gaming machines

The gaming machine improves enjoyment and security by using a launching mechanism with varied ball entry areas and a notification system to create diverse game situations, optimizing processing and control for enhanced player engagement and fraud prevention.

JP7808856B2Active Publication Date: 2026-01-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2023084671
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-05-23
Publication Date
2026-01-30
Estimated Expiration
2041-03-02

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

The gaming machine incorporates a launching mechanism with varying ball entry areas for different symbols, a bonus ball entry mechanism, a notification system, and a predetermined special game state with adjustable waiting periods and conditions, allowing for diverse game situations based on ball entry and lottery outcomes.

Benefits of technology

Enhances game enjoyment by providing varied and engaging gameplay experiences, reduces processing load through optimized control, and improves security by preventing fraudulent acts.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve the interest of a game.SOLUTION: A game machine includes: means for generating a predetermined profit state at a predefined timing after a specific information turns into a predetermined update state in a specific game state; notification control means which gives a predetermined notification in a first or second notification mode; determination means which executes a predetermined determination on the basis of an entry of a ball into a ball entry area; and means which generates a specific profit, if a specific determination result is generated, and when a predetermined game condition is satisfied on the basis of a predetermined game operation. If the specific determination result is generated, the notification control means carries out the predetermined notification in a first notification mode before a predetermined timing prior to a predetermined period before the specific information turns into the predetermined update state, and switches the notification mode to a second notification mode at a specific timing after the predetermined timing. A period in which the predetermined notification is carried out in a third notification mode is provided between the predetermined timing and the specific timing. The third notification mode includes a mode which repeats the first notification mode and the second notification mode.SELECTED DRAWING: Figure 532
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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 launching means for launching a game ball; A ball entry area is an area where a game ball can enter, and a predetermined special symbol entry area can vary a predetermined special symbol and a specific special symbol different from the predetermined special symbol based on the game ball entering the area; A normal ball entry area is an area where a game ball can enter, and a normal symbol can be changed based on the game ball entering the area; a specific ball entry area in which the predetermined special symbol, the specific special symbol, and the normal symbol do not change even when a game ball enters the area, and in which the game ball can enter when the launch mode by the launching means is a first launch mode, and in which the game ball cannot enter when the launch mode by the launching means is a second launch mode; A bonus ball entry means that allows a game ball to enter the ball hole when the launch mode by the launch means is the second launch mode; a notification means capable of being a specific notification mode that notifies that the recommended firing mode is the second firing mode; A gaming machine comprising: This gaming machine is During a predetermined waiting period in which the execution of a predetermined special game state in which the bonus ball entry means performs a predetermined opening is confirmed, the notification means does not execute the specific notification mode, The specific notification mode is executed by the notification means during execution of the predetermined special game state, This gaming machine is During the predetermined waiting period when the notification means is not executing the specific notification mode, if a predetermined condition for opening the bonus ball entry means is met based on a game ball entering the specific ball entry area, the predetermined special game state can be generated after executing a predetermined control, This gaming machine is A predetermined information storage means is provided for storing predetermined information when a game ball enters the specific ball entry area, After the specific type of predetermined information is stored in the predetermined information storage means, a start timing of the predetermined special game state to be executed after the predetermined control is completed can be set, This gaming machine is When a game ball enters the specific ball entry area during the specified waiting period, the specified condition is met and the specified special game state based on the ball entry occurs. In addition, even if a game ball enters the specific ball entry area during the specified waiting period, the specified condition is not met and the specified special game state based on the ball entry does not occur. After the game ball enters the specific ball entry area, different effects can be executed depending on whether the effect is generated or not generated. This gaming machine is In the case of generating the above, A first case in which the predetermined special game state is generated after a first period has elapsed since the game ball entered the specific ball entry area; A second case in which the predetermined special game state is generated after a second period longer than the first period has elapsed since the game ball entered the specific ball entry area; Contains, The first case, the second case, and the no-occurrence case are configured to occur based on the result of a predetermined lottery based on the entry of a game ball into the specific entry area. 、 The specific ball entry area is configured to be provided at only one position where the game ball can enter when the launch mode by the launch means is the first launch mode, The game situations that can be executed by the gaming machine include at least a first game situation in which the predetermined special game state can occur based on the game ball being launched in the first launch mode and the game ball landing in the specific ball landing area, and a second game situation that is more advantageous to the player than the first game situation, The predetermined special game state is configured to be executed based on a game ball entering the specific ball entry area, whether in the first game status or the second game status. A gaming machine characterized by: [Effects of the Invention]

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

[0009] [Figure 1] 1 is a perspective view of a pachinko machine according to a first embodiment. [Figure 2] FIG. 2 is a rear view of the pachinko machine. [Figure 3] FIG. [Figure 4] FIG. 2 is an explanatory diagram showing the starting port unit. [Figure 5]10 is an explanatory diagram showing the flow of game balls when the distribution piece is in the first position Q1. FIG. [Figure 6] 10 is an explanatory diagram showing the flow of game balls when the distribution piece is in the second position Q2. FIG. [Figure 7] An explanatory diagram showing the first route in the starting port unit. [Figure 8] An explanatory diagram showing the second route in the starting port unit. [Figure 9] An explanatory diagram showing the third route in the starting port unit. [Figure 10] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 11] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 12] FIG. 10 is an explanatory diagram showing the contents of various counters used in lotteries and the like. [Figure 13] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 14] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 15] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 16] FIG. 10 is an explanatory diagram showing a win / loss table for reach determination. [Figure 17] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 18] 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 19] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 20] 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 21] 10 is a flowchart showing a timer interrupt process. [Figure 22] This is a flowchart showing the ball entry processing for the starting hole. [Figure 23]This is a flowchart showing the ball entry process for a fall entrance. [Figure 24] 10 is a flowchart showing a normal process. [Figure 25] 10 is a flowchart showing a game play control process. [Figure 26] A flowchart showing the fluctuation start processing for the first starting port. [Figure 27] A flowchart showing the pending information shift processing for the first starting port. [Figure 28] A flowchart showing the determination process for the first starting port. [Figure 29] A flowchart showing the variable time setting process for the first starting port. [Figure 30] 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 31] 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 32] 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 33] 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 34] 10 is a flowchart showing a first fluctuation stop process. [Figure 35] A flowchart showing the fluctuation start processing for the second starting port. [Figure 36] A flowchart showing the pending information shift processing for the second starting port. [Figure 37] A flowchart showing the determination process for the second starting port. [Figure 38] A flowchart showing the variable time setting process for the second starting port. [Figure 39] This is a flowchart showing the process of acquiring variable time information during a low probability low support state for the second starting port. [Figure 40] 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 41] 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 42] 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 43] 10 is a flowchart showing a second fluctuation stop process. [Figure 44] 10 is a flowchart showing a game state transition process. [Figure 45] 10 is a flowchart showing an opening / closing scenario setting process. [Figure 46] 10 is a flowchart showing an opening time setting process. [Figure 47] 10 is a flowchart showing a process when an opening period flag is ON. [Figure 48] 10 is a flowchart showing a process when the opening / closing process period flag is ON. [Figure 49] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 50] 10 is a flowchart showing a process when an ending period flag is ON. [Figure 51] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 52] 10 is a flowchart showing processing for electric utility support. [Figure 53] 10 is a flowchart showing an electric utility switching process. [Figure 54] 10 is a flowchart showing a game ball distribution control process. [Figure 55] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 56] 10 is a flowchart showing a pending command response process. [Figure 57] 10 is a flowchart showing an update process when a ball goes in. [Figure 58] 10 is a flowchart showing the game play presentation setting process. [Figure 59] 10 is a flowchart showing a display mode switching process. [Figure 60] This is a flowchart showing the process for setting the special 1 game play presentation. [Figure 61] 10 is a flowchart showing a first effect pattern setting process. [Figure 62] This is a flowchart showing the process for setting the presentation pattern for the first starting port in a low probability low support state. [Figure 63] This is a flowchart showing the process for setting the presentation pattern when in a low probability high support state for the first starting port. [Figure 64] This is a flowchart showing the process for setting the presentation pattern when in a high probability high support state for the first starting port. [Figure 65] This is a flowchart showing the process for setting the presentation pattern when in a high probability low support state for the first starting port. [Figure 66] This is a flowchart showing the process for setting the special 2 game play presentation. [Figure 67] 10 is a flowchart showing a second effect pattern setting process. [Figure 68] This is a flowchart showing the process for setting the presentation pattern for the second starting port in a low probability low support state. [Figure 69] This is a flowchart showing the process for setting the presentation pattern for the second starting port in a low probability high support state. [Figure 70] This is a flowchart showing the process for setting the presentation pattern when in a high probability high support state for the second starting port. [Figure 71] This is a flowchart showing the process for setting the presentation pattern when in a high probability low support state for the second starting port. [Figure 72] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 73] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 74] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 75] An explanatory diagram showing a starting port unit in a modified example. [Figure 76]FIG. 10 is a perspective view of a pachinko machine according to a second embodiment. [Figure 77] FIG. 2 is a rear view of the pachinko machine. [Figure 78] FIG. [Figure 79] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 80] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 81] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 82] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 83] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 84] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 85] An explanatory diagram showing the contents of a win / loss table for a drop lottery. [Figure 86] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 87] 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 88] FIG. 1 is an explanatory diagram showing the flow of a game in a pachinko machine. [Figure 89] 10 is a flowchart showing a timer interrupt process. [Figure 90] This is a flowchart showing the ball entry processing for the starting hole. [Figure 91] 10 is a flowchart showing a destination determination process. [Figure 92] 10 is a flowchart showing a through ball entry process. [Figure 93] 10 is a flowchart showing a normal process. [Figure 94] 10 is a flowchart showing a game play control process. [Figure 95] 10 is a flowchart showing a fluctuation start process. [Figure 96]10 is a flowchart showing a hold information shift process. [Figure 97] 10 is a flowchart showing a fall determination 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 fluctuation end process. [Figure 101] 10 is a flowchart showing a process for providing a time reduction. [Figure 102] 10 is a flowchart showing a game state transition process. [Figure 103] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 104] 10 is a flowchart showing a shutter opening / closing process. [Figure 105] A flowchart showing the V prize determination process. [Figure 106] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 107] 10 is a flowchart showing processing for electric utility support. [Figure 108] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 109] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 110] 10 is a flowchart showing a pending command response process. [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 a perspective view of a pachinko machine according to a third embodiment. [Figure 118] FIG. 2 is a rear view of the pachinko machine. [Figure 119] FIG. [Figure 120] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 121] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 122] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 123] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 124] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 125] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 126] An explanatory diagram showing the contents of a win / loss table for a drop lottery. [Figure 127] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 128] 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 129] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 130] 10 is a flowchart showing a timer interrupt process. [Figure 131] This is a flowchart showing the ball entry processing for the starting hole. [Figure 132] 10 is a flowchart showing a destination determination process. [Figure 133] 10 is a flowchart showing a through ball entry process. [Figure 134] 10 is a flowchart showing a normal process. [Figure 135] 10 is a flowchart showing a game play control process. [Figure 136]10 is a flowchart showing a fluctuation start process. [Figure 137] 10 is a flowchart showing a hold information shift process. [Figure 138] 10 is a flowchart showing a fall determination process. [Figure 139] 10 is a flowchart showing a hit determination process. [Figure 140] 10 is a flowchart showing a variable time setting process. [Figure 141] 10 is a flowchart showing a fluctuation end process. [Figure 142] 10 is a flowchart showing a process for providing a time reduction. [Figure 143] 10 is a flowchart showing a game state transition process. [Figure 144] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 145] 10 is a flowchart showing a shutter opening / closing process. [Figure 146] A flowchart showing the V prize determination process. [Figure 147] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 148] 10 is a flowchart showing processing for electric utility support. [Figure 149] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 150] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 151] 10 is a flowchart showing a pending command response process. [Figure 152] 10 is a flowchart showing the game play presentation setting process. [Figure 153] 10 is a flowchart showing a performance pattern setting process. [Fig. 154] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 155] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 156]10 is a flowchart showing a command interrupt process. [Figure 157] 10 is a flowchart showing a V interrupt process. [Figure 158] FIG. 10 is an explanatory diagram showing the flow of a game in a pachinko machine according to a first modified example. [Figure 159] 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 160] FIG. 10 is an explanatory diagram showing the flow of a game in a pachinko machine according to a second modified example. [Figure 161] 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 162] FIG. 10 is an explanatory diagram showing the flow of a game in a pachinko machine according to a third modified example. [Figure 163] This is a timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 13. [Fig. 164] This is a timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 14. [Figure 165] This is a timing chart showing an example of control when transitioning from a high-probability high-support state to a high-probability low-support state in variant example 15. [Figure 166] FIG. 23 is a front view of the game board in variant 18. [Figure 167] FIG. 10 is a perspective view of a pachinko machine according to a fourth embodiment. [Figure 168] FIG. 2 is a rear view of the pachinko machine. [Figure 169] FIG. [Figure 170] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 171] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 172] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 173] An explanatory diagram showing the contents of the win / loss table. [Fig. 174] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 175] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 176] 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 177] An explanatory diagram showing an example of changes in the first start port holding area and the holding digestion area. [Figure 178] An explanatory diagram showing an example of changes in the second start port holding area and the holding digestion area. [Figure 179] This is an explanatory diagram showing the case where a jackpot is included in the special 1 reservation during normal play. [Figure 180] This is an explanatory diagram showing the changing display and premonition preview performance (first time) for Special 1 Reserve 1. [Figure 181] This is an explanatory diagram showing the changing display and premonition preview performance (second time) for Special 1 Reserve 2. [Figure 182] This is an explanatory diagram showing the changing display and premonition preview performance (3rd time) for Special 1 Hold 3. [Figure 183] An explanatory diagram showing the relationship between the number of times a premonition notice effect appears and the effects scheduled to be executed. [Figure 184] This is an explanatory diagram showing the variable display, reach effect, and stop display for Special 1 Reserve 4. [Figure 185] This is a time chart showing a series of effects for Special 1 Hold 1 to Special 1 Hold 4 on a timeline. [Figure 186] 10 is an explanatory diagram showing the basic concept of the hold continuous performance adopted in the pachinko machine 10 of the fourth embodiment. [Figure 187] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 1. [Figure 188] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 1, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Figure 189]This is an explanatory diagram conceptually showing the state of special 1 reservation in case 2. [Figure 190] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 2, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Figure 191] An explanatory diagram showing the relationship between the color of the same pattern and the planned performance. [Figure 192] This is an explanatory diagram showing a series of effects executed during a game session for Special 2 Reserve 1. [Figure 193] 10 is a time chart showing a comparative example 1. [Figure 194] This is an explanatory diagram conceptually showing the state of special 1 reservation in case 3. [Figure 195] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing in case 3, and the presentation for special 2 hold executed by special 2 hold presentation processing. [Figure 196] FIG. 10 is an explanatory diagram showing the content of the charge effect. [Figure 197] This is an explanatory diagram showing a series of effects executed during a game session for Special 2 Reserve 1. [Figure 198] 10 is a flowchart showing a timer interrupt process. [Figure 199] This is a flowchart showing the ball entry processing for the starting hole. [Figure 200] 10 is a flowchart showing a destination determination process. [Figure 201] 10 is a flowchart showing a through ball entry process. [Figure 202] 10 is a flowchart showing a normal process. [Figure 203] 10 is a flowchart showing a game play control process. [Figure 204] 10 is a flowchart showing a fluctuation start process. [Figure 205] 10 is a flowchart showing a hold information shift process. [Figure 206] 10 is a flowchart showing a hit determination process. [Figure 207] 10 is a flowchart showing a variable time setting process. [Figure 208] 10 is a flowchart showing a fluctuation end process. [Figure 209] 10 is a flowchart showing a game state transition process. [Figure 210] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 211] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 212] 10 is a flowchart showing processing for electric utility support. [Figure 213] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 214] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 215] 10 is a flowchart showing a pending command response process. [Figure 216] 10 is a flowchart showing the game play presentation setting process. [Figure 217] 10 is a flowchart showing a performance pattern setting process. [Figure 218] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 219] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 220] 10 is a flowchart showing a command interrupt process. [Figure 221] 10 is a flowchart showing a V interrupt process. [Figure 222] An explanatory diagram conceptually showing the state of special 1 reservation in variant example 10. [Figure 223] This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing and the presentation for special 2 hold executed by special 2 hold presentation processing in variant example 10. [Figure 224]This is a time chart that explains the presentation for special 1 hold executed by special 1 hold continuous presentation processing and the presentation for special 2 hold executed by special 2 hold presentation processing in variant example 11. [Figure 225] FIG. 10 is a perspective view of a pachinko machine according to a fifth embodiment. [Figure 226] FIG. 2 is a rear view of the pachinko machine. [Figure 227] FIG. [Figure 228] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 229] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 230] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 231] An explanatory diagram showing the contents of the win / loss table. [Figure 232] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 233] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 234] 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 235] An explanatory diagram showing a display surface on which first reservation relationship information is displayed in a sub-area. [Figure 236] This is an explanatory diagram showing how the unexecuted hold display area, the variable execution hold display area, and the executed hold display area change as the game progresses. [Figure 237] An explanatory diagram showing a display surface on which second reservation relationship information is displayed in a sub-area. [Figure 238] An explanatory diagram illustrating a reserve change pattern lottery table for reference conditions. [Figure 239] An explanatory diagram showing an example of a change in display color due to a hold change notice. [Figure 240] This is an explanatory diagram explaining the data structure of the memory area for special 1 hold performance. [Figure 241]10 is a flowchart showing an outline of a process for notifying a pending execution of an already executed task. [Figure 242] 10 is a flowchart showing processing for removing the same color when the color is not matched. [Figure 243] An explanatory diagram showing how each pending display area changes in case 1. [Figure 244] An explanatory diagram showing how each pending display area changes in case 2. [Figure 245] An explanatory diagram showing how each pending display area changes in case 3. [Figure 246] An explanatory diagram showing how each pending display area changes in case 4. [Figure 247] An explanatory diagram showing how each pending display area changes in case 5. [Figure 248] An explanatory diagram showing how each pending display area changes in case 6. [Figure 249] An explanatory diagram showing how each pending display area changes in case 7. [Figure 250] 10 is a flowchart showing a timer interrupt process. [Figure 251] This is a flowchart showing the ball entry processing for the starting hole. [Figure 252] 10 is a flowchart showing a destination determination process. [Figure 253] 10 is a flowchart showing a through ball entry process. [Figure 254] 10 is a flowchart showing a normal process. [Figure 255] 10 is a flowchart showing a game play control process. [Figure 256] 10 is a flowchart showing a fluctuation start process. [Figure 257] 10 is a flowchart showing a hold information shift process. [Figure 258] 10 is a flowchart showing a hit determination process. [Figure 259] 10 is a flowchart showing a variable time setting process. [Figure 260] 10 is a flowchart showing a fluctuation end process. [Figure 261] 10 is a flowchart showing a game state transition process. [Figure 262] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 263] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 264] 10 is a flowchart showing processing for electric utility support. [Figure 265] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 266] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 267] 10 is a flowchart showing a pending command response process. [Figure 268] 10 is a flowchart showing the game play presentation setting process. [Figure 269] 10 is a flowchart showing a performance pattern setting process. [Figure 270] 10 is a flowchart showing the update process at the start of fluctuation. [Fig. 271] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Fig. 272] 10 is a flowchart showing a command interrupt process. [Fig. 273] 10 is a flowchart showing a V interrupt process. [Fig. 274] An explanatory diagram showing how each pending display area changes in case 8. [Figure 275] An explanatory diagram showing how each pending display area changes in case A. [Figure 276] An explanatory diagram showing how each pending display area changes in case A. [Figure 277] An explanatory diagram showing how each pending display area changes in case A. [Fig. 278]An explanatory diagram showing how each pending display area changes in case B. [Figure 279] An explanatory diagram showing how each pending display area changes in case B. [Figure 280] An explanatory diagram showing how each pending display area changes in case B. [Figure 281] An explanatory diagram showing an example of a hold change precursor effect. [Figure 282] An explanatory diagram showing an example of a hold change precursor effect. [Figure 283] FIG. 10 is a perspective view of a pachinko machine according to a sixth embodiment. [Fig. 284] FIG. 2 is a rear view of the pachinko machine. [Figure 285] FIG. [Figure 286] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 287] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 288] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 289] An explanatory diagram showing the contents of the win / loss table. [Figure 290] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 291] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 292] 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 293] An explanatory diagram showing an example of changes in the first start port holding area and the holding digestion area. [Fig. 294] An explanatory diagram showing an example of changes in the second start port holding area and the holding digestion area. [Figure 295] This is a front view of the game board when the main rotating device for performance has moved to the lowest position. [Figure 296]This is a right side schematic diagram showing the main rotating prop for performance and the main rotating prop drive unit for performance that operates the main rotating prop for performance. [Figure 297] An explanatory diagram showing the operation of the main rotating device for the one-shot announcement performance processing. [Figure 298] A front view showing a pair of rotating sub-props for performance. [Figure 299] This is a right side schematic diagram showing the sub-rotating prop for performance and the sub-rotating prop drive unit for performance that operates the sub-rotating prop for performance. [Figure 300] An explanatory diagram showing the operation of the main rotating device for the performance and the sub rotating device for the performance using the big or small performance processing. [Figure 301] FIG. 10 is an explanatory diagram showing the second predetermined rotation stop position of the main rotating device for the performance. [Figure 302] An explanatory diagram showing the second specific rotation stop position of the sub-rotating device for performance. [Figure 303] An explanatory diagram showing a state in which the main rotating device for performance is at a second predetermined rotation stop position and the sub rotating device for performance is at a second specific rotation stop position. [Figure 304] FIG. 10 is a schematic side view of a rotation device of a comparative example. [Figure 305] 10 is a flowchart showing a timer interrupt process. [Figure 306] This is a flowchart showing the ball entry processing for the starting hole. [Figure 307] 10 is a flowchart showing a destination determination process. [Figure 308] 10 is a flowchart showing a through ball entry process. [Figure 309] 10 is a flowchart showing a normal process. [Figure 310] 10 is a flowchart showing a game play control process. [Figure 311] 10 is a flowchart showing a fluctuation start process. [Figure 312] 10 is a flowchart showing a hold information shift process. [Figure 313] 10 is a flowchart showing a hit determination process. [Figure 314] 10 is a flowchart showing a variable time setting process. [Figure 315] 10 is a flowchart showing a fluctuation end process. [Figure 316] 10 is a flowchart showing a game state transition process. [Figure 317] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 318] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 319] 10 is a flowchart showing processing for electric utility support. [Figure 320] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 321] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 322] 10 is a flowchart showing a pending command response process. [Figure 323] 10 is a flowchart showing the game play presentation setting process. [Figure 324] 10 is a flowchart showing a performance pattern setting process. [Figure 325] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 326] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 327] 10 is a flowchart showing a command interrupt process. [Figure 328] 10 is a flowchart showing a V interrupt process. [Figure 329] A front view showing a pair of rotating sub-props for performance in a modified example. [Figure 330] FIG. 11 is a perspective view of a pachinko machine according to a seventh embodiment. [Figure 331] FIG. 2 is a rear view of the pachinko machine. [Figure 332] FIG. [Figure 333]1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 334] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 335] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 336] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 337] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 338] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 339] An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 340] 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 341] 1 is an explanatory diagram showing the flow of a game in a pachinko machine 10. FIG. [Figure 342] FIG. 10 is an explanatory diagram showing the operation at the time of a jackpot in Case 1. [Figure 343] FIG. 10 is an explanatory diagram showing the operation at the time of a jackpot in Case 2. [Figure 344] FIG. 10 is an explanatory diagram showing the operation at the time of a jackpot in Case 3. [Figure 345] 10 is a flowchart showing a timer interrupt process. [Figure 346] This is a flowchart showing the ball entry processing for the starting hole. [Figure 347] 10 is a flowchart showing a through ball entry process. [Figure 348] 10 is a flowchart showing the ball entry process for the gate. [Figure 349] 10 is a flowchart showing a normal process. [Figure 350] 10 is a flowchart showing a game play control process. [Figure 351] A flowchart showing the fluctuation start processing for the first starting port. [Figure 352]A flowchart showing the pending information shift processing for the first starting port. [Figure 353] A flowchart showing the determination process for the first starting port. [Figure 354] A flowchart showing the variable time setting process for the first starting port. [Figure 355] 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 356] 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 357] 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 358] 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 359] 10 is a flowchart showing a first fluctuation stop process. [Figure 360] A flowchart showing the fluctuation start processing for the second starting port. [Figure 361] A flowchart showing the pending information shift processing for the second starting port. [Figure 362] A flowchart showing the determination process for the second starting port. [Figure 363] A flowchart showing the variable time setting process for the second starting port. [Figure 364] This is a flowchart showing the process of acquiring variable time information during a low probability low support state for the second starting port. [Figure 365] 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 366] 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 367] 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 368] 10 is a flowchart showing a second fluctuation stop process. [Figure 369]10 is a flowchart showing a game state transition process. [Figure 370] 10 is a flowchart showing an opening time setting process. [Figure 371] 10 is a flowchart showing a process when a standby state transition flag is ON. [Figure 372] 10 is a flowchart showing a process when an opening period flag is ON. [Figure 373] 10 is a flowchart showing a process when the opening / closing process period flag is ON. [Figure 374] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 375] 10 is a flowchart showing a process when an ending period flag is ON. [Figure 376] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 377] This is a flowchart showing the small win opening and closing process. [Figure 378] 10 is a flowchart showing processing for electric utility support. [Figure 379] 10 is a flowchart showing an electric utility switching process. [Figure 380] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 381] 10 is a flowchart showing a pending command response process. [Figure 382] 10 is a flowchart showing an update process when a ball goes in. [Figure 383] 10 is a flowchart showing the game play presentation setting process. [Figure 384] 10 is a flowchart showing a display mode switching process. [Figure 385] This is a flowchart showing the process for setting the special 1 game play presentation. [Figure 386] 10 is a flowchart showing a first effect pattern setting process. [Figure 387] This is a flowchart showing the process for setting the presentation pattern for the first starting port in a low probability low support state. [Figure 388]This is a flowchart showing the process for setting the presentation pattern when in a low probability high support state for the first starting port. [Figure 389] This is a flowchart showing the process for setting the presentation pattern when in a high probability high support state for the first starting port. [Figure 390] This is a flowchart showing the process for setting the presentation pattern when in a high probability low support state for the first starting port. [Figure 391] This is a flowchart showing the process for setting the special 2 game play presentation. [Figure 392] 10 is a flowchart showing a second effect pattern setting process. [Figure 393] This is a flowchart showing the process for setting the presentation pattern for the second starting port in a low probability low support state. [Figure 394] This is a flowchart showing the process for setting the presentation pattern for the second starting port in a low probability high support state. [Figure 395] This is a flowchart showing the process for setting the presentation pattern when in a high probability high support state for the second starting port. [Figure 396] This is a flowchart showing the process for setting the presentation pattern when in a high probability low support state for the second starting port. [Figure 397] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 398] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 399] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 400] FIG. 10 is a front view of a game board provided in a modified pachinko machine. [Figure 401] FIG. 10 is a front view of a game board provided in a modified pachinko machine. [Figure 402] FIG. 10 is an explanatory diagram showing the left-side round number distribution device. [Figure 403] FIG. 13 is a perspective view of a pachinko machine according to an eighth embodiment. [Figure 404] FIG. [Figure 405]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 406] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 407] FIG. 2 is an explanatory diagram showing various counters and various storage areas provided in a RAM. [Figure 408] An explanatory diagram showing the contents of the special drawing pass / fail determination table. [Figure 409] An explanatory diagram showing the contents of the special chart type determination table. [Figure 410] An explanatory diagram showing the contents of the special line opening / closing scenario selection table. [Figure 411] An explanatory diagram showing the contents of the general drawing pass / fail determination table. [Figure 412] An explanatory diagram showing the contents of a general map type determination table. [Figure 413] FIG. 10 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 414] FIG. 1 is a block diagram mainly showing the electrical configuration of an audio / light emitting control device and a display control device. [Figure 415] FIG. 1 is an explanatory diagram illustrating the flow of play in a pachinko machine. [Figure 416] FIG. 10 is an explanatory diagram showing a battle presentation and a battle result presentation. [Figure 417] An explanatory diagram showing the countdown effect, the opportunity indication effect, and the number of balls scored. [Figure 418] FIG. 10 is an explanatory diagram showing a step-up effect. [Fig. 419] 10 is a flowchart showing a normal process. [Figure 420] 10 is a flowchart showing a timer interrupt process. [Figure 421] 10 is a flowchart showing the ball entry process for each ball entry port. [Figure 422] This is a flowchart showing the ball entry processing for the first special chart starting hole. [Figure 423] This is a flowchart showing the ball entry processing for the second special chart starting hole. [Figure 424]This is a flowchart showing the ball entry process for a normal starting gate. [Figure 425] This is a flowchart showing the ball entry processing for a V-guaranteed entry port. [Figure 426] 10 is a flowchart showing a special chart special power control process. [Figure 427] 10 is a flowchart showing the special pattern variation start processing. [Figure 428] 10 is a flowchart showing the special symbol variation stop processing. [Figure 429] 10 is a flowchart showing the processing after the special pattern variation has stopped. [Fig. 430] 10 is a flowchart showing a process for starting a special power opening / closing execution mode. [Figure 431] 10 is a flowchart showing processing during the special line opening period. [Figure 432] 10 is a flowchart showing processing during a special telephone opening and closing period. [Figure 433] 10 is a flowchart showing processing during the special call ending period. [Fig. 434] 10 is a flowchart showing a general-purpose power control process. [Figure 435] This is a flowchart showing the normal pattern change start processing. [Figure 436] This is a flowchart showing the normal pattern change stop processing. [Figure 437] This is a flowchart showing the processing after stopping the normal pattern variation. [Fig. 438] 10 is a flowchart showing a normal power switching execution mode start process. [Figure 439] 10 is a flowchart showing processing during a regular power opening period. [Fig. 440] 10 is a flowchart showing processing during a normal power switching period. [Figure 441] 10 is a flowchart showing processing during a regular power ending period. [Figure 442] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 443]4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 444] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 445] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 446] FIG. 13 is a perspective view of a pachinko machine according to a ninth embodiment. [Figure 447] FIG. [Figure 448] 1 is an explanatory diagram showing the decorative pattern displayed in a variable manner on a pattern display device and the display surface of the pattern display device. [Figure 449] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 450] FIG. 2 is an explanatory diagram showing various counters and various storage areas provided in a RAM. [Figure 451] An explanatory diagram showing the contents of the special drawing pass / fail determination table. [Figure 452] An explanatory diagram showing the contents of the special chart type determination table. [Figure 453] An explanatory diagram showing the contents of the special line opening / closing scenario selection table. [Figure 454] An explanatory diagram showing the contents of the general drawing pass / fail determination table. [Figure 455] An explanatory diagram showing the contents of a general map type determination table. [Figure 456] FIG. 10 is an explanatory diagram showing the contents of a normal power switching scenario selection table. [Figure 457] FIG. 1 is a block diagram mainly showing the electrical configuration of an audio / light emitting control device and a display control device. [Figure 458] FIG. 1 is an explanatory diagram illustrating the flow of play in a pachinko machine. [Fig. 459] An explanatory diagram showing the electric shaker device aiming right hit notification effect. [Figure 460] FIG. 10 is an explanatory diagram showing a battle presentation and a battle result presentation. [Figure 461]An explanatory diagram showing the countdown effect, the opportunity indication effect, and the number of balls scored. [Figure 462] FIG. 10 is an explanatory diagram showing a step-up effect. [Figure 463] 10 is a flowchart showing a normal process. [Fig. 464] 10 is a flowchart showing a timer interrupt process. [Figure 465] 10 is a flowchart showing the ball entry process for each ball entry port. [Figure 466] This is a flowchart showing the ball entry processing for the first special chart starting hole. [Figure 467] This is a flowchart showing the ball entry processing for the second special chart starting hole. [Fig. 468] This is a flowchart showing the ball entry process for a normal starting gate. [Figure 469] This is a flowchart showing the ball entry processing for a V-guaranteed entry port. [Figure 470] 10 is a flowchart showing a special chart special power control process. [Figure 471] 10 is a flowchart showing the special pattern variation start processing. [Figure 472] 10 is a flowchart showing the special symbol variation stop processing. [Fig. 473] 10 is a flowchart showing the processing after the special pattern variation has stopped. [Fig. 474] 10 is a flowchart showing a process for starting a special power opening / closing execution mode. [Figure 475] 10 is a flowchart showing processing during the special line opening period. [Figure 476] 10 is a flowchart showing processing during a special telephone opening and closing period. [Figure 477] 10 is a flowchart showing processing during the special call ending period. [Figure 478] 10 is a flowchart showing a general-purpose power control process. [Figure 479] This is a flowchart showing the normal pattern change start processing. [Figure 480] This is a flowchart showing the normal pattern change stop processing. [Figure 481] This is a flowchart showing the processing after stopping the normal pattern variation. [Figure 482] 10 is a flowchart showing a normal power switching execution mode start process. [Figure 483] 10 is a flowchart showing processing during a regular power opening period. [Figure 484] 10 is a flowchart showing processing during a normal power switching period. [Figure 485] 10 is a flowchart showing processing during a regular power ending period. [Figure 486] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 487] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 488] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 489] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 490] FIG. 19 is a perspective view of a pachinko machine according to a tenth embodiment. [Figure 491] FIG. 2 is a rear view of the pachinko machine. [Fig. 492] FIG. [Figure 493] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 494] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 495] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in lotteries and the like. [Figure 496] This is an explanatory diagram showing the contents of the win / loss table for the special winning lottery. [Figure 497] An explanatory diagram showing the contents of the allocation table for small wins. [Figure 498] An explanatory diagram showing the contents of the allocation table for V-winning jackpots. [Figure 499]An explanatory diagram showing the contents of a win / loss table used when conducting a lottery to open an electric device. [Figure 500] 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 501] FIG. 1 is an explanatory diagram showing the flow of a game in a pachinko machine. [Figure 502] An explanatory diagram showing how the notification presentation of the game method changes depending on the value of the ceiling count counter. [Figure 503] FIG. 10 is an explanatory diagram showing an example of a notification effect for a game method. [Figure 504] This is an explanatory diagram showing the presentation when the result of the special chart 1 winning lottery on a pachinko machine is a small winning prize. [Figure 505] 10 is a flowchart showing a timer interrupt process. [Figure 506] This is a flowchart showing the ball entry processing for the starting hole. [Figure 507] 10 is a flowchart showing a through ball entry process. [Figure 508] A flowchart showing the ball entry process for the large prize slot. [Figure 509] A flowchart showing the ball entry processing for the V entry port. [Figure 510] 10 is a flowchart showing a normal process. [Figure 511] 10 is a flowchart showing a game play control process. [Figure 512] 10 is a flowchart showing a fluctuation start process. [Figure 513] 10 is a flowchart showing a hold information shift process. [Figure 514] 10 is a flowchart showing a hit determination process. [Figure 515] 10 is a flowchart showing a variable time setting process. [Figure 516] 10 is a flowchart showing a fluctuation stop process. [Figure 517] 10 is a flowchart showing ceiling time reduction processing. [Figure 518]10 is a flowchart showing a V-target profit / loss determination process. [Figure 519] 10 is a flowchart showing a game state transition process. [Figure 520] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 521] A flowchart showing the transition processing at the end of a V-winning jackpot game. [Figure 522] 10 is a flowchart showing processing for electric utility support. [Figure 523] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 524] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 525] 10 is a flowchart showing a pending command response process. [Figure 526] 10 is a flowchart showing the game play presentation setting process. [Figure 527] 10 is a flowchart showing a performance pattern setting process. [Figure 528] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 529] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Fig. 530] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 531] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Fig. 532] An explanatory diagram showing how the notification presentation of the game method changes depending on the value of the ceiling count counter in a modified example. [Figure 533] 10 is a flowchart showing a V-targeting profit / loss determination process in a modified example. [Fig. 534] FIG. 10 is an explanatory diagram showing an example of a notification display recommending profit and loss review. 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 sA to feature group sV in <Z> below): <2> Second embodiment (mainly corresponds to the feature group tA to feature group tP in <Z> below): <3> Third embodiment (mainly corresponds to the feature group uA to feature group uU and the feature group uIA to feature group uIM in <Z> below): <4> Fourth embodiment (mainly corresponds to the feature group vA to feature group vR in <Z> below): <5> Fifth embodiment (mainly corresponds to the feature group wA to feature group wY in <Z> below): <6> Sixth embodiment (mainly corresponds to the feature xA group to the feature xU group in <Z> below): <7> Seventh embodiment (mainly corresponds to the feature yA group to feature yζ group in <Z> below): <8> Eighth embodiment (mainly corresponds to the feature zA group to feature zU group in <Z> below): <9> Ninth embodiment (mainly corresponds to the feature aA group to the feature aU group in <Z> below): <10> Tenth embodiment (mainly corresponds to the feature bA group to the feature bU group in <Z> below): 《Y》Application to other structures: <Z> Regarding the feature group extracted from the above embodiments:

[0011] 1. First embodiment: 1-1. Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko gaming machine (hereinafter also referred to as a "pachinko machine") according to a first embodiment of the present invention. The pachinko machine 10 includes a wooden outer frame 11 assembled into a generally rectangular shape. When the pachinko machine 10 is installed in a gaming hall, the outer frame 11 is fixed to the gaming hall's island equipment. The pachinko machine 10 also includes a pachinko machine main body 12 rotatably supported by the outer frame 11. The pachinko machine main body 12 includes an inner frame 13 and a front door frame 14 disposed in front of the inner frame 13. The inner frame 13 is rotatably supported to the outer frame 11 by a metal hinge 15. The front door frame 14 is rotatably supported to the inner frame 13 by a metal hinge 16. Control devices for controlling the pachinko machine main body 12, such as a main control device, an audio / light-emitting control device, and a display control device, are disposed on the back of the inner frame 13. Details of these control devices will be described later. The pachinko machine 10 also includes a cylinder lock 17. The cylinder lock 17 has the function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and the function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.

[0012] An open window 18 is formed in the approximate center of the front door frame 14. Resin parts and decorative illumination parts for decorating the pachinko machine 10 are provided around the window 18. The decorative illumination parts are composed of light-emitting means consisting of various lamps such as LEDs. The light-emitting means serves to enhance the presentation effect by lighting or flashing during each game played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. In addition, a glass unit 19 consisting of two glass plates is disposed on the back side of the front door frame 14, and the open window 18 is sealed by the glass unit 19. A game board (described later) is detachably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board through the glass unit 19 from the front of the pachinko machine 10. Details of the game board will be described later.

[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open top, and stores game balls such as loaned balls loaned from a loaner machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the player operating the operating handle 25, and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is disposed below the upper tray 20 and is formed in a box shape with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. A discharge port 22 is formed in the bottom surface of the lower tray 21 for discharging the game balls stored in the lower tray 21. A lever 23 is provided below the outlet 22, and the player can switch between a closed state and an open state of the outlet 22 by operating the lever 23. When the player operates the lever 23 to open the outlet 22, the game balls fall from the outlet 22 and are discharged from the lower tray 21 to the outside.

[0014] A performance operation button 24 is provided in front of the periphery of the upper tray 20. The performance operation button 24 is an operation unit that allows the player to perform input operations for game performances performed by the pachinko machine 10. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game performance that reflects the operation.

[0015] An operating handle 25 for a player to operate is provided on the right side (hereinafter simply referred to as the "right side") of the front door frame 14 when viewed from the front. When a player operates (rotates) the operating handle 25, a game ball is launched from the game ball launching mechanism toward the front of the gaming board in response to the operation. Inside the operating handle 25, there are provided a touch sensor 25a for permitting the operation of the game ball launching mechanism, a wait button 25b that is pressed by the player to stop the game ball from being launched by the game ball launching mechanism, and a variable resistor 25c that detects the amount of rotation of the operating handle 25 by a change in electrical resistance. When the player grips the operating handle 25, the touch sensor 25a is turned on. When the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation, and a game ball is launched from the game ball launching mechanism toward the front of the gaming board with a strength corresponding to the resistance value of the variable resistor 25c.

[0016] A game ball launch button 26 for a player to operate is provided on the left side of the periphery of the upper tray 20 as viewed from the front (hereinafter simply referred to as the "left side"). When the game ball launch button 26 is operated by the player, a game ball is launched to the front of the game board with a predetermined launch strength, regardless of the amount of rotation of the operating handle 25 by the player. Specifically, when the player operates the game ball launch button 26, the game ball is launched to the front of the game board with the same launch strength as when the rotation amount of the operating handle 25 is maximum. In this embodiment, when the game ball is launched by operating the game ball launch button 26, the game ball flows to the right side of the game board as viewed from the front, and also flows down the right side of the game board. In other words, by operating the game ball launch button 26, the player can perform what is known as a "right shot." In the 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.

[0017] 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.

[0018] Next, we will explain the configuration of the back surface of the pachinko machine 10. On the back surface of the pachinko machine 10, control devices for controlling the operation of the pachinko machine 10 are arranged.

[0019] 2 is a rear view of the pachinko machine 10. As shown in the figure, the pachinko machine 10 includes a first control unit 51, a second control unit 52, a third control unit 53, and a power supply unit 58. Specifically, these units are provided on the rear surface of the inner frame 13.

[0020] The first control unit 51 is equipped with a main control device 60. The main control device 60 has a main control board that has the function of mainly controlling the game. The main control board is housed in a board box made of a transparent resin material. This board box is configured to leave traces of opening and closing. For example, a seal sticker is affixed to the openable part, and when the board box is opened, the word "opened" appears.

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

[0022] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 controls the payout of prize balls. When a command to launch game balls is input from the main control device 60, the launch control device 80 controls the game ball launching mechanism to launch game balls with a strength corresponding to the amount of rotation of the operating handle 25 by the player. Additionally, the back surface of the inner frame 13 is provided with several devices necessary for the operation of the pachinko machine 10, such as a tank 54 that receives game balls supplied from the island facilities of the gaming hall, a tank rail 55 connected below the tank 54 and having a gently sloping surface so that game balls flow downstream, a case rail 56 connected vertically downstream of the tank rail 55, and a payout device 71 that receives game balls from the case rail 56 and pays out a predetermined number of game balls in response to a command from the payout control device 70.

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

[0024] Next, the game board will be described. The game board is detachably attached to the front surface of the inner frame 13.

[0025] FIG. 3 is a front view of a game board 30. The game board 30 is made of plywood, and a game area PA is formed on its front surface. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a portion of the outer edge of the game area PA. A guide rail 31 for guiding game balls is formed between the inner rail portion 31a and the outer rail portion 31b. Game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. A plurality of nails 42 are planted in the game area PA approximately perpendicular to the game board 30, and various devices such as windmills are also arranged. These nails 42 and windmills disperse and organize the falling direction of game balls flowing down the game area PA.

[0026] The game board 30 is provided with a general winning opening 32, a central first starting opening 33 (hereinafter also simply referred to as the first starting opening 33), a second starting opening 34, a right-side first starting opening 44 (hereinafter also simply referred to as the first starting opening 44), a through gate 35, and a variable winning device 36. The second starting opening 34 and the right-side first starting opening 44 are provided inside the starting opening unit 200.

[0027] The game board 30 is also provided with a variable display unit 40 and a main display section 45. The variable display unit 40 is provided approximately in the center of the game board 30, and the main display section 45 is provided near the upper right when viewed from the front of the game board 30. A decorative frame member DF, the surface of which is decorated, is attached to the game board 30 so as to surround the variable display unit 40.

[0028] The first right-hand hitting rail R1 and the second right-hand hitting rail R2 are provided in the space between the upper right portion of the decorative frame member DF, the outer rail portion 31b, and the main display portion 45. The right-hand hitting outer rail R3 is provided to the right of the lower portion of the second right-hand hitting rail R2. The first right-hand hitting rail R1 and the second right-hand hitting rail R2 form a right-hand hitting first path P1. The second right-hand hitting rail R2, the outer rail portion 31b, the main display portion 45, and the right-hand hitting outer rail R3 form a right-hand hitting second path P2. Both the right-hand hitting first path P1 and the right-hand hitting second path P2 are formed in a roughly arc shape, and the right-hand hitting first path P1 and the right-hand hitting second path P2 are positioned side by side. The right-hand hitting first path P1 is located inside the right-hand hitting second path P2.

[0029] The opening end P1a on one side of the first passage P1 when hit with the right hand and the opening end P2a on one side of the second passage P2 when hit with the right hand are both located near the top of the play area PA, allowing game balls to enter. The opening end P1b on the other side of the first passage P1 when hit with the right hand and the opening end P2b on the other side of the second passage P2 when hit with the right hand are both located near the right side of the play area PA, allowing game balls to be sent toward the starting port unit 200 when hit with the right hand, and game balls to be sent toward the variable winning device 36 when hit with the right hand.

[0030] As explained above, by turning the operating handle 25 (FIG. 1) to its maximum rotational amount or by operating the game ball launch button 26 (FIG. 1), a so-called "right hit" can be performed, in which the game ball is launched toward the right side of the game area PA. In these operations, the game ball can be guided to the second path P2 during a right hit. In contrast, by adjusting the rotational amount of the operating handle 25 (FIG. 1) in a direction decreasing from its maximum rotational amount, the game ball can be guided to the first path P1 during a right hit. Hereinafter, the second path P2 during a right hit will be referred to as the "strong right hit path P2," and the first path P1 during a right hit will be referred to as the "weak right hit path P1." The operation of guiding the game ball to the strong right hit passage P2, i.e., maximizing the rotation amount of the operating handle 25 (Figure 1) or operating the game ball launch button 26 (Figure 1), is called the "strong right hit operation" or simply "strong right hit," and the operation of guiding the game ball to the weak right hit passage P1 is called the "weak right hit operation" or simply "weak right hit."

[0031] The general winning opening 32 is a ball entrance member that forms an entrance into which a gaming ball can enter, and a plurality of such openings are provided on the gaming board 30. In this embodiment, when a gaming ball enters the general winning opening 32, 10 gaming balls are paid out as prize balls from the payout device 71 (FIG. 2).

[0032] The central first starting hole 33 is a ball entrance member that forms an entrance through which a gaming ball can enter. The central first starting hole 33 is provided at the center below of the gaming board 30. In this embodiment, when a gaming ball enters the central first starting hole 33, one gaming ball is paid out as a prize ball and a winning lottery, which will be described later, is executed.

[0033] The second starting hole 34 is a ball entrance member that forms a ball entrance through which a game ball can enter, and is provided inside the starting hole unit 200. In this embodiment, when a game ball enters the second starting hole 34, one game ball is paid out as a prize ball, and a winning lottery, which will be described later, is executed.

[0034] A plurality of openings are formed in the game board 32, penetrating it in the front-to-rear direction. Game balls that enter the general winning opening 32, the central first starting opening 33, and the second starting opening 34 are guided to the respective openings formed in the game board 32 and sent to the back side of the game board 30.

[0035] The right-side first starting hole 44 is provided on the right side of the gaming board 30, and is provided inside the starting hole unit 200. The right-side first starting hole 44 is configured as a through-hole through which a gaming ball can pass. In this embodiment, when a gaming ball enters the right-side first starting hole 44, one gaming ball is paid out as a prize ball, and a winning lottery, which will be described later, is executed. In addition, an electric device 34a is provided in the right-side first starting hole 44.

[0036] The through gate 35 is provided below the opening end P1b of the weak right-hand hitting passage P1 and above the ball entrance of the starting port unit 200 (the ball entrance 210a of the main line passage section 210, which will be described later), and has a through-hole that penetrates vertically. A gaming ball flowing down from the opening end P1b of the weak right-hand hitting passage P1 passes through the through gate 35 and then enters the ball entrance 210a. In this embodiment, a gaming ball that passes through the through gate enters the ball entrance 210a with a 100% probability. The through gate 35 is a through gate that triggers a lottery to open the electric role device 34a. Specifically, when a gaming ball passes through the through gate 35, the main control device 60 uses the passage as an opportunity to conduct an internal lottery (electric role device opening lottery). If the electric role opening is selected as a result of the internal lottery, the electric role device 34a transitions to an electric role opening state in which it is opened in a predetermined manner. Since the through gate 35 is disposed upstream of the right-side first starting port 44 in the direction in which the gaming ball flows down, the gaming ball that passes through the through gate 35 can flow down inside the starting port unit 200 and enter the right-side first starting port 44. In this embodiment, even if a gaming ball passes through the through gate 35, the payout of the prize ball is not executed.

[0037] The variable winning device 36 is provided below the opening end P1b of the strong right-hand hit passage P2. The variable winning device 36 has a jackpot opening 36a that leads to the back side of the gaming board 30, and an opening / closing door 36b that opens and closes the jackpot opening 36a. The opening / closing door 36b is normally in a closed state so that gaming balls cannot enter the jackpot opening 36a. If a jackpot is won as a result of an internal lottery (winning lottery) by the main control device 60 and the system shifts to the opening / closing execution mode, the opening / closing door 36b alternates between an open state, in which gaming balls can enter, and a closed state. The opening / closing execution mode is a mode that is shifted to when a jackpot is won as a result of a winning lottery by the main control device 60 triggered by a ball entering the center first starting hole 33, the right first starting hole 44, or the second starting hole 34, and the opening / closing door 36b alternates between an open state and a closed state. That is, if a jackpot is won as a result of a lottery based on a ball entering the center first starting opening 33, the system transitions to an opening / closing execution mode in which the ball can enter the large winning opening 36a of the variable winning device 36. Similarly, if a jackpot is won as a result of a lottery based on a ball entering the right first starting opening 44, or if a jackpot is won as a result of a lottery based on a ball entering the second starting opening 34, the system transitions to an opening / closing execution mode in which the ball can enter the large winning opening 36a of the variable winning device 36. In this embodiment, when a game ball enters the large winning opening 36a of the variable winning device 36, 15 game balls are paid out by the payout device 71 as prize balls. Next, the configuration of the starting opening unit 200 will be described in detail.

[0038] 4 is an explanatory diagram showing the start port unit 200. This diagram is a view from the front of the game board 30. The start port unit 200 includes a main path section 210, a first branch path section 220 that branches off from the main path section 210 and extends downward, a second branch path section 230 that branches off from the first branch path section 220 and extends downward, a second start port 34, a right-side first start port 44, an outlet port 251 within the start port unit, and a drop port 252. In this embodiment, the main path section 210, the first branch path section 220, and the second branch path section 230 are formed of a transparent resin material, allowing the player to observe the flow of game balls inside the start port unit 200.

[0039] The main passageway 210 has a ball entrance 210a at its upper end and a ball ejection port 210b at its lower end, allowing game balls to flow from the ball entrance 210a to the ball ejection port 210b. A second starting port 34 is provided below the ball ejection port 210b. An opening 210c through which game balls can enter is formed midway along the main passageway 210, and the upper opening end of the first branch passageway 220 is connected to this opening 210c. The upper opening end of the first branch passageway 220 forms the right-side first starting port 44. A detection sensor 67d for the right-side first starting port is provided immediately below the right-side first starting port 44. The detection sensor 67d for the right-side first starting port detects the entry of game balls into the right-side first starting port 44.

[0040] The electric device 34a is provided at the opening 210c of the main passage 210. The electric device 34a is a substantially rectangular plate that can be moved in the front-to-back direction in the figure to open the opening 210c (shown by a dashed line in the figure) or close the opening 210c (shown by a solid line in the figure). When the electric device 34a is in the open state, it allows game balls to enter the first branch passage 220, i.e., to enter the right-side first starting hole 44. When the electric device 34a is in the closed state, it prohibits game balls from entering the first branch passage 220, i.e., to enter the right-side first starting hole 44. Game balls that enter the right-side first starting hole 44 proceed downward through the first branch passage 220. On the other hand, game balls that are prohibited from entering the right-side first starting hole 44 proceed along the main passage 210 toward the ball opening 210b.

[0041] A game ball sorting device 240 is provided at the point where the first branch passage section 220 branches into the second branch passage section 230. The game ball sorting device 240 includes a reciprocating rotation shaft 241 and a sorting piece section 242 fixed to the reciprocating rotation shaft 241. The reciprocating rotation shaft 241a rotates (oscillates) reciprocally, thereby allowing the sorting piece section 242 to move back and forth between a first position Q1 indicated by a solid line in the figure and a second position Q2 indicated by a dashed line in the figure. Specifically, the reciprocating rotation shaft 241 is connected to a game ball sorting drive section 241a (see FIG. 11). The reciprocating rotation shaft 241a is rotated reciprocally by the game ball sorting drive section 241a, causing the sorting piece section 240b to move back and forth between the first position Q1 and the second position Q2.

[0042] In this embodiment, the main control device 60 (FIG. 11) executes drive control of the game ball distribution drive unit 241a so that the distribution piece 242 repeatedly holds the state at the first position Q1 for 2.0 seconds, and then holds the state at the second position Q2 for 0.1 seconds. As a result, the distribution piece 242 is displaced to the second position Q2 for 0.1 seconds every 2.1 seconds, and remains at the first position Q1 for the remaining 2 seconds.

[0043] 5 is an explanatory diagram showing the flow of game balls when the sorting piece 240b is in the first position Q1. When the sorting piece 242 is in the first position Q1, it can prevent the game ball PB from entering the second branch passage 230 and send the game ball PB toward the downward end 220a of the first branch passage 220.

[0044] 6 is an explanatory diagram showing the flow of game balls when the sorting piece 240b is in the second position Q2. When the sorting piece 242 is in the second position Q2, the sorting piece 242 allows the game ball PB to enter the second branch passage 230 and can send the game ball toward the downward end 230a of the second branch passage 230.

[0045] As shown in Figure 4, an outlet 251 within the starting port unit is provided below the downward end 220a of the first branch passage section 220, and a fall-off port 252 is provided below the downward end 230a of the second branch passage section 230.

[0046] The outlet 251 in the start port unit is an inlet through which game balls can enter, and is provided inside the start port unit 200. The game ball that enters the outlet 251 in the start port unit is guided to an opening formed in the game board 32 that penetrates in the front-to-rear direction, and is sent to the back side of the game board 30.

[0047] The drop opening 252 is an entrance through which gaming balls can enter, and is provided inside the starting opening unit 200. When a gaming ball enters the drop opening 252, the lottery mode for the winning lottery, which will be described later, is changed from a high probability mode to a low probability mode. The gaming ball that enters the drop opening 252 is guided to an opening formed in the gaming board 32 that penetrates in the front-to-rear direction, and is sent to the back side of the gaming board 30.

[0048] According to the starting hole unit 200 configured as described above, the distribution piece 242 is displaced to the second position Q2 for 0.1 seconds every 2.1 seconds, so that with a probability of 0.1 seconds (= 1 / 21) for this 2.1 seconds, a game ball that has entered the right-side first starting hole 44 will enter the drop hole 252. Note that the probability that a game ball that has entered the right-side first starting hole 44 will enter the drop hole 252 does not have to be limited to a probability of 1 / 21, and may be changed to a probability of another value.

[0049] According to the starting port unit 200 configured as described above, the game ball that has entered the ball entrance 210a flows along one of the following first to third routes. (i) First route RT1: As shown by the solid line in Fig. 7, this is a route in which the game ball PB enters the first starting hole 44 on the right side and then enters the out hole 251 in the starting hole unit. In other words, this is a route through which the ball can enter the first starting hole 44 on the right side. (ii) Second route RT2: As shown by the solid line in Fig. 8, this is a route in which the game ball PB enters the right-side first starting hole 44 and then enters the fall hole 252. In other words, this is a route in which the game ball PB can enter the right-side first starting hole 44 and can also enter the fall hole 252. (iii) Third route RT3: As shown by the solid line in Fig. 9, this is a route through which the game ball PB enters the second starting hole 34. In other words, this is a route through which the game ball PB can enter the second starting hole 34.

[0050] Which of the first to third routes RT1 to RT3 the game ball will take is determined by whether the electric device 34a is in an open state when the game ball reaches a position in front of the electric device 34a, and whether the distributing piece 242 is in the first position Q1 or the second position Q2 when the game ball reaches a position in front of the distributing piece 242 of the game ball sorting device 240. Specifically, the game ball PB flows along the first route RT1 (FIG. 7) when the electric device 34a is in an open state when the game ball reaches a position in front of the electric device 34a, and when the game ball reaches a position in front of the distributing piece 242 of the game ball sorting device 240, the distributing piece 242 is in the first position Q1. The game ball PB flows along the second route RT2 (FIG. 8) when the electric device 34a is in the open state when the game ball reaches a position in front of the electric device 34a, and when the game ball reaches a position in front of the distributing piece 242 of the game ball distributing device 240, the distributing piece 242 is in the second position Q2. The game ball PB flows along the third route RT3 (FIG. 9) when the electric device 34a is in the closed state when the game ball reaches a position in front of the electric device 34a.

[0051] As shown in FIG. 3, an outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter any of the various ball inlets are discharged from the game area PA through the outlet 43.

[0052] The game balls that enter the general winning opening 32, the first central starting opening 33, the second starting opening 34, the outgoing opening 251 in the starting opening unit, the falling opening 252, the variable winning device 36, and the outgoing opening 43 are configured to eventually merge into a discharge passage provided on the back of the game board 30, and a discharge passage detection sensor that detects the game balls is provided in the discharge passage. By detecting the game balls with the discharge passage detection sensor, it is possible to know the number of game balls that have been shot onto the game board 30.

[0053] The main display unit 45 has a special chart unit 37, a regular chart unit 38, and a round display unit 39.

[0054] The special symbol unit 37 includes a first symbol display 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.

[0055] The first pattern display unit 37a is a display unit for displaying a first pattern. The first pattern refers to a pattern that is displayed variably or statically based on a winning lottery triggered by a gaming ball entering the first starting holes 33, 44 (the central first starting hole 33 and the right first starting hole 44). When a winning lottery triggered by a gaming ball entering the first starting holes 33, 44 is held, the first pattern display unit 37a causes the segment display to display a variable first pattern as a display mode until it displays a display corresponding to the lottery result. When the lottery is completed, the first pattern display unit 37a causes the segment display to display a static first pattern corresponding to the lottery result.

[0056] The second symbol display unit 37b is a display unit for displaying a second symbol. The second symbol is a symbol that is displayed variably or statically based on a winning lottery triggered by a game ball entering the second starting hole 34. When a winning lottery triggered by a game ball entering the second starting hole 34 is held, the second symbol display unit 37b causes the segment display to display a variable second symbol as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the second symbol display unit 37b causes the segment display to display a static second symbol corresponding to the lottery result.

[0057] Here, the time from when the first symbol displayed on the first symbol display section 37a or the second symbol displayed on the second symbol display section 37b starts to change until it is displayed still is also referred to as the change time. Specifically, the time from when the first symbol displayed on the first symbol display section 37a starts to change until it is displayed still is also referred to as the first change time, and the time from when the second symbol displayed on the second symbol display section 37b starts to change until it is displayed still is also referred to as the second change time.

[0058] The special symbol unit 37 further includes a first reserve display unit 37c and a second reserve display unit 37d, each consisting of an LED lamp, located adjacent to the first symbol display unit 37a and the second symbol display unit 37b. The first reserve display unit 37c displays the number of reserved balls in the first starting holes 33, 44 (the central first starting hole 33 and the right first starting hole 44) by the color and combination of the LED lamps that are lit. In this embodiment, up to a total of four game balls that enter the first starting holes 33, 44 are reserved in the two first starting holes 33, 44. The second reserve display unit 37d displays the number of reserved balls in the second starting hole 34 by the color and combination of the LED lamps that are lit. In this embodiment, up to four game balls that enter the second starting hole 34 are reserved.

[0059] The map unit 38 is composed of a light-emitting display unit in which a plurality of LED lamps are arranged in a predetermined manner. When a lottery to open an electric role device is held, triggered by passing through the through gate 35, the map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery to open an electric role device is completed, the map unit 38 displays in a predetermined manner corresponding to the lottery result.

[0060] The round display unit 39 is composed of a light-emitting display unit with multiple LED lamps arranged in a predetermined pattern, and displays the number of rounds occurring in the open / close execution mode or a corresponding display. A round is a game in which the open / close door 36b remains open until one of the following conditions is met: a predetermined maximum duration has elapsed, or a predetermined maximum number of game balls have entered the variable winning device 36. The number of rounds varies depending on the type of jackpot that triggered the transition. The round display unit 39 begins displaying the number of rounds when the open / close execution mode is initiated, and ends when the open / close execution mode ends and a new game session begins.

[0061] 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.

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

[0063] When the first pattern display unit 37a displays a varying or stationary display based on a winning entry into the center first start gate 33 or the right first start gate 44, the pattern display device 41 displays a varying or stationary display of the pattern accordingly. Also, when the second pattern display unit 37b displays a varying or stationary display based on a ball entering the second start gate 34, the pattern display device 41 displays a varying or stationary display of the pattern accordingly. The pattern display device 41 is not limited to display effects triggered by a ball entering the center first start gate 33, the right first start gate 44, or the second start gate 34, but also displays effects during the open / close execution mode to which the device enters when a jackpot is won. Details of the pattern display device 41 are described below.

[0064] Fig. 10 is an explanatory diagram showing the patterns and display surface 41a variably displayed on the pattern display device 41. Fig. 10(a) is an explanatory diagram showing the first decorative pattern or the second decorative pattern variably displayed on the pattern display device 41. The first decorative pattern is an image displayed on the pattern display device 41, and is a pattern corresponding to the first pattern displayed on the first pattern display section 37a. The second decorative pattern is an image displayed on the pattern display device 41, and is a pattern corresponding to the second pattern displayed on the second pattern display section 37b.

[0065] As shown in Fig. 10(a), the symbol display device 41 variably displays symbols representing the numbers 1 to 8 as the first decorative symbol or the second decorative symbol. Note that the variably displayed symbols may be symbols representing the numbers 1 to 8 with pictures of characters or the like.

[0066] FIG. 10(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, a main display area MA and a sub-display area SA are displayed on the display surface 41a. The main display area MA may display an image of a first decorative symbol or an image of a second decorative symbol. Similarly, the sub-display area SA may display an image of a first decorative symbol or an image of a second decorative symbol, similar to the main display area MA. When an image of a first decorative symbol is displayed in the main display area MA, an image of a second decorative symbol is displayed in the sub-display area SA, and when an image of a second decorative symbol is displayed in the main display area MA, an image of the first decorative symbol is displayed in the sub-display area SA. Whether the first decorative symbol or the second decorative symbol is displayed in the main display area MA or the sub-display area SA is determined by the state of the game.

[0067] 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 first decorative symbol or the second decorative symbol shown in Fig. 10(a), and each symbol column is displayed in a variable manner, scrolling from top to bottom or bottom to top periodically. As shown in Fig. 10(b), after the variable display by scrolling, one symbol in each symbol column is displayed stopped on the active line L1.

[0068] Specifically, when a gaming ball enters the first start hole 33, 44 (the central first start hole 33, the right-side first start hole 44) or the second start hole 34, a variable display begins in which the symbols in each of the symbol columns Z1 to Z3 scroll periodically in a predetermined direction. 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, the predetermined symbols are displayed stationary in each of the symbol columns Z1 to Z3. When the variable display of the symbols ends and the stationary 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 the same symbols is formed on the pay line L1. Note that the appearance of the first decorative symbol and the second decorative symbol in the main display area MA is not limited to the above-mentioned appearance. For example, various modes of display of the first decorative pattern and the second decorative pattern can be adopted, such as the number of pattern rows in the main display area MA, the number of valid lines, the direction of the changing display of the patterns in the pattern rows, and the number of patterns in each pattern row.

[0069] The sub-display area SA displays three symbol columns Z4, Z5, and Z6 on the left, center, and right. In each of the symbol columns Z4 to Z6, the numbers 1 to 8 are arranged in ascending or descending order as the first or second decorative symbols shown in Fig. 10(a), and each symbol column is displayed in a periodic scrolling manner from top to bottom or bottom to top. As shown in Fig. 10(b), after the scrolling display, one symbol from each symbol column is displayed stopped on the active line L2.

[0070] Specifically, when a gaming ball enters the first starting hole 33, 44 (the central first starting hole 33, the right first starting hole 44), a variable display begins in which the symbols in each of the symbol columns Z4 to Z6 scroll periodically in a predetermined direction. Then, the scrolling symbols switch from variable display to standby display in the order of symbol column Z4, symbol column Z6, and symbol column Z5, and finally, the predetermined symbols are displayed stationary in each of the symbol columns Z4 to Z6. When the variable display of the symbols ends and the stationary 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 L2. For example, a combination of the same symbols is formed on the pay line L2. Note that the appearance of the first decorative symbol and the second decorative symbol in the sub-display area SA is not limited to the above-mentioned appearance. For example, various modes of displaying the first decorative pattern and the second decorative pattern can be adopted, such as the number of pattern rows in the sub-display area SA, the number of valid lines, the direction of the changing display of the patterns in the pattern rows, and the number of patterns in each pattern row.

[0071] Here, a "playing session" refers to the period from when the changing display of the first pattern display section 37a or the second pattern display section 37b begins, when the changing display ends and a stationary display appears, and until the stationary display ends, and is one unit of processing for notifying the player of the results of the winning lottery for special information obtained based on a ball entering either the first starting port 33, 44 (the central first starting port 33, the right-side first starting port 44) or the second starting port 34.

[0072] Furthermore, as shown in FIG. 10(b), a first hold display area Ds1 and a second hold display area Ds2 are displayed on the display surface 41a of the pattern display device 41. The first hold display area Ds1 displays the number of reserved balls based on balls entering the first start openings 33, 44 (the first start opening 33 on the center side and the first start opening 44 on the right side). The second hold display area Ds2 displays the number of reserved balls based on balls entering the second start opening 34. As mentioned above, in this embodiment, the number of reserved game balls that have entered the first start openings 33, 44 (the first start opening 33 on the center side and the first start opening 44 on the right side) and the second start opening 34 is up to four each.

[0073] 10(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.

[0074] In this embodiment, the display surface 41a is configured to display the main display area MA, the sub-display area SA, the first synchronization display section Sync1, and the second synchronization display section Sync2, but the display surface 41a may be configured not to display some or all of these displays.

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

[0076] 11 is a block diagram showing the electrical configuration of the pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes an audio and light emission control device 90 and a display control device 100.

[0077] The main control device 60 is equipped with a main control board 61 that is responsible for the main control of the game. The main control board 61 is equipped with an MPU 62 that is composed of elements having multiple functions. The MPU 62 is equipped with a CPU (not shown) that executes various control programs, a ROM 63 that records various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data and the like when executing the programs recorded in the ROM 63. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit that functions as a random number generator. Note that some of the functions of the MPU 62 may be provided by other elements. Details of the various areas provided in the ROM 63 and RAM 64 will be described later.

[0078] The main control board 61 is provided with an input port (not shown) and an output port (not shown). The input port of the main control board 61 is connected to the dispensing control device 70 and a power outage monitoring circuit 86 provided in the power supply unit 85. The main control board 61 receives a stable 24V DC power supply from the power supply unit 85 via the power outage monitoring circuit 86. The power supply unit 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power source into the operating power required by the main control device 60, the dispensing control device 70, etc., and supplies power to each device. The power supply unit 85 also has a capacitor (not shown) that continues to supply power to each device for a predetermined period of time in the event of a power outage or when the power switch 88 (Figure 2) is turned off.

[0079] In addition, various detection sensors 67a-67g are connected to the input port of the main control board 61. Specifically, they are connected to a plurality of detection sensors provided at various ball entry ports, such as the general winning port 32, the central first starting port 33, the second starting port 34, the right-side first starting port 44, the drop port 252, the through gate 35, and the variable winning device 36. Based on signals from the various detection sensors 67a-67g, the MPU 62 of the main control board 61 determines whether a gaming ball flowing down the game area PA has entered each ball entry port and whether a gaming ball has passed through the through gate 35. Furthermore, the MPU 62 executes a winning lottery based on the gaming balls entering the first starting ports 33, 44 (the central first starting port 33 and the right-side first starting port 44) and the second starting port 34, and also executes a lottery to open an electric device based on the ball entering the through gate 35.

[0080] In this embodiment, a detection sensor (not shown) is also provided in the start port unit outlet 251 provided in the start port unit 200. The detection sensor is also connected to the input port of the main control board 61, and the MPU 62 of the main control board 61 can determine whether or not a gaming ball flowing down the game area PA has entered the start port unit outlet 251 based on a signal from the detection sensor. By configuring the system to be able to determine whether or not a gaming ball has entered the start port unit outlet 251, it is possible to detect clogging of gaming balls in the first branch passage portion 220 connecting the opening 210c and the start port unit outlet 251. Specifically, when a game ball is detected entering the right-side first starting port 44 based on a signal from the detection sensor 67d for the right-side first starting port, and then the game ball is not detected entering by either the detection sensor for the second starting port or the detection sensor for the outlet 251 in the starting port unit, it can be determined that the game ball has become stuck in the first branch passage section 220.

[0081] The output port of the main control board 61 is connected to a variable winning drive unit 36c that opens and closes the opening and closing door 36b of the variable winning device 36, an electric accessory drive unit 34b that opens and closes the electric accessory 34a of the right-side first starting port 44, a game ball distribution drive unit 241a that moves the distribution piece 240b of the game ball distribution device 240 back and forth between the first position Q1 and the second position Q2, 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.

[0082] Specifically, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 36c so that the opening / closing door 36b is opened and closed. Also, if the electric role opening is won as a result of the electric role opening lottery, the MPU 62 executes drive control of the electric role drive unit 34b so that the electric role 34a is opened. In each game round, the MPU 62 executes display control of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45. Also, when the type of jackpot is determined in the opening / closing execution mode and the number of rounds to be played in the opening / closing execution mode is determined, the MPU 62 executes display control of the round display unit 39 in the main display unit 45.

[0083] In addition, a payout control device 70 and an audio / light-emitting control device 90 are connected to the output port of the main control board 61. For example, the main control device 60 sends a prize ball command to the payout control device 70 based on the winning determination result. When the main control device 60 sends the prize ball command, the MPU 62 of the main control board 61 references the command information storage area 63g of the ROM 63. Specifically, if a ball has entered the general winning slot 32, the main control device 60 sends a prize ball command corresponding to the payout of 10 game balls. If a ball has entered the first starting slot 33 or 44, the main control device 60 sends a prize ball command corresponding to the payout of one game ball. If a ball has entered the second starting slot 34, the main control device 60 sends a prize ball command corresponding to the payout of one game ball. The payout control device 70 controls the payout device 71 to pay out prize balls based on the prize ball command received from the main control device 60.

[0084] A launch control device 80 is connected to the payout control device 70. The launch control device 80 controls the launch of a game ball launching mechanism 81. The game ball launching mechanism 81 is driven when predetermined launch conditions are met. In addition, an operating handle 25 and a game ball launch button 26 are connected to the launch control device 80.

[0085] The audio and light emission control device 90 receives various commands sent from the main control device 60 and executes processing corresponding to the received commands. When the main control device 60 sends various commands, it refers to the command information storage area 63g of the ROM 63. Details of these various commands will be described later.

[0086] 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.

[0087] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the audio and light-emitting control device 90. Specifically, based on various commands received from the audio and light-emitting control device 90, the display control device 100 determines the symbol variation time on the symbol display device 41 and the type of symbol combination that will ultimately be stopped and displayed, as well as whether or not a reach has occurred, the content of the reach effect, and the content of the preview effect that will be executed in each game round. In this embodiment, the stop time, which is the time during which the symbol combination is stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game round, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.

[0088] Fig. 12 is an explanatory diagram showing the contents of various counters used for the winning lottery etc. The various counter information is used when the MPU 62 performs the winning lottery, setting the display of the main display unit 45, and setting the pattern display of the pattern display device 41. Specifically, a winning random number counter C1 is used for the winning lottery. A jackpot type counter C2 is used to allocate jackpot types such as a probability variable jackpot result and a normal jackpot result. A reach random number counter C3 is used for reach determination as to whether or not a reach will occur when the pattern sequence displayed on the pattern display device 41 is varied to miss the target.

[0089] A random number initial value counter CINI is used to set the initial value of the winning random number counter C1. A fluctuation type counter CS is used to determine the fluctuation time in the first symbol display section 37a and the second symbol display section 37b of the main display section 45, and the symbol display device 41. Furthermore, an electric role opening counter C4 is used for the electric role opening lottery to determine whether or not the electric role 34a of the right-side first starting hole 44 is opened.

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

[0091] The RAM 64 is provided with a reserve information storage area 64b and a determination process execution area 64c. The reserve information storage area 64b is provided with a first reserve area Ra and a second reserve area Rb. In this embodiment, when a gaming ball enters the center first start opening 33 or the right first start opening 44, the values ​​of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at the time of the ball entering are stored in chronological order in the first reserve area Ra of the reserve information storage area 64b. Furthermore, when a gaming ball enters the second start opening 34, the values ​​of the hit random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at the time of the ball entering are stored in chronological order in the second reserve area Rb of the reserve information storage area 64b.

[0092] The winning random number counter C1 will now be described in detail. As described above, the winning random number counter C1 is used in the winning lottery. The winning 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 winning 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 winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 1199).

[0093] The winning random number counter C1 is updated periodically, and when a game ball enters the first starting hole (the central first starting hole 33 and the right side first starting hole 44), the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a game ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.

[0094] The value of the winning random number counter C1 stored in the first reserve area Ra is moved to the first execution area of ​​the judgment process execution area 64c, where it is checked against the winning / losing table stored in the winning / losing table storage area 63a of the ROM 63 to determine whether or not it will be a jackpot. Also, the value of the winning random number counter C1 stored in the second reserve area Rb is moved to the second execution area of ​​the judgment process execution area 64c, where it is checked against the winning / losing table stored in the winning / losing table storage area 63a of the ROM 63 to determine whether or not it will be a jackpot.

[0095] In the pachinko machine 10 of this embodiment, when a game ball enters the first starting hole 33, 44 (the first starting hole 33 on the central side, the first starting hole 44 on the right side), the following processes are executed in parallel: when a game ball enters the first starting hole 33, 44, the value of the winning random number counter C1 stored in the first holding area Ra is moved to the first execution area of ​​the judgment processing execution area 64c, and it is compared with the winning / losing table stored in the winning / losing table memory area 63a of the ROM 63 to determine whether or not a jackpot will be awarded; and when a game ball enters the second starting hole 34, the value of the winning random number counter C1 stored in the second holding area Rb is moved to the second execution area of ​​the judgment processing execution area 64c, and it is compared with the winning / losing table stored in the winning / losing table memory area 63a of the ROM 63 to determine whether or not a jackpot will be awarded. Hereinafter, the pachinko machine 10 of this embodiment, which is capable of executing in parallel the process of determining whether or not a jackpot will be triggered by the entry of a gaming ball into the first starting hole 33, 44 and the process of determining whether or not a jackpot will be triggered by the entry of a gaming ball into the second starting hole 34, and of executing the variable display of the first pattern display section 37a and the variable display of the second pattern display section 37b in parallel (simultaneously), will also be referred to as a simultaneous variable machine.

[0096] In the following explanation, a game (also called a game round) that is executed in response to a game ball entering the first starting hole 33, 44 may be referred to as a game round for the first starting hole, and a game (also called a game round) that is executed in response to a game ball entering the second starting hole 34 may be referred to as a game round for the second starting hole.

[0097] Next, the details of the jackpot type counter C2 will be described. The jackpot type counter C2 is used to determine the type of jackpot. The jackpot type counter C2 is configured to increment by 1 in sequence within a range of 0 to 99, and to return to 0 after reaching the maximum value.

[0098] The jackpot type counter C2 is updated periodically, and when a gaming ball enters the first starting hole 33, 44, the updated value is stored in the first holding area Ra of the holding information storage area 64b at the time of the ball entering, and when a gaming ball enters the second starting hole 34, the updated value is stored in the second holding area Rb of the holding information storage area 64b at the time of the ball entering.

[0099] As described above, the MPU 62 performs a winning lottery using the value of the winning 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 determines 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 using the value of the winning random number counter C1 and the value of the jackpot type counter C2. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.

[0100] Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is used to determine whether 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.

[0101] The reach random number counter C3 is periodically updated, and the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the timing when a gaming ball enters the first start hole 33, 44, and is stored in the second reserve area Rb of the reserve information storage area 64b at the timing when 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.

[0102] A reach-to-win state refers to a display state in which, among multiple symbol columns displayed on the display screen of the symbol display device 41, some combinations of symbols that may result in a jackpot are displayed as static symbols, and 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. 10(b), a symbol is first displayed as static symbols in symbol column Z1, and then the same symbol as Z1 is displayed as static symbols in symbol column Z3, forming a reach-to-win line. While the reach-to-win line is formed, a variable symbol display is performed in symbol column Z2, resulting in a reach-to-win state. When a jackpot occurs, the same symbol as the symbol forming the reach-to-win line is displayed as static symbols in symbol column Z2.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] Next, the details of the electric role release counter C4 will be explained. The electric role release counter C4 is configured to be incremented by one within a range of, for example, 0 to 465 and return to 0 after reaching a maximum value. The electric role release counter C4 is periodically updated and stored in the electric role reserve area 64d of the RAM 64 when a gaming ball enters the through gate 35. Then, at a predetermined timing, the value of the electric role release counter C4 stored in the electric role reserve area 64d is moved to the electric role execution area 64e, and then a lottery (hereinafter referred to as an electric role release lottery) is held in the electric role execution area 64e to determine whether or not to control the electric role 34a to an open state using the value of the electric role release counter C4. Specifically, in the electric role execution area 64e, a win / loss table (a win / loss table for the electric role release lottery) stored in the role lottery table storage area 63e of the ROM 63 is compared with the value of the electric role release counter C4 to determine whether or not to control the electric role 34a to an open state.

[0107] At least one of the acquired values ​​of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric role opening counter C4 corresponds to the special information in the present invention. Also, at least one of the values ​​of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the first reserve area Ra and the second reserve area Rb is also called reserved information.

[0108] Next, the hit / miss table will be explained. The hit / miss table is table data for checking against the hit random number counter C1 when a hit lottery is conducted based on the hit random number counter C1. The pachinko machine 10 has a low probability mode and a high probability mode set as lottery modes for the hit lottery, and when a hit lottery is conducted in the low probability mode, the hit / miss table for the low probability mode is referenced, and when a hit lottery is conducted in the high probability mode, the hit / miss table for the high probability mode is referenced. The high probability mode (also called a high probability game state) is a game state that is initiated by winning a special jackpot, and refers to a game state in which the probability of winning a jackpot in a hit lottery is relatively higher than in the low probability mode. In the present embodiment, the pachinko machine 10 stores, as separate table data, a win / loss table for checking against the win 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 port 33, 44, and a win / loss table for checking against the win random number counter C1 stored in the second reserve area Rb of the reserve information storage area 64b when a gaming ball enters the second start port 34. Specifically, the pachinko machine 10 stores four win / loss tables, namely, a win / loss table for the first start port (for low probability mode), a win / loss table for the first start port (for high probability mode), a win / loss table for the second start port (for low probability mode), and a win / loss table for the second start port (for high probability mode), in the win / loss table storage area 63a of the ROM 63.

[0109] Figure 13 is an explanatory diagram showing the contents of the hit / miss table for the first starting port. Figure 13(a) shows the hit / miss table for the first starting port (for low probability mode), and Figure 13(b) shows the hit / miss table for the first starting port (for high probability mode).

[0110] As shown in Figure 13(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 hit 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) will result in a miss.

[0111] On the other hand, as shown in Figure 13(b), in the hit / miss table for the first starting port (for high probability mode), 20 values ​​from 0 to 19 are set as the value of the hit random number counter C1 that will result in a big hit. In addition, 40 values ​​from 20 to 59 are set as the value of the hit random number counter C1 that will result in a special small hit, and 1140 values ​​from 60 to 1199 are set as the value of the hit random number counter C1 that will result in a normal small hit.

[0112] Here, a "small win" is a win / loss result that triggers a transition to an opening / closing execution mode in which the variable winning device 36 is opened and closed, but does not trigger a transition to the lottery mode described below, and moreover, the number of rounds of play that occur in the opening / closing execution mode is limited to one. In this embodiment, two types of small wins are prepared: a normal small win and a special small win (premium small win). The special small win is a small win that can trigger a transition of the support mode from the high frequency support mode to the low frequency support mode. Note that the opening time of the opening / closing door 36b of the variable winning device 36 once during a small win is 0.1 seconds.

[0113] A "miss" is a result of winning or losing that does not trigger a transition to the opening / closing execution mode, and does not trigger a transition to the lottery mode or the support mode. In this embodiment, there is no value set for a "miss" in the win / loss table (for the high probability mode) for the first starting port shown in FIG. 13(b).

[0114] In this embodiment, the value group of the winning random number counter C1 set as a jackpot in the winning / losing table for the first starting port (for low probability mode) is included in the value group of the winning random number counter C1 set as a jackpot in the winning / losing table for the first starting port (for high probability mode). However, as a result of the winning lottery, if the probability of winning a jackpot is higher in the high probability mode than in the low probability mode, the number and value of the random numbers set as a jackpot are arbitrary.

[0115] Figure 14 is an explanatory diagram showing the contents of the hit / miss table for the second starting port. Figure 14(a) shows the hit / miss table for the second starting port (for low probability mode), and Figure 14(b) shows the hit / miss table for the second starting port (for high probability mode).

[0116] As shown in FIG. 14(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 hit 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. 14(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 hit 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 (20 to 1199) is a miss. In this way, the high probability mode has a higher probability of winning a jackpot in the hit lottery than the low probability mode.

[0117] In this embodiment, the value group of the winning random number counter C1 set as a jackpot in the winning / losing table for the second starting port (for low probability mode) is included in the value group of the winning random number counter C1 set as a jackpot in the winning / losing table for the second starting port (for high probability mode). However, as a result of the winning lottery, the number and value of the random numbers set as a jackpot are arbitrary as long as the probability of a jackpot is higher in the high probability mode than in the low probability mode.

[0118] Next, the types of jackpots will be explained. Multiple types of jackpots can be set in the pachinko machine 10. Specifically, for example, multiple types of jackpots can be set by providing differences in the following three aspects or modes. (1) Opening and closing control of the variable winning device 36 in the opening and closing execution mode (2) Lottery mode for winning lottery after the opening and closing execution mode ends (3) Support mode of the electric accessory 34a of the right first starting port 44 after the opening / closing execution mode ends

[0119] In the pachinko machine 10, as a mode of controlling the opening and closing of the variable winning device 36 in the above-mentioned (1) opening and closing execution mode, a high-frequency winning mode and a low-frequency winning mode can be set so that the frequency of balls entering the variable winning device 36 is relatively high and low from the start to the end of the opening and closing execution mode. For example, in the high-frequency winning mode, the opening and closing door 36b is opened and closed multiple times (e.g., 16 times) from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 30 seconds have passed or until 10 balls have entered the opening and closing door 36b. On the other hand, in the low-frequency winning mode, the opening and closing door 36b is opened and closed twice from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 0.2 seconds have passed or until 6 balls have entered the opening and closing door 36b.

[0120] When the operating handle 25 is operated by the player, the game ball launching mechanism 81 is controlled to launch one game ball toward the game area PA every 0.6 seconds. In the above specific example, in the low-frequency winning mode, the opening time of the opening / closing door 36b is 0.2 seconds. In other words, in the low-frequency winning mode, the opening time of the opening / closing door 36b is shorter than the game ball launch cycle. Therefore, in the opening / closing execution mode for the low-frequency winning mode, game balls do not actually enter the game area PA. However, the game balls may be set to enter the game area PA even in the opening / closing execution mode for the low-frequency winning mode.

[0121] The number of times the opening / closing door 36b is opened and closed, the limit time for opening each time, and the limit number of balls to be opened each time are arbitrary, as long as the frequency of balls entering the variable winning device 36 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 high-frequency winning mode may be set to have a greater number of openings and closings, a longer limit time for opening each time, or a larger limit number of balls to be opened each time than in the low-frequency winning mode. To clearly distinguish between the high-frequency winning mode and the low-frequency winning mode, the opening / closing execution mode of the low-frequency winning mode may be configured so that balls do not actually enter the variable winning device 36.

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

[0123] In the pachinko machine 10, as the support mode of the electric device 34a of the first right-hand starting port 44 after the above (3) opening / closing execution mode ends, a high-frequency support mode and a low-frequency support mode can be set so that the frequency with which the electric device 34a of the first right-hand starting port 44 opens per unit time is relatively high or low when compared with a situation in which game balls continue to be released in a similar manner into the game area PA.

[0124] Specifically, the high-frequency support mode and the low-frequency support mode have different probabilities of winning the electric role release in the electric role release lottery using the electric role release counter C4. In the high-frequency support mode, the probability of winning the electric role release in the electric role release lottery is set higher than in the low-frequency support mode. Also, in the high-frequency support mode, the opening time of the electric role 34a per time when the electric role release is won may be set longer than in the low-frequency support mode.

[0125] Although not adopted in this embodiment, in the high-frequency support mode, the number of times the electric role device 34a is opened when an electric role release win is achieved may be set to be greater than in the low-frequency support mode. Furthermore, the opening time of the electric role device 34a may be set to be longer. Furthermore, when an electric role release win is achieved in the high-frequency support mode and the electric role device 34a is opened multiple times, the closing time from the end of one opening state to the start of the next opening state may be set to be shorter than the opening time of one. Furthermore, in the high-frequency support mode, the time secured between one electric role release lottery and the next electric role release lottery may be set to be relatively shorter than in the low-frequency support mode.

[0126] As described above, in the high frequency support mode, the probability of the ball landing in the right first starting hole 44 is higher than in the low frequency support mode. In other words, the high frequency support mode functions as an auxiliary game state that assists in the establishment of the conditions for obtaining special information.

[0127] In this embodiment, 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.

[0128] Fig. 15 is an explanatory diagram showing the contents of the allocation table. Fig. 15(a) shows the allocation table for the first start port, and Fig. 15(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 a game ball entering the first start port 33, and the allocation table for the second start port is referenced when a winning lottery is held based on a game ball entering the second start port 34.

[0129] As shown in the distribution table for the first starting port in Figure 15(a), the distribution table for the first starting port has the following jackpot types set based on the entry of the game ball into the first starting port 33: 16R special jackpot, 8R special jackpot, and 8R normal jackpot.

[0130] The 16R probability variable jackpot and 8R probability variable jackpot are jackpots in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is a high-frequency winning mode, the lottery mode for the winning lottery after the opening and closing execution mode ends (hereinafter simply referred to as the "lottery mode") is a high-probability mode, and the support mode after the opening and closing execution mode ends is a high-frequency support mode. The difference between the 16R probability variable jackpot and the 8R probability variable jackpot is the number of times the opening and closing door 36b of the variable winning device 36 is opened in the opening and closing execution mode: 16 times (16 rounds) for the 16R probability variable jackpot and 8 times (8 rounds) for the 8R probability variable jackpot.

[0131] The 8R normal jackpot is a jackpot in which the opening and closing control of the variable winning device 36 in the opening and closing execution mode is the high-frequency winning mode, the lottery mode after the opening and closing execution mode ends is the low-probability mode, and the support mode after the opening and closing execution mode ends is the high-frequency support mode. In an 8R normal jackpot, the opening and closing door 36b of the variable winning device 36 opens 8 times (8 rounds).

[0132] In the distribution table for the first starting port, of the values ​​of the jackpot type counter C2 from "0 to 99", "0 to 54" corresponds to a 16R special jackpot, "55 to 69" corresponds to an 8R special jackpot, and "70 to 99" corresponds to an 8R normal jackpot.

[0133] As described above, the pachinko machine 10 of this embodiment has three types of jackpots. Therefore, the jackpot patterns are diverse. When comparing these three types of jackpots, the 16R probability jackpot is the most advantageous to the player, followed by the 8R probability jackpot, and finally the 8R normal jackpot. By providing multiple types of jackpots with different degrees of advantage to the player, monotony in the game can be prevented and attention to the game can be increased. Note that the types of jackpots do not need to be limited to the above three types, and two or four types of jackpots are also possible. For example, a configuration may be adopted in which four types of jackpots are provided: a 16R probability jackpot, an 8R probability jackpot, a 16R normal jackpot, and an 8R normal jackpot.

[0134] As shown in the allocation table for the second starting port in Figure 15(b), the allocation table for the second starting port has a 16R variable probability jackpot, an 8R variable probability jackpot, and an 8R normal jackpot set as jackpot types based on the entry of a gaming ball into the second starting port 34. In the allocation table for the second starting port, of the values ​​of the jackpot type counter C2 of "0 to 99", "0 to 64" corresponds to a 16R variable probability jackpot, "65 to 69" corresponds to an 8R variable probability jackpot, and "70 to 99" corresponds to an 8R normal jackpot. Usually corresponds to a jackpot.

[0135] In this way, in the pachinko machine 10 of this embodiment, the allocation method for the type of jackpot when a jackpot is won is different between when the jackpot is won based on the ball entering the first starting hole 33 and when the jackpot is won based on the ball entering the second starting hole 34, and there is a clear difference in the advantage to the player.

[0136] If the winning lottery results in a loss, the game will not switch to the open / close execution mode, and the lottery mode and support mode will not change. If the jackpot type is a 16-variable jackpot or an 8R variable jackpot, as explained above, the lottery mode after the open / close execution mode ends will be the high probability mode, but this high probability mode will continue until the next winning lottery results in a jackpot, or until a game ball enters the drop hole 252 provided in the starting hole unit 200.

[0137] As described above, the MPU 62 performs a lottery for a winning combination using the value of the winning random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE. Furthermore, the MPU 62 determines 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 using the value of the winning random number counter C1 and the value of the jackpot type counter C2. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.

[0138] Next, we will explain the table for reach determination (hereinafter referred to as the reach determination win / loss table). The reach determination win / loss table is table data for comparing with the value of the reach random number counter C3 when determining whether or not a reach occurs based on the value of the reach random number counter C3.

[0139] Fig. 16 is an explanatory diagram showing a hit / miss table for reach determination. As shown in Fig. 16, in the hit / miss table for reach determination, 20 values ​​from 0 to 19 are set as values ​​that will win reach out of the values ​​of the reach random number counter C3 from 0 to 399. Of the values ​​from 0 to 399, values ​​other than the 20 values ​​from 0 to 19 (20 to 399) are set as misses, that is, values ​​that will not win reach out. In other words, in a situation where a jackpot is not won in the winning lottery, the probability of winning reach out is 1 / 20.

[0140] The pachinko machine 10 of this embodiment is equipped with five reach determination hit / miss tables, each with a different probability of winning a reach event depending on the total number of reserved balls, which is the sum of the number of reserved game balls that have entered the first start opening 33 and the number of reserved game balls that have entered the second start opening 34. The hit / miss table shown in FIG. 16 is for a case where the total number of reserved balls is four or more, and the five reach determination hit / miss tables, including this hit / miss table, have a higher probability of winning a reach event as the total number of reserved balls decreases. For example, when the total number of reserved balls is three, the probability of winning a reach event is approximately 1 / 11; when the total number of reserved balls is two, the probability of winning a reach event is approximately 1 / 10; when the total number of reserved balls is one, the probability of winning a reach event is approximately 1 / 9; and when the total number of reserved balls is zero, the probability of winning a reach event is approximately 1 / 6. Note that the number of reach determination hit / miss tables does not need to be limited to five, and may be two, three, four, six, or more. In short, there can be multiple win / lose tables for determining whether a win is close, and any configuration is acceptable as long as the smaller the total number of reserved balls, the higher the probability of winning a win.

[0141] FIG. 17 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.

[0142] FIG. 17(a) shows a winning / losing table for the electric feature opening lottery (for low-frequency support mode) used in the low-frequency support mode. As shown in FIG. 17(a), the winning / losing table for the electric feature opening lottery (for low-frequency support mode) has two values, 0 and 1, set as the value of the electric feature opening counter C4 that results in a winning electric feature opening. Forty-four values, from 2 to 465, have been set as the value of the electric feature opening counter C4 that results in a losing electric feature opening. That is, when a gaming ball passes through the through gate 35 in the low-frequency support mode and the electric feature opening lottery is executed, the electric feature opening is won with a probability of 1 / 233. In the pachinko machine 10 of this embodiment, when an electric feature opening lottery is won in the low-frequency support mode, the electric feature 34a is opened once, and the opening time is 1.4 seconds.

[0143] FIG. 17(b) shows a winning / losing table for the electric feature opening lottery (for high frequency support mode) used in the high frequency support mode. As shown in FIG. 17(b), the winning / losing table for the electric feature opening lottery (for high frequency support mode) has 462 values ​​from 0 to 461 set as the value of the electric feature opening counter C4 that will result in a winning electric feature opening. Four values ​​from 462 to 465 set as the value of the electric feature opening counter C4 that will result in a losing electric feature opening. In other words, when a gaming ball passes through the through gate 35 in the high frequency support mode and the electric feature opening lottery is executed, the electric feature opening is won with a probability of 231 / 233. In the pachinko machine 10 of this embodiment, when an electric feature opening lottery is won in the high frequency support mode, the electric feature 34a is opened once, and the opening time is 0.5 seconds.

[0144] In this way, the winning / losing table for the lottery to open the electric device is set so that the high frequency support mode has a higher probability of the game ball entering the first starting hole 44 on the right side than the low frequency support mode.

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

[0146] Fig. 18 is a block diagram mainly showing the electrical configuration of the audio and light emission control device 90 and the display control device 100. Note that some components such as the power supply device 85 (Fig. 11) are omitted. An MPU 92 is mounted on an audio and light emission control board 91 provided in the audio and light emission control device 90. The MPU 92 is an element that incorporates a CPU, ROM 93, RAM 94, an interrupt circuit, a timer circuit, a data input / output circuit, etc.

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

[0148] The RAM 94 is a memory for temporarily storing various data and the like when executing the control program stored in the ROM 93. For example, a various flag storage area 94a, a various counter area 94b, a lottery counter area 94c, etc. are provided in part of the area of ​​the RAM 94. It is not essential that the ROM 93 and RAM 94 are integrated into a single chip for the MPU 92, and each may be integrated into a separate chip.

[0149] The MPU 92 is provided with an input port and an output port. The main control device 60 and the performance operation button 24 are connected to the input side of the MPU 92. Various commands are received from the main control device 60. The output side of the MPU 92 is connected to the speaker 46 and various lamps 47, as well as the display control device 100.

[0150] A display control board 101 provided in the display control device 100 is equipped with an MPU 102, which is an element in which a program ROM 103 and a work RAM 104 are integrated into a single chip, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. It is not essential that the program ROM 103 and the work RAM 104 are integrated into a single chip for the MPU 102, and each may be integrated into a separate chip.

[0151] The MPU 102 analyzes various commands received from the audio and light emission control device 90 or performs predetermined calculation processing based on the various received commands, thereby controlling the VDP 105 (specifically, generating internal commands for the VDP 105).

[0152] The program ROM 103 is a memory for storing various control programs executed by the MPU 102 and fixed value data, and also stores JPEG format image data for background images.

[0153] The work RAM 104 is a memory for temporarily storing work data, flags, etc. that are used when the MPU 102 executes various programs.

[0154] The VDP 105 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 41. The VDP 105 is also called a "drawing chip" because it is an IC chip, and is a type of microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 105 adjusts the timing of the MPU 102, video RAM 107, etc. to intervene in the reading and writing of data, and also reads image data to be stored in the video RAM 107 from the character ROM 106 at a predetermined timing and displays it on the pattern display device 41.

[0155] The character ROM 106 serves as an image data library for storing character data such as designs and pictures to be displayed on the design display device 41. The character ROM 106 stores bitmap image data of various display designs and display pictures, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like. The various display pictures also include pictures of petals P1 to P4, which will be described later. It is also possible to provide a plurality of character ROMs 106, each of which is responsible for storing image data and the like. It is also possible to configure the character ROM 106 to store JPEG image data for background images stored in the program ROM 103.

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

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

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

[0159] 《1-4-1》Lottery Mode and Support Mode High / Low Transition: In the pachinko machine 10 of this embodiment, if a jackpot is won by a winning lottery and the type of jackpot won is a normal jackpot, after the opening / closing execution mode ends, the lottery mode shifts to a low probability mode and the support mode shifts to a high frequency support mode. Also, in the pachinko machine 10 of this embodiment, if a jackpot is won by a winning lottery and the type of jackpot won is a variable probability jackpot, after the opening / closing execution mode ends, the lottery mode shifts to a high probability mode and the support mode shifts to a high frequency support mode.

[0160] After transitioning to the high-frequency support mode, the high-frequency support mode continues as a support mode until the number of plays since the high-frequency support mode was initiated reaches a predetermined guaranteed number of plays. The "guaranteed number of plays" refers to the number of plays guaranteed to continue in the high-frequency support mode, for example, 50 plays. That is, in the pachinko machine 10, after transitioning to the high-frequency support mode, the high-frequency support mode is guaranteed up to the guaranteed number of plays, which is 50 plays. When the number of plays since the high-frequency support mode was initiated reaches the guaranteed number of plays, the support mode transitions to the low-frequency support mode. In particular, in this embodiment, the support mode transitions to the low-frequency support mode even if the high-probability mode is still active at the time the number of plays that has reached the guaranteed number of plays ends.

[0161] When the support mode is the high-frequency support mode, the probability of winning the electric role release lottery, which is executed upon passing through the through gate 35, is extremely high at 231 / 233, so the electric role release device 34a is essentially in an electric role release state. Therefore, when the support mode is the high-frequency support mode, the player performs a weak right hit to cause the game ball to flow down the weak right hit passage P1, thereby playing the game so that the game ball enters the right-side first start opening 44, where the electric role device 34a is located. The game ball that enters the right-side first start opening 44 is sorted by the sorting piece 242 of the game ball sorting device 240 into a route toward the out-opening 251 in the start opening unit and a route toward the drop opening 252. Therefore, a game ball that enters the right-side first start opening 44 has a low probability of entering the drop opening 252, as explained above, at 1 / 21.

[0162] The trigger for transitioning to the high-frequency support mode is a guaranteed jackpot, and if a game ball enters the drop hole 252 in a game before the number of games since the high-frequency support mode was started reaches the guaranteed number of games (for example, the 30th game), the lottery mode transitions from the high-probability mode to the low-probability mode. Then, from the game next to the time when the game ball enters the drop hole 252, a winning lottery is executed in the low-probability mode. Regarding the support mode, even if a game ball enters the drop hole 252 in a game before the number of games since the high-frequency support mode was started reaches the guaranteed number of games (for example, the 30th game), the high-probability mode ends and the game transitions to the low-probability mode, the high-frequency support mode continues until the number of games since the high-frequency support mode was started reaches the guaranteed number of games (i.e., 50 games).

[0163] In the pachinko machine 10 of this embodiment, if a player wins a probability variable jackpot through a winning lottery and the opening / closing execution mode ends, the lottery mode transitions to a high-probability mode and the support mode transitions to a high-frequency support mode. If a player wins a jackpot (whether a normal jackpot or a probability variable jackpot) in a winning lottery during a game (e.g., the 30th game) before the guaranteed number of games is played since the high-frequency support mode began, the lottery mode transitions from the high-probability mode to the low-probability mode at the end of the 30th game in which the jackpot was won and the opening / closing execution mode begins. The support mode also transitions from the high-frequency support mode to the low-frequency support mode at the end of the game (e.g., the 30th game) before the guaranteed number of games is played and the opening / closing execution mode begins. In other words, both the lottery mode and the support mode are reset to the low-probability mode at the end of the game in which the jackpot was won and the opening / closing execution mode begins.

[0164] 《1-4-2》Game flow: In the pachinko machine 10 of this embodiment, at least four game states can be transitioned during gameplay, depending on the combination of the lottery mode and the support mode. Specifically, the game states can be: i) a low-probability, low-support state in which the lottery mode is a low-probability mode and the support mode is a low-frequency support mode; ii) a high-probability, high-support state in which the lottery mode is a high-probability mode and the support mode is a high-frequency support mode; iii) a high-probability, low-support state in which the lottery mode is a high-probability mode and the support mode is a low-frequency support mode; and iv) a low-probability, high-support state in which the lottery mode is a low-probability mode and the support mode is a high-frequency support mode. Furthermore, in the pachinko machine 10 of this embodiment, the game state can be an open / close execution mode in which game balls can enter the large prize opening 36a of the variable prize-winning device 36. Gameplay progresses by transitioning between these game states.

[0165] 19 is an explanatory diagram showing the flow of a game in the pachinko machine 10. When a game starts, the game is initially in a low-probability low-support state (state H1). That is, the lottery mode is a low-probability mode, and the support mode is a low-frequency support mode.

[0166] 20 is an explanatory diagram showing various modes in the low-probability low support state, the low-probability high support state, the high-probability high support state, and the high-probability low support state. Here, the modes include whether or not the game ball can enter the center first start hole 33, the right first start hole 44, the fall hole 252, and the second start hole 34, the change time of the first symbol, the change time of the second symbol, etc.

[0167] As shown in FIG. 20, in the low-probability low-support state, a gaming ball can enter the central first starting hole 33. For this reason, in the low-probability low-support state, the player is made to hit the ball with his left hand, causing the gaming ball to flow down the left side of the gaming area PA and enter the central first starting hole 33. When the gaming ball enters the central first starting hole 33, a game turn for the first starting hole is executed and a winning lottery is held. At this time, a first decorative pattern, which is an effect image corresponding to a game turn for the first starting hole, is displayed in the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41, and a second decorative image, which is an effect image corresponding to a game turn for the second starting hole, is displayed in the sub-display area SA. In other words, since the target into which the player intends to enter the gaming ball is the central first starting hole 33, the first decorative pattern is displayed in the main display area MA.

[0168] Consider the ball entry ports other than the central first starting port 33. In the low-probability, low-support state, balls cannot enter the right-side first starting port 44 and the drop port 252 provided in the starting port unit 200, but they can enter the second starting port 34. Because the support mode is the low-frequency support mode in the low-probability, low-support state, the probability of a losing result in the electric device opening lottery, which is executed upon passing through the through gate 35, is extremely high at 232 / 233. Therefore, the electric device 34a is essentially always closed, and the game ball flows along the third route RT3 (Figure 9) described above, making it possible for the ball to enter the second starting port 34. For this reason, some players may try to get the game ball to enter the second starting port 34 by weakly hitting the ball to the right in the low-probability, low-support state, causing the game ball to flow along the third route RT3. In contrast to this, in the pachinko machine 10 of this embodiment, as a simultaneous variation machine, the variation time of the second symbol display section 37b (hereinafter also referred to as the special 2 variation time) is set to an extremely long time, for example, 10 minutes, so that the winning lottery triggered by the entry of a game ball into the second starting hole 34 is prevented from being repeatedly executed in a short period of time. As a result, in this embodiment, the player is made to give up performing a weak right-hit operation in a low probability low support state and can concentrate on hitting left.

[0169] In addition, the special 2 fluctuation time in the low probability low support state is set to an extremely long time of 10 minutes, but the fluctuation time of the first symbol display part 37a in the low probability low support state (hereinafter also referred to as special 1 fluctuation time) is set to a normal length of time. The "normal length of time" here is a normal length of time determined by the value of the fluctuation type counter CS described later, the type of jackpot, the presence or absence of a reach, etc., for example, 2 seconds to 3 minutes.

[0170] Returning to Figure 19, if the winning lottery in the first starting hole game executed in the low-probability low-support state (state H1) is a loss, the low-probability low-support state (state H1) continues, and the player throws a game ball into the central first starting hole 33 to execute the first starting hole game.

[0171] If a player wins a jackpot in a lottery during a first starting hole game played in the low-probability, low-support state, and the type of jackpot won is a regular jackpot, the opening / closing execution mode is executed as a bonus granted to the player after the first starting hole game has ended. That is, the game transitions from the low-probability, low-support state (state H1) to the opening / closing execution mode (state H2). Prior to the round game that occurs in the opening / closing execution mode, the pachinko machine 10 executes a suggestion effect encouraging the player to make a strong right hit. Following the suggestion effect, the player executes a strong right hit after the first starting hole game has ended, causing the game ball to flow down the strong right hit passage P2 and enter the large prize opening 36a, thereby obtaining a prize ball.

[0172] When the opening and closing execution mode (state H2) ends, the state transitions to the low probability high support state (state H3). That is, the lottery mode is a low probability mode, and the support mode is a high frequency support mode (limited to 50 guaranteed plays).

[0173] As shown in FIG. 20, in the low-probability high-support state, game balls can be inserted into the center first starting hole 33, the right first starting hole 44, and the drop hole 252, but not into the second starting hole 34. In the low-probability high-support state, the support mode is the high-frequency support mode. Therefore, the probability that the electric role release lottery executed upon passing through the through gate 35 will result in an electric role release win is extremely high (231 / 233). Therefore, the electric role 34a is essentially in an electric role release state. In the pachinko machine 10 of this embodiment, when the support mode is the high-frequency support mode, the distance from the through gate 35 to the electric role 34a, the opening time of the electric role 34a, the number of times the electric role 34a is opened, the symbol variation time of the normal unit 38, and other factors are adjusted so that a game ball passing through the through gate 35 passes through the electric role release electric role 34a with a 100% probability. Therefore, when the support mode is the high-frequency support mode, a gaming ball that passes through the through gate 35 and enters the ball entrance 210a flows along the first route RT1 (FIG. 7) or the second route RT2 (FIG. 8) described above, making it possible for the gaming ball to enter the right-side first starting entrance 44 and the out-port 251 within the starting entrance unit, or the right-side first starting entrance 44 and the drop-off port 252, but making it impossible or difficult for the gaming ball to enter the second starting entrance 34. Even if the gaming ball enters the drop-off port 252, in the low-probability high support state, the lottery mode is a low-probability mode, so the player does not have to worry about transitioning to the low-probability mode (so-called drop-off). Therefore, in the low-probability high support state (state H3), the player can perform a weak right hit and cause the gaming ball to flow down the weak right hit passage P1, thereby making it possible to enter the right-side first starting entrance 44 with a high probability.

[0174] When a gaming ball enters the right-side first starting hole 44, a game for the first starting hole is executed and a winning lottery is held. At this time, a first decorative symbol, which is an effect image corresponding to the game for the first starting hole, is displayed in the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41, and a second decorative image, which is an effect image corresponding to the game for the second starting hole, is displayed in the sub-display area SA. In other words, since the target into which the player will insert the gaming ball is the right-side first starting hole 44, the first decorative symbol is displayed in the main display area MA.

[0175] The special 1 fluctuation time and special 2 fluctuation time in the low probability high support state are set to normal lengths of time (for example, 2 seconds to 3 minutes).

[0176] Returning to Figure 19, if the winning lottery in the first starting hole game played in the low-probability high support state (state H3) is a loss, the low-probability high support state (state H3) continues, and the player puts the game ball into the right-side first starting hole 44 to play the first starting hole game. When the number of games played since the high-frequency support mode started reaches 50, which is the guaranteed number of games, the state transitions to the low-probability low support state (state H1).

[0177] If a player wins a jackpot in a lottery during a first starting hole game played in the low-probability, high-support state (state H3) and the type of jackpot won is a regular jackpot, the opening / closing execution mode is executed as a bonus granted to the player after the first starting hole game has ended. That is, the game machine transitions from the low-probability, high-support state (state H3) to the opening / closing execution mode (state H2). Prior to the round game that occurs in the opening / closing execution mode, the pachinko machine 10 executes a suggestion effect encouraging the player to make a strong right hit. Following the suggestion effect, the player executes a strong right hit after the first starting hole game has ended, causing the game ball to flow down the strong right hit passage P2 and enter the large prize opening 36a, thereby obtaining a prize ball.

[0178] If a jackpot is won in the lottery during the first starting gate game played in the low probability high support state (state H3), and the type of jackpot won is a probability variable jackpot, the opening and closing execution mode will be executed as a benefit given to the player after the first starting gate game has ended. Here, the system will transition from the low probability high support state (state H3) to the opening and closing execution mode (state H4).

[0179] In the low-probability low-support state (state H1), the player aims to get the game ball to land in the first starting hole 33 on the center side, but this cannot be achieved with a high probability. In contrast, in the low-probability high-support state (state H3), the player can make a weak right hit to get the game ball to land in the right-side first starting hole 44 with a high probability. For this reason, the low-probability high-support state (state H3) is more advantageous to the player than the low-probability low-support state (state H1), as there are more opportunities for the first starting hole game to be played and for the winning lottery to be held.

[0180] In the low probability low support state (state H1), if a jackpot is won in the lottery for the first starting port game and the type of jackpot won is a probability variable jackpot, the opening and closing execution mode will be executed as a benefit given to the player after the first starting port game has ended. In other words, the system will transition from the low probability low support state (state H1) to the opening and closing execution mode (state H4).

[0181] Prior to a round of play that occurs in the opening and closing execution mode (state H4), the pachinko machine 10 executes a suggestion effect that encourages the player to make a strong right hit. The opening and closing execution mode (state H4) is the same process as the opening and closing execution mode (state H2). Although they are the same opening and closing execution mode, the reason they are distinguished into states H2 and H4 is because the branching destinations are different. When the opening and closing execution mode (state H4) ends, the machine transitions to a high probability high support state (state H5). In other words, the lottery mode becomes a high probability mode, and the support mode becomes a high frequency support mode (limited to a guaranteed number of plays of 50 times).

[0182] As shown in Figure 20, in the high probability high support state, it is possible for a game ball to enter the center first starting hole 33, the right side first starting hole 44, and the fall hole 252, but it is not possible for a game ball to enter the second starting hole 34. Whether or not a game ball can enter these holes is the same as whether or not a ball can enter in the low probability high support state. However, in the low probability high support state, the lottery mode is already in the low probability mode, so the player does not have to worry about shifting to the low probability mode (so-called fall), whereas in the high probability high support state, when a game ball enters the fall hole 252, the lottery mode shifts from the high probability mode to the low probability mode (so-called fall), which is a difference. In the high probability high support state, since the support mode is the high frequency support mode, the probability that the result of the electric role opening lottery executed in response to passing through the through gate 35 will be an electric role opening winning is extremely high at 231 / 233, and the electric role 34a is essentially in the electric role opening state. For this reason, as explained above, when the support mode is the high frequency support mode, the game ball that passes through the through gate 35 and enters the ball entrance 210a flows along the first route RT1 (FIG. 7) or the second route RT2 (FIG. 8), so that the game ball can enter the right first start entrance 44 and the out-exit 251 in the start entrance unit, or the right first start entrance 44 and the fall-off entrance 252, but it is impossible or difficult for the game ball to enter the second start entrance 34.

[0183] In the high probability high support state, the player is made to perform a weak right hit, causing the gaming ball to flow down the weak right hit passage P1 and enter the first right-side starting hole 44. When the gaming ball enters the first right-side starting hole 44, a game turn for the first starting hole is executed and a winning lottery is held. At this time, a first decorative pattern, which is an effect image corresponding to the game turn for the first starting hole, is displayed in the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41, and a second decorative image, which is an effect image corresponding to the game turn for the second starting hole, is displayed in the sub-display area SA. In other words, because the target for the player to enter the gaming ball is the first right-side starting hole 44, the first decorative pattern is displayed in the main display area MA.

[0184] Returning to Figure 19, if the winning lottery in the first starting hole game executed in the high probability high support state (state H5) is a miss, the high probability high support state (state H5) is repeated, and the game ball is made to enter the right first starting hole 44, and the first starting hole game is executed.

[0185] If a jackpot is won in the lottery during the first starting hole game played in the high probability high support state (state H5), and the type of jackpot won is a normal jackpot, the opening and closing execution mode is executed as a bonus given to the player after the first starting hole game has ended. That is, the game transitions from the low probability high support state (state H5) to the opening and closing execution mode (state H2). Prior to the round game that occurs in the opening and closing execution mode, the pachinko machine 10 executes a suggestion effect that encourages the player to hit hard right.

[0186] If a jackpot is won in the lottery during the first starting gate game played in the high probability high support state (state H5), and the type of jackpot won is a probability variable jackpot, the opening and closing execution mode will be executed as a benefit given to the player after the first starting gate game has ended. Here, the system will transition from the high probability high support state (state H5) to the opening and closing execution mode (state H4).

[0187] In the high-probability high-support state (state H5), if a game ball enters the drop hole 252, the state transitions to the low-probability high-support state (state H3). That is, the lottery mode transitions from the high-probability mode to the low-probability mode, and the support mode remains in the high-frequency support mode. Note that when transitioning to the low-probability high-support state (state H3), the guaranteed play count counter PNC, which indicates the number of games that will continue to be played in the high-frequency support mode, is maintained as it was before the transition. Therefore, the transition to the low-probability high-support state (state H3) does not reset the number of games that will continue to be played in the high-frequency support mode.

[0188] In addition, the special 1 fluctuation time in the high probability high support state (state H5) is set to a normal length, and the special 2 fluctuation time in the high probability high support state (state H5) is set to, for example, 10 minutes. The reason why the special 2 fluctuation time in the high probability high support state (state H5) is set to an extremely long time of 10 minutes is as follows.

[0189] In the high-probability high-support state, it is impossible to insert a game ball into the second starting hole 34, but reserved information (up to four items) remains in the second reserved area Rb of the reserved information storage area 64b, and in the high-probability high-support state, a winning lottery may be executed based on the remaining reserved information. In this case, the winning lottery is executed by referring to the winning / losing table (for high probability mode) for the second starting hole shown in FIG. 14(b), creating an excessively advantageous state for the player. To solve this problem, in this embodiment, even though it is impossible to insert a game ball into the second starting hole 34 in the high-probability high-support state, the special 2 variable time is set to an extremely long time, such as 10 minutes, thereby preventing the reserved information remaining in the second reserved area Rb from being repeatedly consumed in a short period of time.

[0190] In the high-probability high support state (state H5), when the number of plays since the high-frequency support mode was started reaches 50, which is the guaranteed number of plays, the state transitions to the high-probability low support state (state H6). Also, if a special small jackpot is won in the winning lottery for the first starting hole game played in the high-probability high support state (state H5), the state transitions to the high-probability low support state (state H6). In the high-probability low support state, the lottery mode is the high-probability mode, and the support mode is the low-frequency support mode. In this embodiment, the player can recognize that they have won the special small jackpot in the winning lottery for the first starting hole game played in the high-probability high support state from the presentation content corresponding to the presentation pattern for the special small jackpot displayed on the pattern display device 41.

[0191] As shown in Figure 20, in the high-probability low support state, it is possible to cause a game ball to enter the central first start gate 33 and the second start gate 34, but it is impossible to cause a game ball to enter the right-side first start gate 44 and the fall gate 252. In the high-probability low support state, since the support mode is the low-frequency support mode, the probability that the result of the electric device opening lottery executed upon passing through the through gate 35 will be a loss is extremely high at 232 / 233, and therefore the electric device 34a is essentially always closed, and the game ball flows along the third route RT3 (Figure 9) described above, making it possible for the game ball to enter the second start gate 34, but it is impossible or difficult for the game ball to enter the right-side first start gate 44 and the fall gate 252.

[0192] In the high-probability low-support state (state H6), the player can perform a weak right hit to cause the game ball to flow down the weak right hit passage P1, thereby causing the game ball to enter the second starting hole 34. When the game ball enters the second starting hole 34, a game turn for the second starting hole is executed and a winning lottery is held. At this time, the main display area MA of the display surface 41a (see FIG. 10(b)) of the liquid crystal display device 41 displays a second decorative pattern, which is an effect image corresponding to the game turn for the second starting hole, and the sub-display area SA displays a first decorative image, which is an effect image corresponding to the game turn for the first starting hole. In other words, because the target into which the player is trying to cause the game ball to enter is the second starting hole 34, the second decorative pattern is displayed in the main display area MA.

[0193] If a jackpot is won in the lottery during the second starting hole game played in the high probability low support state (state H6), and the type of jackpot won is a normal jackpot, the opening and closing execution mode is executed as a benefit given to the player after the second starting hole game has ended. That is, the system transitions from the high probability low support state (state H6) to the opening and closing execution mode (state H2).

[0194] If a jackpot is won in the lottery during the second starting gate game played in the high probability low support state (state H6) and the type of jackpot won is a probability variable jackpot, the opening and closing execution mode is executed as a benefit given to the player after the second starting gate game has ended. In other words, the high probability low support state (state H6) is switched to the opening and closing execution mode (state H4).

[0195] In the high-probability low-support state (state H6) described above, it is impossible or difficult for a game ball hit with a weak right hit to enter the drop hole 252, as explained above. Therefore, the game ball will enter the second starting hole 34 with a probability close to 100% (this probability will be referred to as 100% hereinafter for convenience). Therefore, in the pachinko machine 10 of this embodiment, in the high-probability low-support state (state H6), the game ball can be made to enter the second starting hole 34 and a winning lottery can be held 100% continuously until a jackpot is won in the winning lottery for the second starting hole game round. In other words, the high-probability low-support state (state H6) is a so-called invincible zone where there is no falling. As a result, in the pachinko machine 10 of this embodiment, when the state transitions from the high-probability high-support state to the high-probability low-support state (invincible zone), it is possible to win the jackpot again, i.e., a so-called consecutive win, and the player can be assured of winning consecutive wins. Therefore, the pachinko machine 10 of this embodiment can increase the enjoyment of the game.

[0196] In addition, when the guaranteed number of plays ends in the high probability high support state, the state changes to high probability low support state, but in this case, there is a risk that the special 2 fluctuation time set to an extremely long time (long) of 10 minutes will continue during the high probability high support state. In the high probability low support state (invincible zone), when the special 2 fluctuation set to long continues, it becomes impossible to repeatedly draw winning lots in the invincible zone in a short period of time, triggered by the game ball entering the second starting hole 34, which is detrimental to the player. Therefore, in the pachinko machine 10 of this embodiment, the lottery results of the winning lottery on the winning / losing table (for high probability mode) for the first starting port are limited to big wins and small wins (special small wins, normal small wins) (no misses), and when the big win fluctuation or small win fluctuation that is triggered by the entry of a game ball into the first starting port (center side first starting port 33, right side first starting port 44) stops, the fluctuation of Special 2 set to long can be stopped regardless of the result of the winning lottery related to that Special 2. As a result, it is possible to eliminate the problem of the fluctuation of Special 2 set to long continuing in a high probability high support state in the invincible zone, and it is possible to prevent disadvantages to the player.

[0197] As described above, according to the pachinko machine 10 of this embodiment, in the high-probability high-support state, the support mode is the high-frequency support mode, so the electric device 34a is essentially in the electric-release state, and a gaming ball that passes through the through gate 35 transitions from the main passage section 210 to the first branch passage section 220 in the start port unit 200 (FIG. 4). Therefore, a gaming ball that passes through the through gate 35 always enters the right-side first start port 44. However, a gaming ball that enters the right-side first start port 44 subsequently enters the drop port 252 with a probability of 0.1 seconds in 2.1 seconds (= 1 / 21). The trigger for transitioning to the high-frequency support mode is a probability-variable jackpot. If a gaming ball enters the drop port 252 in a play before the number of plays since the high-frequency support mode was initiated reaches the guaranteed number of plays, the lottery mode transitions from the high-probability mode to the low-probability mode. That is, when the gaming ball enters the right-side first starting hole 44, the lottery mode may shift from the high probability mode to the low probability mode, although the probability is 1 / 21, and the player may suffer a disadvantage.

[0198] In contrast, if the number of plays since the high-frequency support mode started reaches the guaranteed number of plays without a game ball entering the drop opening 252, the support mode transitions from the high-frequency support mode to the low-frequency support mode, and the game state transitions from a high-probability high-support state to a high-probability low-support state (invincible zone). When the support mode is the low-frequency support mode, the electric device 34a is essentially always closed, and as a result, the game ball flows along the third route RT3 (FIG. 9) and enters the second start opening 34. In this case, unlike when a game ball flows toward the right-side first start opening 44, a game ball does not enter the drop opening 252 and the lottery mode does not transition from the high-probability mode to the low-probability mode, so that game plays triggered by the game ball entering the second start opening 34 can be played consecutively without the possibility of being put in a disadvantageous state for the player. The high probability low support state continues until the next jackpot is won, and the next jackpot is virtually guaranteed.

[0199] As a result, according to the pachinko machine 10 of this embodiment, in the high-probability high-support state, the player can be given a sense of urgency that the game ball will not enter the fall-off opening 252 and the lottery mode will not transition from the high-probability mode to the low-probability mode (will not fall) during the period from the start of the high-frequency support mode until the number of plays reaches the guaranteed number of plays, and a sense of anticipation that the number of plays will reach the guaranteed number of plays before falling. Then, if the number of plays reaches the guaranteed number of plays without falling, the player can be given a sense of relief that they can transition to a high-probability low-support state (invincible zone) where they can play consecutive games triggered by the game ball entering the second start opening 34 without the risk of falling, and a sense of anticipation that they will win a jackpot in the near future in the high-probability low-support state by playing consecutive games triggered by the game ball entering the second start opening 34. Therefore, according to the pachinko machine 10 of this embodiment, it is possible to increase the interest in the game by giving the player feelings such as a sense of expectation, tension, and relief.

[0200] Conventional pachinko machines include loop-type pachinko machines and ST-type pachinko machines. Loop-type pachinko machines are machines in which the high-probability mode continues until a jackpot is won in the next winning lottery. ST-type pachinko machines are machines in which the number of plays in the high-probability mode is limited. Loop-type pachinko machines can create a sense of tension for players who win a jackpot in the winning lottery in the high-probability mode and wonder whether the type of jackpot won will be a regular jackpot. On the other hand, ST-type pachinko machines can create a sense of tension for players who win a jackpot within the limited number of plays in the high-probability mode. In contrast, the pachinko machine 10 of this embodiment, as described above, can create a sense of tension as well as a sense of anticipation that the number of plays will reach the guaranteed number of plays before the game falls into a tailspin. Furthermore, if the number of plays reaches the guaranteed number of plays without falling, the player can be given a sense of relief that they can transition to a high-probability low-support state (invincible zone) where they can play consecutive games triggered by the game ball entering the second starting hole 34 without the risk of falling, and a sense of expectation that they will soon win a jackpot in the high-probability low-support state by playing consecutive games triggered by the game ball entering the second starting hole 34. Such a sense of relief and expectation are effects unique to the pachinko machine 10 of this embodiment, and can increase the enjoyment of the game.

[0201] In addition, according to the pachinko machine 10 of this embodiment, even if a special small win is won in the winning lottery in the high probability high support state, the support mode is shifted from the high frequency support mode to the low frequency support mode, and the game state is shifted from the high probability high support state to the high probability low support state (invincible zone). For this reason, it is possible to give the player a sense of expectation that he or she will win the special small win in the winning lottery, and as a result, it is possible to further improve the enjoyment of the game.

[0202] In the pachinko machine 10 of this embodiment, as described above, in the high-probability high-support state H5, the player typically performs a weak right hit, causing the game ball to flow down the weak right hit passage P1 and enter the right-side first starting port 44. In contrast, as described above, in the high-probability high-support state H5, it is also possible to cause the game ball to enter the central first starting port 33. Therefore, some players may perform a left hit in the high-probability high-support state H5, causing the game ball to enter the central first starting port 33. In this case, since the game ball does not enter the drop port 252 and the game state does not transition to the low-probability high-support state midway, if the game ball can be made to enter the central first starting port 33 the guaranteed number of times, 50, the game state can be reliably transitioned to the high-probability low-support state, which is the invincible zone. However, since making the game ball enter the central first starting hole 33 as many as 50 times imposes a great burden on the player in terms of both time and the quantity of game balls required, in the high probability high support state H5, the way of playing by hitting from the left and making the game ball enter the central first starting hole 33 is not beneficial to the player and is not realistic. In other words, in the pachinko machine 10 of this embodiment, by setting the guaranteed number of plays to a relatively large number of 50 times, in the high probability high support state H5, it is configured so that it is difficult to make the game ball enter the central first starting hole 33.

[0203] As described above, the pachinko machine 10 of this embodiment is configured to make it difficult to play by having the gaming ball enter the central first starting hole 33 in the high-probability high-support state H5, but this is not to say that such a playing method is completely eliminated. If the above-mentioned difficulty can be tolerated, it is also possible to play by hitting the ball from the left in the high-probability high-support state H5 to have the gaming ball enter the central first starting hole 33. For example, a player who cannot mentally accept the gaming ball entering the drop hole 252 and the lottery mode shifting from the high-probability mode to the low-probability mode may choose the above playing method. From the perspective of a gaming machine designer, by setting the guaranteed number of plays to a relatively small number, for example, 5 or 10, it is possible to permit, to a certain extent, playing a game in which the gaming ball enters the central first starting hole 33 in the high-probability high-support state H5, and by setting the guaranteed number of plays to a large number, for example, 50 or 100, it is possible to strictly prohibit playing a game in which the gaming ball enters the central first starting hole 33 in the high-probability high-support state H5. In other words, it is possible to adjust the degree to which playing a game in which the gaming ball enters the central first starting hole 33 in the high-probability high-support state H5 is permitted or prohibited depending on the guaranteed number of plays.

[0204] 1-5. 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.

[0205] In order to progress each game, the MPU 62 of the main control device 60 executes timer interrupt processing and normal processing. These processes will be explained below. In addition to the timer interrupt processing and normal processing, the MPU 62 also executes NMI interrupt processing, which is activated by the input of a power outage signal, but the explanation of these processes will be omitted.

[0206] <Timer interrupt processing> 21 is a flowchart showing the timer interrupt process, which is initiated by the MPU 62 of the main control device 60 periodically (for example, every 2 msec).

[0207] In step Ss0101, the process reads the status of the various detection sensors. That is, the state of the various detection sensors connected to the main control device 60 is read, the state of the sensors is determined, and the detection information (ball entry detection information) is saved. Then, the process proceeds to step Ss0102.

[0208] In step Ss0102, the random number initial value counter CINI is updated. Specifically, 1 is added to the random number initial value counter CINI, and when the counter value reaches 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 ​​the RAM 64. After that, the process proceeds to step Ss0103.

[0209] In step Ss0103, the values ​​of the winning random number counter C1, the big win 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 winning random number counter C1, the big win 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, each is cleared to 0. The updated values ​​of each counter C1 to C4 are then stored in the corresponding buffer area of ​​RAM 64. Thereafter, the process proceeds to step Ss0104. The value of the fluctuation type counter CS is updated in the normal processing (FIG. 23) described later.

[0210] In step Ss0104, a ball entry process for the start port is executed in response to the game ball entering the first start port (center first start port 33, right first start port 44) and the second start port 34. Details of the ball entry process for the start port in step Ss0104 will be described later. Then, the process proceeds to step Ss0105.

[0211] In step Ss0105, a ball entry process for the drop opening is executed in response to the game ball entering the drop opening 252. The ball entry process for the drop opening in step Ss0105 will be described in detail later. After executing step Ss0105, the MPU 62 ends the timer interrupt process.

[0212] <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. 21: Ss0104).

[0213] 22 is a flowchart showing the ball entry process for the start opening. In step Ss0201, whether or not the gaming ball has entered (start entry) the first start opening (the central first start opening 33, the right-side first start opening 44) is determined based on the detection state of the detection sensor (detection sensor 67d for the right-side first start opening, etc.) corresponding to the first start opening (the central first start opening 33, the right-side first start opening 44). In step Ss0201, if it is determined that the gaming ball has entered the first start opening (the central first start opening 33, the right-side first start opening 44) (Ss0201: YES), the process proceeds to step Ss0202, where a prize ball command is set in the payout control device 70 to pay out one gaming ball. Then, the process proceeds to step Ss0203.

[0214] In step Ss0203, an external signal setting process is performed to output a signal to the management control device of the gaming hall that a gaming ball has entered the first starting gate (the first starting gate 33 on the central side, the first starting gate 44 on the right side). Then, the process proceeds to step Ss0204.

[0215] In step Ss0204, the start pending number RaN (hereinafter also referred to as the first start pending number RaN), which is 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 ports (center first start port 33, right first start port 44). Then, proceed to step Ss0209.

[0216] In step Ss0201, if it is determined that the game ball has not entered the first starting hole (central first starting hole 33, right side first starting hole 44) (Ss0201: NO), proceed to step Ss0205 and determine whether the game ball has entered the second starting hole 34 based on the detection state of the detection sensor corresponding to the second starting hole 34.

[0217] In step Ss0205, if it is determined that the gaming ball has entered the second starting hole 34 (Ss0205: YES), the process proceeds to step Ss0206, where a prize ball command is set to cause the payout control device 70 to pay out one gaming ball. Then, the process proceeds to step Ss0207. On the other hand, in step Ss0205, if it is determined that the gaming ball has not entered the second starting hole 34 (Ss0205: NO), the ball entry process for this starting hole is terminated.

[0218] In step Ss0207, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a gaming ball has entered the second starting hole 34. Thereafter, the process proceeds to step Ss0208.

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

[0220] In step Ss0209, it is determined whether the start pending number N (RaN or RbN) set in step Ss0204 or step Ss0208 described above is less than the upper limit (4 in this embodiment). In step Ss0209, if the start pending number N is not less than the upper limit (Ss0209: NO), the ball entry process for this start port is terminated.

[0221] On the other hand, if the start pending number N is less than the upper limit in step Ss0209 (Ss0209: YES), proceed to step Ss0210, add 1 to the start pending number N in the corresponding pending area, and then proceed to step Ss0211, add 1 to the value stored in the total pending number storage area (hereinafter referred to as the total pending number CRN). The total pending number CRN indicates the sum of the first start pending number RaN and the second start pending number RbN. Then proceed to step Ss0212.

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

[0223] In step Ss0213, a first determination process is executed. The first determination process is a process that executes a determination of the winning lottery result (lottery result), the type of jackpot, whether or not a reach has occurred, etc. based on the information (reserved information) of each value of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 before the reserved information becomes the subject of the winning lottery by the main control device 60. After executing step Ss0213, the process proceeds to step Ss0214.

[0224] In step Ss0214, a process for setting a reserved command is executed. Specifically, the determination result (first determination information) of the first determination process executed based on the information (reserved information) of the values ​​of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 is set as a reserved command.

[0225] The hold command is a command for making the sub-side control device recognize that a ball has entered the first starting port (central first starting port 33, right-side first starting port 44) or the second starting port 34, and the judgment result (first judgment information) by the first judgment process based on the hold information acquired based on the ball, 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 processing described below (Figure 24: step Ss0402).

[0226] Furthermore, when the audio and light-emitting control device 90 receives a hold command transmitted based on a ball entering the first starting gate (the central first starting gate 33, the right first starting gate 44), it transmits a command to the display control device 100 to change the display in the first hold display area Ds1 of the liquid crystal display device 41 to correspond to the increase in the number of held balls. The display control device 100, having received the command, changes the display in the first hold display area Ds1 of the liquid crystal display device 41 to correspond to the increase in the number of held balls. On the other hand, when the audio and light-emitting control device 90 receives a hold command transmitted based on a ball entering the second starting gate 34, it transmits a command to the display control device 100 to change the display in the second hold display area Ds2 of the liquid crystal display device 41 to correspond to the increase in the number of held balls. The display control device 100, having received the command, changes the display in the second hold display area Ds2 of the liquid crystal display device 41 to correspond to the increase in the number of held balls.

[0227] After executing step Ss0214, the main MPU 62 ends the ball entry processing for this starting hole.

[0228] <Ball entry process for fall entrance> Next, the ball entry process for the drop-off entrance will be described. The ball entry process for the drop-off entrance is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 21: Ss0105).

[0229] 23 is a flowchart showing ball entry processing for the drop opening. In step Ss0301, it is determined whether or not the game ball has entered the drop opening 252 based on the detection state of the detection sensor corresponding to the drop opening 252. In step Ss0301, if it is determined that the game ball has entered the drop opening 252 (Ss0301: YES), the process proceeds to step Ss0302.

[0230] In step Ss0302, the high probability mode flag is turned OFF. The high probability mode flag is a flag for the MPU 62 to determine whether the win / loss lottery mode is the high probability mode or not, and in this embodiment, it is turned ON when the opening / closing execution mode related to the winning of a probability variable jackpot ends, and is turned OFF when the opening / closing execution mode related to the winning of a normal jackpot ends, and is also turned OFF in this step Ss0302. Then, the process proceeds to step Ss0303.

[0231] In step Ss0303, a low-probability mode command is set. The low-probability mode command is a command for notifying the sound and light emission control device 90 that the win / lose lottery mode is the low-probability mode. Then, the process proceeds to step Ss0304.

[0232] In step Ss0304, a fall command is set. The fall command is a command for notifying the sound and light emission control device 90 that a game ball has entered the fall opening 252 and the win / loss lottery mode has shifted from the high probability mode to the low probability mode. After step Ss0304 is executed, the ball entry process for this fall opening is terminated.

[0233] In step Ss0301, if it is determined that the game ball has not entered the fall opening 252 (Ss0301: NO), the ball entry process for this fall opening is terminated.

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

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

[0236] In step Ss0402, output data such as commands set in the timer interrupt process or the previously executed normal process is sent to each control device on the sub side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 70. Also, if commands related to effects such as a variable command, type command, or hold command are set, they are sent to the sound and light emission control device 90. After executing step Ss0402, proceed to step Ss0403.

[0237] In step Ss0403, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches 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 Ss0404.

[0238] In step Ss0404, the prize ball count signal and payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step Ss0405. In step Ss0405, a game round control process is executed to control the game in each game round. The game round control process includes the drawing of winning balls, setting the variable display of symbols by the liquid crystal display device 41, and display control of the first symbol display unit 37a and the second symbol display unit 37b. Details of the game round control process will be described later. After executing step Ss0405, the process proceeds to step Ss0406.

[0239] In step Ss0406, a game state transition process is executed to 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 Ss0407.

[0240] In step Ss0407, an electric role support process is executed to drive and control the electric role 44a provided in the right-side first starting port 44. In the electric role support process, a determination is made as to whether or not to open the electric role 44a. The electric role support process will be described in detail later. Then, the process proceeds to step Ss0408.

[0241] In step Ss0408, a game ball distribution control process is executed to drive and control the game ball distribution device 240 provided in the starting port unit 200. The game ball distribution control process will be described in detail later. After that, the process proceeds to step Ss0409.

[0242] In step Ss0409, it is determined whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal process (in the second or subsequent cycles, the start of the command output process in step Ss0402). In other words, it is determined whether the timing for executing the next normal process has arrived.

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

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

[0245] Note that since the execution time of each process from step Ss0402 to step Ss0408 changes according to the state of the game, the remaining time until the execution timing of the next normal process arrives fluctuates and is not constant. Therefore, by repeatedly updating the random number initial value counter CINI and the variation type counter CS using such remaining time, the values of these counters can be updated randomly.

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

[0247] FIG. 25 is a flowchart showing the game turn control process. In step Ss05o1, it is determined whether or not it is during the opening / closing execution mode. Specifically, it is determined whether or not the opening / closing execution mode flag in the various flag storage areas 64g of the RAM 64 is ON. As will be described later, the opening / closing execution mode flag is turned ON at the timing when the symbol variation in the game turn in which the big win is won ends and the opening / closing execution mode is entered, and is turned OFF at the timing when the opening / closing execution mode ends. By determining whether or not the opening / closing execution mode is being executed in step Ss0501, steps Ss0503 (and step Ss0506) are not executed during the period when the opening / closing execution mode is being executed. As a result, it is possible to prevent a game turn from starting during the period when the opening / closing execution mode is being executed. Details will be described below.

[0248] In step Ss0501, if it is determined that the opening / closing execution mode flag is ON (Ss0501: 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 Ss0502 onwards. In other words, if the opening / closing execution mode is in progress, a game round will not be started regardless of whether a game ball has entered the first start port (center first start port 33 and right first start port 44) or the second start port 34. On the other hand, if it is determined in step Ss0501 that the opening / closing execution mode is not in progress (Ss0501: NO), the process proceeds to step Ss0502.

[0249] In step Ss0502, it is determined whether the first variable flag in the various flag storage area 64g of RAM 64 is ON. The first variable flag is turned ON when a game for the first starting slot is started, and is turned OFF when the variable display in the first symbol display section 37a stops and becomes a stationary display. In step Ss0502, if it is determined that the first variable flag is not ON (Ss0502: NO), the process proceeds to step Ss0503.

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

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

[0252] In step Ss0504, the first fluctuation stop process is executed. The first fluctuation stop process is a process for stopping the fluctuation of the symbols for the first starting slot game that has started. The details of the first fluctuation stop process will be described later. After executing step Ss0504, the process proceeds to step Ss0505.

[0253] In step Ss0505, it is determined whether the second variable flag in the various flag storage area 64g of RAM 64 is ON. The second variable flag is turned ON when a game turn for the second starting slot is started, and is turned OFF when the variable display in the second symbol display section 37b stops and becomes a stationary display. In step Ss0505, if it is determined that the second variable flag is not ON (Ss0505: NO), the process proceeds to step Ss0506.

[0254] In step Ss0506, the fluctuation start process for the second start port is executed. The fluctuation start process for the second start port is a process for starting a game round for the second start port. The details of the fluctuation start process for the second start port will be described later. After executing step Ss0506, this game round control process is terminated.

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

[0256] In step Ss0507, the second fluctuation stop process is executed. The second fluctuation stop process is a process for stopping the fluctuation of the symbols for the second starting slot game that has started. The details of the second fluctuation stop process will be described later. After executing step Ss0507, this game game control process is terminated.

[0257] <Fluctuation start processing for the first starting port> Next, the fluctuation start processing for the first start port will be explained. The fluctuation start processing for the first start port is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control processing (FIG. 25: Ss0503).

[0258] 26 is a flowchart showing the fluctuation start processing for the first start port. In step Ss0601, it is determined whether the first start pending number RaN=0. If it is determined in step Ss0601 that the first start pending number RaN=0 is not (Ss0601: NO), the process proceeds to step Ss0602. On the other hand, if it is determined in step Ss0601 that the first start pending number RaN=0 (Ss0601: YES), the fluctuation start processing for this first start port is terminated.

[0259] In step Ss0602, a process for shifting reserved information for the first start port is executed. In the process for shifting reserved information for the first start port, the reserved information stored in the first reserved area Ra is shifted. Details of the process for shifting reserved information for the first start port will be described later. After executing step Ss0602, the process proceeds to step Ss0603.

[0260] In step Ss0603, a judgment process for the first start port is executed. In the judgment process for the first start port, a winning lottery is executed based on the special information stored in the judgment process execution area 64c. Specifically, based on the values ​​of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the judgment process execution area 64c, a win / loss judgment is performed to determine whether or not there is a jackpot or small win (normal small win, special small win), a distribution judgment to allocate the jackpot type, and a reach judgment to determine whether or not a reach has occurred. Details of the judgment process for the first start port will be described later. Hereinafter, when both a normal small win and a special small win are included, they will be simply referred to as a "small win." After executing step Ss0603, proceed to step Ss0604.

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

[0262] In step Ss0605, a first variation command is set. The first variation command includes information indicating that the current game round is related to special information acquired based on the game ball entering the first start port (center first start port 33, right first start port 44), as well as information on whether a reach has occurred and information on the variation time set in step Ss0604. After executing step Ss0605, the process proceeds to step Ss0606.

[0263] In step Ss0606, a first type command is set. The first type command includes information on whether or not there is a jackpot and information on the type of jackpot. Specifically, the first type command includes information on a 16R variable probability jackpot, an 8R variable probability jackpot, an 8R normal jackpot, a small jackpot (normal small jackpot, special small jackpot), or a miss.

[0264] The first variation command and first type command set in step Ss0605 and step Ss0606 are sent to the sound and light emission control device 90 in step Ss0402 of the normal processing (Fig. 24). The sound and light emission control device 90 determines the content of the presentation for that game round based on the received variation command and first type command, and controls various devices so that the determined content of the presentation is executed. After executing step Ss0606, the process proceeds to step Ss0607.

[0265] In step Ss0607, the variable display in the first symbol display section 37a is started, and then the process proceeds to step Ss0608, where the first variable flag is turned ON. The first variable flag is turned ON when a game for the first start slot is started, and is turned OFF when the variable display in the first symbol display section 37a becomes a stopped display. After executing step Ss0608, the process proceeds to step Ss0609.

[0266] In step Ss0609, the value of the game count counter PNC is decremented by 1. When the high frequency support mode is started, a value is set in the game count counter PNC, and the counter value is decremented by 1 each time a game is played. After step Ss0609 is executed, the fluctuation start process for this first start port is terminated.

[0267] <1st start port hold information shift processing> Next, the hold information shift process for the first start port will be described. The hold information shift process for the first start port is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process for the first start port (FIG. 26: Ss0602).

[0268] 27 is a flowchart showing the process of shifting reserved information for the first start port. In step Ss0701, the first start reserved number RaN in the first reserved area Ra is decremented by 1. Then, the process proceeds to step Ss0702.

[0269] In step Ss0702, the data (reserved information) stored in the first area of ​​the first reserve area Ra is moved to the first execution area of ​​the determination process execution area 64c, and then the process proceeds to step Ss0703.

[0270] In step Ss0703, a process is executed to shift the data stored in the memory area of ​​the first reserve area Ra. This data shift process shifts the data stored in the first to fourth areas in order toward the lower areas. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, and the fourth area to the third area, and so on. After step Ss0703 is executed, the main reserve information shift process for the first start port is terminated.

[0271] <Determination process for the first starting port> Next, the determination process for the first start port will be described. The determination process for the first start port is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process for the first start port (FIG. 26: Ss0603).

[0272] FIG. 28 is a flowchart showing the determination process for the first starting port. In step Ss0801, 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 the RAM 64 is ON. The high-probability mode flag is a flag used by the MPU 62 to determine whether the win / loss lottery mode is the high-probability mode. In this embodiment, the high-probability mode flag is turned ON when the opening / closing execution mode related to the winning of a special jackpot ends and turned OFF when the opening / closing execution mode related to the winning of the next jackpot begins. Furthermore, in this embodiment, the high-probability mode flag is turned OFF when a game ball enters the drop hole 252 provided in the starting port unit 200. If it is determined in step Ss0801 that the mode is the high-probability mode (Ss0801: YES), the process proceeds to step Ss0802.

[0273] In step Ss0802, a win / loss determination is made by referring to the win / loss table for the first starting port (for high probability mode). Specifically, it is determined whether the value of the win random number counter C1 stored in the determination process execution area 64c matches the value set as a jackpot in the win / loss table for the first starting port (for high probability mode) shown in Figure 13(b). Then, proceed to step Ss0804. On the other hand, if it is determined in step Ss0801 that the mode is not high probability mode (Ss0801: NO), proceed to step Ss0803.

[0274] In step Ss0803, a win / loss determination is made by referring to the win / loss table for the first starting port (for low probability mode). Specifically, it is determined whether the value of the win random number counter C1 stored in the determination process execution area 64c matches the value set as a jackpot in the win / loss table for the first starting port (for low probability mode) shown in Figure 13(a). Then, the process proceeds to step Ss0804.

[0275] In step Ss0804, it is determined whether the result of the hit / miss determination in step Ss0802 or step Ss0803 is a jackpot. If it is determined in step Ss0804 that the result of the hit / miss determination is a jackpot (Ss0804: YES), the process proceeds to step Ss0805.

[0276] In step Ss0805, the first winning flag in the various flags storage area 64g of RAM 64 is turned ON. The first winning flag is turned ON when the result of the winning lottery executed in response to the entry of a gaming ball into the first start port (the central first start port 33 or the right first start port 44) is a "big win," "special small win," or "normal small win," and is turned OFF when the variable display of the first symbol caused by the entry of the gaming ball into the first start port stops and becomes a stationary display. After executing step Ss0805, the process proceeds to step Ss0806.

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

[0278] In step Ss0807, it is determined whether the result of the allocation determination in step Ss0806 (jackpot type) is a variable probability jackpot. In step Ss0807, if it is determined that the allocated jackpot type is a variable probability jackpot (Ss0807: YES), the process proceeds to step Ss0808.

[0279] In step Ss0808, the probability variable jackpot flag (jackpot type flag) corresponding to the jackpot type allocated in step Ss0806 is turned ON. After executing step Ss0808, the process proceeds to step Ss0809.

[0280] In step Ss0809, a process for setting a stop symbol for a probability variable jackpot is executed. In the process for setting a stop symbol for a probability variable jackpot, a process is executed to set which stop result will be displayed in the first symbol display unit 37a when the variable display will end (stop display) in the current game round resulting in a probability variable jackpot. 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 jackpot type assigned in step Ss0806 is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After step Ss0809 is executed, the determination process for this first start port is terminated.

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

[0282] In step Ss0810, the normal jackpot flag (jackpot type flag) corresponding to the jackpot type allocated in step Ss0806 is turned ON. After executing step Ss0810, the process proceeds to step Ss0811.

[0283] In step Ss0811, a stop symbol setting process for a normal jackpot is executed. In the stop symbol setting process for a normal jackpot, a process is executed to set which stop result will be displayed in the first symbol display unit 37a when the variable display will end (stop display) in the current game round resulting in a normal jackpot. Specifically, by referring to the stop result table for a normal jackpot stored in the stop result table storage area 63e, address information of the stop result data corresponding to the jackpot type assigned in step Ss0806 is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Ss0811, the determination process for this first start port is terminated.

[0284] In step Ss0804, if it is determined that the result of the hit / miss determination in step Ss0802 or step Ss0803 is not a big hit (Ss0804: NO), the process proceeds to step Ss0812, where it is determined whether the result of the hit / miss determination in step Ss0802 or step Ss0803 is a normal small hit. In step Ss0812, if it is determined that the result of the hit / miss determination is a normal small hit (Ss0812: YES), the process proceeds to step Ss0813, where the normal small hit flag in the various flag storage area 64g of RAM 64 is turned ON. After executing step Ss0813, the process proceeds to step Ss0814.

[0285] In step Ss0814, a stop symbol setting process for a normal small win is executed. In the stop symbol setting process for a normal small win, a process is executed to set which stop result will be displayed in the second symbol display unit 37b when the variable display will end (stop display) in the current game round resulting in a normal small win. Specifically, by referring to the stop result table for a normal small win stored in the stop result table storage area 63e, address information of the stop result data corresponding to the normal small win is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Ss0814, the process proceeds to step Ss0819.

[0286] In step Ss0812, if it is determined that the result of the hit / miss determination in step Ss0802 or step Ss0803 is not a normal small hit (Ss0812: NO), the process proceeds to step Ss0815, where it is determined whether the result of the hit / miss determination in step Ss0802 or step Ss0803 is a special small hit. In step Ss0815, if it is determined that the result of the hit / miss determination is a special small hit (Ss0815: YES), the process proceeds to step Ss0816, where the special small hit flag in the various flag storage area 64g of RAM 64 is turned ON. Thereafter, the process proceeds to step Ss0817, where a special small hit command is set. The special small hit command is a command for notifying the sound and light emission control device 90 that a special small hit has been won in the hit lottery. After executing step Ss0817, the process proceeds to step Ss0818.

[0287] In step Ss0818, a stop symbol setting process for a special small win is executed. In the stop symbol setting process for a special small win, a process is executed to set which stop result will be displayed in the second symbol display unit 37b when the variable display will end (stop display) in the current game round resulting in a special small win. Specifically, by referring to the stop result table for the special small win stored in the stop result table storage area 63e, address information of the stop result data corresponding to the special small win is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Ss0818, the process proceeds to step Ss0819.

[0288] In step Ss0819, the first winning flag in the various flags storage area 64g of RAM 64 is turned ON. The first winning flag is turned ON when the result of the winning lottery executed in response to the entry of a gaming ball into the first start port (the central first start port 33 or the right first start port 44) is a "big win," "special small win," or "normal small win," and is a flag that is turned OFF when the variable display of the first symbol caused by the entry of the gaming ball into the first start port stops and becomes a stationary display. After step Ss0819 is executed, this first start port determination process is terminated.

[0289] In step Ss0815, if it is determined that the result of the hit / miss determination is not a special small hit (Ss0815: NO), the process proceeds to step Ss820.

[0290] In step Ss0820, a reach determination is made as to whether or not a reach will occur, by referring to the reach determination table stored in the reach determination table storage area 63c of ROM 63. Specifically, it is determined whether or not the value of the reach random number counter C3 stored in the determination process execution area 64c matches the value set as a reach occurrence in the referenced reach determination table. The processing of this step Ss0820 is executed when the result of the hit / miss determination (win lottery) in the above step Ss0804 is neither a big win nor a small win (a normal small win, a special small win). In other words, in step Ss0820, it is determined whether or not this is a game in which a reach will occur, among the game in which the result of the hit / miss determination is neither a big win nor a small win (a normal small win, a special small win). After executing step Ss0820, the processing proceeds to step Ss0821.

[0291] In step Ss0821, it is determined whether the result of the reach determination in step Ss0820 is a reach occurrence. If it is determined in step Ss0821 that a reach occurrence has occurred (Ss0821: YES), the process proceeds to step Ss0822, where the reach occurrence flag in the various flags storage area 64g of RAM 64 is turned ON. After executing step Ss0822, the process proceeds to step Ss0823. If it is determined in step Ss0821 that a reach occurrence has not occurred (Ss0821: NO), the process proceeds directly to step Ss0823.

[0292] In step Ss0823, a process for setting a stop symbol for a loss is executed. In the process for setting a stop symbol for a loss, a process is executed to set which stop result will be displayed in the first symbol display unit 37a when the variable display ends (stop display) in the current game round resulting in a loss. Specifically, by referring to the stop result table for a loss in the stop result table storage area 63e, address information of the stop result data corresponding to the value of the winning random number counter C1 stored in the determination process execution area 64c is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After step Ss0823 is executed, the determination process for this first start hole is terminated.

[0293] <Setting process for variable time for first starting port> Next, the process for setting the variable time for the first start port will be described. The process for setting the variable time for the first start port is executed by the MPU 62 of the main control device 60 as a subroutine of the variable start process for the first start port (Figure 26: Ss0604).

[0294] 29 is a flowchart showing the process of setting the variable time for the first starting port. In step Ss0901, the process obtains the value of the variable type counter CS stored in the variable type counter buffer in the lottery counter buffer 64a of the RAM 64. Then, the process proceeds to step Ss0902.

[0295] In step Ss0902, it is determined whether the high-probability mode flag is ON. If it is determined in step Ss0902 that the high-probability mode flag is not ON (Ss0902: NO), the process proceeds to step Ss0903.

[0296] In step Ss0903, it is determined whether the high frequency support mode flag is ON. If it is determined in step Ss0903 that the high frequency support mode flag is not ON (Ss0903: NO), the process proceeds to step Ss0904.

[0297] In step Ss0904, a variable time information acquisition process for the first starting port in a low-probability, low-support state is executed. The variable time information acquisition process for the first starting port in a low-probability, low-support state is a process for acquiring variable time information for a game round for the first starting port when the lottery mode is a low-probability mode and the support mode is a low-frequency support mode and the game round for the first starting port is executed. Specifically, this is a process for acquiring variable time information for a game round for the first starting port when the game round for the first starting port is executed in the low-probability, low-support state (state H1) in FIG. 19. Details of the variable time information acquisition process for the first starting port in a low-probability, low-support state will be described later. After executing step Ss0904, proceed to step Ss0909.

[0298] On the other hand, if it is determined in step Ss0903 that the high frequency support mode flag is ON (Ss0903: YES), the process proceeds to step Ss0905.

[0299] In step Ss0905, a variable time information acquisition process for the first starting port in a low-probability, high-support state is executed. The variable time information acquisition process for the first starting port in a low-probability, high-support state is a process for acquiring variable time information for a game round for the first starting port when the lottery mode is a low-probability mode and the support mode is a high-frequency support mode and the game round for the first starting port is executed. Specifically, this is a process for acquiring variable time information for a game round for the first starting port when the game round for the first starting port is executed in the low-probability, high-support state (state H3) in Figure 19. Details of the variable time information acquisition process for the first starting port in a low-probability, high-support state will be described later. After executing step Ss0905, proceed to step Ss0909.

[0300] On the other hand, if it is determined in step Ss0902 that the high-probability mode flag is ON (Ss0902: YES), the process proceeds to step Ss0906.

[0301] In step Ss0906, it is determined whether the high frequency support mode flag is ON. If it is determined in step Ss0906 that the high frequency support mode flag is ON (Ss0906: YES), the process proceeds to step Ss0907.

[0302] In step Ss0907, a variable time information acquisition process for the first starting port in a high probability high support state is executed. The variable time information acquisition process for the first starting port in a high probability high support state is a process for acquiring variable time information for a game round for the first starting port when the lottery mode is a high probability mode and the support mode is a high frequency support mode and the game round for the first starting port is executed. Specifically, this is a process for acquiring variable time information for a game round for the first starting port when the game round for the first starting port is executed in the high probability high support state (state H5) in Figure 19. Details of the variable time information acquisition process for the first starting port in a high probability high support state will be described later. After executing step Ss0907, proceed to step Ss0909.

[0303] On the other hand, if it is determined in step Ss0906 that the high frequency support mode flag is not ON (Ss0906: NO), the process proceeds to step Ss0908.

[0304] In step Ss0908, a variable time information acquisition process for the first starting port in a high-probability, low-support state is executed. The variable time information acquisition process for the first starting port in a high-probability, low-support state is a process for acquiring variable time information for a game round for the first starting port when the lottery mode is a high-probability mode and the support mode is a low-frequency support mode, and the game round for the first starting port is executed. Specifically, this is a process for acquiring variable time information for a game round for the first starting port when the game round for the first starting port is executed in the high-probability, low-support state (state H6) in Figure 19. Details of the variable time information acquisition process for the first starting port in a high-probability, low-support state will be described later. After executing step Ss0908, proceed to step Ss0909.

[0305] In step Ss0909, the variable time information acquired in steps Ss0904, Ss0905, Ss0907, and Ss0908 is set in the variable time counter area provided in the various counter area 64f of RAM 64. Thereafter, the variable time setting process for this first start port is terminated.

[0306] <Processing for acquiring variable time information during low probability low support state for the first starting port> Next, we will explain the process of acquiring variable time information during the low probability low support state for the first starting port. The process of acquiring variable time information during the low probability low support state for the first starting port is executed by the MPU 62 of the main control device 60 as a subroutine of the process of setting the variable time for the first starting port (Fig. 29: Ss0904).

[0307] 30 is a flowchart showing the process of acquiring variable time information in a low probability low support state for the first starting port. In step Ss1001, it is determined whether the result of the win / loss determination for the current game is a jackpot. Specifically, it is determined whether the probability variable jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1001: YES), it proceeds to step Ss1002.

[0308] In step Ss1002, a jackpot fluctuation time table is identified from the group of low-probability, low-support state fluctuation time tables stored in the fluctuation time table storage area 63d of ROM 63, and fluctuation time information corresponding to the current value of the fluctuation type counter CS is acquired by referencing the identified jackpot fluctuation time table. The group of low-probability, low-support state fluctuation time tables includes: (i) a jackpot fluctuation time table used when a jackpot is won in a winning lottery in a low-probability, low-support state; (ii) a reach-occurrence fluctuation time table used when a reach occurs without a jackpot being won in a winning lottery in a low-probability, low-support state; and (iii) a reach-non-occurrence fluctuation time table used when a jackpot is not won in a winning lottery without a reach occurring in a low-probability, low-support state. In step Ss1002, (i) is first identified from (i) to (iii). (i) is, for example, a fluctuation time table for performing a normal jackpot performance. Next, by referring to the specified fluctuation time table for the jackpot, fluctuation time information corresponding to the value of the fluctuation type counter CS acquired in step Ss0901 (Fig. 29) is acquired. After executing step Ss1002, the process of acquiring fluctuation time information in the low probability low support state for the first starting port is terminated.

[0309] On the other hand, in step Ss1001, if it is determined that the result of the win / loss determination for the current game round is not a jackpot (step Ss1001: NO), the process proceeds to step Ss1003.

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

[0311] In step Ss1004, a variable time table for reaching a certain point is identified from the group of variable time tables for a low-probability, low-support state stored in the variable time table storage area 63d of ROM 63, and variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the identified variable time table for reaching a certain point. Specifically, first, from among (i) to (iii), (ii) a variable time table for reaching a certain point is identified, which is used when reaching a certain point occurs in a low-probability, low-support state without winning the jackpot in the winning lottery. (ii) is, for example, a variable time table for performing a normal effect for reaching a certain point. Next, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (FIG. 29) is acquired by referring to the identified variable time table for reaching a certain point. After executing step Ss1004, the process of acquiring variable time information for a low-probability, low-support state for the first starting point is terminated.

[0312] In step Ss1003, if it is determined that no reach will occur in the current game (step Ss1003: NO), the process proceeds to step Ss1005.

[0313] In step Ss1005, a non-reach variable time table is identified from the group of variable time tables for low-probability, low-support states stored in the variable time table storage area 63d of ROM 63, and variable time information corresponding to the current value of the variable type counter CS is acquired by referencing the identified non-reach variable time table. Specifically, first, from among (i) to (iii), (iii) a non-reach variable time table is identified, which is used when a jackpot is not won in the winning lottery and a reach does not occur in a low-probability, low-support state. (iii) is, for example, a variable time table for performing a normal non-reach effect. Next, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (FIG. 29) is acquired by referencing the identified non-reach variable time table. After executing step Ss1005, the low-probability, low-support state variable time information acquisition process for the first starting point is terminated.

[0314] <Processing for acquiring variable time information during low probability high support state for the first starting port> Next, we will explain the process of acquiring variable time information during low probability high support state for the first starting port. The process of acquiring variable time information during low probability high support state for the first starting port is executed by the MPU62 of the main control device 60 as a subroutine of the process of setting the variable time for the first starting port (Fig. 29: Ss0905).

[0315] 31 is a flowchart showing the process of acquiring variable time information during a low probability high support state for the first starting slot. In step Ss1101, it is determined whether the result of the win / loss determination for the current game is a jackpot. Specifically, it is determined whether the probability variable jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1101: YES), it proceeds to step Ss1102.

[0316] In step Ss1102, a jackpot fluctuation time table is identified from the group of low-probability, high-support state fluctuation time tables stored in the fluctuation time table storage area 63d of ROM 63, and fluctuation time information corresponding to the current value of the fluctuation type counter CS is obtained by referencing the identified jackpot fluctuation time table. The group of low-probability, high-support state fluctuation time tables includes (iv) a jackpot fluctuation time table used when a jackpot is won in the winning lottery in a low-probability, high-support state, (v) a reach-occurrence fluctuation time table used when a reach occurs without a jackpot being won in the winning lottery in a low-probability, high-support state, and (iv) a reach-non-occurrence fluctuation time table used when a jackpot is not won in the winning lottery without a reach occurring in a low-probability, high-support state. In step Ss1102, first, (iv) is identified from (iv) and (v). Next, by referencing the identified jackpot fluctuation time table, fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After executing step Ss1102, the process of acquiring variable time information during the low probability high support state for the first starting port is terminated.

[0317] On the other hand, in step Ss1101, if it is determined that the result of the win / loss determination for the current game round is not a jackpot (step Ss1101: NO), the process proceeds to step Ss1103.

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

[0319] In step Ss1104, a variable time table for reaching a certain point is identified from the group of variable time tables for low-probability, high-support states stored in the variable time table storage area 63d of ROM 63, and variable time information corresponding to the current value of the variable type counter CS is acquired by referring to the identified variable time table for reaching a certain point. Specifically, first, from (iv) and (v), a variable time table for reaching a certain point is identified, which is used when reaching a certain point occurs in a low-probability, high-support state without winning the jackpot in the winning lottery. Next, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (Figure 29) is acquired by referring to the identified variable time table for reaching a certain point. After executing step Ss1104, the process of acquiring variable time information for low-probability, high-support states for the first starting port is terminated.

[0320] In step Ss1103, if it is determined that no reach will occur in the current game (step Ss1103: NO), the process proceeds to step Ss1105.

[0321] In step Ss1105, a variable time table for non-reach occurrence is identified from the group of variable time tables for low-probability, high-support states stored in the variable time table storage area 63d of ROM 63, and variable time information corresponding to the current value of the variable type counter CS is acquired by referring to the identified variable time table for non-reach occurrence. Specifically, first, from (iv) to (iv), a variable time table for non-reach occurrence is identified, which is used when a jackpot is not won in the winning lottery and a reach does not occur in a low-probability, high-support state. Next, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (Figure 29) is acquired by referring to the identified variable time table for non-reach occurrence. After executing step Ss1105, the process of acquiring variable time information for low-probability, high-support states for the first starting port is terminated.

[0322] <Processing for acquiring variable time information during high probability high support state for the first starting port> Next, we will explain the process of acquiring variable time information during the high probability high support state for the first starting port. The process of acquiring variable time information during the high probability high support state for the first starting port is executed by the MPU62 of the main control device 60 as a subroutine (Fig. 29: Ss0907) of the process of setting the variable time for the first starting port.

[0323] 32 is a flowchart showing the process of acquiring variable time information during the high probability high support state for the first starting port. In step Ss1201, it is determined whether the result of the hit / miss determination for the current game is a jackpot. Specifically, it is determined whether the probability variable jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1201: YES), it proceeds to step Ss1202.

[0324] In step Ss1202, a jackpot fluctuation time table is identified from the group of high-probability high-support state fluctuation time tables stored in the fluctuation time table storage area 63d of ROM 63, and fluctuation time information corresponding to the current value of the fluctuation type counter CS is obtained by referencing the identified jackpot fluctuation time table. The group of high-probability high-support state fluctuation time tables includes: (vii) a jackpot fluctuation time table used when a jackpot is won in the winning lottery in the high-probability high-support state; (viii) a special small win fluctuation time table used when a special small win is won in the winning lottery in the high-probability high-support state; and (ix) a normal small win fluctuation time table used when a normal small win is won in the winning lottery in the high-probability high-support state. In step Ss1202, first, (vii) is identified from (vii) to (ix). Next, by referencing the identified jackpot fluctuation time table, fluctuation time information corresponding to the value of the fluctuation type counter CS obtained in step Ss0901 (FIG. 29) is obtained. After executing step Ss1202, the process of acquiring variable time information during the high probability high support state for the first starting port is terminated.

[0325] On the other hand, in step Ss1201, if it is determined that the result of the win / loss determination for the current game round is not a jackpot (step Ss1201: NO), the process proceeds to step Ss1203.

[0326] In step Ss1203, it is determined whether the result of the win / loss determination for this game is a special small win. Specifically, it is determined whether the special small win flag is ON, and if it is determined that the special small win flag is ON (Ss1203: YES), it proceeds to step Ss1204.

[0327] In step Ss1204, a variable time table for a special small win is identified from the group of variable time tables in a high-probability high-support state stored in the variable time table storage area 63d of ROM 63, and variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the identified variable time table for the special small win. Specifically, first, (viii) from (vii) to (ix), a variable time table for a special small win used when a special small win is won in a winning lottery in a high-probability high-support state is identified. Next, by referring to the identified variable time table for the special small win, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (Figure 29) is acquired. After executing step Ss1204, the high-probability high-support state variable time information acquisition process for the first starting port is terminated.

[0328] In step Ss1203, if it is determined that the result of the win / loss determination for the current game is not a special small win (Ss1203: NO), the process proceeds to step Ss1205.

[0329] In step Ss1205, a variable time table for a normal small win is identified from the group of variable time tables in a high-probability high-support state stored in the variable time table storage area 63d of ROM 63, and variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the identified variable time table for a normal small win. Specifically, first, (ix) from (vii) to (ix) is identified as the variable time table for a normal small win used when a normal small win is won in the winning lottery in a high-probability high-support state. Next, by referring to the identified variable time table for a normal small win, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (Figure 29) is acquired. After executing step Ss1205, the high-probability high-support state variable time information acquisition process for the first starting port is terminated.

[0330] <Processing for acquiring variable time information during high probability low support state for the first starting port> Next, we will explain the process of acquiring variable time information during high probability low support state for the first starting port. The process of acquiring variable time information during high probability low support state for the first starting port is executed by the MPU 62 of the main control device 60 as a subroutine of the process of setting the variable time for the first starting port (Fig. 29: Ss0907).

[0331] 33 is a flowchart showing the process of acquiring variable time information in the high probability low support state for the first starting port. In step Ss1301, it is determined whether the result of the hit / miss determination for the current game is a jackpot. Specifically, it is determined whether the probability variable jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1301: YES), it proceeds to step Ss1302.

[0332] In step Ss1302, a jackpot fluctuation time table is identified from the group of high-probability, low-support state fluctuation time tables stored in the fluctuation time table storage area 63d of ROM 63, and fluctuation time information corresponding to the current value of the fluctuation type counter CS is acquired by referencing the identified jackpot fluctuation time table. The group of high-probability, low-support state fluctuation time tables includes (x) a jackpot fluctuation time table used when a jackpot is won in the winning lottery in the high-probability, low-support state, and (xi) a small jackpot fluctuation time table used when a small jackpot (normal small jackpot, special small jackpot) is won in the winning lottery in the high-probability, low-support state. In step Ss1302, first, (x) is identified from (x) and (xi). Next, by referencing the identified jackpot fluctuation time table, fluctuation time information corresponding to the value of the fluctuation type counter CS acquired in step Ss0901 (FIG. 29) is acquired. After executing step Ss1302, the high-probability, low-support state fluctuation time information acquisition process for the first starting port is terminated.

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

[0334] In step Ss1303, a variable time table for a small win is identified from the group of variable time tables in a high-probability low-support state stored in the variable time table storage area 63d of ROM 63, and variable time information corresponding to the value of the current variable type counter CS is acquired by referring to the identified variable time table for a small win. Specifically, first, from (x) and (xi), a variable time table for a small win to be used when a small win (normal small win, special small win) is won in the winning lottery in (xi) a high-probability low-support state is identified. Next, by referring to the identified variable time table for a small win, variable time information corresponding to the value of the variable type counter CS acquired in step Ss0901 (Figure 29) is acquired. After executing step Ss1303, the high-probability low-support state variable time information acquisition process for the first starting port is terminated.

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

[0336] 34 is a flowchart showing the first variation stop processing. In step Ss1401, it is determined whether the second winning flag in the various flag storage area 64g of RAM 64 is ON. The second winning flag is turned ON when the result of the winning lottery executed in response to the entry of a gaming ball into the second starting hole 34 is a "jackpot," and is turned OFF when the variable display of the second symbol due to the entry of the gaming ball into the second starting hole 34 stops and becomes a stationary display. In step Ss1401, if it is determined that the second winning flag is not ON (Ss1401: NO), the process proceeds to step Ss1402.

[0337] In step Ss1402, it is determined whether the variable time of the first symbol display unit 37a has ended. Specifically, it is determined whether the variable time for the first symbol set in the variable time setting process for the first starting port (FIG. 29) has elapsed. In step Ss1402, if it is determined that the variable time of the first symbol display unit 37a has ended (Ss1402: YES), the process proceeds to step Ss1403. On the other hand, in step Ss1402, if it is determined that the variable time of the first symbol display unit 37a has not ended (Ss1402: NO), the process proceeds to step Ss1411.

[0338] In step Ss1403, the variation of the first symbol display section 37a is stopped. That is, the first symbol of the first symbol display section 37a is shifted from a state of being varied to a state of being stopped. The combination of symbols to be stopped (stop symbols) is set in step Ss0809, step Ss0811, step Ss0814, step Ss0818, or step Ss0823 of the determination process for the first starting slot (FIG. 28). After executing step Ss1403, the process proceeds to step Ss1404.

[0339] In step Ss1404, the first fluctuation flag in the various flags storage area 64g of the RAM 64 is turned OFF. As described above, the first fluctuation flag is a flag that is turned ON when the first symbol in the first symbol display section 37a starts to fluctuate in response to a game ball entering the first start hole (the central first start hole 33, the right first start hole 44), and is turned OFF when the first symbol stops fluctuating. After executing step Ss1404, the process proceeds to step Ss1405.

[0340] In step Ss1405, it is determined whether the second fluctuation flag in the various flags storage area 64g of the RAM 64 is ON. As described above, the second fluctuation flag is a flag that is turned ON when the second symbol in the second symbol display section 37b starts to fluctuate in response to the entry of a gaming ball into the second starting hole 34, and is turned OFF when the second symbol stops fluctuating. In step Ss1405, if it is determined that the second fluctuation flag is not ON (Ss1405: NO), the process proceeds to step Ss1406.

[0341] In step Ss1406, the first winning flag is turned OFF, and then the first variation stop process is terminated.

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

[0343] In step Ss1401, if it is determined that the second winning flag is ON (Ss1401: YES), the process proceeds to step Ss1407.

[0344] In step Ss1407, it is determined whether the variable time of the second symbol display section 37b has ended. Specifically, it is determined whether the variable time for the second symbol set in the variable time setting process for the second starting port (FIG. 38), which will be described later, has elapsed. In step Ss1407, if it is determined that the variable time of the second symbol display section 37b has not ended (Ss1407: NO), the process proceeds to step Ss1402. On the other hand, in step Ss1407, if it is determined that the variable time of the second symbol display section 37b has ended (Ss1407: YES), the process proceeds to step Ss1408.

[0345] In step Ss1408, the second winning flag is turned OFF in the various flags storage area 64g of the RAM 64. After step Ss1408 is executed, the process proceeds to step Ss1409.

[0346] In step Ss1409, the variation of the first symbol display section 37a is stopped. That is, the first symbol of the first symbol display section 37a is shifted from a state of being varied to a stopped display. In this embodiment, the symbols to be stopped (stop symbols) are stop symbols for losing. Furthermore, in step Ss1409, various flags such as the probability jackpot flag and the normal jackpot flag related to the first start slot game round are switched to OFF, and even if a jackpot or small jackpot (special small jackpot, normal small jackpot) is won in the winning lottery related to the first start slot game round, the winning is invalidated. After executing step Ss1409, the process proceeds to step Ss1410.

[0347] In step Ss1410, the first fluctuation flag in the various flags storage area 64g of the RAM 64 is turned OFF, and then the process proceeds to step Ss1411.

[0348] In step Ss1411, it is determined whether the support mode is the high frequency support mode, specifically, whether the high frequency support mode flag in the various flag storage area 64g of the RAM 64 is ON.

[0349] In step Ss1411, if it is determined that the high frequency support mode flag is ON (Ss1411: YES), the process proceeds to step Ss1412, where it is determined whether the number of games to be continuously executed in the high frequency support mode has not yet reached the guaranteed number of games (for example, 50 games) (=within the guaranteed number of games). Specifically, it is determined whether the value of the guaranteed number of games counter PNC is greater than 0. Since the guaranteed number of games counter PNC indicates the remaining number of guaranteed games, it is possible to determine whether the number of games to be continuously executed in the high frequency support mode has not yet reached the guaranteed number of games by determining whether PNC > 0.

[0350] In step Ss1412, if it is determined that the value of the guaranteed number of plays counter PNC is not greater than 0 (step Ss1412: NO), that is, if it is determined that the number of plays is not within the guaranteed number of plays, the process proceeds to step Ss1413, where the high frequency support mode flag is turned OFF. After executing step Ss1413, the process proceeds to step Ss1414.

[0351] In step Ss1414, a low-frequency support mode command is set. The low-frequency support mode command is a command for notifying the audio and light emission control device 90 that the support mode is the low-frequency support mode. The low-frequency support mode command is sent to the audio and light emission control device 90 in step Ss0402 in the normal processing (FIG. 24). After executing step Ss1414, the process proceeds to step Ss1415.

[0352] In step Ss1415, it is determined whether the lottery mode is the high probability mode, specifically, whether the high probability mode flag in the various flag storage area 64g of the RAM 64 is ON.

[0353] In step Ss1415, if it is determined that the high probability mode flag is ON (Ss1411: YES), the process proceeds to step Ss1416, where an invincible zone command is set. The invincible zone command is a command for notifying the sound and light emission control device 90 that a transition has occurred from a high probability high support state to a high probability low support state (invincible zone). The invincible zone command is sent to the sound and light emission control device 90 in step Ss0402 in the normal processing (Fig. 24). After executing step Ss1414, this first variation stop processing is terminated.

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

[0355] <Fluctuation start processing for the second starting port> Next, the fluctuation start processing for the second start port will be explained. The fluctuation start processing for the second start port is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control processing (FIG. 25: Ss0506).

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

[0357] In step Ss1502, a process for shifting reserved information for the second start port is executed. In the process for shifting reserved information for the second start port, the reserved information stored in the second reserve area Rb is shifted. Details of the process for shifting reserved information for the second start port will be described later. After executing step Ss1502, the process proceeds to step Ss1503.

[0358] In step Ss1503, a judgment process for the second start port is executed. In the judgment process for the second start port, a winning lottery is executed based on the special information stored in the judgment process execution area 64c. Specifically, based on the values ​​of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the judgment process execution area 64c, a win / loss judgment is performed to determine whether or not a jackpot or small win has occurred, a distribution judgment to allocate the jackpot type, and a reach judgment to determine whether or not a reach has occurred. Details of the judgment process for the second start port will be described later. After executing step Ss1503, proceed to step Ss1504.

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

[0360] In step Ss1505, a second variation command is set. The second variation command includes information indicating that the current game round is related to special information acquired based on the game ball entering the second starting hole 34, as well as information on whether a reach has occurred and information on the variation time set in step Ss1504. After executing step Ss1505, the process proceeds to step Ss1506.

[0361] In step Ss1506, a second type command is set. The second type command includes information on whether or not a jackpot has been won and information on the type of jackpot. Specifically, the second type command includes information on a 16R variable probability jackpot, an 8R variable probability jackpot, an 8R normal jackpot, or a miss.

[0362] The variation command and second type command set in step Ss1505 and step Ss1506 are sent to the sound and light emission control device 90 in step Ss0402 of the normal processing (Fig. 24). The sound and light emission control device 90 determines the content of the presentation for that game round based on the received variation command and second type command, and controls various devices so that the determined content of the presentation is executed. After executing step Ss1506, the process proceeds to step Ss1507.

[0363] In step Ss1507, the variable display in the second symbol display section 37b is started, and then the process proceeds to step Ss1508, where the second variable flag is turned ON. The second variable flag is turned ON when a game for the second start slot is started, and is turned OFF when the variable display in the second symbol display section 37b becomes a stopped display. After executing step Ss1508, the process proceeds to step Ss1509.

[0364] In step Ss1509, the value of the game count counter PNC is decremented by 1. When the high frequency support mode is started, a value is set in the game count counter PNC, and the counter value is decremented by 1 each time a game is played. After step Ss1509 is executed, the fluctuation start process for this second start port is terminated.

[0365] <Second start port hold information shift processing> Next, the hold information shift process for the second start port will be described. The hold information shift process for the second start port is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process for the second start port (FIG. 35: Ss1502).

[0366] 36 is a flowchart showing the process of shifting reserved information for the second start port. In step Ss1601, the second start reserved number RbN in the second reserved area Rb is decremented by 1. Then, the process proceeds to step Ss1602.

[0367] In step Ss1602, the data (reserved information) stored in the first area of ​​the second reserve area Rb is moved to the second execution area of ​​the determination process execution area 64c, and then the process proceeds to step Ss1603.

[0368] In step Ss1603, a process is executed to shift the data stored in the memory area of ​​the second reserve area Rb. This data shift process is a process to shift the data stored in the first to fourth areas in order toward the lower areas. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, and the fourth area to the third area. After executing step Ss1603, this second start port reserve information shift process is terminated.

[0369] <Determination process for the second starting port> Next, the determination process for the second start port will be described. The determination process for the second start port is executed by the MPU 62 of the main control device 60 as a subroutine of the fluctuation start process for the second start port (FIG. 35: Ss1503).

[0370] FIG. 37 is a flowchart showing the determination process for the second starting port. In step Ss1701, 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 the RAM 64 is ON. The high probability mode flag is a flag used by the MPU 62 to determine whether the win / loss lottery mode is the high probability mode. In this embodiment, the high probability mode flag is turned ON upon completion of the opening / closing execution mode related to the winning of a special jackpot, and is turned OFF upon completion of the opening / closing execution mode related to the winning of a normal jackpot. Furthermore, in this embodiment, the high probability mode flag is turned OFF when a game ball enters the drop hole 252 provided in the starting port unit 200. If it is determined in step Ss1701 that the mode is the high probability mode (Ss1701: YES), the process proceeds to step Ss1702.

[0371] In step Ss1702, a win / loss determination is made by referring to the win / loss table for the second starting port (for high probability mode). Specifically, it is determined whether the value of the win random number counter C1 stored in the determination process execution area 64c matches the value set as a jackpot in the win / loss table for the second starting port (for high probability mode) shown in Figure 14(b). Then, proceed to step Ss1704. On the other hand, if it is determined in step Ss1701 that the mode is not high probability mode (Ss1701: NO), proceed to step Ss1703.

[0372] In step Ss1703, a win / loss determination is made by referring to the win / loss table for the second starting port (for low probability mode). Specifically, it is determined whether the value of the win random number counter C1 stored in the determination process execution area 64c matches the value set as a jackpot in the win / loss table for the second starting port (for low probability mode) shown in Figure 14(a). Then, the process proceeds to step Ss1704.

[0373] In step Ss1704, it is determined whether the result of the hit / miss determination in step Ss1702 or step Ss1703 is a jackpot. If it is determined in step Ss1704 that the result of the hit / miss determination is a jackpot (Ss1704: YES), the process proceeds to step Ss1705.

[0374] In step Ss1705, the second winning flag is turned ON in the various flags storage area 64g of the RAM 64. The second winning flag is turned ON when the result of the winning lottery executed in response to the entry of the gaming ball into the second starting hole 34 is a "jackpot," and is turned OFF when the variable display of the second symbol caused by the entry of the gaming ball into the second starting hole 34 stops and becomes a stationary display. After executing step Ss1705, the process proceeds to step Ss1706.

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

[0376] In step Ss1707, it is determined whether the result of the allocation determination in step Ss1706 (jackpot type) is a variable probability jackpot. In step Ss1707, if it is determined that the allocated jackpot type is a variable probability jackpot (Ss1707: YES), the process proceeds to step Ss1708.

[0377] In step Ss1708, the probability variable jackpot flag (jackpot type flag) corresponding to the jackpot type allocated in step Ss1706 is turned ON. After executing step Ss1708, the process proceeds to step Ss1709.

[0378] In step Ss1709, a process for setting a stop symbol for a probability variable jackpot is executed. In the process for setting a stop symbol for a probability variable jackpot, a process is executed to set which stop result will be displayed in the second symbol display unit 37b when the variable display is to end (stop display) in the current game round resulting in a probability variable jackpot. 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 jackpot type assigned in step Ss1706 is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After step Ss1709 is executed, the determination process for this second start port is terminated.

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

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

[0381] In step Ss1711, a stop symbol setting process for a normal jackpot is executed. In the stop symbol setting process for a normal jackpot, a process is executed to set which stop result will be displayed in the second symbol display unit 37b when the variable display will end (stop display) in the current game round resulting in a normal jackpot. Specifically, by referring to the stop result table for a normal jackpot stored in the stop result table storage area 63e, address information of the stop result data corresponding to the jackpot type assigned in step Ss1706 is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After executing step Ss1711, the determination process for this second start port is terminated.

[0382] In step Ss1704, if it is determined that the result of the hit / miss determination in step Ss1702 or step Ss1703 is not a jackpot (Ss1704: NO), the process proceeds to step Ss1712.

[0383] In step Ss1712, a reach determination is made as to whether or not a reach will occur, by referring to the reach determination table stored in the reach determination table storage area 63c of ROM 63. Specifically, it is determined whether or not the value of the reach random number counter C3 stored in the determination process execution area 64c matches the value set as a reach occurrence in the referenced reach determination table. The processing of this step Ss1712 is executed when the result of the hit / miss determination (winning lottery) in the above step Ss1704 is not a jackpot. In other words, in step Ss1712, it is determined whether or not the game in which the hit / miss determination result is not a jackpot is a game in which a reach will occur. After executing step Ss1712, the processing proceeds to step Ss1713.

[0384] In step Ss1713, it is determined whether or not the result of the reach determination in step Ss1712 is a reach occurrence. If it is determined in step Ss1713 that a reach occurrence has occurred (Ss1713: YES), the process proceeds to step Ss1714, where the reach occurrence flag in the various flags storage area 64g of RAM 64 is turned ON. After executing step Ss1714, the process proceeds to step Ss1715. If it is determined in step Ss1713 that a reach occurrence has not occurred (Ss1713: NO), the process proceeds to step Ss1715 without executing step Ss1714.

[0385] In step Ss1715, a process for setting a stop symbol for a loss is executed. In the process for setting a stop symbol for a loss, a process is executed to set which stop result will be displayed in the second symbol display unit 37b when the variable display ends (stop display) in the current game round resulting in a loss. Specifically, by referring to the stop result table for a loss in the stop result table storage area 63e, address information of the stop result data corresponding to the value of the winning random number counter C1 stored in the determination process execution area 64c is obtained, and the address information is stored in the stop result address storage area of ​​RAM 64. After step Ss1715 is executed, the determination process for this second start hole is terminated.

[0386] <Setting process for variable time for second starting port> Next, the process for setting the variable time for the second start port will be described. The process for setting the variable time for the second start port is executed by the MPU 62 of the main control device 60 as a subroutine for the variable start process for the second start port (Figure 35: Ss1504).

[0387] 38 is a flowchart showing the process of setting the variable time for the second starting port. In step Ss1801, the value of the variable type counter CS stored in the variable type counter buffer in the lottery counter buffer 64a of the RAM 64 is acquired. Then, the process proceeds to step Ss1802.

[0388] In step Ss1802, it is determined whether the high-probability mode flag is ON. If it is determined in step Ss1802 that the high-probability mode flag is not ON (Ss1802: NO), the process proceeds to step Ss1803.

[0389] In step Ss1803, it is determined whether the high frequency support mode flag is ON. If it is determined in step Ss1803 that the high frequency support mode flag is not ON (Ss1803: NO), the process proceeds to step Ss1804.

[0390] In step Ss1804, a variable time information acquisition process for the second starting port in a low-probability, low-support state is executed. The variable time information acquisition process for the second starting port in a low-probability, low-support state is a process for acquiring variable time information for a game round for the second starting port when the lottery mode is a low-probability mode and the support mode is a low-frequency support mode, and the game round for the second starting port is executed. Specifically, this is a process for acquiring variable time information for a game round for the second starting port when the game round for the second starting port is executed in the low-probability, low-support state (state H1) in FIG. 19. Details of the variable time information acquisition process for the second starting port in a low-probability, low-support state will be described later. After executing step Ss1804, proceed to step Ss1809.

[0391] On the other hand, if it is determined in step Ss1803 that the high frequency support mode flag is ON (Ss1803: YES), the process proceeds to step Ss1805.

[0392] In step Ss1805, a variable time information acquisition process for the second starting port in a low-probability, high-support state is executed. The variable time information acquisition process for the second starting port in a low-probability, high-support state is a process for acquiring variable time information for a game round for the second starting port when the lottery mode is a low-probability mode and the support mode is a high-frequency support mode and the game round for the second starting port is executed. Specifically, this is a process for acquiring variable time information for a game round for the second starting port when the game round for the second starting port is executed in the low-probability, high-support state (state H3) in Figure 19. Details of the variable time information acquisition process for the second starting port in a low-probability, high-support state will be described later. After executing step Ss1805, proceed to step Ss1809.

[0393] On the other hand, if it is determined in step Ss1802 that the high-probability mode flag is ON (Ss1802: YES), the process proceeds to step Ss1806.

[0394] In step Ss1806, it is determined whether the high frequency support mode flag is ON. If it is determined in step Ss1806 that the high frequency support mode flag is ON (Ss1806: YES), the process proceeds to step Ss1807.

[0395] In step Ss1807, a variable time ...

Claims

[Claim 1] a launching means for launching a game ball; A ball entry area is an area where a game ball can enter, and a predetermined special symbol entry area can vary a predetermined special symbol and a specific special symbol different from the predetermined special symbol based on the game ball entering the area; A normal ball entry area is an area where a game ball can enter, and a normal symbol can be changed based on the game ball entering the area; a specific ball entry area which is an area in which the predetermined special symbol, the specific special symbol, and the normal symbol do not change even when a game ball enters the area, and into which the game ball can enter when the launch mode by the launching means is a first launch mode, and into which the game ball cannot enter when the launch mode by the launching means is a second launch mode; A bonus ball entry means for allowing a game ball to enter the ball hole when the launch mode by the launch means is the second launch mode; a notification means capable of being a specific notification mode that notifies that the recommended firing mode is the second firing mode; A gaming machine comprising: This gaming machine is During a predetermined waiting period in which the execution of a predetermined special game state in which the bonus ball entry means performs a predetermined opening is confirmed, the notification means does not execute the specific notification mode, The specific notification mode is executed by the notification means during execution of the predetermined special game state, This gaming machine is During the predetermined waiting period when the notification means is not executing the specific notification mode, if a predetermined condition for opening the bonus ball entry means is met based on a game ball entering the specific ball entry area, the predetermined special game state can be generated after executing a predetermined control, This gaming machine is A predetermined information storage means is provided for storing predetermined information when a game ball enters the specific ball entry area, After the specific type of predetermined information is stored in the predetermined information storage means, a start timing of the predetermined special game state to be executed after the predetermined control is completed can be set, This gaming machine is When a game ball enters the specific ball entry area during the specified waiting period, the specified condition is met and the specified special game state based on the ball entry occurs. In addition, even if a game ball enters the specific ball entry area during the specified waiting period, the specified condition is not met and the specified special game state based on the ball entry does not occur. After the game ball enters the specific ball entry area, different effects can be executed depending on whether the effect is generated or not generated. This gaming machine is In the case of generating the above, A first case in which the predetermined special game state is generated after a first period has elapsed since the game ball entered the specific ball entry area; A second case in which the predetermined special game state is generated after a second period longer than the first period has elapsed since the game ball entered the specific ball entry area; Contains, The first case, the second case, and the no-occurrence case are configured to occur based on the result of a predetermined lottery based on the entry of a game ball into the specific entry area, The specific ball entry area is configured to be provided at only one position where the game ball can enter when the launch mode by the launch means is the first launch mode, The game situations that can be executed by the gaming machine include at least a first game situation in which the predetermined special game state can occur based on the game ball being launched in the first launch mode and the game ball landing in the specific ball landing area, and a second game situation that is more advantageous to the player than the first game situation, The predetermined special game state is configured to be executed based on a game ball entering the specific ball entry area, whether in the first game status or the second game status. A gaming machine characterized by:

Citation Information

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