the first starting port. [Fig. 714] This is a flowchart showing the process for setting the presentation pattern when in a high probability high support state for the first starting port. [Fig. 715] This is a flowchart showing the process for setting the presentation pattern when in a high probability low support state for the first starting port. [Fig. 716] This is a flowchart showing the process for setting the special 2 game play presentation. [Fig. 717] 10 is a flowchart showing a second effect pattern setting process. [Fig. 718] This is a flowchart showing the process for setting the presentation pattern for the second starting port in a low probability low support state. [Fig. 719] This is a flowchart showing the process for setting the presentation pattern when in a low probability high support state for the second starting port. [Fig. 720] This is a flowchart showing the process for setting the presentation pattern when in a high probability high support state for the second starting port. [Fig. 721] This is a flowchart showing the process for setting the presentation pattern when in a high probability low support state for the second starting port. [Fig. 722] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Fig. 723] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Fig. 724] 10 is a flowchart showing a V interrupt process executed in an MPU of the display control device. [Fig. 725] An explanatory diagram showing a starting port unit in a modified example. [Fig. 726] FIG. 20 is a perspective view of a pachinko machine according to a fourteenth embodiment. [Fig. 727] FIG. 2 is a rear view of the pachinko machine. [Fig. 728] FIG. [Fig. 729] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Fig. 730]FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 731] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Fig. 732] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 733] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 734] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Fig. 735] An explanatory diagram showing the contents of a win / loss table for a drop lottery. [Fig. 736] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Fig. 737] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Fig. 738] FIG. 1 is an explanatory diagram showing the flow of a game in a pachinko machine. [Fig. 739] 10 is a flowchart showing a timer interrupt process. [Fig. 740] This is a flowchart showing the ball entry processing for the starting hole. [Fig. 741] 10 is a flowchart showing a destination determination process. [Fig. 742] 10 is a flowchart showing a through ball entry process. [Fig. 743] 10 is a flowchart showing a normal process. [Fig. 744] 10 is a flowchart showing a game play control process. [Fig. 745] 10 is a flowchart showing a fluctuation start process. [Fig. 746] 10 is a flowchart showing a hold information shift process. [Fig. 747] 10 is a flowchart showing a fall determination process. [Fig. 748] 10 is a flowchart showing a hit determination process. [Fig. 749] 10 is a flowchart showing a variable time setting process. [Fig. 750] 10 is a flowchart showing a fluctuation end process. [Fig. 751] 10 is a flowchart showing a process for providing a time reduction. [Fig. 752] 10 is a flowchart showing a game state transition process. [Fig. 753] 10 is a flowchart showing the process of opening and closing the large prize opening. [Fig. 754] 10 is a flowchart showing a shutter opening / closing process. [Fig. 755] A flowchart showing the V prize determination process. [Fig. 756] 10 is a flowchart showing a transition process at the end of an ending period. [Fig. 757] 10 is a flowchart showing processing for electric utility support. [Fig. 758] 10 is a flowchart showing an electric utility opening / closing control process. [Fig. 759] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Fig. 760] 10 is a flowchart showing a pending command response process. [Fig. 761] 10 is a flowchart showing the game play presentation setting process. [Fig. 762] 10 is a flowchart showing a performance pattern setting process. [Fig. 763] 10 is a flowchart showing the update process at the start of fluctuation. [Fig. 764] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Fig. 765] 10 is a flowchart showing a command interrupt process. [Fig. 766] 10 is a flowchart showing a V interrupt process. [Fig. 767] FIG. 20 is a perspective view of a pachinko machine according to a fifteenth embodiment. [Fig. 768] FIG. 2 is a rear view of the pachinko machine. [Fig. 769] FIG. [Fig. 770]1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Fig. 771] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 772] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Fig. 773] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Fig. 774] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Fig. 775] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Fig. 776] An explanatory diagram showing the contents of a win / loss table for a drop lottery. [Fig. 777] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Fig. 778] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Fig. 779] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Fig. 780] 10 is a flowchart showing a timer interrupt process. [Fig. 781] This is a flowchart showing the ball entry processing for the starting hole. [Fig. 782] 10 is a flowchart showing a destination determination process. [Fig. 783] 10 is a flowchart showing a through ball entry process. [Fig. 784] 10 is a flowchart showing a normal process. [Fig. 785] 10 is a flowchart showing a game play control process. [Fig. 786] 10 is a flowchart showing a fluctuation start process. [Fig. 787] 10 is a flowchart showing a hold information shift process. [Fig. 788] 10 is a flowchart showing a fall determination process. [Fig. 789] 10 is a flowchart showing a hit determination process. [Fig. 790] 10 is a flowchart showing a variable time setting process. [Fig. 791] 10 is a flowchart showing a fluctuation end process. [Fig. 792] 10 is a flowchart showing a process for providing a time reduction. [Fig. 793] 10 is a flowchart showing a game state transition process. [Fig. 794] 10 is a flowchart showing the process of opening and closing the large prize opening. [Fig. 795] 10 is a flowchart showing a shutter opening / closing process. [Fig. 796] A flowchart showing the V prize determination process. [Fig. 797] 10 is a flowchart showing a transition process at the end of an ending period. [Fig. 798] 10 is a flowchart showing processing for electric utility support. [Figure 799] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 800] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 801] 10 is a flowchart showing a pending command response process. [Figure 802] 10 is a flowchart showing the game play presentation setting process. [Figure 803] 10 is a flowchart showing a performance pattern setting process. [Figure 804] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 805] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 806] 10 is a flowchart showing a command interrupt process. [Figure 807] 10 is a flowchart showing a V interrupt process. [Figure 808] FIG. 10 is an explanatory diagram showing the flow of a game in a pachinko machine according to a first modified example. [Figure 809]FIG. 10 is an explanatory diagram showing the contents of a distribution table for a first starting hole provided in a pachinko machine of the second modified example. [Figure 810] FIG. 10 is an explanatory diagram showing the flow of a game in a pachinko machine according to a second modified example. [Figure 811] An explanatory diagram showing the contents of the hit / miss table (for low probability mode) for the second starting port in variant example 3. [Figure 812] FIG. 10 is an explanatory diagram showing the flow of a game in a pachinko machine according to a third modified example. DETAILED DESCRIPTION OF THE INVENTION

[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. <1> First embodiment (mainly corresponds to the feature group gA to feature group gP in <Z> below): <2> Second embodiment (mainly corresponds to the feature group hA to feature group hF in <Z> below): <3> Third embodiment (mainly corresponds to the feature iA group to feature iH group in <Z> below): <4> Fourth embodiment (mainly corresponds to the feature jA group to the feature jO group in <Z> below): <5> Fifth embodiment (mainly corresponds to the feature kA group to feature kW group of <Z> below): <6> Sixth embodiment (mainly corresponds to the following <Z> feature group 1A to feature group 1H): <7> Seventh embodiment (mainly corresponds to the feature mA group to feature mR group in <Z> below): <8> Eighth embodiment (mainly corresponds to the feature nA group to feature nN group in <Z> below): <9> Ninth embodiment (mainly corresponds to the following features oA group to oJ group in <Z>): <10> Tenth embodiment (mainly corresponds to the feature group pA to feature group pL in <Z> below): <11> Eleventh embodiment (mainly corresponds to the feature qA group to feature qM group in <Z> below): <12> Twelfth embodiment (mainly corresponding to the feature group rA to feature group rV in <Z> below): <13> Thirteenth embodiment (mainly corresponds to the features sA group to sV group in <Z> below): <14> Fourteenth embodiment (mainly corresponds to the feature group tA to feature group tP in <Z> below): <15> Fifteenth embodiment (mainly corresponds to the feature group uA to feature group uU in <Z> below): 《Y》Application to other structures: <Z> Regarding the feature group extracted from the above embodiments:

[0011] 1. First embodiment: 1-1. Structure of the gaming machine: The structure of the gaming machine in this embodiment will be described.

[0012] FIG. 1 is a perspective view of a pachinko machine 10 according to a first embodiment. The pachinko machine 10 includes a wooden outer frame 11 assembled into a generally rectangular shape. When the pachinko machine 10 is installed in a gaming hall, the outer frame 11 is fixed to the gaming hall's island equipment. The pachinko machine 10 also includes a pachinko machine main body 12 rotatably supported by the outer frame 11. The pachinko machine main body 12 includes an inner frame 13 and a front door frame 14 disposed in front of the inner frame 13. The inner frame 13 is rotatably supported to the outer frame 11 by a metal hinge 15. The front door frame 14 is rotatably supported to the inner frame 13 by a metal hinge 16. Control devices for controlling the pachinko machine main body 12, such as a main control device, an audio / light-emitting control device, and a display control device, are disposed on the back of the inner frame 13. Details of these control devices will be described later. The pachinko machine 10 also includes a cylinder lock 17. The cylinder lock 17 has the function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and the function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.

[0013] An open window 18 is formed in the approximate center of the front door frame 14. Resin components and decorative illumination components for decorating the pachinko machine 10 are provided around the window 18 of the front door frame 14. The decorative illumination components are composed of light-emitting means made up of various lamps such as LEDs. The light-emitting means serves to enhance the presentation effect by lighting up or flashing when a winning lottery, a winning combination, or a reach occurs, etc., performed by the pachinko machine 10. A glass unit 19 made up of two sheets of glass is disposed on the back side of the front door frame 14, and the open window 18 is sealed by the glass unit 19. A game board, which will be described later, is removably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board through the glass unit 19 from the front of the pachinko machine 10. Details of the game board will be described later.

[0014] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open top, and stores game balls such as loaned balls loaned from a loaner machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the player operating the operating handle 25, and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is disposed below the upper tray 20 and is formed in a box shape with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. A discharge port 22 is formed in the bottom surface of the lower tray 21 for discharging the game balls stored in the lower tray 21. A lever 23 is provided below the outlet 22, and the player can switch between a closed state and an open state of the outlet 22 by operating the lever 23. When the player operates the lever 23 to open the outlet 22, the game balls fall from the outlet 22 and are discharged from the lower tray 21 to the outside.

[0015] A performance operation button 24 is provided as an operation receiving means in front of the periphery of the upper tray 20. The performance operation button 24 is an operation unit that allows the player to perform input operations for game performances performed by the pachinko machine 10. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game performance that reflects the operation.

[0016] Furthermore, an operating handle 25 for the player to operate is provided on the right side of the front door frame 14 as viewed from the front. When the player operates (rotates) the operating handle 25, gaming balls are launched from the gaming ball launching mechanism toward the front of the gaming board in response to the operation. Inside the operating handle 25, there are provided a touch sensor 25a for permitting the operation of the gaming ball launching mechanism, a wait button 25b that is pressed by the player to stop the launching of gaming balls by the gaming ball launching mechanism, and a variable resistor 25c that detects the amount of rotation of the operating handle 25 by a change in electrical resistance. When the player grips the operating handle 25, the touch sensor 25a is turned on. When the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation, and gaming balls are launched from the gaming ball launching mechanism toward the front of the gaming board with a strength corresponding to the resistance value of the variable resistor 25c.

[0017] In addition, a game ball launch button 26 for a player to operate is provided on the left side of the periphery of the upper tray 20 as viewed from the front. When the game ball launch button 26 is operated by the player, a game ball is launched to the front of the game board with a predetermined launch strength, regardless of the amount of rotation of the operating handle 25 by the player. Specifically, when the player operates the game ball launch button 26, the game ball is launched to the front of the game board with the same launch strength as when the operating handle 25 is rotated to the maximum amount. In this embodiment, when the game ball is launched by operating the game ball launch button 26, the game ball flows to the right side of the game board as viewed from the front, and also flows down the right side of the game board. In other words, by operating the game ball launch button 26, the player can perform a so-called "right shot." In the following description, when the operating handle 25 is operated to launch a game ball, the game ball flows to the left side of the game board as viewed from the front and flows down the left side of the game board, and the player may be said to be "hitting from the left." In addition, in the pachinko machine 10 of this embodiment, when the game ball launch button 26 is operated, the game ball is launched onto the game board on the condition that the touch sensor 25a is on. In other words, the player can realize the launch of a game ball triggered by operating the game ball launch button 26 by gripping the operating handle 25 to turn on at least the touch sensor 25a and then operating the game ball launch button 26.

[0018] In this embodiment, the game ball launch button 26 is configured to be located on the left side of the periphery of the upper tray 20 when viewed from the front, but the game ball launch button 26 may be located in another position. For example, the game ball launch button 26 may be located inside (on the periphery of) the operating handle 25, similar to the weight button 25b. This allows the player to operate the operating handle 25, the weight button 25b, and the game ball launch button 26 with only the right hand.

[0019] FIG. 2 is a front view of the game board 30. The game board 30 is made of plywood, and a game area PA is formed on its front surface. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a portion of the outer edge of the game area PA. A guide rail 31 for guiding game balls is formed between the inner rail portion 31a and the outer rail portion 31b. Game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. A plurality of nails 42 are planted in the game area PA approximately perpendicular to the game board 30, and various devices such as windmills are also arranged. These nails 42 and windmills disperse and organize the falling direction of the game balls flowing down the game area PA.

[0020] The game board 30 is provided with a general winning opening 32, a first starting opening 33a, a first starting opening 33b, a second starting opening 34, a through gate 35a, a through gate 35b, a normal electric device 53, a variable winning device 54, and a distribution mechanism 120. The game board 30 is also provided with a variable display unit 40 and a main display section 45. The main display section 45 has a special symbol unit 37, a normal symbol unit 38, and a round display section 39.

[0021] The general winning openings 32 are openings through which game balls can enter, and a plurality of such openings are provided on the game board 30. In this embodiment, when a game ball enters the general winning opening 32, 10 game balls are paid out from the payout device 71 as prize balls.

[0022] The sorting mechanism 120 is disposed below the center of the game board 30. The sorting mechanism 120 alternately sorts game balls that reach the sorting mechanism 120 into two flow paths. Of the two flow paths sorted by the sorting mechanism 120, one flow path guides game balls to the first start port 33a, and the other flow path guides game balls to the first start port 33b. The structure of the sorting mechanism 120 will be described in detail later.

[0023] The first starting hole 33a and the first starting hole 33b are ball entry holes through which game balls can enter. As shown in FIG. 2, the first starting hole 33a is located at a position where game balls allocated by the allocation mechanism 120 to the left side when viewing the game board 30 from the front can enter. The first starting hole 33b is located at a position where game balls allocated by the allocation mechanism 120 to the right side when viewing the game board 30 from the front can enter. In this embodiment, when a game ball enters the first starting hole 33a or the first starting hole 33b, one game ball is paid out as a prize ball, and a winning lottery, which will be described later, is executed. Note that the number of prize balls paid out when a game ball enters the first starting hole 33a or the first starting hole 33b is not limited to one, and a configuration in which two or more balls are paid out may be adopted.

[0024] The second starting hole 34 is an entrance hole through which a gaming ball can enter. As shown in FIG. 2, the second starting hole 34 is disposed between the first starting hole 33a and the first starting hole 33b. In this embodiment, when a gaming ball enters the second starting hole 34, three gaming balls are paid out as prize balls, and a winning lottery, which will be described later, is executed. Note that the number of prize balls paid out when a gaming ball enters the second starting hole 34 is not limited to three, and a configuration in which two or less, or four or more, balls are paid out may also be employed.

[0025] The variable winning device 54 includes a jackpot opening 54a that leads to the back side of the gaming board 30, and an opening / closing door 54b that opens and closes the jackpot opening 54a. The opening / closing door 54b is normally in a closed state that prevents game balls from entering the jackpot opening 54a. When a game ball enters the first starting opening 33a, the first starting opening 33b, or the second starting opening 34, the main control device 60 executes a winning lottery (internal lottery). If the winning lottery results in a jackpot, the pachinko machine 10 transitions to an opening / closing execution mode. The opening / closing execution mode is a mode that executes the opening and closing process of the opening / closing door 54b of the variable winning device 54. Specifically, when the opening / closing execution mode is entered, the opening / closing door 54b of the variable winning device 54 transitions from a closed state that prevents game balls from entering to an open state that allows game balls to enter, and then transitions back to the closed state after a predetermined condition is met. In this embodiment, when a gaming ball enters the large winning opening 54a of the variable winning device 54, the payout device 71 pays out 15 gaming balls as prize balls.

[0026] The through gates 35a and 35b are through gates that trigger a lottery to operate the normal electric device 53. As shown in FIG. 2, the through gate 35a is disposed in the distribution mechanism 120. Details of the through gate 35a will be described later. The through gate 35b is disposed outside the distribution mechanism 120 and to the right of the distribution mechanism 120 when viewing the game board 30 from the front. When a gaming ball passes through the through gate 35a or the through gate 35b, the main control device 60 uses the passage as an opportunity to conduct an internal lottery (electric device release lottery). If the result of the internal lottery is that an electric device release is selected, the normal electric device 53 transitions to an electric device release state in which it operates in a predetermined manner. Note that in this embodiment, the gaming balls that pass through the through gate 35a and the gaming balls that pass through the through gate 35b are not reserved.

[0027] The normal electric device 53 is an electric device located below the distribution mechanism 120 and above the first starting opening 33b. As described above, the normal electric device 53 operates in a predetermined manner when the electric device opening lottery, which is executed when the gaming ball passes through the through gate 35a or the through gate 35b, is won. Details of the normal electric device 53 will be described later.

[0028] Here, the distribution mechanism 120 and the normal electric accessory 53 will be explained.

[0029] FIG. 3 is an explanatory diagram illustrating the sorting mechanism 120. As shown in FIG. 3(a), the sorting mechanism 120 includes a resin sorting mechanism housing 121. In FIG. 3, the outline of the sorting mechanism housing 121 is indicated by a dashed line to show the interior of the sorting mechanism housing 121. The sorting mechanism housing 121 is formed with an opening 122 through which gaming balls can flow in, and openings 123 and 124 through which gaming balls can flow out. The sorting mechanism housing 121 is also formed with a left flow path R1 and a right flow path R2. Furthermore, a sorting rotation unit 125 and a through gate 35a are arranged inside the sorting mechanism housing 121. The through gate 35a is arranged in the right flow path R2.

[0030] The sorting rotation unit 125 has a rotation axis 126 and is rotatable around the rotation axis 126. When the sorting rotation unit 125 rotates clockwise or counterclockwise, the bottom of the sorting rotation unit 125 abuts against the sorting mechanism housing 121, and the rotation range of the sorting rotation unit 125 is limited. The sorting rotation unit 125 also has a left-side holding unit 127 and a right-side holding unit 128 that temporarily hold the gaming balls that have flowed in from the opening 122.

[0031] An example of the operation of the sorting mechanism 120 is shown using Figures 3(a) to 3(d). As shown in Figure 3(a), when the sorting rotation unit 125 is tilted to the left, when game balls flow in from the opening 122, the game balls are temporarily held in the right-side holding unit 128. Then, as shown in Figure 3(b), the weight of the game balls held in the right-side holding unit 128 causes the sorting rotation unit 125 to rotate clockwise, and the game balls held in the right-side holding unit 128 are released toward the right-side flow path R2. The game balls released from the right-side holding unit 128 pass through the through gate 35a, flow through the right-side flow path R2, and then flow out from the opening 124. The game balls that flow out from the opening 124 enter the first start opening 33b, or, if the normal electric device 53 is operating, enter the second start opening 34. After rotating clockwise, the sorting rotation unit 125 maintains a state inclined to the right.

[0032] Then, as shown in FIG. 3(c), when a gaming ball next flows in through the opening 122, the sorting rotation unit 125 maintains its tilted state to the right, temporarily holding the gaming ball in the left-side holding unit 127. Then, as shown in FIG. 3(d), the weight of the gaming ball held in the left-side holding unit 127 causes the sorting rotation unit 125 to rotate counterclockwise, releasing the gaming ball held in the left-side holding unit 127 toward the left-side flow path R1. The gaming ball released from the left-side holding unit 127 flows through the left-side flow path R1 and then flows out through the opening 123. The gaming ball that flows out from the opening 123 enters the first starting port 33a. After rotating counterclockwise, the sorting rotation unit 125 maintains its tilted state to the left. In this way, the sorting mechanism 120 has the function of alternately allocating gaming balls flowing into the opening 122 to the left-side flow path R1 and the right-side flow path R2.

[0033] Next, the normal electric accessory 53 will be described.

[0034] 4 is an explanatory diagram illustrating the normal electric device 53. FIG. 4(a) shows the normal electric device 53 in a closed state. As described above, the normal electric device 53 is located below the distribution mechanism 120 and above the first starting opening 33b. When the electric device release lottery, which is executed when the gaming ball passes through the through gate 35a or the through gate 35b, is won, the movable piece 53a of the normal electric device 53 protrudes (hereinafter also referred to as release) toward the front side of the gaming board 30, as shown in FIG. 4(b).

[0035] As shown in the figure, the normal electric role 53 has a movable piece 53a and a protrusion 53b arranged on the movable piece 53a. Also, although not shown in Figure 4(b), the normal electric role 53 has a normal electric role drive part 53c that drives the movable piece 53a.

[0036] As shown in FIG. 4(b), the protruding movable piece 53a assists the gaming ball to enter the second starting port 34. In this embodiment, there are roughly two patterns in which the protruding movable piece 53a assists the gaming ball to enter the second starting port 34. The first pattern is a pattern in which the gaming ball flows in from the opening 122 of the distribution mechanism 120 and assists the gaming ball distributed to the right-side flow path R2 to enter the second starting port 34. Specifically, if the movable piece 53a is protruding when the gaming ball distributed to the right-side flow path R2 flows out from the opening 124, the movable piece 53a guides the gaming ball to the second starting port 34 and assists it to enter the second starting port 34. The second pattern is a pattern in which the gaming ball flowing down through the through gate 35b assists it to enter the second starting port 34. Specifically, if the movable piece 53a is protruding when the gaming ball that has passed through the through gate 35b flows down and reaches the normal electric device 53, the movable piece 53a will guide the gaming ball to the second starting hole 34 and assist it in entering the second starting hole 34. In the second pattern, if the movable piece 53a is protruding when the gaming ball that has not passed through the through gate 35b reaches the normal electric device 53, the movable piece 53a will assist the gaming ball in entering the second starting hole 34.

[0037] In any of the patterns described above, it is assumed that the normal electric device 53 remains open until the game ball flows over the movable piece 53a and reaches the second starting port 34. If the normal electric device 53 becomes closed before the game ball flows over the movable piece 53a and reaches the second starting port 34, the above pattern does not apply, and in that case the game ball that has flowed over the movable piece 53a will flow further downstream without entering the second starting port 34.

[0038] After a predetermined time has elapsed from the state shown in FIG. 4(b), the normal electric device 53, which was in the open state, becomes closed as shown in FIG. 4(c). That is, the protruding movable piece 53a is retracted into the game board 30. The pachinko machine 10 of this embodiment has multiple opening patterns for the normal electric device 53, and these patterns differ depending on the type of support mode in which the normal electric device 53 assists the game ball in entering the second starting hole 34. The support modes of the pachinko machine 10 each have different time periods from the start of the electric device opening lottery, which is executed when the game ball passes through the through gate 35a or 35b, to the output of the lottery results (variation time of the electric device opening lottery), the winning probability of the electric device opening lottery, and the opening time of the normal electric device 53. Details of the support modes of the pachinko machine 10 of this embodiment will be described later. The distribution mechanism 120 and the normal electric device 53 have been described above.

[0039] Returning to Fig. 2, an outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter any of the ball inlets are discharged from the game area PA through the outlet 43.

[0040] The special symbol unit 37 includes a first symbol display unit 37a and a second symbol display unit 37b. The first symbol display unit 37a and the second symbol display unit 37b are each configured by a segment display in which a plurality of segment light emitting units are arranged in a predetermined manner.

[0041] The first symbol display unit 37a is a display unit for displaying a first symbol. The first symbol is a symbol that is displayed in a variable or static manner based on a winning lottery triggered by a game ball entering the first starting hole 33a or the first starting hole 33b. When a winning lottery triggered by a game ball entering the first starting hole 33a or the first starting hole 33b is held, the first symbol display unit 37a causes the segment display to display a variable or predetermined first symbol as a display mode until it displays a display corresponding to the lottery result. When the lottery is completed, the first symbol display unit 37a causes the segment display to display a static first symbol corresponding to the lottery result.

[0042] The second symbol display unit 37b is a display unit for displaying a second symbol. The second symbol is a symbol that is displayed variably or statically based on a winning lottery triggered by a game ball entering the second starting hole 34. When a winning lottery triggered by a game ball entering the second starting hole 34 is held, the second symbol display unit 37b causes the segment display to display a variable or predetermined second symbol as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the second symbol display unit 37b causes the segment display to display a static second symbol corresponding to the lottery result.

[0043] Here, the time from when the variable display of the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts until when it is still displayed is called the variable time. Specifically, the time from when the variable display of the first symbol displayed on the first symbol display section 37a starts until when it is still displayed is called the first variable time, and the time from when the variable display of the second symbol displayed on the second symbol display section 37b starts until when it is still displayed is called the second variable time.

[0044] The special symbol unit 37 further includes a first pending display section 37c and a second pending display section 37d, each consisting of an LED lamp, located adjacent to the first symbol display section 37a and the second symbol display section 37b.

[0045] The first reserve display unit 37c displays the number of reserved balls in the first start ports (first start port 33a and first start port 33b) by the color and combination of the LED lamps that are turned on. In this embodiment, up to a maximum of four game balls that enter the first start port 33a or the first start port 33b are reserved in total in the two first start ports.

[0046] The second reserve display unit 37d displays the number of reserved balls in the second start opening 34 by the color and combination of the lit LED lamps. In this embodiment, up to four game balls that enter the second start opening 34 are reserved.

[0047] The general map unit 38 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner. When a lottery to open an electric device is held, triggered by a game ball passing through the through gate 35a or the through gate 35b, the general map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery to open an electric device is completed, the general map unit 38 displays in a predetermined manner corresponding to the lottery result.

[0048] The round display unit 39 is composed of a light-emitting display unit with multiple LED lamps arranged in a predetermined pattern, and displays the number of rounds that will occur in the open / close execution mode, or a corresponding display. A round is a game in which the open / close door 54b remains open until one of the following conditions is met: a predetermined maximum duration has elapsed, or a predetermined maximum number of game balls have entered the variable winning device 54. The number of rounds varies depending on the type of jackpot that triggered the transition. The round display unit 39 begins displaying the number of rounds when the open / close execution mode is initiated, and ends when the open / close execution mode is terminated.

[0049] In addition, the special drawing unit 37, the regular drawing unit 38, and the round display unit 39 are not limited to being composed of segment displays or light-emitting displays using LED lamps, but may also be composed of various display devices capable of showing the lottery in progress and the lottery results, such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display device.

[0050] The variable display unit 40 is disposed approximately in the center of the play area PA. The variable display unit 40 includes a liquid crystal display device 41. The liquid crystal display device 41 includes a liquid crystal display. The display content of the liquid crystal display device 41 is controlled by the display control device 100. Note that the configuration of the display device included in the variable display unit 40 is not limited to the liquid crystal display device 41, and may be configured with various display devices, such as a plasma display device, an organic EL display device, or a CRT.

[0051] When the first symbol display unit 37a displays a variable or predetermined display based on the entry of a gaming ball into the first start hole 33a or the first start hole 33b, the liquid crystal display device 41 displays a variable or predetermined display of the symbol accordingly. Furthermore, when the second symbol display unit 37b displays a variable or predetermined display based on the entry of a gaming ball into the second start hole 34, the liquid crystal display device 41 displays a variable or predetermined display of the symbol accordingly. The liquid crystal display device 41 is not limited to displaying a variable or predetermined display of the symbol triggered by the entry of a gaming ball into the first start hole 33a, the first start hole 33b, or the second start hole 34, but also displays effects during the open / close execution mode to which the device enters when a jackpot is won. Details of the liquid crystal display device 41 are described below.

[0052] Fig. 5 is an explanatory diagram showing the symbols and display surface 41a variably displayed on the liquid crystal display device 41. Fig. 5(a) is an explanatory diagram showing the first liquid crystal symbol or the second liquid crystal symbol variably displayed on the liquid crystal display device 41. The first liquid crystal symbol is an image displayed on the liquid crystal display device 41, and is a symbol corresponding to the first symbol displayed on the first symbol display section 37a. The second liquid crystal symbol is an image displayed on the liquid crystal display device 41, and is a symbol corresponding to the first symbol displayed on the second symbol display section 37b.

[0053] As shown in Fig. 5(a), the liquid crystal display device 41 variably displays the numbers 1 to 8 as the first liquid crystal symbol or the second liquid crystal symbol. Note that the variably displayed symbols may be symbols in which the symbols indicative of the numbers 1 to 8 are accompanied by pictures of characters or the like.

[0054] FIG. 5(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, three symbol columns Z1, Z2, and Z3, namely, left, center, and right, are displayed on the display surface 41a. In each of the symbol columns Z1 to Z3, the numbers 1 to 8 shown in FIG. 5(a) are arranged in ascending or descending numerical order, and each symbol column is displayed in a variable display, scrolling from top to bottom or bottom to top periodically. As shown in FIG. 5(b), after the variable display by scrolling, one symbol for each symbol column is displayed in a stationary state on the pay line L. Specifically, when a gaming ball enters the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34, a variable display is initiated in which the symbols in each symbol column Z1 to Z3 are scrolled in a predetermined direction in a variable display, with a periodicity. Then, the scrolling symbols switch from a variable display to a standby display in the order of symbol column Z1, symbol column Z3, and symbol column Z2, and finally, predetermined symbols are displayed stationary in each of symbol columns Z1 to Z3. When the variable display of symbols ends and the display is stationary, if the result of the winning lottery by the main control device 60 is a jackpot, a predetermined combination of symbols is formed on the activated line L. For example, a combination of the same symbols is formed on the activated line L. Note that the manner of the variable display of symbols in the symbol display device 41 is not limited to the above-mentioned manner, and various other manners of the variable display of symbols can be adopted, such as the number of symbol columns, the number of activated lines, the direction of the variable display of symbols in the symbol columns, and the number of symbols in each symbol column.

[0055] Here, a game round is one unit of processing for notifying a player of the results of a winning lottery for special information acquired based on a winning entry in either the first starting gate 33 or the second starting gate 34. In other words, the pachinko machine 10 notifies a player of the results of one winning lottery for one piece of special information for each game round. When the pachinko machine 10 of this embodiment acquires special information based on a winning entry in either the first starting gate 33 or the second starting gate 34, it variably displays the segment display in either the first symbol display unit 37a or the second symbol display unit 37b for each game round, and then stops the segment display so that the display corresponds to the lottery result for the acquired special information. Furthermore, when the pachinko machine 10 of this embodiment acquires special information based on a winning entry in either the first starting slot 33 or the second starting slot 34, it causes the symbol display device 41 to variably display a predetermined symbol sequence for each play, and then causes the symbol sequence to be statically displayed so as to correspond to the lottery result of the acquired special information. The time required for one play is also called the unit play time. The unit play time is composed of the variable time, which is the time from when the variable display starts to when the predetermined lottery result is statically displayed, and the static time, which is the time during which the predetermined lottery result is statically displayed.

[0056] Furthermore, as shown in Fig. 5(b), a first reserve display area Ds1 and a second reserve display area Ds2 are displayed on the display surface 41a of the pattern display device 41. The first reserve display area Ds1 displays the number of reserved balls based on winning at the first start port 33. The second reserve display area Ds2 displays the number of reserved balls based on winning at the second start port 34. In this embodiment, as described above, the number of reserved game balls that have won at the first start port 33 and the second start port 34 is up to four each.

[0057] 5(b) is an explanatory diagram showing the display surface 41a of the liquid crystal display device 41. As shown in the figure, a main display area MA is displayed on the display surface 41a.

[0058] The main display area MA displays three symbol columns Z1, Z2, and Z3 on the left, center, and right. In each of the symbol columns Z1 to Z3, the numbers 1 to 8 are arranged in ascending or descending order as the LCD symbols shown in Fig. 5(a), and each symbol column is displayed in a periodic scrolling fashion from top to bottom or bottom to top. As shown in Fig. 5(b), after the scrolling display, one symbol from each symbol column is displayed stopped on the active line L1.

[0059] Specifically, when a gaming ball enters the special symbol starting slot 51, a variable display begins in which the symbols in each symbol column Z1-Z3 scroll periodically in a predetermined direction. Then, the scrolling symbols switch from variable display to standby display in the order of symbol column Z1, symbol column Z3, and symbol column Z2, until each symbol column Z1-Z3 displays a static display of a predetermined symbol. When the variable display of symbols ends and the static display is achieved, if the result of the winning lottery by the main control device 60 is a jackpot, a predetermined combination of symbols is formed on the pay line L1. For example, a combination of identical symbols is formed on the pay line L1. The display of the LCD symbols in the main display area MA is not limited to the above-described configuration. Various configurations of the LCD symbols can be adopted, such as the number of symbol columns in the main display area MA, the number of pay lines, the direction of the variable display of the symbols in the symbol columns, and the number of symbols in each symbol column.

[0060] Here, a game round refers to the period from when the variable display of the first symbol display section 37a or the second symbol display section 37b starts, when the variable display ends and the static display is displayed, and until the static display ends, and is one unit of processing for notifying the player of the result of the winning lottery for special information acquired based on a ball entering either the first start port 33 (first start port 33a, first start port 33b) or the second start port 34. In other words, the pachinko machine 10 notifies the player of the result of one winning lottery for each game round. When the pachinko machine 10 of this embodiment acquires special information based on a game ball entering the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34, it variably displays the segment display in either the first symbol display unit 37a or the second symbol display unit 37b for each game, and then stops the segment display so that the display corresponds to the lottery result of the acquired special information. Also, when the pachinko machine 10 of this embodiment acquires special information based on a game ball entering the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34, it variably displays a pattern row as a first liquid crystal pattern or a second liquid crystal pattern in the symbol display device 41 for each game, and then stops the pattern row so that the display corresponds to the lottery result of the acquired special information. Also, the time required for one game is also referred to as a unit game time. The unit game time is composed of a variable time, which is the time from when the variable display starts until the predetermined lottery result is displayed in a static state, and a stop time, which is the time during which the predetermined lottery result is displayed in a static state.

[0061] As shown in FIG. 5(b), a first reserved display area Ds1 and a second reserved display area Ds2 are displayed on the display surface 41a of the symbol display device 41. The first reserved display area Ds1 displays a display corresponding to the number of reserved play times based on balls entering the first start port 33 (first start port 33a, first start port 33b). The second reserved display area Ds2 displays a display corresponding to the number of reserved play times based on balls entering the second start port 34. A reserved play time is an unexecuted play time, and refers to a play time for which a variable display has not yet started to notify the result of the winning lottery for special information acquired based on balls entering the first start port 33 (first start port 33a, first start port 33b) or the second start port 34. The number of reserved play times that can be reserved based on balls entering the first start port 33 (first start port 33a, first start port 33b) is four. Therefore, as shown in the figure, the first reserve display area Ds1 can display a reserve display corresponding to four reserved play times (hereinafter also referred to as the first reserved play time display). Also, the number of reserved play times that can be reserved based on a ball entering the second starting hole 34 is four. Therefore, as shown in the figure, the second reserve display area Ds2 can display a reserve display corresponding to four reserved play times (hereinafter also referred to as the second reserved play time display).

[0062] 5(b), the display surface 41a is provided with a first synchronization display unit Sync1 that flashes and lights up in synchronization with the varying and stationary display of the first symbol displayed on the first symbol display unit 37a of the special symbol unit 37, and a second synchronization display unit Sync2 that flashes and lights up in synchronization with the varying and stationary display of the second symbol displayed on the second symbol display unit 37b of the special symbol unit 37. Specifically, when the first symbol display unit 37a is displaying a varying symbol, the first synchronization display unit Sync1 flashes, and when the first symbol display unit 37a is displaying a stationary symbol, the first synchronization display unit Sync1 lights up. Also, when the second symbol display unit 37b is displaying a varying symbol, the second synchronization display unit Sync2 flashes, and when the second symbol display unit 37b is displaying a stationary symbol, the second synchronization display unit Sync2 lights up.

[0063] In this embodiment, the display surface 41a is configured to display the main display area MA, the first hold display area Ds1, the second hold display area Ds2, the first synchronization display unit Sync1, and the second synchronization display unit Sync2, but the display surface 41a may be configured not to display some or all of these displays.

[0064] 《1-2》Electrical configuration of the gaming machine: Next, a description will be given of the electrical configuration of the pachinko machine 10. In this description, the electrical configuration of the pachinko machine 10 will be explained using a block diagram.

[0065] FIG. 6 is a block diagram showing the electrical configuration of a pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes an audio / light-emitting control device 90 and a display control device 100. The main control device 60 includes a main control board 61 that is responsible for the main control of the game. The main control board 61 includes an MPU 62 that is composed of elements having multiple functions. The MPU 62 includes a ROM 63 that stores various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data when executing the programs stored in the ROM 63. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit that functions as a random number generator. Note that some of the functions of the MPU 62 may be provided by other elements. Details of the various areas provided in the ROM 63 and RAM 64 will be described later.

[0066] The main control board 61 is provided with an input port and an output port. The input side of the main control board 61 is connected to the payout control device 70 and a power outage monitoring circuit 86 provided in the power supply unit 85. The main control board 61 receives a stable 24V DC power supply from the power supply unit 85 via the power outage monitoring circuit 86. The power supply unit 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power source into the operating power required by the main control unit 60, the payout control device 70, etc., and supplies power to each device. In addition, the input side of the main control board 61 is connected to various detection sensors provided at various ball entry ports and through gates, such as the general winning port 32, the first start port 33 (first start port 33a, first start port 33b), the second start port 34, the through gate 35a, the through gate 35b, and the variable winning device 54. Based on signals from these detection sensors, the MPU 62 of the main control board 61 determines whether or not a gaming ball flowing down the gaming area PA has entered each ball entry port, and whether or not the gaming ball has passed through the through gate. Furthermore, the MPU 62 executes a winning lottery based on the gaming balls entering the first start port 33 (first start port 33a, first start port 33b) and the second start port 34.

[0067] The output side of the main control board 61 is connected to a normal electric device drive unit 53c that opens and closes the normal electric device 53, a variable winning drive unit 54c that opens and closes the opening and closing door 54b of the variable winning device 54, and the main display unit 45. The main control board 61 is provided with various driver circuits, and the MPU 62 controls the drive of the various drive units through these driver circuits.

[0068] Specifically, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 54c so that the opening / closing door 54b is opened and closed. Also, if the electric role opening is won as a result of the electric role opening lottery, the MPU 62 executes drive control of the normal electric role drive unit 53c so that the normal electric role 53 is opened. Furthermore, in each game round, the MPU 62 executes display control of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45, and in the opening / closing execution mode, executes display control of the round display unit 39 in the main display unit 45.

[0069] In addition, the payout control device 70 and the sound and light emission control device 90 are connected to the transmitting side of the main control board 61. For example, the main control device 60 transmits a prize ball command to the payout control device 70 based on the ball entry determination result. When the main control device 60 transmits the prize ball command, the MPU 62 of the main control board 61 references the command information storage area 63f of the ROM 63. Specifically, if a game ball has entered the general prize entry port 32, the main control device 60 transmits a prize ball command corresponding to the payout of 10 game balls. If a game ball has entered the first start port 33 (first start port 33a, first start port 33b), the main control device 60 transmits a prize ball command corresponding to the payout of one game ball. If a game ball has entered the second start port 34, the main control device 60 transmits a prize ball command corresponding to the payout of three game balls. The payout control device 70 controls the payout device 71 to pay out prize balls based on the prize ball command received from the main control device 60.

[0070] A launch control device 80 is connected to the payout control device 70. The launch control device 80 controls the launch of a game ball launching mechanism 81. The game ball launching mechanism 81 is activated when predetermined launch conditions are met. The launch control device 80 is also connected to the control handle 25. As described above, the control handle 25 includes a touch sensor 25a, a weight button 25b, and a variable resistor 25c. When a player grips the control handle 25, the touch sensor 25a is turned on. When the player rotates the control handle 25, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation. A game ball is launched from the game ball launching mechanism toward the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c. Furthermore, a game ball launch button 26 is connected to the launch control device 80. When the player operates the game ball launch button 26, a game ball is launched toward the game board, provided that the touch sensor 25a is turned on.

[0071] The audio and light emission control device 90 receives various commands sent from the main control device 60 and executes processing corresponding to the received commands. When the main control device 60 sends various commands, it refers to the command information storage area 63f of the ROM 63. Details of these various commands will be described later.

[0072] Additionally, based on various commands received from the main control device 60, the audio and light emitting control device 90 controls the driving of various lamps 47 consisting of light emitting means such as LEDs arranged on the front door frame 14, controls the driving of the speaker 46, and controls the display control device 100. Also, the effect operation button 24 is connected to the audio and light emitting control device 90, and when the effect operation button 24 is operated by a player at a predetermined timing, the audio and light emitting control device 90 controls the various lamps 47, speaker 46, display control device 100, etc. to perform a game effect that reflects the operation.

[0073] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the audio and light-emitting control device 90. Specifically, based on various commands received from the audio and light-emitting control device 90, the display control device 100 determines the symbol variation time on the symbol display device 41 and the type of symbol combination to be finally stopped and displayed, as well as whether or not a reach has occurred, the content of the reach effect, and the content of the effect executed while the first LCD symbol or the second LCD symbol is displayed in a variable manner. Note that in this embodiment, the stop time, which is the time during which the first LCD symbol or the second LCD symbol is displayed in a static manner, is fixed. Therefore, by determining the variation time, the unit game time, which is the time required for one game, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.

[0074] 7 is an explanatory diagram showing the contents of various counters used for the winning lottery etc. The various counter information is used when the MPU 62 performs the winning lottery, the display settings of the main display unit 45, and the setting of the symbol display of the symbol display device 41. Specifically, a jackpot random number counter C1 is used for the winning lottery. A jackpot type counter C2 is used to allocate the jackpot type. A reach random number counter C3 is used for reach determination as to whether or not a reach is to occur when the symbol sequence displayed on the symbol display device 41 is varied to miss the target.

[0075] A random number initial value counter CINI is used to set the initial value of the jackpot random number counter C1. Also, a fluctuation type counter CS is used to determine the fluctuation time in the first and second symbol display sections 37a and 37b of the main display section 45, and the symbol display device 41. Furthermore, an electric device opening counter C4 is used for the electric device opening lottery to determine whether or not the normal electric device 53 is opened.

[0076] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to its counter value each time it is updated, and returns to 0 after reaching its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 64a set in a predetermined area of ​​the RAM 64.

[0077] The RAM 64 also has a reserve information storage area 64b and a determination process execution area 64c. The reserve information storage area 64b has a first reserve area Ra and a second reserve area Rb. In this embodiment, when a gaming ball enters the first start opening 33 (first start opening 33a, first start opening 33b), the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in chronological order in the first reserve area Ra of the reserve information storage area 64b. When a gaming ball enters the second start opening 34, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS at the time of the ball entering are stored in chronological order in the second reserve area Rb of the reserve information storage area 64b.

[0078] The jackpot random number counter C1 will now be described in detail. The jackpot random number counter C1 is used for the winning lottery as described above. The jackpot random number counter C1 is configured to increment by one in sequence within a range of 0 to 1199, and return to 0 after reaching a maximum value. When the jackpot random number counter C1 goes through one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 1199).

[0079] The jackpot random number counter C1 is updated periodically, and when a game ball enters the first start hole 33 (first start hole 33a, first start hole 33b), the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a game ball enters the second start hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.

[0080] The value of the jackpot random number counter C1 stored in the first reserve area Ra is moved to the execution area AE of the determination process execution area 64c, and is checked against the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63 to determine whether or not a jackpot will occur. Also, the value of the jackpot random number counter C1 stored in the second reserve area Rb is moved to the execution area AE of the determination process execution area 64c, and is checked against the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63 to determine whether or not a jackpot will occur.

[0081] In the pachinko machine 10 of this embodiment, the value of the jackpot random number counter C1 stored in the first holding area Ra or the second holding area Rb is moved to the execution area AE of the determination process execution area 64c in the order obtained by the game ball entering the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34. Then, the jackpot random number counter C1 moved to the execution area AE is checked against the hit / miss table stored in the hit / miss table storage area 63a of the ROM 63, and it is determined whether or not a jackpot will occur.

[0082] Next, the details of the jackpot type counter C2 will be described. The jackpot type counter C2 is used to determine the type of jackpot. The jackpot type counter C2 is configured to increment by 1 in sequence within a range of 0 to 39, and to return to 0 after reaching the maximum value.

[0083] The jackpot type counter C2 is updated periodically, and when a game ball enters the first start hole 33 (first start hole 33a, first start hole 33b), the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a game ball enters the second start hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.

[0084] As described above, the MPU 62 performs a winning lottery using the value of the jackpot random number counter C1 stored in the determination process execution area 64c, and if the result of the winning lottery is a jackpot, determines the type of jackpot using the value of the jackpot type counter C2 stored in the determination process execution area 64c. Furthermore, the MPU 62 uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display unit 37a and the second symbol display unit 37b. In making this determination, the stop result table stored in the stop result table storage area 63e of the ROM 63 is referenced.

[0085] Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is used to determine whether a reach occurs when the result of the winning lottery is not a jackpot. The reach random number counter C3 is configured to increment by 1 in sequence within a range of, for example, 0 to 238, and to return to 0 after reaching a maximum value.

[0086] The reach random number counter C3 is periodically updated, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the timing when a gaming ball enters the first start hole 33 (first start hole 33a, first start hole 33b), and is stored in the second reserve area Rb of the reserve information storage area 64b at the timing when a gaming ball enters the second start hole 34. The value of the reach random number counter C3 stored in the first reserve area Ra is moved to the determination process execution area 64c and then compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether or not a reach has occurred. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the determination process execution area 64c and then compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether or not a reach has occurred. However, if the result of the winning lottery is a big win and the mode shifts to the open / close execution mode, the MPU 62 determines that a reach has occurred regardless of the value of the reach random number counter C3.

[0087] A "reach" refers to a display state in which, among multiple symbol columns displayed on the display screen of the symbol display device 41, some combinations of symbols that may result in a jackpot are displayed as static symbols, and the remaining symbol columns are displayed as variable symbols. In the pachinko machine 10 of this embodiment, a symbol combination corresponding to a jackpot refers to a combination of identical symbols on a predetermined pay line. As a specific example, in the main display area MA of the display surface 41a of FIG. 5(b), a symbol is first displayed as static symbols in symbol column Z1, and then the same symbol as Z1 is displayed as static symbols in symbol column Z3, forming a reach line. While the reach line is formed, a reach is achieved by displaying variable symbols in symbol column Z2. When a jackpot occurs, the same symbol as the symbol forming the reach line is displayed as static symbols in symbol column Z2.

[0088] Further, reach includes a reach effect in which, when a reach line is formed, the remaining symbol rows are displayed with varying symbols, and a predetermined character or the like is displayed as a moving image on the background screen, and a reach effect is performed by reducing or hiding the symbol combination on which the reach line is formed, and then displaying a predetermined character or the like as a moving image on substantially the entire display surface 41a. Furthermore, when a reach effect is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to display a notice using a predetermined image such as a predetermined character.

[0089] Next, the details of the fluctuation type counter CS will be explained. The fluctuation type counter CS is used when the MPU 62 determines the fluctuation time in the first symbol display unit 37a and the second symbol display unit 37b and the fluctuation time of the symbol in the symbol display device 41. The fluctuation type counter CS is configured to be incremented by 1 in order within a range of, for example, 0 to 198, and to return to 0 after reaching the maximum value.

[0090] The fluctuation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated during the remaining time of the normal processing. The buffer value of the fluctuation type counter CS is acquired when determining the fluctuation pattern at the start of the fluctuation display in the first symbol display unit 37a or the second symbol display unit 37b and at the start of the symbol fluctuation by the symbol display device 41. When determining the fluctuation time in the first symbol display unit 37a and the second symbol display unit 37b, a fluctuation time table stored in the fluctuation time table storage area 63d of the ROM 63 is used.

[0091] Next, the details of the electric accessory opening counter C4 will be explained. The electric accessory opening counter C4 is configured to increment by one in sequence within a range of, for example, 0 to 465, and return to 0 after reaching a maximum value. The electric accessory opening counter C4 is periodically updated, and when a gaming ball enters the through gate 35a or the through gate 35b, the value of the electric accessory opening counter C4 moves to the electric accessory execution area 64e, and then a lottery is held in the electric accessory execution area 64e using the value of the electric accessory opening counter C4 to determine whether or not to control the normal electric accessory 53 to an open state. For example, if C4 = 0 or 1, the normal electric accessory 53 is controlled to an open state, and if C4 = 2 to 465, the normal electric accessory 53 is maintained in a closed state.

[0092] At least one of the acquired values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the electric role opening counter C4, and the variation type counter CS corresponds to the special information in the present invention. Also, at least one of the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variation type counter CS stored in the first reserve area Ra and the second reserve area Rb is also called reserved information.

[0093] Next, the hit / miss table will be described. The hit / miss table is table data used for comparison with the jackpot random number counter C1 when a winning lottery is conducted based on the jackpot random number counter C1. The pachinko machine 10 has a low-probability mode and a high-probability mode set as lottery modes for winning lotteries. When a winning lottery is conducted in the low-probability mode, the hit / miss table for the low-probability mode is referenced, and when a winning lottery is conducted in the high-probability mode, the hit / miss table for the high-probability mode is referenced. In this embodiment, the pachinko machine 10 stores, as separate table data, a hit / miss table for comparison with the jackpot random number counter C1 stored in the first reserve area Ra of the reserve information storage area 64b when a gaming ball enters the first start hole 33 (first start hole 33a, first start hole 33b), and a hit / miss table for comparison with the jackpot random number counter C1 stored in the determination process execution area 64c when a gaming ball enters the second start hole 34. Specifically, the pachinko machine 10 stores four win / loss tables in the win / loss table memory area 63a of the ROM 63: a win / loss table for the first starting hole (for low probability mode), a win / loss table for the first starting hole (for high probability mode), a win / loss table for the second starting hole (for low probability mode), and a win / loss table for the second starting hole (for high probability mode).

[0094] Figure 8 is an explanatory diagram showing the contents of the hit / miss table for the first start port. Figure 8(a) shows the hit / miss table for the first start port (for low probability mode), and Figure 8(b) shows the hit / miss table for the first start port (for high probability mode).

[0095] As shown in FIG. 8(a), the hit / miss table for the first starting port (for low probability mode) has four values ​​from 0 to 3 set as the value of the jackpot random number counter C1 that will result in a jackpot. Of the values ​​from 0 to 1199, any value other than the four values ​​from 0 to 3 (4 to 1199) is a miss. On the other hand, as shown in FIG. 8(b), the hit / miss table for the first starting port (for high probability mode) has 20 values ​​from 0 to 19 set as the value of the jackpot random number counter C1 that will result in a jackpot. Of the values ​​from 0 to 1199, any value other than the 20 values ​​from 0 to 19 is a miss. In this way, the high probability mode has a higher probability of winning a jackpot in the winning lottery than the low probability mode.

[0096] Figure 9 is an explanatory diagram showing the contents of the hit / miss table for the second starting port. Figure 9(a) shows the hit / miss table for the second starting port (for low probability mode), and Figure 9(b) shows the hit / miss table for the second starting port (for high probability mode).

[0097] As shown in FIG. 9(a), the hit / miss table for the second starting port (for low probability mode) has four values ​​from 0 to 3 set as the value of the jackpot random number counter C1 that results in a jackpot. Of the values ​​from 0 to 1199, any value other than the four values ​​from 0 to 3 (4 to 1199) is a miss. On the other hand, as shown in FIG. 9(b), the hit / miss table for the second starting port (for high probability mode) has 20 values ​​from 0 to 19 set as the value of the jackpot random number counter C1 that results in a jackpot. Of the values ​​from 0 to 1199, any value other than the 20 values ​​from 0 to 19 is a miss. In this way, the high probability mode has a higher probability of winning a jackpot in the winning lottery than the low probability mode.

[0098] In this embodiment, the value group of the jackpot random number counter C1 set as a jackpot in the hit / miss table for the low probability mode is included in the value group of the jackpot random number counter C1 set as a jackpot in the hit / miss table for the high probability mode. However, as long as the probability of a jackpot being obtained in the high probability mode is higher than that in the low probability mode as a result of the winning lottery, the number and value of the random numbers set as a jackpot are arbitrary.

[0099] Although not adopted in the win / loss table in this embodiment, a "small win" may be provided as a result of the winning lottery.

[0100] A "small win" is a result that triggers a transition to the opening and closing execution mode in which the variable winning device 54 is opened and closed, but does not trigger a transition to either the lottery mode or the support mode. In contrast, a "miss" is a result that does not trigger a transition to the opening and closing execution mode, and further does not trigger a transition to the lottery mode or the support mode.

[0101] Next, the types of jackpots will be explained. Multiple types of jackpots can be set in the pachinko machine 10. Specifically, for example, multiple types of jackpots can be set by providing differences in the following four aspects or modes. (1) The number of times the door of the variable prize-winning device is opened and closed in the opening and closing execution mode (number of rounds) (2) Opening and closing control of the variable winning device in the opening and closing execution mode (3) The lottery mode for the winning lottery after the opening / closing execution mode ends (low probability mode or high probability mode) (4) Status of support mode after the end of the opening / closing execution mode

[0102] As a mode of controlling the opening and closing of the variable winning device in the above (2) opening and closing execution mode, a plurality of opening and closing patterns (hereinafter simply referred to as "opening and closing patterns") of the opening and closing door 54b of the variable winning device 54 may be provided, and one opening and closing pattern may be set corresponding to each type of jackpot. In this embodiment, one opening and closing pattern is set corresponding to each type of jackpot, and the opening and closing mode of the opening and closing door 54b differs for each opening and closing pattern. The opening and closing patterns of the opening and closing door 54b in this embodiment will be described later.

[0103] In addition, as a mode of controlling the opening and closing of the variable winning device in the opening and closing execution mode, a high-frequency winning mode and a low-frequency winning mode can be set so that the frequency of game balls entering (winning) the variable winning device 54 from the start to the end of the opening and closing execution mode is relatively high and low. For example, in the high-frequency winning mode, the opening and closing door 54b can be set to continue opening once in the opening and closing execution mode for 5 seconds or until seven game balls have entered the opening and closing door 54b. On the other hand, in the low-frequency winning mode, the opening and closing door 54b can be set to continue opening once in the opening and closing execution mode for 1.6 seconds or until seven balls have entered the opening and closing door 54b.

[0104] The opening mode of the opening / closing door 54b may be set arbitrarily, provided that the frequency of balls entering the variable winning device during the period from the start to the end of the opening / closing execution mode is higher in the high-frequency winning mode than in the low-frequency winning mode. Specifically, the opening mode may be set to have a longer limit on the opening time or a larger limit on the number of balls entering the variable winning device during the high-frequency winning mode than in the low-frequency winning mode. To clearly distinguish between the high-frequency winning mode and the low-frequency winning mode, the opening / closing execution mode of the low-frequency winning mode may be configured so that no winning occurs in the variable winning device 54. Note that in this embodiment, the low-frequency winning mode is not provided, and the high-frequency winning mode is set for all jackpots.

[0105] In this embodiment, if a jackpot is awarded as a result of the winning lottery, the jackpot type is assigned using the jackpot type counter C2. The assignment of the jackpot type corresponding to the value of the jackpot type counter C2 is stored as an assignment table in the assignment table storage area 63b of the ROM 63.

[0106] Fig. 10 is an explanatory diagram showing the contents of the allocation table. Fig. 10(a) shows the allocation table for the first start port, and Fig. 10(b) shows the allocation table for the second start port. The allocation table for the first start port is referenced when a winning lottery is held based on game balls entering the first start port 33 (first start port 33a, first start port 33b), and the allocation table for the second start port is referenced when a winning lottery is held based on game balls entering the second start port 34.

[0107] As shown in the allocation table for the first starting port in Figure 10 (a), the allocation table for the first starting port has 16R probability variable jackpot B, 8R probability variable jackpot A, and 8R normal jackpot A set as jackpot types based on the entry of game balls into the first starting port 33 (first starting port 33a, first starting port 33b). In this embodiment, of the values ​​of the jackpot type counter C2 of "0 to 39", "0 to 4" corresponds to the 16R probability variable jackpot B, "5 to 19" corresponds to the 8R probability variable jackpot A, and "20 to 39" corresponds to the 8R normal jackpot A.

[0108] In the 16R probability variable jackpot B, the variable winning device 54 is opened 16 times (16 rounds) in the opening / closing execution mode, and the opening / closing control mode of the variable winning device 54 in the opening / closing execution mode is a high frequency winning mode. Also, in the 16R probability variable jackpot B, the lottery mode after the opening / closing execution mode ends becomes a high probability mode, and the support mode becomes a high frequency support mode B, and the high frequency support mode B continues until the next jackpot is won. Details of the support modes executed in the pachinko machine 10 will be explained later.

[0109] In the 8R probability variable jackpot A, the variable winning device 54 is opened eight times (eight rounds) in the opening / closing execution mode, and the manner of opening / closing control of the variable winning device 54 in the opening / closing execution mode is the high frequency winning mode. Also, in the 8R probability variable jackpot A, after the opening / closing execution mode ends, the lottery mode becomes the high probability mode, and the support mode becomes the high frequency support mode A, and the high frequency support mode A continues until the next jackpot is won.

[0110] In the 8R normal jackpot A, the variable winning device 54 is opened 8 times (8 rounds) in the opening / closing execution mode, and the manner of opening / closing control of the variable winning device 54 in the opening / closing execution mode is the high frequency winning mode. Also, in the 8R normal jackpot A, after the opening / closing execution mode ends, the lottery mode becomes the high probability mode, and the support mode becomes the high frequency support mode A, and the high frequency support mode A is executed from the start of the high frequency support mode A until 100 games have been played, and when 100 games have been played, the support mode changes from the high frequency support mode A to the low frequency support mode.

[0111] As shown in the allocation table for the second starting port in Figure 10 (b), the allocation table for the second starting port has 16R probability variable jackpot B, 8R probability variable jackpot B, and 8R normal jackpot B set as jackpot types based on the entry of a gaming ball into the second starting port 34. In this embodiment, of the values ​​of the jackpot type counter C2 of "0 to 39", "0 to 9" corresponds to the 16R probability variable jackpot B, "10 to 19" corresponds to the 8R probability variable jackpot B, and "20 to 39" corresponds to the 8R normal jackpot B.

[0112] The 16R probability jackpot B has been explained in the distribution table for the first starting port in FIG. 10, so the explanation here will be omitted.

[0113] In the 8R probability variable jackpot B, the variable winning device 54 is opened eight times (eight rounds) in the opening / closing execution mode, and the manner of opening / closing control of the variable winning device 54 in the opening / closing execution mode is the high frequency winning mode. Also, in the 8R probability variable jackpot B, after the opening / closing execution mode ends, the lottery mode becomes the high probability mode, and the support mode becomes the high frequency support mode B, and the high frequency support mode B continues until the next jackpot is won.

[0114] In the 8R normal jackpot B, the variable winning device 54 is opened eight times (eight rounds) in the opening / closing execution mode, and the manner of opening / closing control of the variable winning device 54 in the opening / closing execution mode is the high frequency winning mode. Also, in the 8R normal jackpot B, after the opening / closing execution mode ends, the lottery mode becomes the low probability mode, and the support mode becomes the high frequency support mode B, and the high frequency support mode B is executed from the start of the high frequency support mode B until 100 games have been played, and when 100 games have been played, the support mode changes from the high frequency support mode B to the low frequency support mode.

[0115] In this way, in the pachinko machine 10 of this embodiment, the allocation pattern for the type of jackpot when a jackpot is achieved differs between when the jackpot is achieved based on a game ball entering the first start hole 33 (first start hole 33a, first start hole 33b) and when the jackpot is achieved based on a game ball entering the second start hole 34, and there is a clear difference in the advantage to the player.

[0116] As described above, the MPU 62 performs a winning lottery using the value of the jackpot random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE, but the MPU 62 also uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first symbol display section 37a and the second symbol display section 37b. In making this determination, the stop result table stored in the stop result table storage area 63e of the ROM 63 is referenced.

[0117] Next, the electric role release lottery and support mode will be described.

[0118] FIG. 11 is an explanatory diagram showing the contents of a winning / losing table (winning / losing table for lottery for opening an electric accessory) used when executing a lottery for opening an electric accessory.

[0119] FIG. 11(a) shows a winning / losing table for the electric role opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 11(a), the winning / losing table for the electric role opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric role opening counter C4 that results in a winning electric role opening. Forty-four values, from 2 to 465, have been set as the value of the electric role opening counter C4 that results in a losing electric role opening. That is, when a gaming ball passes through the through gate 35 (through gate 35a, through gate 35b) in the low-frequency support mode and the electric role opening lottery is executed, the electric role opening is won with a probability of 1 / 233. When the electric role opening lottery is won, the opening / closing operation of the normal electric role 53 is executed. The manner of the opening / closing operation of the normal electric role 53 when the low-frequency support mode is executed will be described later.

[0120] FIG. 11(b) shows a winning / losing table (for high-frequency support mode) for the electric role opening lottery used in the high-frequency support mode (high-frequency support mode A, high-frequency support mode B). As shown in FIG. 11(b), the winning / losing table (for high-frequency support mode) for the electric role opening lottery has 462 values ​​from 0 to 461 set as the value of the electric role opening counter C4 that will result in a winning electric role opening. Four values ​​from 462 to 465 set as the value of the electric role opening counter C4 that will result in a losing electric role opening. That is, when a gaming ball passes through the through gate 35 (through gate 35a, through gate 35b) during high-frequency support mode and the electric role opening lottery is executed, the electric role opening lottery is won with a probability of 231 / 233. When the electric role opening lottery is won, the normal electric role 53 is opened or closed. The opening and closing operation of the normal electric role 53 when high-frequency support mode A and high-frequency support mode B are executed will be described later.

[0121] As explained above, the winning / losing table for the electric role opening lottery is set so that the high frequency support mode (high frequency support mode A, high frequency support mode B) is more likely to win the electric role opening lottery than the low frequency support mode.

[0122] Next, the support modes that can be executed by the pachinko machine 10 will be described in detail.

[0123] 12 is an explanatory diagram illustrating the types of support modes that can be executed by the pachinko machine 10. As shown in the figure, the pachinko machine 10 can execute three types of support modes: a low-frequency support mode, a high-frequency support mode A, and a high-frequency support mode B.

[0124] [Low frequency support mode] As shown in FIG. 12, in the low-frequency support mode, the winning probability of the electric role release lottery is 1 / 233, and the time period for the symbol (normal symbol) to change during the electric role release lottery is 10 seconds. That is, the time period from when the electric role release lottery begins and the normal symbol begins to change until the normal symbol is displayed as a static symbol to notify the lottery result is 10 seconds. Furthermore, if the electric role release lottery is won, the time period from when the change period ends until the movable piece 53a begins to protrude and game balls can flow above the movable piece 53a is 0.1 seconds. The opening time of the normal electric device 53 (the time during which the movable piece 53a remains protruding from the game board 30) when the electric role release lottery is won is 3 seconds. However, if one game ball enters the second starting hole 34 while the normal electric device 53 is open, the normal electric device 53 closes.

[0125] In the low frequency support mode, the player's profit is maximized when the game balls are circulated so that they are hit from the left and enter the opening 122 of the distribution mechanism 120.

[0126] 13 is an explanatory diagram illustrating the manner in which game balls are circulated when the low frequency support mode is executed. In FIG. 13, the normal electric accessory 53 is shown in a closed state when indicated by a dashed line, and in an open state when indicated by a solid line.

[0127] When a player hits a ball from the left side and distributes the game ball so that it enters the opening 122 of the distribution mechanism 120, the game ball that enters the opening 122 is alternately distributed to the left flow path R1 and the right flow path R2 by the distribution rotation unit 125. As shown in FIG. 13(a), the game ball distributed to the left flow path R1 flows out from the opening 123 and enters the first starting port 33a. As shown in FIG. 13(b), the game ball distributed to the right flow path R2 passes through the through gate 35a and then flows out from the opening 124. In the low-frequency support mode, the probability of winning in the electric role release lottery that is executed when the game ball passes through the through gate 35a is low (winning probability: 1 / 233), and the probability that the normal electric role device 53 is in the open state is also low. Therefore, there is a high probability that the normal electric device 53 is closed at the time when the game ball flows out from the opening 124, and the game ball that flows out from the opening 124 enters the first start port 33b. That is, in the low frequency support mode, the game ball that enters the distribution mechanism 120 enters the first start port 33a and the first start port 33b in most cases, and a game round is executed triggered by the game ball entering the first start port 33 (first start port 33a, first start port 33b). Furthermore, in the low frequency support mode, even if a game ball wins the electric role release lottery that is executed as a result of passing through the through gate 35a, the fluctuation time of the electric role release lottery is 10 seconds, and the time from when the game ball passes through the through gate 35b to when it reaches the normal electric device 53 is approximately 0.3 seconds, so the game ball that passed through the through gate 35a that triggered the winning will not enter the second starting hole 34 with the assistance of the normal electric device 53 that has opened as a result of the winning. However, a game ball that reaches the normal electric device 53 at the timing when the normal electric device 53 is in the open state may enter the second starting hole 34 with the assistance of the normal electric device 53.

[0128] Furthermore, if, in the low frequency support mode, a right-hand hit is made to pass the gaming ball through the through gate 35b, the probability of winning the electric role release lottery executed when the gaming ball passes through the through gate 35b is low (winning probability: 1 / 233), and the probability of the normal electric role device 53 being in an open state is low. Therefore, the gaming ball that passes through the through gate 35b is unlikely to enter the first start port 33a, the first start port 33b, or the second start port 34, and the gaming ball that passes through the through gate 35b will flow down as it is and enter the out port 43. Even if, in the low frequency support mode, a right-hand hit is made to cause the game ball to pass through the through gate 35b, and the game ball passes through the through gate 35b, and the game ball wins the electric role opening lottery that is executed as a result of the game ball passing through the through gate 35b, the opening time of the normal electric device 53 in the low frequency support mode is 3 seconds, and the time required for the game ball that passes through the through gate 35b and reaches the normal electric device 53 to reach the second start port 34 is approximately 5.0 seconds, so the normal electric device 53 will close before the game ball circulating on the upper surface of the movable piece 53a reaches the second start port 34, and the game ball that triggered the winning of the electric role opening lottery will not enter the second start port 34.

[0129] [High Frequency Support Mode A] As shown in FIG. 12, in high-frequency support mode A, the winning probability of the electric role release lottery is 231 / 233, and the variation time of the symbol (normal symbol) in the electric role release lottery is 0.05 seconds. That is, the time from when the electric role release lottery starts and the normal symbol begins to vary until the normal symbol is displayed as a static symbol to notify the lottery result is 0.05 seconds. Also, as described above, if the electric role release lottery is won, the time from when the variation time ends until the movable piece 53a begins to protrude and the game ball becomes available for circulation on the upper surface is 0.1 seconds. The opening time of the normal electric device 53 when the electric role release lottery is won is 3 seconds. However, if one game ball enters the second starting hole 34 while the normal electric device 53 is open, the normal electric device 53 closes.

[0130] In the high frequency support mode A, the player's profit is maximized when the game balls are circulated so that they are hit from the left and enter the opening 122 of the distribution mechanism 120.

[0131] Figure 14 is an explanatory diagram illustrating the manner in which game balls are circulated when high frequency support mode A is executed. In Figure 14, the normal electric accessory 53 is shown in a closed state when represented by a dashed line, and in an open state when represented by a solid line.

[0132] When a player hits a ball from the left side and distributes the game ball so that it enters the distribution mechanism 120 (opening 122), the game ball that enters the opening 122 is alternately distributed to the left flow path R1 and the right flow path R2 by the distribution rotation unit 125. As shown in FIG. 14(a), the game ball distributed to the left flow path R1 flows out from the opening 123 and enters the first starting port 33a. As shown in FIG. 14(b), the game ball distributed to the right flow path R2 passes through the through gate 35a and then flows out from the opening 124. In the high frequency support mode A, the probability of winning in the electric role release lottery that is executed when the game ball passes through the through gate 35a is high (winning probability: 231 / 233), and the probability that the normal electric role device 53 is in the open state is also high. In addition, in this embodiment, when a gaming ball passes through the through gate 35a and wins the electric role release lottery, the fluctuation time of the electric role release lottery in the high frequency support mode A is set to 0.05 seconds so that the normal electric role device 53 is in an open state when the gaming ball flows out of the opening 124. Also, when the electric role release lottery is won, the time from when the fluctuation time ends until the movable piece 53a starts to protrude and the gaming ball becomes able to circulate on the upper surface is 0.1 seconds. In the pachinko machine 10 of this embodiment, the average time from when the gaming ball passes through the through gate 35a to when it reaches the normal electric role device 53 is 0.3 seconds. In other words, the time (0.3 seconds) from when the game ball passes through the through gate 35a to when it reaches the normal electric device 53 is shorter than the sum (0.15 seconds) of the variable time (0.05 seconds) of the electric device opening lottery that is executed when the game ball passes through the through gate 35a and the time (0.1 seconds) from when the variable time ends if the electric device opening lottery is won until the movable piece 53a begins to protrude and the game ball becomes able to flow over the top surface.Therefore, if the electric device opening lottery is won, the normal electric device 53 is open at the time the game ball flows out from the opening 124, and the game ball that flows out from the opening 124 flows over the top surface of the movable piece 53a of the normal electric device 53.

[0133] Furthermore, in this embodiment, the opening time of the normal electric device 53 in the high frequency support mode A is set to 3.0 seconds so that the gaming ball flowing out from the opening 124 can flow over the upper surface of the movable piece 53a and reach the second starting hole 34. In the pachinko machine 10 of this embodiment, the average time it takes for the gaming ball that flows out from the opening 124 and reaches the movable piece 53a to flow over the upper surface of the movable piece 53a and reach the second starting hole 34 is 2.0 seconds. Therefore, the gaming ball that flows out from the opening 124 flows over the upper surface of the movable piece 53a and enters the second starting hole 34. Thus, in the high frequency support mode A, when the gaming ball is sorted to the right flow path R2, the probability that the gaming ball will enter the second starting hole 34 with the assistance of the normal electric device 53 is higher than in the low frequency support mode. In high-frequency support mode A, the normal electric device 53 opens for three seconds, but closes once one game ball has entered the second starting port 34. Therefore, if a game ball distributed to the right-side flow path R2 reaches the normal electric device 53 immediately after the normal electric device 53 closes, the game ball flowing out of the opening 124 will enter the first starting port 33b. Also, if another game ball is flowing over the upper surface of the movable piece 53a when one game ball enters the second starting port 34, the game ball will not enter the second starting port 34 due to the closure of the normal electric device 53, but will instead flow further downstream. Therefore, in high-frequency support mode A, not all game balls distributed to the right-side flow path R2 will necessarily enter the second starting port 34. Furthermore, the pachinko machine 10 of this embodiment is configured so that, when a player hits the ball from the right side in high frequency support mode A to cause the game ball to pass through the through gate 35b, the game ball that passes through the through gate 35b and reaches the normal electric device 53 does not enter the second start opening 34. Specifically, in the pachinko machine 10 of this embodiment, the average time it takes for a game ball that passes through the through gate 35b and reaches the normal electric device 53 to flow over the upper surface of the movable piece 53a and reach the second start opening 34 is 5.0 seconds. Meanwhile, as described above, the opening time of the normal electric device 53 in high frequency support mode A is set to 3.0 seconds.Therefore, even if a gaming ball that has passed through through gate 35b reaches the open normal electric device 53, normal electric device 53 closes while the gaming ball is circulating over the upper surface of movable piece 53a, and the gaming ball is released from normal electric device 53 before reaching second starting opening 34 and flows further downward, so it does not enter second starting opening 34. Therefore, in high frequency support mode A, the circulation mode of gaming balls that enter opening 122 of distribution mechanism 120 is the circulation mode of gaming balls that maximizes the player's profit.

[0134] [High Frequency Support Mode B] As shown in FIG. 12, in high-frequency support mode B, the winning probability of the electric role release lottery is 231 / 233, and the time period for the symbol (normal symbol) to change during the electric role release lottery is 0.05 seconds. That is, the time period from when the electric role release lottery begins and the normal symbol begins to change until the normal symbol is displayed as a static symbol to notify the lottery result is 0.05 seconds. Also, as mentioned above, if the electric role release lottery is won, the time period from when the change period ends until the movable piece 53a begins to protrude and game balls become available for circulation above the movable piece 53a is 0.1 seconds. The opening time for the normal electric device 53 when the electric role release lottery is won is 6 seconds. However, if one game ball enters the second starting hole 34 while the normal electric device 53 is open, the normal electric device 53 closes.

[0135] In the high frequency support mode B, the player's profit is maximized when the game ball is circulated so as to pass through the through gate 35b by hitting it to the right.

[0136] Figure 15 is an explanatory diagram illustrating the manner in which game balls are circulated when high frequency support mode B is executed. In Figure 15, the normal electric accessory 53 is shown in a closed state when represented by a dashed line, and in an open state when represented by a solid line.

[0137] When a player hits the ball to the right and passes it through the through gate 35b, the passing of the ball through the through gate 35b triggers the execution of an electric role release lottery. In high-frequency support mode B, the probability of winning the electric role release lottery executed when the ball passes through the through gate 35b is high (winning probability: 231 / 233), and the probability of the normal electric role device 53 being in an open state is also high. In addition, in this embodiment, when the game ball passes through the through gate 35b and wins the electric role release lottery, the fluctuation time of the electric role release lottery in high-frequency support mode B is set to 0.05 seconds so that the normal electric role device 53 is in an open state when the game ball that passed through the through gate 35b reaches the normal electric role device 53. Furthermore, when the electric role release lottery is won, the time from the end of the fluctuation time until the movable piece 53a begins to protrude and the game ball is able to pass over the upper surface is 0.1 seconds. In the pachinko machine 10 of this embodiment, the average time from when the gaming ball passes through the through gate 35b until it reaches the normal electric device 53 is 0.3 seconds. In other words, the sum (0.15 seconds) of the variable time (0.05 seconds) of the electric role release lottery, which is executed when the gaming ball passes through the through gate 35b, and the time (0.1 seconds) from when the variable time ends if the electric role release lottery is won until the movable piece 53a starts to protrude and the gaming ball becomes able to circulate on the upper surface, is shorter than the time (0.3 seconds) from when the gaming ball passes through the through gate 35b until it reaches the normal electric device 53. Therefore, if the electric role release lottery is won, the normal electric device 53 is opened when the gaming ball that passed through the through gate 35b reaches the normal electric device 53, and the gaming ball that reaches the normal electric device 53 circulates on the upper surface of the movable piece 53a of the normal electric device 53.

[0138] In addition, in this embodiment, the opening time of the normal electric device 53 in high frequency support mode B is set to 6.0 seconds so that a gaming ball that has passed through the through gate 35b and reached the normal electric device 53 can flow over the upper surface of the movable piece 53a and reach the second starting hole 34. In the pachinko machine 10 of this embodiment, the average time it takes for a gaming ball that has passed through the through gate 35b and reached the normal electric device 53 to flow over the upper surface of the movable piece 53a and reach the second starting hole 34 is 5.0 seconds. Therefore, a gaming ball that has flowed out from the opening 124 flows over the upper surface of the movable piece 53a and enters the second starting hole 34. In high-frequency support mode B, the opening time of the normal electric device 53 is 6.0 seconds, but it closes once one game ball has entered the second starting opening 34. Therefore, if a game ball that has passed through the through gate 35b reaches the normal electric device 53 immediately after the normal electric device 53 closes, the game ball will simply flow down. In other words, the game ball will not enter the second starting opening 34. Also, if another game ball is flowing over the upper surface of the movable piece 53a when one game ball enters the second starting opening 34, the normal electric device 53 will close and the game ball will not enter the second starting opening 34, but will instead flow further downstream. Therefore, in high-frequency support mode B, not all game balls that pass through the through gate 35b will necessarily enter the second starting opening 34.

[0139] Thus, in high frequency support mode B, when a player hits with the right hand, there is a high probability that the game ball will land only in the second starting hole 34. As shown in the allocation table for the first starting hole and the allocation table for the second starting hole in FIG. 10 , the expected value of the benefit awarded when a jackpot is won in the winning lottery triggered by a game ball entering the second starting hole 34 is higher than the expected value of the benefit awarded when a jackpot is won in the winning lottery triggered by a game ball entering the first starting hole 33. If, in high frequency support mode B, a game ball is circulated by hitting with the left hand so that it enters the opening 122 of the allocation mechanism 120, the game ball will alternately enter the first starting hole 33 and the second starting hole 34, and the expected value of the benefit awarded when a jackpot is won will be lower than if a game ball is hit with the right hand and only the second starting hole 34 is entered with a high probability. Therefore, in the case of the high frequency support mode B, the distribution mode of the gaming balls that are hit to the right and pass through the through gate 35b is the distribution mode of the gaming balls that maximizes the player's profit.

[0140] As described above, the pachinko machine 10 in this embodiment can create three states when circulating game balls to maximize the player's profit: a state in which game balls enter only the first start port 33 (first start port 33a, first start port 33b) (low frequency support mode state), a state in which game balls enter alternately the first start port 33 and the second start port 34 (high frequency support mode A state), and a state in which game balls enter only the second start port 34 (high frequency support mode B state).

[0141] {1-3} Game flow Next, the flow of the game in the pachinko machine 10 of this embodiment will be described.

[0142] FIG. 16 is an explanatory diagram showing the flow of a game in the pachinko machine 10.

[0143] As shown in step F101, when the player starts playing, the lottery mode of the pachinko machine 10 is the low probability mode and the support mode is the low frequency support mode. At this time, the pachinko machine 10 executes an effect that encourages the player to hit the ball from the left side to cause the game ball to enter the distribution mechanism 120 (opening 122).

[0144] As described above, in the low frequency support mode, the game balls that enter the distribution mechanism 120 enter the first start hole 33a and the first start hole 33b in most cases, and a game round is executed triggered by the game balls entering the first start hole 33 (first start hole 33a, first start hole 33b). The state of step F101 is executed until a jackpot is won in the game round triggered by the game balls entering the first start hole 33 (first start hole 33a, first start hole 33b) (F102: NO).

[0145] In the state of step F101, when a jackpot is won in a game triggered by the entry of a game ball into the first start port 33 (first start port 33a, first start port 33b) (F102: YES), a round game according to the type of jackpot is executed (F103). For example, if the type of jackpot is a 16R probability variable jackpot B, the variable winning device 54 executes an opening and closing operation to execute a round game for 16 rounds, and if it is an 8R probability variable jackpot A or an 8R normal jackpot A, the variable winning device 54 executes an opening and closing operation to execute a round game for 8 rounds.

[0146] After the round of play ends, the game state changes to a different state depending on the type of jackpot that was just won. If the jackpot type is jackpot B (F104: YES), the game proceeds to step F111. In other words, if the jackpot type is one that will cause a transition to high frequency support mode B after the round of play ends, the game proceeds to step F111.

[0147] In step F104, if the jackpot type is not jackpot B (F104: NO), proceed to step F105. In other words, in the case of a jackpot type that transitions to the high frequency support mode A state after the end of a round of play, specifically, if an 8R variable jackpot A or an 8R normal jackpot A is won in a game played triggered by a game ball entering the first start hole 33 (first start hole 33a, first start hole 33b), proceed to step F105.

[0148] In step F105, if the jackpot type is a variable probability jackpot (F105: YES), proceed to step F109; if it is not a variable probability jackpot, i.e., a normal jackpot (e.g., 8R normal jackpot A) (F105: NO), proceed to step F106.

[0149] In step F106, after the round game (F103) ends, the lottery mode becomes the low probability mode, and the support mode becomes the high frequency support mode A. In addition, the pachinko machine 10 executes an effect that encourages the player to hit the ball with the left side to make the game ball enter the distribution mechanism 120 (opening 122).

[0150] As described above, in the high frequency support mode A state, the game balls that enter the distribution mechanism 120 alternately enter the first start hole 33 (first start hole 33a) and the second start hole 34. In the pachinko machine 10, a game round triggered by the game ball entering each start hole is executed in the order in which the game balls enter each start hole. Therefore, in a state in which the game balls alternately enter the first start hole 33 (first start hole 33a) and the second start hole 34, a game round triggered by the game ball entering the first start hole 33 and a game round triggered by the game ball entering the second start hole 34 are executed alternately.

[0151] The high frequency support mode A in the state of step F106 continues until 100 games triggered by the entry of a game ball into the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34 have been played (F107: NO → F108: NO), and if no jackpot is won before 100 games have been played (F107: NO → F108: YES), the state returns to that shown in step F101. That is, the state returns to the low probability mode and low frequency support mode.

[0152] On the other hand, in the state of step F106, if a jackpot is won before 100 games triggered by the game ball entering the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34 have been played (F107: YES), the process proceeds to step F103, and a round of play is played according to the type of jackpot.

[0153] In step F105, if the jackpot type is a variable probability jackpot (F105: YES), the process proceeds to step F109.

[0154] In step F109, after the round game (F103) ends, the lottery mode becomes the high probability mode, and the support mode becomes the high frequency support mode A. In addition, the pachinko machine 10 executes an effect that encourages the player to hit the ball with the left side to make the game ball enter the distribution mechanism 120 (opening 122).

[0155] The state of step F109 is high frequency support mode A. As described above, in the state of high frequency support mode A, the game balls that enter the distribution mechanism 120 alternately enter the first start hole 33 (first start hole 33a) and the second start hole 34. In the pachinko machine 10, a game round triggered by the game ball entering each start hole is executed in the order in which the game balls enter each start hole. Therefore, in a state in which the game balls alternately enter the first start hole 33 (first start hole 33a) and the second start hole 34, a game round triggered by the game ball entering the first start hole 33 and a game round triggered by the game ball entering the second start hole 34 are executed alternately.

[0156] Since the state of step F109 is the high probability mode, the state of high frequency support mode A continues until a jackpot is won in the game that is being played (F110: NO).

[0157] In the state of step F109, if a jackpot is won in a game round triggered by a game ball entering the first start hole 33 (first start hole 33a, first start hole 33b) or the second start hole 34 (F110: YES), the process proceeds to step F103, and a round of play is played according to the type of jackpot.

[0158] In step F104, if the jackpot type is jackpot B (F104: YES), the process proceeds to step F111. Specifically, if a 16R variable probability jackpot B is won in a game played triggered by a game ball entering the first start port 33 (first start port 33a, first start port 33b), or if a 16R variable probability jackpot B, 8R variable probability jackpot B, or 8R normal jackpot B is won in a game played triggered by a game ball entering the second start port 34, the process proceeds to step F111.

[0159] In step F111, if the jackpot type is the variable jackpot B (F111: YES), the process proceeds to step F112.

[0160] In step F112, after the round game (F103) ends, the lottery mode becomes the high probability mode, and the support mode becomes the high frequency support mode B. In addition, the pachinko machine 10 executes an effect that encourages the player to hit the ball to the right to cause the game ball to enter the distribution mechanism 120 (opening 122).

[0161] In the high frequency support mode B, the game ball that has passed through the through gate 35b is assisted by the normal electric device 53 and enters the second starting hole 34. Therefore, a game is played when the game ball enters the second starting hole 34.

[0162] Since step F112 is the high probability mode, the state of high frequency support mode B continues until a jackpot is won in the game that is being played (F113: NO).

[0163] In the state of step F112, if a jackpot is won in the game round triggered by the game ball entering the second starting hole 34 (F113: YES), the process proceeds to step F103, and a round of play is played according to the type of jackpot.

[0164] In step F111, if the jackpot type is not the variable jackpot B (F111: NO), the process proceeds to step F114.

[0165] In step F114, after the round game (F103) ends, the lottery mode becomes the low probability mode, and the support mode becomes the high frequency support mode B. In addition, the pachinko machine 10 executes an effect that encourages the player to hit the ball with the left side to make the game ball enter the distribution mechanism 120 (opening 122).

[0166] As described above, in the high frequency support mode B, the game ball that has passed through the through gate 35b is assisted by the normal electric device 53 and enters the second starting hole 34. Therefore, a game is played triggered by the game ball entering the second starting hole 34.

[0167] The high frequency support mode B in the state of step F114 continues until 100 games are played triggered by the entry of a game ball into the second starting hole 34 (F115: NO → F116: NO), and if no jackpot is won before 100 games are played (F115: NO → F116: YES), the state returns to that shown in step F101. That is, the state returns to the low probability mode and low frequency support mode.

[0168] On the other hand, in the state of step F114, if a jackpot is won before 100 games triggered by the game ball entering the second starting hole 34 have been played (F115: YES), the process proceeds to step F103, and a round of play is played according to the type of jackpot.

[0169] The above has explained the flow of the game in the pachinko machine 10. As explained in the flow of the game, in the pachinko machine 10 in this embodiment, when game balls are circulated so as to maximize the player's profit, the game progresses by shifting between three states: a state in which game balls enter only the first start hole 33 (first start hole 33a, first start hole 33b) (low frequency support mode state), a state in which game balls enter alternately the first start hole 33 and the second start hole 34 (high frequency support mode A state), and a state in which game balls enter only the second start hole 34 (high frequency support mode B state).

[0170] Here, the features of the pachinko machine 10 of this embodiment and the effects of these features will be explained by comparing it with conventional pachinko machines. First, the expected value of the benefit (e.g., the number of prize balls to be paid out) awarded in the winning lottery triggered by the entry of a gaming ball into the first starting port is defined as the first benefit expectation value, and the expected value of the benefit (e.g., the number of prize balls to be paid out) awarded in the winning lottery triggered by the entry of a gaming ball into the second starting port is defined as the second benefit expectation value. Furthermore, the expected value of the benefit awarded in the winning lottery triggered by the entry of a gaming ball into the second starting port is defined as the normal benefit expectation value, and the expected value of the benefit awarded in the winning lottery triggered by the entry of a gaming ball into the second starting port is defined as the normal benefit expectation value.

[0171] Conventionally, there have been pachinko machines (hereinafter also referred to as "conventional pachinko machines") equipped with a distribution mechanism that distributes game balls between the first start port and the second start port. In a conventional pachinko machine, in the normal state at the beginning of play (for example, in the low probability mode and low frequency support mode), game balls are circulated so that they reach the distribution mechanism, and the game balls are alternately placed into the first start port and the second start port. Then, when the machine transitions to the high frequency support mode, the auxiliary means (normal electric device) operates at a high frequency, causing the game balls to be placed into the second start port with a high probability without going through the distribution means.

[0172] In conventional pachinko machines, when the high support bonus expectation value is set higher than the normal bonus expectation value and the difference between them is increased, it is necessary to increase the second bonus expectation value in order to increase the high support bonus expectation value, but increasing the second bonus expectation value also increases the normal bonus expectation value (because in normal state, game balls enter the first start hole and the second start hole and a winning lottery is executed). Also, even if the first bonus expectation value is reduced, the normal bonus expectation value is the average of the first bonus expectation value and the second bonus expectation value, so the effect of reducing the first bonus expectation value is reduced.

[0173] Furthermore, if there is a restriction on the size of the bonus that can be awarded per unit time, if the bonus expectation value during normal play is relatively large, the bonus expectation value during high support play must be reduced to fall within the range of the restriction. In other words, in conventional pachinko machines, it is difficult to set a large difference between the bonus expectation value during normal play and the bonus expectation value during high support play. In other words, among the game states excluding the open / close execution mode, it is not possible to create a large gap in the profit that a player can obtain between the normal game state and the best game state. As a result, it is not possible to greatly arouse the player's expectations when transitioning from the normal state (normal game state, state with the smallest bonus expectation value) to the high-frequency support mode (game state with the best bonus expectation value).

[0174] On the other hand, in the pachinko machine 10 of this embodiment, in the normal state, the game balls are circulated so as to reach the distribution mechanism 120, but since the game balls enter only the first starting hole 33a with a high probability, the normal state bonus expectation value can be lowered by setting the first bonus expectation value low. Furthermore, in the case of the high frequency support mode B, since the game balls enter only the second starting hole 34 with a high probability when the player hits the ball to the right, the high support state bonus expectation value can be increased by setting the second bonus expectation value high. In other words, among the game states excluding the open / close execution mode, a large range can be set in the profits that the player can obtain between the normal game state and the best game state. Furthermore, in the case of high frequency support mode A, the game balls are circulated so as to reach the distribution mechanism 120, and the game balls are alternately admitted to the first starting port 33a and the second starting port 34, so that the expected value of the bonus during high support (in high frequency support mode A) is an intermediate value between the expected value of the bonus during normal times and the expected value of the bonus during high support (in high frequency support mode B), and when the game progresses in the flow of normal state → high frequency support mode A → high frequency support mode B, the expected value of the bonus granted increases gradually, and a large range of profits can be obtained by the player between the normal game state and the best game state among the game states excluding the open / close execution mode.

[0175] Furthermore, when restrictions are imposed on the size of the award that can be granted per unit time, it is possible to adjust the overall size of the award that can be granted per unit time by setting the first award expectation value low, and it is possible to maintain a large difference between the first award expectation value and the second award expectation value. In other words, it is easy to adjust the size of the award that can be granted per unit time within the regulated range while ensuring a large difference in the profit that the player can obtain between the normal gaming state and the best gaming state among gaming states excluding the open / close execution mode.

[0176] The features of the pachinko machine 10 of this embodiment and the effects of these features have been explained by comparing it with a pachinko machine (conventional pachinko machine) that has a distribution mechanism that distributes game balls to the first starting port and the second starting port, but these effects are not only effective for the conventional pachinko machines exemplified above, but are also effective for pachinko machines that have two or more ball entry sections that serve as triggers for the execution of different types of lotteries.

[0177] 1-4. Various processes executed by the main control unit: Next, an example of specific processing executed in the pachinko machine 10 of this embodiment will be described. First, the processing executed in the main control device 60 will be described, and then the processing executed in the sound and light emission control device 90 and the display control device 100 will be described.

[0178] <Timer interrupt processing> 17 is a flowchart showing the timer interrupt process. As described above, the timer interrupt process is started by the MPU 62 of the main control device 60 periodically (for example, every 2 msec).

[0179] In step Sg0101, the system executes a process of reading the various detection sensors. That is, the system reads the status of the various detection sensors connected to the main control device 60, determines the status of the sensors, and saves the detection information (ball-entry detection information). Then, the system proceeds to step Sg0102.

[0180] In step Sg0102, the random number initial value counter CINI is updated. Specifically, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of ​​RAM 64. After that, the process proceeds to step Sg0103.

[0181] In step Sg0103, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 are updated. Specifically, 1 is added to each of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4, and when each counter value reaches its maximum value, it is cleared to 0. The updated values ​​of each counter C1 to C4 are then stored in the corresponding buffer area of ​​RAM 64. Then, the process proceeds to step Sg0104. The value of the fluctuation type counter CS is updated in the normal processing (FIG. 23) described later.

[0182] In step Sg0104, a ball entry process for the start port is executed in association with the ball entering the first start port 33 (first start port 33a, first start port 33b) and the second start port 34. Details of the ball entry process for the start port in step Sg0104 will be described later. After executing step Sg0104, proceed to step Sg0105.

[0183] In step Sg0105, a through ball entry process is executed in response to a ball entering the through gate 35 (through gate 35a, through gate 35b). The through ball entry process in step Sg0105 will be described in detail later. After executing step Sg0105, the MPU 62 ends the timer interrupt process.

[0184] <Starting hole entry processing> Next, the ball-entry process for the starting hole will be described. The ball-entry process for the starting hole is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 17: Sg0104).

[0185] 18 is a flowchart showing the ball entry process for the start opening. In step Sg0201, whether or not the gaming ball has entered the first start opening 33 (first start opening 33a, first start opening 33b) (start entry) is determined based on the detection state of the detection sensor corresponding to the first start opening 33. In step Sg0201, if it is determined that the gaming ball has entered the first start opening 33 (Sg0201: YES), the process proceeds to step Sg0202, where a prize ball command is set to the payout control device 70 to pay out one gaming ball. Then, the process proceeds to step Sg0203.

[0186] In step Sg0203, an external signal setting process is performed to output a signal to the management control device of the gaming hall that a gaming ball has entered the first start opening 33 (first start opening 33a, first start opening 33b). Then, the process proceeds to step Sg0204.

[0187] In step Sg0204, the start pending number RaN (hereinafter also referred to as the first start pending number RaN), which is the value stored in the pending number storage area of ​​the first pending area Ra, is read, and the first start pending number RaN is set as the target for processing described below. The first start pending number RaN indicates the number of balls pending based on balls entering the first start port 33 (first start port 33a, first start port 33b). Then, proceed to step Sg0209.

[0188] In step Sg0201, if it is determined that the game ball has not entered the first start hole 33 (first start hole 33a, first start hole 33b) (Sg0201: NO), proceed to step Sg0205 and determine whether the game ball has entered the second start hole 34 based on the detection state of the detection sensor corresponding to the second start hole 34.

[0189] In step Sg0205, if it is determined that the gaming ball has entered the second starting hole 34 (Sg0205: YES), the process proceeds to step Sg0206, where a prize ball command is set to cause the payout control device 70 to pay out three gaming balls. Then, the process proceeds to step Sg0207. On the other hand, in step Sg0205, if it is determined that the gaming ball has not entered the second starting hole 34 (Sg0205: NO), the ball entry process for this starting hole is terminated.

[0190] In step Sg0207, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the second starting hole 34. Then, the process proceeds to step Sg0208.

[0191] In step Sg0208, the start pending number RbN (hereinafter also referred to as the second start pending number RbN), which is the value stored in the pending number storage area of ​​the second pending area Rb, is read, and the second start pending number RbN is set as the target for processing described later. The second start pending number RbN indicates the number of reserved balls based on winnings in the second start opening 34. Then, the process proceeds to step Sg0209.

[0192] In step Sg0209, it is determined whether the start pending number N (RaN or RbN) set in step Sg0204 or step Sg0208 described above is less than the upper limit (4 in this embodiment). In step Sg0209, if the start pending number N is not less than the upper limit (Sg0209: NO), the ball entry process for this start port is terminated.

[0193] On the other hand, if the start pending number N is less than the upper limit in step Sg0209 (Sg0209: YES), proceed to step Sg0210, add 1 to the start pending number N in the corresponding pending area, and then proceed to step Sg0211, add 1 to the value stored in the total pending number storage area (hereinafter referred to as the total pending number CRN). The total pending number CRN indicates the sum of the first start pending number RaN and the second start pending number RbN. Then proceed to step Sg0212.

[0194] In step Sg0212, the values ​​of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3 updated in step Sg0103 (Fig. 17), and the fluctuation type counter CS updated in normal processing (Fig. 23) are stored in the first storage area among the empty storage areas of the corresponding reserve area, i.e., the storage area corresponding to the reserved number to which 1 was added in step Sg0210. Specifically, when the first start reserved number RaN is set as the processing target, the values ​​of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and fluctuation type counter CS updated in step Sg0103 (Fig. 17) are stored in the first storage area among the empty storage areas of the first reserve area Ra, i.e., the storage area corresponding to the first start reserved number RaN to which 1 was added in step Sg0210. Furthermore, if the second start pending number RbN is set as the processing target, the values ​​of the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and fluctuation type counter CS updated in step Sg0103 (FIG. 17) are stored in the first free storage area of ​​the second holding area Rb, that is, the storage area corresponding to the second start pending number RbN to which 1 was added in step Sg0210. After executing step Sg0212, the process proceeds to step Sg0213.

[0195] In step Sg0213, a first determination process is executed. The first determination process is a process that executes a determination of the winning lottery result (lottery result), the type of jackpot, whether or not a reach has occurred, the variable time of the number of games, etc. based on the information (reserved information) of each value of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the variable type counter CS before the reserved information becomes the subject of the winning lottery by the main control device 60. The details of the first determination process will be described later. After executing step Sg0213, the process proceeds to step Sg0214.

[0196] In step Sg0214, a process for setting a reserved command is executed. Specifically, the judgment result (first judgment information) of the first judgment process executed based on the information (reserved information) of each value of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the fluctuation type counter CS is set as a reserved command.

[0197] The hold command is a command for causing the sub-side control device to confirm that a ball has entered the first start port 33 (first start port 33a, first start port 33b) or the second start port 34 and the judgment result (first judgment information) by the first judgment process based on the hold information acquired based on the ball entry, before the hold information becomes the subject of a winning lottery by the main control device 60. The hold command is sent to the audio and light emission control device 90 in the command output process of the normal process (FIG. 23: step Sg0703) described later.

[0198] Furthermore, when the audio and light-emitting control device 90 receives a hold command transmitted based on a ball entering the first start opening 33 (first start opening 33a, first start opening 33b), it transmits a command to the display control device 100 to change the display in the first hold display area Ds1 of the pattern display device 41 to correspond to the increase in the number of reserved balls. The display control device 100, which has received the command, changes the display in the first hold display area Ds1 of the pattern display device 41 to correspond to the increase in the number of reserved balls. On the other hand, when the audio and light-emitting control device 90 receives a hold command transmitted based on a ball entering the second start opening 34, it transmits a command to the display control device 100 to change the display in the second hold display area Ds2 of the pattern display device 41 to correspond to the increase in the number of reserved balls. The display control device 100, which has received the command, changes the display in the second hold display area Ds2 of the pattern display device 41 to correspond to the increase in the number of reserved balls.

[0199] After executing step Sg0214, the main MPU 62 ends the ball entry process for this starting hole.

[0200] <First Determination Process> Next, the first-goal determination process will be described. The first-goal determination process is executed by the MPU 62 of the main control device 60 as a subroutine (FIG. 18: Sg0213) of the ball-entering process for the starting hole.

[0201] 19 is a flowchart showing the first determination process. As described above, the first determination process is a process that executes, based on the reserved information, determination of whether the winning lottery will be won or not, determination of the type of big win, determination of whether a reach has occurred, determination of the variable time for the number of games played, and the like, before the reserved information becomes the subject of the winning lottery by the main control device 60.

[0202] In step Sg0301, the jackpot / reach information acquisition process is executed. This process determines whether the lottery was successful, the type of jackpot, and whether a reach has occurred. The jackpot / reach information acquisition process will be described in detail later. After executing step Sg0301, the process proceeds to step Sg0302.

[0203] In step Sg0302, a variable time information acquisition process is executed. This process is a process for determining the variable time of the game. The variable time information acquisition process will be described in detail later.

[0204] After executing step Sg0302, the destination determination process ends.

[0205] <Jackpot / Reach Information Acquisition Processing> Next, the jackpot / reach information acquisition process will be described. The jackpot / reach information acquisition process is executed by the MPU 62 of the main control device 60 as a subroutine of the advance determination process (FIG. 19: Sg0301).

[0206] Figure 20 is a flowchart showing the jackpot / reach information acquisition process. In step Sg0401, the value of the jackpot random number counter C1 stored in the memory area due to the ball entering the starting hole in the starting hole ball entry process (Figure 18) is read. Then, the process proceeds to step Sg0402, where the lottery mode at the time when the winning lottery due to this ball entry is executed as a game round is determined. Specifically, the result of the determination of the prior determination process executed due to the ball entry prior to this ball entry is read from the corresponding memory area, and the presence or absence of a probability variable jackpot that occurred prior to the winning lottery due to this ball entry is determined, thereby determining the lottery mode at the time when the winning lottery due to this ball entry is executed as a game round.

[0207] In step Sg0402, if it is determined that the lottery mode is the low probability mode at the time when the winning lottery for this ball entry is executed as a game round (Sg0402: YES), the process proceeds to step Sg0403, where the winning / losing table for the low probability mode stored in the winning / losing table storage area 63a is referenced. After that, the process proceeds to step Sg0405, where it is determined whether the value information of the jackpot random number counter C1 read this time corresponds to a jackpot as a result of reference to the winning / losing table for the low probability mode.

[0208] On the other hand, if it is determined in step Sg0402 that the lottery mode is not the low probability mode at the time when the winning lottery for this ball entry is executed as a game round (Sg0402: NO), the process proceeds to step Sg0404, where the hit / miss table for the high probability mode is referenced to determine whether the value of the jackpot random number counter C1 read this time corresponds to a jackpot.Then, the process proceeds to step Sg0405, where the hit / miss table for the high probability mode is referenced to determine whether the value of the jackpot random number counter C1 read this time corresponds to a jackpot.

[0209] In step Sg0405, if it is determined that the value of the jackpot random number counter C1 read this time corresponds to a jackpot (Sg0405: YES), the process proceeds to step Sg0406, where the value of the jackpot type counter C2 stored in the memory area due to the ball entering the current start port is read. Then, the process proceeds to step Sg0407, where the allocation table stored in the allocation table memory area 63b is referenced. Specifically, if the jackpot type counter C2 that is the subject of this allocation was acquired based on a ball entering the first start port 33 (first start port 33a, first start port 33b), the allocation table for the first start port is referenced; if it was acquired based on a ball entering the second start port 34, the allocation table for the second start port is referenced. After executing step Sg0407, the process proceeds to step Sg0408.

[0210] In step Sg0408, the allocation table is referenced to determine whether the value of the jackpot type counter C2 read this time corresponds to a probability variable jackpot. If it is determined in step Sg0408 that it corresponds to a probability variable jackpot (Sg0408: YES), the process proceeds to step Sg0409, where probability variable jackpot information is stored in the first determination processing result storage area 64f. The first determination processing is then terminated. On the other hand, if it is determined in step Sg0408 that it does not correspond to a probability variable jackpot (Sg0408: NO), the process proceeds to step Sg0410, where normal jackpot information is stored in the first determination processing result storage area 64h. The first determination processing is then terminated.

[0211] In step Sg0405, if it is determined that the value of the jackpot random number counter C1 read this time does not correspond to a jackpot (Sg0405: NO), the process proceeds to step Sg0411, where the value of the reach random number counter C3 stored in the memory area due to the ball entering the starting hole this time is read. Then, the process proceeds to step Sg0412, where the reach determination table stored in the reach determination table memory area 63c is referenced. Then, the process proceeds to step Sg0413, where, as a result of referencing the reach determination table, it is determined whether the value of the reach random number counter C3 read this time corresponds to a reach occurrence.

[0212] If it is determined in step Sg0413 that a reach has occurred (Sg0413: YES), the process proceeds to step Sg0414, where reach occurrence information is stored in the first hand determination process result storage area 64h. Thereafter, the first hand determination process ends. On the other hand, if it is determined in step Sg0413 that a reach has not occurred (Sg0413: NO), the first hand determination process ends.

[0213] <Variable time information acquisition process> Next, the variable time information acquisition process will be described. The variable time information acquisition process is executed by the MPU 62 of the main control device 60 as a subroutine of the destination determination process (FIG. 19: Sg0302).

[0214] 21 is a flowchart showing the process of acquiring variable time information. In step Sg0501, the value of the variable time counter CS stored in the memory area due to the ball entering the starting hole in the ball entering process for the starting hole (FIG. 18) is acquired. Then, the process proceeds to step Sg0502.

[0215] In step Sg0502, it is determined whether or not the winning lottery for this game is a win. Specifically, it determines whether or not there is a jackpot based on the winning lottery result determined by the jackpot / reach information acquisition process, and if there is a jackpot (Sg0502: YES), it proceeds to step Sg0503.

[0216] In step Sg0503, the CPU 61 acquires the fluctuation time information corresponding to the current value of the fluctuation type counter CS by referring to the fluctuation time table for the jackpot stored in the fluctuation time table storage area 63d of the ROM 63. After executing step Sg0503, the CPU 61 proceeds to step Sg0507.

[0217] In step Sg0507, the acquired variable time information is stored in the prior determination process result storage area 64h of the RAM 64. Thereafter, this variable time information acquisition process is terminated.

[0218] In step Sg0502, if it is determined that the result of the winning lottery is not a jackpot (step Sg0502: NO), the process proceeds to step Sg0504 to determine whether a reach will occur. In step Sg0504, if it is determined that a reach will occur (Sg0504: YES), the process proceeds to step Sg0505.

[0219] In step Sg0505, the CPU 11 acquires the variable time information corresponding to the current value of the variable type counter CS by referring to the variable time table for reach occurrence stored in the variable time table storage area 63d of the ROM 63. Then, the CPU 11 proceeds to step Sg0507, stores the acquired variable time information in the advance determination processing result storage area 64h of the RAM 64, and then terminates the variable time information acquisition process.

[0220] In step Sg0504, if it is determined that a reach will not occur in the current game (step Sg0504: NO), the process proceeds to step Sg0506, where the process refers to the reach non-occurrence fluctuation time table stored in the fluctuation time table storage area 63d to acquire the fluctuation time corresponding to the current value of the fluctuation type counter CS. Thereafter, the process proceeds to step Sg0507, where the acquired fluctuation time information is stored in the advance determination processing result storage area 64h of RAM 64, and the process ends.

[0221] In the pachinko machine 10 of this embodiment, the variable time information stored in the variable time table is set so that the larger the values ​​of the first start reserved number RaN and the second start reserved number RbN, the shorter the variable time. In other words, even if the value of the variable type counter CS is the same, the data of the variable time table to be referenced differs depending on the values ​​of the first start reserved number RaN and the second start reserved number RbN when determining the variable time of the game.

[0222] In the pachinko machine 10 of this embodiment, the variable time information stored in the variable time table is configured so that the larger the values ​​of the first start-up pending number RaN and the second start-up pending number RbN, the shorter the variable time. However, other configurations are also possible, such as the larger the value of the total pending number CRN, so that the variable time is set to be shorter. Furthermore, without being limited to this, for example, the variable time may be configured independent of the total pending number CRN, and may be set so that the smaller the total pending number CRN, the shorter the variable time. Furthermore, when the second start-up pending number RbN is "0," the larger the first start-up pending number RaN, the shorter the variable time. When the second start-up pending number RbN is "1" or greater, the larger the second start-up pending number RbN, the shorter the variable time. Furthermore, when the second start-up pending number RbN is "0", the larger the number of first start-up pending numbers RaN, the longer the fluctuation time; when the second start-up pending number RbN is "1" or greater, the larger the number of second start-up pending numbers RbN, the longer the fluctuation time, or it may be set to be constant regardless of each pending number RaN, RbN.

[0223] In addition, the non-reach variable time table may be set so that a shorter variable time is selected when the support mode is the high-frequency support mode than when the support mode is the low-frequency support mode, when the number of pending information items is the same. However, this is not limited to this, and the selected variable time may be the same, or the above relationship may be reversed.

[0224] Furthermore, the above configuration may be applied to the variable time when a reach occurs, and a configuration may be adopted in which the variable time that is likely to be selected when a jackpot is won and when a miss reach occurs are different from the variable time that is unlikely to be selected. Also, a configuration may be adopted in which a variable time table for a probability variable jackpot, a variable time table for a normal jackpot, a variable time table for a miss reach, and a variable time table for a complete miss are each set individually.

[0225] <Processing a through ball> Next, the through ball scoring process will be described. The through ball scoring process is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 17: step Sg0105).

[0226] 22 is a flowchart showing the through ball entry processing. In step Sg0601, it is determined whether the gaming ball has entered (passed through) the through gate 35 (through gate 35a, through gate 35b). In step Sg0601, if it is determined that the gaming ball has entered the through gate 35 (through gate 35a, through gate 35b) (Sg0601: YES), the process proceeds to step Sg0602. On the other hand, in step Sg0601, if it is determined that the gaming ball has not entered the through gate 35 (through gate 35a, through gate 35b) (Sg0601: NO), the through ball entry processing is terminated.

[0227] In step Sg0602, it is determined whether the electric role processing in progress flag is ON. The electric role processing in progress flag is ON when an electric role release lottery is executed triggered by the passing of a gaming ball through the through gate 35 (through gate 35a, through gate 35b). If the result of the electric role release lottery is a miss, the flag is turned OFF after a miss display is set. If the result of the electric role release lottery is a win, the flag is turned OFF after a win display is set and the opening process of the normal electric role device 53 executed in response to the win is completed. Hereinafter, the electric role release lottery triggered by the passing of a gaming ball through the through gate 35 (through gate 35a, through gate 35b), the display of the lottery result (win, miss) executed in response to the lottery, and the opening process of the normal electric role device 53 executed in response to a win are also referred to as electric role processing. Note that in this embodiment, the through gate 35 (through gate 35a, through gate 35b) does not hold the passage of the gaming ball. In other words, even if a new game ball enters the through gate 35 (through gate 35a, through gate 35b) during the period when the electric role processing is being executed in response to a game ball passing through the through gate 35 (through gate 35a, through gate 35b), the electric role processing triggered by the ball entering the through gate 35 will not be executed.

[0228] If it is determined in step Sg0602 that the electric utility processing in progress flag is not ON (Sg0602: NO), proceed to step Sg0603, where the electric utility processing in progress flag is set to ON. After executing step Sg0603, proceed to step Sg0604. On the other hand, if it is determined in step Sg0602 that the electric utility processing in progress flag is ON (Sg0602: YES), the ball entry process for this through is terminated.

[0229] In step Sg0604, the value of the electric accessory opening counter C4 updated in step Sg0103 (FIG. 17) is moved to the electric accessory execution area 64e. After that, the through ball entry process is terminated.

[0230] <Normal processing> Next, the normal processing will be described. The normal processing is processing that is started by the MPU 62 of the main control device 60 when the power is turned on. In the normal processing, the main processing of the game is executed.

[0231] 23 is a flowchart showing normal processing. In step Sg0701, startup processing is executed. Specifically, the initialization of each control device upon power-on and the validity of data stored in RAM 64 are executed. Then, the processing proceeds to step Sg0702.

[0232] In Step Sg0702, a startup command is set. The startup command is a command for causing each sub-control device to start a demo video when power is turned on. Then, the process proceeds to Step Sg0703.

[0233] In step Sg0703, output data such as the startup command set in step Sg0702, the command set in the timer interrupt process, or the previously executed normal process is sent to each sub-side control device. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 70. Also, if commands related to effects such as a startup command, a variable command, a type command, or a hold command are set, they are sent to the sound and light emission control device 90. After executing step Sg0703, proceed to step Sg0704.

[0234] In step Sg0704, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, the counter value is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of ​​RAM 64. Then, the process proceeds to step Sg0705.

[0235] In step Sg0705, the prize ball count signal and payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Sg0706. In step Sg0706, a game round control process is executed to control the game in each game round. The game round control process includes the drawing of winning balls, setting the variable display of patterns by the pattern display device 41, and display control of the first pattern display unit 37a and the second pattern display unit 37b. Details of the game round control process will be described later. After executing step Sg0706, the process proceeds to step Sg0707.

[0236] In step Sg0707, a game state transition process is executed to transition the game state. By executing the game state transition process, the game state transitions to an open / close execution mode, a high probability mode, a high frequency support mode, etc. Details of the game state transition process will be described later. Then, the process proceeds to step Sg0708.

[0237] In step Sg0708, the process executes an electric role support process for controlling the drive of the normal electric role 53. In the electric role support process, a determination is made as to whether or not the normal electric role 53 is to be opened. The details of the electric role support process will be described later. Then, the process proceeds to step Sg0709.

[0238] In step Sg0709, it is determined whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing (strictly speaking, the start of the command output processing in step Sg0703). That is, it is determined whether the timing for executing the next normal processing has arrived. If it is determined in step Sg0709 that the predetermined time (4 msec) has not elapsed since the start of the current normal processing (Sg0709: NO), in steps Sg0710 and Sg0711, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated within the remaining time until the timing for executing the next normal processing. Specifically, in step Sg0710, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, the counter is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of ​​RAM 64. In addition, in step Sg0711, 1 is added to the fluctuation type counter CS, and when the counter value reaches its maximum value, the counter is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of ​​RAM 64. On the other hand, if it is determined in step Sg0709 that the predetermined time (4 msec) has elapsed since the start of this normal processing (Sg0709: YES), the process returns to step Sg0703 and executes the processes from step Sg0703 to step Sg0708.

[0239] Since the execution time of each process from step Sg0703 to step Sg0708 changes depending on the game state, the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI and the variation type counter CS using this remaining time, the values ​​of these counters can be randomly updated.

[0240] <Game Play Control Processing> Next, the game play control process will be described. The game play control process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 23: Sg0706).

[0241] 24 is a flowchart showing the game play control process. In step Sg0801, it is determined whether the opening / closing execution mode flag is ON. The opening / closing execution mode flag is turned ON when the opening / closing execution mode starts and is turned OFF when the opening / closing execution mode ends.

[0242] If it is determined in step Sg0801 that the opening / closing execution mode flag is ON (Sg0801: YES), it is determined that the opening / closing execution mode is in progress, and this game round control process is terminated without executing any of the processes from step Sg0802 onwards. In other words, if the opening / closing execution mode is in progress, a game round will not be started regardless of whether a ball has entered the special chart start hole 51. On the other hand, if it is determined in step Sg0801 that the opening / closing execution mode is not in progress (Sg0801: NO), the process proceeds to step Sg0802.

[0243] In step Sg0802, it is determined whether the main display unit 45 is currently displaying a variable symbol. Specifically, it is determined whether either the first symbol display unit 37a or the second symbol display unit 37b is currently displaying a variable symbol. This determination is made by determining whether the variable symbol display flag in the variable symbol display flag storage area in the various jackpot flag storage area 64g of the RAM 64 is ON. The variable symbol display flag is turned ON when variable symbol display is to be started for either the first symbol display unit 37a or the second symbol display unit 37b, and is turned OFF when the variable symbol display ends.

[0244] If it is determined in step Sg0802 that the main display unit 45 is not displaying a variable value (Sg0802: NO), the process proceeds to steps Sg0803 to Sg0805 for starting a game. In step Sg0803, it is determined whether the reserved number CRN is "0." If the reserved number CRN is "0," this means that the reserved number is "0" for both the first start port 33 (first start port 33a, first start port 33b) and the second start port 34. Therefore, if it is determined in step Sg0803 that the reserved number CRN is "0" (Sg0803: YES), the game control process ends. On the other hand, if it is determined in step Sg0803 that the reserved number CRN is not "0" (Sg0803: NO), the process proceeds to step Sg0804.

[0245] In step Sg0804, a data setting process is executed to set the data stored in the first holding area Ra or the second holding area Rb to the state after the start of fluctuation, and the process proceeds to step Sg0805. The data setting process will be described in detail later.

[0246] In step Sg0805, a change start process is executed to start the change display on the main display unit 45 and the change display on the symbol display device 41. The change start process will be described in detail later. After step Sg0805 is executed, the game number control process is terminated.

[0247] In step Sg0802, if it is determined that the main display unit 45 is in the process of a variable display (Sg0802: YES), the processing for progressing the game round in steps Sg0806 to Sg0815 is executed.

[0248] In step Sg0806, it is determined whether the variable time for the current game has elapsed. As described above, the variable time is the time from when the symbol row starts to change until all the symbol rows stop, and is part of the unit game time. Specifically, in step Sg0806, it is determined whether the value of the variable time information stored in the variable time counter area (various counter area 64f) of RAM 64 has become "0." The value of this variable time information is set in the variable time setting process (FIG. 27) described later. The value of this set variable time information is decremented by 1 each time the timer interrupt process is started.

[0249] If it is determined in step Sg0806 that the variable time has not elapsed (Sg0806: NO), the process proceeds to step Sg0807, where variable display processing is executed. The variable display processing is a process for changing the display mode in the symbol display section for the current game round. After step Sg0807 is executed, the game round control processing is terminated.

[0250] If it is determined in step Sg0806 that the fluctuation time has elapsed (Sg0806: YES), the process proceeds to step Sg0808, where a fluctuation end process is executed. The fluctuation end process controls the display of the symbol display unit so that the pattern to be displayed in the symbol display unit for the current game round, determined in the fluctuation start process (FIG. 26) described later, is displayed on the symbol display unit. After executing step Sg0808, the process proceeds to step Sg0809.

[0251] In step Sg0809, it is determined whether any of the jackpot flags (in this embodiment, the 16R variable probability jackpot B flag, the 8R variable probability jackpot B flag, the 8R variable probability jackpot A flag, and the 8R normal jackpot A flag) is ON. If any of the jackpot flags is ON in step Sg0809 (Sg0809: YES), the process proceeds to step Sg0810.

[0252] In step Sg0810, the open / close execution mode flag is turned ON. Then, this game play control process ends. On the other hand, in step Sg0809, if none of the jackpot flags are ON (Sg0809: NO), the process proceeds to step Sg0811.

[0253] In step Sg0811, the value of the game count counter PNC is decremented by 1. The value set in the game count counter PNC indicates the number of games that can be played when the high frequency support mode is executed with a limited number of games. After executing step Sg0811, the process proceeds to step Sg0812.

[0254] In step Sg0812, it is determined whether the current lottery mode is the low probability mode. Specifically, it is determined whether the high probability mode flag is ON. In step Sg0812, if it is determined that the lottery mode is not the low probability mode (Sg0812: NO), the game number control process ends.

[0255] If it is determined in step Sg0812 that the lottery mode is the low probability mode (Sg0812: YES), the process proceeds to step Sg0813, where it is determined whether the value of the game number counter PNC is 0 or not.

[0256] If it is determined in step Sg0813 that the value of the game count counter PNC is not 0 (Sg0813: NO), the game count control process is terminated. If it is determined in step Sg0813 that the value of the game count counter PNC is 0 (Sg0813: YES), the process proceeds to step Sg0814, where the high-frequency support mode flag is turned OFF. Then, the process proceeds to step Sg0815, where a low-frequency support mode command is set. The low-frequency support mode command is sent to the audio and light-emitting control device 90 in the command output process of normal processing (FIG. 23: step Sg0703). Upon receiving the low-frequency support mode command, the audio and light-emitting control device 90 recognizes that the support mode has shifted from high-frequency support mode to low-frequency support mode, and executes a presentation corresponding to the low-frequency support mode. After executing step Sg0815, the game count control process is terminated.

[0257] <Data setting process> Next, the data setting process will be described. The data setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the game play control process (FIG. 24: Sg0804).

[0258] 25 is a flowchart showing the data setting process. In step Sg0901, it is determined whether the holding area to be processed for executing the data setting process is the first holding area Ra. Specifically, if the earliest-stored holding information (the holding information stored in the first area of ​​the first holding area Ra) among the holding information stored in chronological order in the first holding area Ra (FIG. 7) is stored in the holding area earlier than the earliest-stored holding information (the holding information stored in the first area of ​​the second holding area Rb) among the holding information stored in chronological order in the second holding area Rb (FIG. 7), the holding area to be processed is determined to be the first holding area Ra. On the other hand, if the earliest-stored holding information among the holding information stored in chronological order in the second holding area Rb is stored in the holding area earlier than the earliest-stored holding information among the holding information stored in chronological order in the first holding area Ra, the holding area to be processed is determined to be the second holding area Rb. That is, by executing the process of step Sg0901, the reserved information can be processed in the order in which it was stored in the first reserved area Ra or the second reserved area Rb.

[0259] In step Sg0901, if it is determined that the reserve area to be processed is the first reserve area Ra (step Sg0901: YES), data setting processing for the first reserve area is executed in steps Sg0902 to Sg0907. On the other hand, if it is determined in step Sg0901 that the reserve area to be processed is not the first reserve area Ra, that is, if it is determined that the reserve area to be processed is the second reserve area Rb (step Sg0901: NO), data setting processing for the second reserve area is executed in steps Sg0908 to Sg0913.

[0260] In step Sg0902, the first start pending number RaN in the first pending area Ra is decremented by 1, and then the process proceeds to step Sg0903, where the total pending number CRN is decremented by 1. Then, the process proceeds to step Sg0904. In step Sg0904, the data stored in the first area of ​​the first pending area Ra is moved to the execution area AE. Then, the process proceeds to step Sg0905.

[0261] In step Sg0905, the system executes a process to shift the data stored in the storage area of ​​the first reserved area Ra. This data shift process shifts the data stored in areas 1 to 4 sequentially toward the lower areas. Specifically, the system clears the data in area 1 and shifts the data in each area, such as area 2 → area 1, area 3 → area 2, and area 4 → area 3. After executing step Sg0905, the system proceeds to step Sg0906.

[0262] In step Sg0906, if the second symbol display unit flag in the various flag storage area 64g is ON, the flag is turned OFF; if it is not ON, the flag is maintained in that state. The second symbol display unit flag is information for identifying whether the current variable display will start from the first symbol display unit 37a or the second symbol display unit 37b. Then, the process proceeds to step Sg0907.

[0263] In step Sg0907, a shift command is set. The shift command is a command containing information for causing the audio / light-emitting control device 90, which is the sub-control device, to recognize that a data shift of the holding area has occurred. In this case, a shift command containing information indicating that the holding area targeted for this data shift corresponds to the first holding area Ra, i.e., corresponds to the first starting port 33, is selected from the command information storage area 63f of ROM 63, and the selected shift command is set as the command to be sent to the audio / light-emitting control device 90. Thereafter, the data setting process is terminated.

[0264] The shift command set in step Sg0907 is transmitted to the audio and light emitting control device 90 in step Sg0703 of normal processing (Fig. 23). Based on the received shift command, the audio and light emitting control device 90 transmits a command to the display control device 100 to change the display in the first hold display area Ds1 of the pattern display device 41 in accordance with the reduction in the number of reserved items. Upon receiving the command, the display control device 100 changes the display in the first hold display area Ds1 of the pattern display device 41 in accordance with the reduction in the number of reserved items.

[0265] In step Sg0901, if it is determined that the reserved area to be processed is not the first reserved area Ra, that is, if it is determined that the reserved area to be processed is the second reserved area Rb (step Sg0901: NO), proceed to step Sg0908.

[0266] In step Sg0908, the second start pending number RbN in the second pending area Rb is decremented by 1. Then, the process proceeds to step Sg0909. In step Sg0909, the total pending number CRN is decremented by 1. Then, the process proceeds to step Sg0910, where the data stored in the first area of ​​the second pending area Rb is moved to the execution area AE. Then, the process proceeds to step Sg0911.

[0267] In step Sg0911, the system executes a process to shift the data stored in the storage area of ​​the second reserve area Rb. This data shift process shifts the data stored in areas 1 to 4 sequentially toward the lower areas. Specifically, the system clears the data in area 1 and shifts the data in each area, such as area 2 → area 1, area 3 → area 2, and area 4 → area 3. After executing step Sg0911, the system proceeds to step Sg0912.

[0268] In step Sg0912, if the second symbol display unit flag in the various flags storage area 64g is not ON, the flag is turned ON, and if it is ON, the state is maintained. After that, the process proceeds to step Sg0913.

[0269] In step Sg0913, a shift command is set. The shift command is a command containing information for causing the audio / light-emitting control device 90, which is the sub-control device, to recognize that a data shift of the holding area has occurred. In this case, a shift command containing information indicating that the holding area targeted for this data shift corresponds to the second holding area Rb, i.e., corresponds to the second starting port 34, is selected from the command information storage area 63f of ROM 63, and the selected shift command is set as the command to be sent to the audio / light-emitting control device 90. Thereafter, this data setting process ends.

[0270] The shift command set in step Sg0913 is transmitted to the audio and light emitting control device 90 in step Sg0703 of normal processing (Fig. 23). Based on the received shift command, the audio and light emitting control device 90 transmits a command to the display control device 100 to change the display in the second hold display area Ds2 of the pattern display device 41 in accordance with the reduction in the number of reserved items. Upon receiving the command, the display control device 100 changes the display in the second hold display area Ds2 of the pattern display device 41 in accordance with the reduction in the number of reserved items.

[0271] <Fluctuation start processing> Next, the fluctuation start processing will be described. The fluctuation start processing is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control processing (FIG. 24: Sg0805).

[0272] FIG. 26 is a flowchart showing the fluctuation start process. In step Sg1001, it is determined whether the win / loss lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flag storage area 64g of RAM 64 is ON. The high probability mode flag is a flag that determines whether the win / loss lottery mode is the high probability mode by MPU 62, and in this embodiment, it is turned ON when the opening / closing execution mode related to the winning of a variable probability jackpot ends, and is turned OFF if a normal jackpot is won thereafter. In step Sg1001, if it is determined to be the high probability mode (Sg1001: YES), proceed to step Sg1002.

[0273] In step Sg1002, a win / loss determination is made by referring to the win / loss table for the high-probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the high-probability mode shown in Figure 8(b). Then, proceed to step Sg1004. On the other hand, if it is determined in step Sg1001 that the mode is not the high-probability mode (Sg1001: NO), proceed to step Sg1003.

[0274] In step Sg1003, the system determines whether the jackpot result is correct by referring to the win / loss table for the low-probability mode. Specifically, it determines whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as the jackpot result in the win / loss table for the low-probability mode shown in Figure 8(a). Then, it proceeds to step Sg1004.

[0275] In step Sg1004, it is determined whether or not the result of the hit / miss determination (winning lottery) in step Sg1002 or step Sg1003 is a jackpot win. In step Sg1004, if the result of the hit / miss determination is a jackpot win (Sg1004: YES), in steps Sg1005 to Sg1012, processing for setting the game result and processing for setting the stop result in the case of a jackpot win are executed.

[0276] In step Sg1005, it is determined whether the second symbol display unit flag in RAM 64 is ON. If it is determined in step Sg1005 that the second symbol display unit flag is not ON (Sg1005: NO), the process proceeds to step Sg1006, where allocation determination is performed by referring to the allocation table for the first starting slot (see FIG. 10(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 16R variable probability jackpot B, the numerical range of the 8R variable probability jackpot A, or the numerical range of the 8R normal jackpot A.

[0277] On the other hand, if it is determined in step Sg1005 that the second symbol display unit flag is ON (Sg1005: YES), the process proceeds to step Sg1007, where an allocation determination is made by referring to the allocation table for the second starting port (see FIG. 10(b)). Specifically, it determines whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of a 16R variable probability jackpot B, the numerical range of an 8R variable probability jackpot B, or an 8R normal jackpot B. After executing the processing of step Sg1006 or step Sg1007, the process proceeds to step Sg1008.

[0278] In step Sg1008, it is determined whether the type of the jackpot allocated in step Sg1006 or step Sg1007 is a variable probability jackpot. In step Sg1008, if it is determined that the game result is a variable probability jackpot (Sg1008: YES), the process proceeds to step Sg1009.

[0279] In step Sg1009, a stop result setting process for a probability variable jackpot is executed. The stop result setting process for a probability variable jackpot is a process for setting which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in the current game in which a probability variable jackpot is won. Specifically, by referencing the stop result table for a probability variable jackpot stored in the stop result table storage area 63e, address information for the stop result data corresponding to the type of jackpot assigned in step Sg1006 or step Sg1007 is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Sg1009, the process proceeds to step Sg1010.

[0280] In step Sg1010, a flag (jackpot type flag) corresponding to the type of jackpot allocated in step Sg1006 or step Sg1007 is turned ON. Specifically, if it is a 16R probability variable jackpot B, the 16R probability variable jackpot B flag is turned ON, if it is an 8R probability variable jackpot B, the 8R probability variable jackpot B flag is turned ON, and if it is an 8R probability variable jackpot A, the 8R probability variable jackpot A flag is turned ON. Then, proceed to step Sg1016.

[0281] On the other hand, in step Sg1008, if it is determined that the type of jackpot allocated in step Sg1006 or step Sg1007 is not a variable jackpot (Sg1008: NO), that is, if the type of jackpot allocated is a normal jackpot, the process proceeds to step Sg1011.

[0282] In step Sg1011, a stop result setting process for a normal jackpot is executed. The stop result setting process for a normal jackpot is a process for setting which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in the current game in which a normal jackpot is won. Specifically, by referencing the stop result table for a normal jackpot stored in the stop result table storage area 63e, address information for the stop result data corresponding to the type of jackpot assigned in step Sg1006 or step Sg1007 is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Sg1011, the process proceeds to step Sg1012.

[0283] In step Sg1012, a flag (jackpot type flag) corresponding to the type of jackpot allocated in step Sg1006 or step Sg1007 is turned ON. Specifically, if it is an 8R normal jackpot B, the 8R normal jackpot B flag is turned ON, and if it is an 8R normal jackpot A, the 8R normal jackpot A flag is turned ON. Then, proceed to step Sg1016.

[0284] In step Sg1004, if the result of the winning lottery in step Sg1002 or step Sg1003 is not a jackpot win (Sg1004: NO), the process proceeds to step Sg1013 to determine whether a reach will occur in the current game. Specifically, it determines whether the value of the reach random number counter C3 stored in the execution area AE matches the value set as the reach occurrence in the reach determination table stored in the reach determination table storage area 63c.

[0285] In step Sg1013, if it is determined that a reach will occur in the current game (Sg1013: YES), the process proceeds to step Sg1014.

[0286] In step Sg1014, a ready-to-win stop result setting process is executed. This process is for setting which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in the current game turn, which will result in a ready-to-win stop result. Specifically, by referencing the ready-to-win stop result table in the stop result table storage area 63e, address information for the stop result data corresponding to the value of the ready-to-win random number counter C3 stored in the execution area AE is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Sg1014, the process proceeds to step Sg1016.

[0287] In step Sg1013, if it is determined that no reach occurs in the current game (Sg1013: NO), the process proceeds to step Sg1015.

[0288] In step Sg1015, a stop result setting process for a loss is executed. The stop result setting process for a loss is a process for setting which stop result will be displayed in the first symbol display unit 37a or the second symbol display unit 37b when the variable display ends in the current game round, which results in a loss. Specifically, by referencing the stop result table for a loss in the stop result table storage area 63e, address information for the stop result data corresponding to the value of the jackpot random number counter C1 stored in the execution area AE is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Sg1015, the process proceeds to step Sg1016.

[0289] In step Sg1016, a variable time setting process is executed. The variable time setting process is a process for setting the variable time, which is the time required for the current game round in the first symbol display section 37a or the second symbol display section 37b, based on whether or not a jackpot has been achieved or whether or not a reach has occurred. The variable time setting process will be described in detail later. After executing step Sg1016, the process proceeds to step Sg1017.

[0290] In step Sg1017, it is determined whether the second symbol display unit flag of RAM 64 is ON. In step Sg1017, if it is determined that the second symbol display unit flag of RAM 64 is not ON (Sg1017: NO), the process proceeds to step Sg1018, where a first variation command is set. The first variation command includes information indicating that the current game round is related to the reserved information acquired based on the ball entering the first start port 33 (first start port 33a, first start port 33b), and also includes information on whether a reach has occurred and information on the variation time set in step Sg1016.

[0291] On the other hand, if it is determined in step Sg1017 that the second symbol display unit flag is ON (Sg1017: YES), the process proceeds to step Sg1019, where a second variation command is set. The second variation command includes information indicating that the current game round is related to the reserved information acquired based on a win in the second start port 34, as well as information on whether a reach has occurred and information on the variation time set in step Sg1016. After executing step Sg1018 or step Sg1019, the process proceeds to step Sg1020.

[0292] In step Sg1020, a type command is set. The type command includes information on whether or not a jackpot has occurred, the results of the allocation determination, and whether or not a reach has occurred. In other words, the type command includes, as information on the type of jackpot, information on 16R probability variable jackpot B, information on 8R probability variable jackpot B, information on 8R probability variable jackpot A, information on 8R normal jackpot B, information on 8R normal jackpot A, or information on whether or not a reach has occurred and information on the result of a miss.

[0293] The variation command and type command set in steps Sg1018 to Sg1020 are sent to the sound and light emission control device 90 in step Sg0703 of the normal processing (Fig. 23). The sound and light emission control device 90 determines the content of the presentation for that game round based on the received variation command and type command, and controls various devices so that the determined content of the presentation is executed. After executing step Sg1020, the process proceeds to step Sg1021.

[0294] In step Sg1021, the result display section corresponding to the current game round, either the first symbol display section 37a or the second symbol display section 37b, starts displaying a varying symbol. Specifically, if the second symbol display section flag in RAM 64 is not ON, the result display section corresponding to the current game round is identified as the first symbol display section 37a and a varying display is started, and if the second symbol display section flag is ON, the result display section corresponding to the current game round is identified as the second symbol display section 37b and a varying display is started. After step Sg1021 is executed, this variation start process ends.

[0295] <Variable time setting process> Next, the variable time setting process will be described. The variable time setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the variable start process (FIG. 26: Sg1016).

[0296] 27 is a flowchart showing the process of setting the variable time. In step Sg1101, the value of the variable type counter CS stored in the execution area AE is acquired. Then, the process proceeds to step Sg1102.

[0297] In step Sg1102, it is determined whether the winning lottery for the current game is a win. Specifically, it is determined whether the probability variable jackpot flag or the normal jackpot flag in RAM 64 is ON, and if either flag is ON (Sg1102: YES), the process proceeds to step Sg1103.

[0298] In step Sg1103, the jackpot variable time table stored in the variable time table storage area 63d of ROM 63 is referenced to acquire variable time information corresponding to the current value of the variable type counter CS. Then, the process proceeds to step Sg1107, where the acquired variable time information is set in the variable time counter area provided in the various counter area 64f of RAM 64. Then, the variable time setting process is terminated.

[0299] In step Sg1102, if it is determined that the winning lottery for the current game round is not a win (Sg1102: NO), the process proceeds to step Sg1104, where it is determined whether or not a reach will occur in the current game round. Since this process (Sg1104) is executed if the winning lottery for the current game round is not a win in step Sg1102, in step Sg1104, it is determined whether or not a reach will occur among the game rounds for which the winning lottery has not been won. Specifically, if the value of the reach random number counter C3 stored in the execution area AE is a value corresponding to the occurrence of a reach, it is determined that a reach will occur (Sg1104: YES), and the process proceeds to step Sg1105. Note that when determining whether or not a reach will occur using the value of the reach random number counter C3, a reach determination table stored in the reach determination table storage area of ​​ROM 63 is referenced.

[0300] In step Sg1105, the CPU 11 references the variable time table for reach occurrence stored in the variable time table storage area 63d of the ROM 63, and acquires variable time information corresponding to the current value of the variable type counter CS. In the pachinko machine 10 of this embodiment, the variable time for reach occurrence is fixed. Then, the CPU 11 proceeds to step Sg1107, where the acquired variable time information is set in the variable time counter area provided in the various counter area 64f of the RAM 64. Then, the variable time setting process is terminated.

[0301] In step Sg1104, if it is determined that a reach will not occur in the current game (Sg1104: NO), the process proceeds to step Sg1106, where the process refers to the reach non-occurrence fluctuation time table stored in the fluctuation time table storage area 63d to obtain the fluctuation time corresponding to the current value of the fluctuation type counter CS. Then, the process proceeds to step Sg1107, where the obtained fluctuation time information is set in the fluctuation time counter area provided in the various counter area 64d of RAM 64. Then, the process of setting the fluctuation time is terminated.

[0302] As described above, in the pachinko machine 10 of this embodiment, the variable time information stored in the variable time table is set so that the larger the values ​​of the first start pending number RaN and the second start pending number RbN, the shorter the variable time. In other words, even if the value of the variable type counter CS is the same, the data of the variable time table to be referenced differs depending on the values ​​of the first start pending number RaN and the second start pending number RbN when determining the variable time of the game.

[0303] Furthermore, in the pachinko machine 10 of this embodiment, the variable time information stored in the variable time table is configured so that the larger the values ​​of the first start-up pending number RaN and the second start-up pending number RbN, the shorter the variable time. However, other configurations are also possible, such as a configuration in which the variable time is set so that the larger the value of the total pending number CRN, the shorter the variable time. Furthermore, without being limited to this, for example, a configuration independent of the total pending number CRN may be used, and the variable time may be set so that the smaller the total pending number CRN, the shorter the variable time. Furthermore, when the second start-up pending number RbN is "0," the larger the first start-up pending number RaN, the shorter the variable time. When the second start-up pending number RbN is "1" or greater, the larger the second start-up pending number RbN, the shorter the variable time. Furthermore, when the second start-up pending number RbN is "0", the larger the number of first start-up pending numbers RaN, the longer the fluctuation time; when the second start-up pending number RbN is "1" or greater, the larger the number of second start-up pending numbers RbN, the longer the fluctuation time, or it may be set to be constant regardless of each pending number RaN, RbN.

[0304] In addition, the non-reach variable time table may be set so that a shorter variable time is selected when the support mode is the high-frequency support mode than when the support mode is the low-frequency support mode, when the number of pending information items is the same. However, this is not limited to this, and the selected variable time may be the same, or the above relationship may be reversed.

[0305] Furthermore, the above configuration may be applied to the variable time when a reach occurs, and a configuration may be adopted in which the variable time that is likely to be selected when a jackpot is won and when a miss reach occurs are different from the variable time that is unlikely to be selected. Also, a configuration may be adopted in which a variable time table for a probability variable jackpot, a variable time table for a normal jackpot, a variable time table for a miss reach, and a variable time table for a complete miss are each set individually.

[0306] <Game status transition processing> Next, the gaming state transition process will be described. The gaming state transition process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 23: Sg0707).

[0307] 28 is a flowchart showing the game state transition process. In step Sg1201, it is determined whether the ending period flag is ON. The ending period flag is turned ON at the end of the opening and closing processing period in the opening and closing execution mode (at the start of the ending period), and is turned OFF at the end of the ending period. The ending period is a period for executing the ending performance in the opening and closing execution mode.

[0308] If it is determined in step Sg1201 that the ending period flag is not ON (Sg1201: NO), the process proceeds to step Sg1202, where it is determined whether the opening / closing processing period flag is ON. As described above, the opening / closing processing period flag is turned ON when the game state is to transition to the opening / closing processing period, and is turned OFF when the opening / closing processing period is to end.

[0309] If it is determined in step Sg1202 that the opening / closing processing period flag is not ON (Sg1202: NO), the process proceeds to step Sg1203, where it is determined whether the opening period flag is ON. The opening period flag is set to ON at the start of the opening period and set to OFF at the end of the opening period.

[0310] If it is determined in step Sg1203 that the opening period flag is not ON (Sg1203: NO), the process proceeds to step Sg1204, where it is determined whether the opening / closing execution mode flag is ON. The opening / closing execution mode flag is turned ON when the game round that triggered the opening / closing execution mode ends, and is turned OFF when the opening / closing execution mode ends.

[0311] In step Sg1204, if it is determined that the open / close execution mode flag is ON (Sg1204: YES), the process proceeds to step Sg1205. On the other hand, in step Sg1204, if it is determined that the open / close execution mode flag is not ON (Sg1204: NO), the game state transition process ends.

[0312] In step Sg1205, the high-probability mode flag is turned OFF. In order to change the lottery mode during the open / close execution mode, which is executed in response to a jackpot win, to the low-probability mode, the high-probability mode flag is turned OFF. After executing step Sg1205, the process proceeds to step Sg1206.

[0313] In step Sg1206, the high-frequency support mode flag is turned OFF. In order to change the support mode during the open / close execution mode, which is executed in response to a jackpot win, to the low-frequency support mode, the high-frequency support mode flag is turned OFF. After executing step Sg1206, the process proceeds to step Sg1207.

[0314] In step Sg1207, an open / close execution mode start command is set. The open / close execution mode start command is a command for notifying the sound and light emission control device 90 that the open / close execution mode will be started in response to a jackpot win. The open / close execution mode start command is sent to the sound and light emission control device 90 in the command output process of the normal process (FIG. 23: step Sg0703). After executing step Sg1207, the process proceeds to step Sg1208.

[0315] In step Sg1208, an opening / closing scenario setting process is executed. The opening / closing scenario setting process is a process for setting an opening / closing scenario in which the opening / closing door 54b's opening pattern for a round of play is set. In this embodiment, the opening time of the opening / closing door 54b for one round of play is 30 seconds. However, even if 30 seconds have elapsed since the opening / closing door 54b opened, if nine game balls enter the special prize opening 54a, the opening / closing door 54b will close. In this embodiment, such an opening pattern of the opening / closing door 54b is set in the opening / closing scenario. In this opening / closing scenario setting process, an opening / closing scenario corresponding to the type of jackpot is set. For example, in the case of a 16R special jackpot B, the opening pattern of the opening / closing door 54b for 16 rounds is set in the opening / closing scenario, and in the case of an 8R special jackpot A, the opening pattern of the opening / closing door 54b for 8 rounds is set in the opening / closing scenario. After executing step Sg1208, the process proceeds to step Sg1209.

[0316] In step Sg1209, an opening time setting process is executed. The opening time setting process is a process for setting the time length of the opening period in the special game state (hereinafter also referred to as the opening time). Specifically, a predetermined value is set in the opening timer counter area as the opening time. After executing step Sg1209, the process proceeds to step Sg1210.

[0317] In step Sg1210, an opening command is set. The set opening command is sent to the audio and light emitting control device 90 in step Sg0703 of the normal processing (Figure 23). This opening command includes information on the set opening time, information on the type of jackpot, and information on the jackpot that triggered the current opening and closing execution mode. Based on the received opening command, the audio and light emitting control device 90 determines the content of the presentation corresponding to the opening time and opening and closing execution mode, and controls various devices so that the determined content is executed. After executing step Sg1210, the process proceeds to step Sg1211, where the opening period flag is set ON. Then, the game state transition process ends.

[0318] If it is determined in step Sg1203 that the opening period flag is ON (Sg1203: YES), the process proceeds to step Sg1212.

[0319] In step Sg1212, it is determined whether the opening period has ended. Specifically, it is determined whether the value of the opening timer counter area T set in the opening time setting process is "0." If it is determined in step Sg1212 that the opening period has ended (Sg1212: YES), the process proceeds to step Sg1213, where the opening period flag is set to OFF. Then, the process proceeds to step Sg1214.

[0320] In step Sg1214, the process executes a process to start a round display for notifying the type of the current open / close execution mode. Specifically, the type of big win is displayed on the round display unit 39. After executing step Sg1214, the process proceeds to step Sg1215.

[0321] In step Sg1215, the open / close processing period flag is turned ON. After that, the game state transition process is terminated.

[0322] In step Sg1202, if it is determined that the open / close processing period flag is ON (Sg1202: YES), the process proceeds to step Sg1216, where the special prize opening open / close processing is executed. The special prize opening open / close processing will be described later. After executing step Sg1216, the process proceeds to step Sg1217.

[0323] In step Sg1217, it is determined whether the special prize opening / closing process has been completed, and if it is determined that the special prize opening / closing process has been completed (Sg1217: YES), the process proceeds to step Sg1218. On the other hand, if it is determined that the special prize opening / closing process has not been completed (Sg1217: NO), the game state transition process is terminated.

[0324] In step Sg1218, the open / close processing period flag is turned OFF, and then the process proceeds to step Sg1219.

[0325] In step Sg1219, the process for ending the round display is executed. In this process, the display control of the round display section 39 is ended so that the round display section 39 in the main display unit 45 is turned off. After executing step Sg1219, the process proceeds to step Sg1220.

[0326] In step Sg1220, an ending time setting process is executed. The ending time setting process is a process for setting the time length of the ending period in the opening / closing execution mode (hereinafter also referred to as the ending time). Specifically, a predetermined value is set in the ending timer counter as the ending time. After executing step Sg1220, the process proceeds to step Sg1221.

[0327] In step Sg1221, an ending command is set. The set ending command is sent to the audio and light emission control device 90 in step 40703 of the normal processing (FIG. 23). Upon receiving the ending command, the audio and light emission control device 90 starts a performance corresponding to the ending period. After executing step Sg1221, the process proceeds to step Sg1222.

[0328] In step Sg1222, the ending period flag is turned ON, and then the game state transition process is terminated.

[0329] If it is determined in step Sg1201 that the ending period flag is ON (Sg1201: YES), the process proceeds to step Sg1223.

[0330] In step Sg1223, it is determined whether the ending period has ended. Specifically, it is determined whether the value of the ending timer counter set as the ending time in the ending time setting process (Sg1220) is "0." If it is determined in step Sg1223 that the value of the ending timer counter set as the ending time is "0" (Sg1223: YES), the process proceeds to step Sg1224.

[0331] In step Sg1224, the ending period flag is turned OFF. Then, the process proceeds to step Sg1225, where transition processing at the end of the ending period is executed. The transition processing at the end of the ending period is processing for setting various modes for the game round after the current ending period has ended. Details of the transition processing at the end of the ending period will be described later. After executing step Sg1225, the process proceeds to step Sg1226, where the open / close execution mode flag is turned OFF. Then, the process proceeds to step Sg1227, where an open / close execution mode end command is set. The open / close execution mode end command is a command for notifying the sound and light emission control device 90 that the open / close execution mode has ended. The open / close execution mode end command is sent to the sound and light emission control device 90 in step Sg0703 in the normal processing (Figure 23). Then, this game state transition processing is terminated.

[0332] On the other hand, if it is determined in step Sg1223 that the value of the ending timer counter set as the ending time is not "0" (Sg1223: NO), the game state transition process is terminated.

[0333] <Big prize opening and closing process> Next, the special prize opening / closing process will be described. The special prize opening / closing process is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 28: Sg1216).

[0334] 29 is a flowchart showing the process of opening and closing the big prize opening. In step Sg1301, it is determined whether the opening and closing door 54b is open. If it is determined in step Sg1301 that the opening and closing door 54b is not open (Sg1301: NO), the process proceeds to step Sg1302.

[0335] In step Sg1302, it is determined whether the opening conditions for the door 54b have been met. Specifically, the opening and closing scenario set by the opening and closing scenario setting process (FIG. 28: Sg1208) is read and it is determined whether it is time to open the door 54b. In step Sg1302, if it is determined that the opening conditions for the door 54b have been met (Sg1302: YES), the process proceeds to step Sg1303.

[0336] In step Sg1303, the door 54b is opened, and then the process proceeds to step Sg1304.

[0337] In step Sg1304, a door open command is set. The door open command is a command for making the sub-side control device recognize that the door 54b has been opened. The door open command is sent to the sound and light emission control device 90 in the command output process of the normal process (Fig. 23: Sg0703). After step Sg1304 is executed, the main prize opening and closing process is terminated.

[0338] In step Sg1302, if it is determined that the opening condition for the opening / closing door 54b is not met (Sg1302: NO), the big prize opening opening / closing process is terminated.

[0339] In step Sg1301, if it is determined that the opening and closing door 54b is open (Sg1301: YES), the process proceeds to step Sg1305.

[0340] In step Sg1305, it is determined whether the closing condition for the opening / closing door 54b has been met. The closing condition for the opening / closing door 54b is met when the continuous open time for the opening / closing door 54b set in the opening / closing scenario (30 seconds in this embodiment) has elapsed, or when it is detected that a preset number of game balls (9 in this embodiment) have entered the special prize opening 54a. In step Sg1305, if it is determined that the closing condition for the opening / closing door 54b has been met (Sg1305: YES), the process proceeds to step Sg1306.

[0341] In step Sg1306, the door 54b is closed, and then the process proceeds to step Sg1307.

[0342] In step Sg1307, a door closing command is set. The door closing command is a command for making the sub-side control device recognize that the door 54b has been closed. The door closing command is sent to the audio and light emitting control device 90 in the command output process of normal processing (Fig. 23: Sg0303). After step Sg1307 is executed, the main prize opening and closing process is terminated.

[0343] In step Sg1305, if it is determined that the closing condition for the opening and closing door 54b is not met (Sg1305: NO), the big prize opening opening and closing process is terminated.

[0344] <Transition process at the end of the ending period> Next, the transition process at the end of the ending period will be described. The transition process at the end of the ending period is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 28: Sg1225).

[0345] 30 is a flowchart showing the transition process at the end of the ending period. In step Sg1401, it is determined whether or not a jackpot flag corresponding to a probability variable jackpot is set ON in the RAM 64.

[0346] In step Sg1401, if it is determined that the jackpot flag corresponding to the probability variable jackpot set in RAM 64 is ON (Sg1401: YES), the process proceeds to step Sg1402, where the high probability mode flag is turned ON. After executing step Sg1402, the process proceeds to step Sg1403.

[0347] In step Sg1403, a high-probability mode command, which is a command including information for making the sub-side control device recognize that the lottery mode is the high-probability mode, is set as a command to be transmitted to the audio and light-emitting control device 90. After executing step Sg1403, the process proceeds to step Sg1404.

[0348] On the other hand, in step Sg1401, if it is determined that the jackpot flag corresponding to the probability variable jackpot set in RAM 64 is not ON (Sg1401: NO), the process proceeds to step Sg1404.

[0349] In step Sg1404, the high frequency support mode flag corresponding to the jackpot type is turned ON. Specifically, the jackpot type is determined based on the jackpot flag, and if the determined jackpot type is 16R probability variable jackpot B or 8R probability variable jackpot B, the high frequency support mode B flag is turned ON, and if the determined jackpot type is 8R probability variable jackpot A, the high frequency support mode A flag is turned ON. After executing step Sg1404, proceed to step Sg1405.

[0350] In step Sg1405, a high-frequency support mode command is set according to the type of jackpot. Specifically, a high-frequency support mode A command or a high-frequency support mode B command is set. The set command is sent to the sound and light-emitting control device 90 in the command output process of the normal process (FIG. 23: step Sg0703).

[0351] In step Sg1406, the big win flag is cleared (turned OFF), and then the process proceeds to step Sg1407.

[0352] In step Sg1407, the game count counter PNC provided in the various counter area 64d of RAM 64 is set to 100. The value set in the game count counter PNC indicates the number of games when the high frequency support mode is executed with a limited number of games. Then, the transition process at the end of the ending period is terminated.

[0353] <Electricity support processing> Next, the electric utility support process will be described. The electric utility support process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 23: Sg0708).

[0354] FIG. 31 is a flowchart showing the electric role support processing. In step Sg1501, it is determined whether or not support is in progress. Specifically, it is determined whether or not the support in progress flag in the various jackpot flag storage area 64e of RAM 64 is ON. The support in progress flag is a flag that is turned ON when the normal electric role device 53 is opened and is turned OFF when the normal electric role device 53 is returned to the closed state. In step Sg1501, if it is determined that the support in progress flag is not ON (Sg1501: NO), the process proceeds to step Sg1502.

[0355] In step Sg1502, it is determined whether the support win flag in the various jackpot flag storage area 64e of RAM 64 is ON. The support win flag is a flag that is turned ON when an open state is won in the electric accessory opening lottery that determines whether or not the normal electric accessory 53 is opened, and is turned OFF when the support in progress flag is ON. In step Sg1502, if it is determined that the support win flag is not ON (Sg1502: NO), the process proceeds to step Sg1503.

[0356] In step Sg1503, it is determined whether the value of the electric utility timer counter Td provided in the various counter area 64d of the RAM 64 is "0." In this case, the electric utility timer counter Td is used as a parameter for measuring the fluctuation time of the general purpose unit 38. The count value set in the electric utility timer counter Td is decremented by 1 each time the timer interrupt process is started, that is, every 2 msec.

[0357] In step Sg1503, if it is determined that the value of the electric utility timer counter Td is not "0" (Sg1503: NO), the electric utility support process ends. On the other hand, if it is determined that the value of the electric utility timer counter Td is "0" (Sg1503: YES), the process proceeds to step Sg1504.

[0358] In step Sg1504, it is determined whether it is time to end the variable display of the symbols in the normal map unit 38. If it is determined in step Sg1504 that it is time to end the variable display (Sg1504: YES), the process proceeds to step Sg1505, where a miss display is set. By setting the miss display, the variable display of the symbols in the normal map unit 38 ends with the miss display stopped. Thereafter, the process proceeds to step Sg1506, where the electric role processing in progress flag is turned OFF. After executing step Sg1506, the electric role support processing is terminated. On the other hand, if it is determined in step Sg1504 that it is not time to end the variable display (Sg1504: NO), the process proceeds to step Sg1507.

[0359] In step Sg1507, it is determined whether the electric utility processing in progress flag is ON. If it is determined in step Sg1507 that the electric utility processing in progress flag is not ON (Sg1507: NO), the electric utility support processing is terminated. If it is determined in step Sg1507 that the electric utility processing in progress flag is ON (Sg1507: YES), the process proceeds to step Sg1508.

[0360] In step Sg1508, it is determined whether the machine is in the open / close execution mode, and then the process proceeds to step Sg1509 to determine whether the machine is in the high-frequency support mode. Specifically, it is determined whether either the high-frequency support mode A flag or the high-frequency support mode B flag is ON. If the machine is not in the open / close execution mode in step Sg1508 (Sg1508: NO) and the machine is in the high-frequency support mode in step Sg1509 (Sg1509: YES), the process proceeds to step Sg1510 to hold a lottery to open an electric feature. Specifically, if the value of the electric feature opening counter C4 moved to the electric feature execution area 64e in the through ball entry process (FIG. 22: Sg0604) is between 0 and 461, the electric feature opening lottery is won (see FIG. 11(b)). In addition, simultaneously with the electric feature opening lottery, the electric feature timer counter Td is set to "25" (i.e., 0.05 sec). As explained in FIG. 12, in the high frequency support mode A and the high frequenc...

Claims

[Claim 1] a game processing execution means capable of executing a predetermined game processing when a predetermined power is supplied; a power cutoff process execution means for executing a predetermined power cutoff process when it is determined that the predetermined power has been cut off in a predetermined state; Equipped with A gaming machine that can be put into a playable state when the predetermined power is supplied in a predetermined manner after a power outage, a displacement means that is displaceable between a first position and a second position, and that can be in a predetermined non-energized state when positioned at the first position, and can be in a predetermined energized state when positioned at the second position; a storage means capable of retaining predetermined information during a power outage; an initialization switch that can be switched between a pressed state and an unpressed state, and that can initialize at least a portion of the information stored in the storage means when the predetermined power is supplied in the pressed state; a means for determining the predetermined information stored in the storage means when the predetermined power is supplied after a power outage; a state determination means for determining a state of the displacement means when the predetermined power is supplied to the gaming machine; a processing execution means for determining information corresponding to the position of the displacement means by the state determination means at a predetermined timing after the predetermined power is supplied to the gaming machine, executing a first processing in a first case where it is determined by the determination that information corresponding to the displacement means being located at the first position is set, and executing a second processing which is different from the first processing and is for displacing the displacement means to the first position in a second case where it is determined by the determination that information corresponding to the displacement means being located at the first position is not set; Equipped with This gaming machine is a variable execution enabling condition determining means for determining whether a variable execution enabling condition for executing a predetermined variable display is established; A variable display means for executing the predetermined variable display; Equipped with In the first case, when the variable execution enabling condition determining means determines that the variable execution enabling condition is satisfied, the variable display means is configured to be able to execute the predetermined variable display, This gaming machine is a timekeeping means that is updated at predetermined intervals and is used to obtain time information; a performance execution means for executing a first performance when a first timing is reached based on the time counting by the timing means; Equipped with When the first timing is reached in the first case, the effect execution means includes means for executing a second effect different from the first effect without executing the first effect; This gaming machine is a bonus awarding mode execution means for executing a bonus awarding mode that can award a predetermined bonus to a player; In the second case, the bonus-granting mode execution means is configured to execute the bonus-granting mode when a predetermined condition is met in a predetermined gaming state after the supply of the predetermined power is started. A gaming machine characterized by:

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