Gaming machine

The integration of special information systems in gaming machines allows for enhanced player engagement by transitioning to more advantageous game states based on variable symbol displays and direct transitions, addressing the need for improved attention in gameplay.

JP2026069569APending Publication Date: 2026-04-23SANYO BUSSAN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2026-01-26
Publication Date
2026-04-23

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and attention levels during gameplay.

Method used

Incorporation of special information acquisition, storage, and determination systems to transition players to more advantageous game states based on variable symbol displays and notifications, allowing direct transitions to special game states without intermediates, and pre-identification of determination results.

Benefits of technology

Enhances player engagement and attention by providing more engaging gameplay experiences through variable symbol displays and direct transitions to advantageous game states.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a gaming machine that can effectively increase the level of attention given to the game. [Solution] The main control unit's MPU performs a win / loss lottery based on the entry of balls into the operating ports 91A and 92A, and controls the number of game rounds based on the lottery result. If the win / loss lottery results in a jackpot, the game transitions to a special game state. The second operating port 92A is equipped with an electric mechanism 93A, and when this electric mechanism 93A switches from a closed state to an open state, entry into the second operating port 92A is permitted. The electric mechanism 93A provides support modes: low-frequency support mode, high-frequency support mode A, and high-frequency support mode B. If the number of games played after the special game state ends reaches the upper limit, the support mode switches to high-frequency support mode A without going through the special game state. If it is confirmed that the upper limit will be reached before this limit is reached, a ceiling reach confirmation animation may be performed.
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Description

Technical Field

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

Background Art

[0002] Some gaming machines such as pachinko machines include a game board in which a game area is formed and a game ball launching means for launching a game ball into the game area based on a launching operation by a player. When the game ball launched from the game ball launching means enters a ball entry portion provided in the game area, benefits such as payout of a predetermined number of game balls are given to the player. By making the ball entry portion variable and switching it between an acceptance state and a non-acceptance state according to the game situation, diversification of the game is achieved (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above-described type of gaming machine, there is still room for improvement in its configuration in order to improve the attention level to the game. S

[0005] The present invention has been made in view of the above-exemplified circumstances and the like, and an object thereof is to provide a gaming machine capable of suitably improving the attention level to the game.

Means for Solving the Problems

[0006] The present invention is special information acquisition means for acquiring special information based on the establishment of a predetermined acquisition opportunity, acquisition information storage means capable of storing the special information acquired by the special information acquisition means, A determination means that performs a determination based on special information stored in the acquired information storage means, A means that, based on the result of the aforementioned specific determination being the first result, allows the player to transition to a special game state that is more advantageous to the player than the predetermined game state, A means for performing the variable display of the first symbol in each game round, wherein the variable display of the first symbol is performed in the first notification means based on the specific determination, and the variable display of the first symbol is performed in the first notification means based on the determination of the specific determination, and the variable display of the first symbol is performed in the first notification means based on the determination, and the variable display of the first symbol is performed in each game round. In a game round, a second symbol different from the first symbol is variably displayed by a second notification means different from the first notification means, and a stop result corresponding to the result of the specific judgment is displayed. Equipped with, The game state is one that is more advantageous to the player than the predetermined game state, and has a specific game state that is different from the special game state. A means that, based on the result of the specified determination being a second result different from the first result, allows transitioning to the specified game state without going through the special game state, A pre-identification means for identifying information corresponding to the determination result when a predetermined special information stored in the acquired information storage means becomes the subject of the identification determination, before the predetermined special information becomes the subject of the identification determination, It is characterized by having the following features. [Effects of the Invention]

[0007] According to the present invention, the level of attention given to the game can be effectively increased. [Brief explanation of the drawing]

[0008] [Figure 1] This is a front view showing a pachinko machine according to the first embodiment. [Figure 2] This is a front view of a pachinko machine. [Figure 3] This is a perspective view showing the main components of a pachinko machine. [Figure 4] It is a perspective view showing the main components of a pachinko machine unfolded. [Figure 5] It is a front view showing the structure of the inner frame. [Figure 6] It is a front view showing the structure of the game board unit. [Figure 7] It is a perspective view of the game board unit seen from the back side. [Figure 8] It is a rear view showing the structure of the inner frame. [Figure 9] It is a rear view of the pachinko machine. [Figure 10] It is a front view showing the back pack unit. [Figure 11] It is a block diagram showing the electrical configuration of the pachinko machine. [Figure 12] It is a schematic diagram for explaining the display content on the display screen of the symbol display device. [Figure 13] It is a schematic diagram for explaining the display content on the display screen of the symbol display device. [Figure 14] It is a schematic diagram showing the structure of various counters and the like used for win / loss lottery and the like. [Figure 15] (a) A schematic diagram showing a win / loss table for the low probability mode, (b) A schematic diagram showing a win / loss table for the high probability mode. [Figure 16] (a) A schematic diagram showing a distribution table for a big win, (b) A schematic diagram showing a distribution table for a special miss. [Figure 17] (a) A schematic diagram showing the relationship between the type of big win, the lottery mode, and the support mode, (b) A schematic diagram showing the relationship between the type of special miss, the lottery mode, and the support mode. [Figure 18] (a) A schematic diagram showing a support lottery table for the low frequency support mode, (b) A schematic diagram showing a support lottery table for the high frequency support mode A, (c) A schematic diagram showing a support lottery table for the high frequency support mode B. [Figure 19] It is a schematic diagram showing an overview of the support mode. [Figure 20]It is a flowchart showing timer interrupt processing executed by the MPU of the main control device. [Figure 21] It is a flowchart showing winning processing for the operation port. [Figure 22] It is a flowchart showing information acquisition processing. [Figure 23] It is a flowchart showing normal processing executed by the MPU of the main control device. [Figure 24] It is a flowchart showing game turn control processing. [Figure 25] It is a flowchart showing data setting processing. [Figure 26] It is a flowchart showing variation start processing. [Figure 27] It is a schematic diagram showing a variation display time table for normal miss handling. [Figure 28] It is a schematic diagram showing a variation display time table for jackpot handling. [Figure 29] It is a schematic diagram showing a variation display time table for special miss handling. [Figure 30] It is a flowchart showing game state transition processing. [Figure 31] It is a flowchart showing big winning port opening / closing processing. [Figure 32] It is a flowchart showing transition processing at the end of the opening / closing execution mode. [Figure 33] It is a flowchart showing control processing for the through gate. [Figure 34] It is a flowchart showing variation start processing for the through gate. [[ID=...]] [Figure 35] It is a schematic diagram comparing the display times of patterns on the through gate display section. [Figure 36] It is a flowchart showing processing for electric役 support. [Figure 37] It is a flowchart showing electric役 opening / closing processing. [Figure 38] It is a flowchart showing processing for confirmed display. [Figure 39] It should be noted that the term "電役" in the original text seems to be a specific term in a certain context, and if there is a more accurate translation in the relevant field, it may need to be adjusted accordingly. Here, a literal translation is provided first.This flowchart shows the process for switching support modes. [Figure 40] This is a block diagram showing the electrical configuration related to the notification / performance control device and the display control device. [Figure 41] This flowchart shows the variable display control process executed by the MPU of the notification and performance control device. [Figure 42] This is a flowchart showing the first variable display control process. [Figure 43] This is a flowchart showing the process for initiating the first variation. [Figure 44] This is a schematic diagram illustrating the general outline of gameplay sequences. [Figure 45] (a) A schematic diagram showing the symbol combinations corresponding to a big win, and (b) A schematic diagram showing the symbol combinations corresponding to a special loss. [Figure 46] This timing chart shows the flow of gameplay when transitioning to the fourth normal game state following a special miss. [Figure 47] This block diagram shows the relationships between the different game states. [Figure 48] This is a timing chart illustrating the changes in a pitcher's repertoire. [Figure 49] (a) A schematic diagram comparing the support modes in the second embodiment, (b) A schematic diagram showing the display content when transitioning to high-frequency support mode A1, and (c) A schematic diagram showing the display content when transitioning to high-frequency support mode A2. [Figure 50] This flowchart shows the process for switching support modes, which is executed by the MPU of the main control unit. [Figure 51] This is a flowchart showing the process for setting the variable display time. [Figure 52] This flowchart shows the setting process for the 1st and 4th normal game states. [Figure 53] This is a schematic diagram showing the variable display time table for handling normal errors. [Figure 54] This is a schematic diagram showing the variable display time table for handling normal errors. [Figure 55]This is a timing chart showing the flow of gameplay. [Figure 56] This is a front view of the game board unit in the third embodiment. [Figure 57] This is a schematic diagram showing the configuration of various counters used in lottery draws and other similar processes. [Figure 58] This is a schematic diagram showing the success / failure table for the first activation port. [Figure 59] This is a schematic diagram showing the success / failure table for the second activation port. [Figure 60] This block diagram shows the relationships between the different game states. [Figure 61] This is a schematic diagram showing the variable display time table for the second operation port. [Figure 62] This is a timing chart showing the flow of gameplay. [Figure 63] This is a schematic diagram showing the distribution table for the operating port in the fourth embodiment. [Figure 64] This flowchart shows the first variation initiation process executed by the MPU of the notification and performance control device. [Figure 65] (a) A schematic diagram showing the flow of the first special effect, and (b) A schematic diagram showing the flow of the second special effect. [Figure 66] This is a timing chart showing the flow of gameplay. [Figure 67] This is a front view of the game board unit in the fifth embodiment. [Figure 68] This is a schematic diagram showing the internal structure of the variable prize-winning device. [Figure 69] This is a schematic diagram showing the configuration of various counters used in lottery draws and other similar processes. [Figure 70] (a) A schematic diagram showing the validity table for the first operating port, and (b) A schematic diagram showing the validity table for the second operating port. [Figure 71] (a) A schematic diagram showing the distribution table for the first operating port, and (b) A schematic diagram showing the distribution table for the second operating port. [Figure 72](a) A schematic diagram showing the behavior when a special win occurs, and (b) A schematic diagram showing the transition patterns of the game state. [Figure 73] This flowchart shows the timer interrupt processing performed by the MPU of the main control unit. [Figure 74] This flowchart shows the normal processing performed by the MPU of the main control unit. [Figure 75] This flowchart shows the process for switching support modes. [Figure 76] This flowchart shows the process for transitioning to a special winning game state. [Figure 77] This is a flowchart showing the start process for special wins. [Figure 78] This flowchart shows the process for ending a special winning game. [Figure 79] This is a flowchart showing the V distribution setting process. [Figure 80] A flowchart for the process of winning a prize. [Figure 81] This flowchart shows the process for transitioning to the jackpot state. [Figure 82] There are many transition processes at the end of a big win. [Figure 83] This block diagram shows the relationships between the different game states. [Figure 84] This flowchart shows the pre-verification process performed by the MPU of the main control unit. [Figure 85] This is a flowchart showing the special variable display time table for the second operation port. [Figure 86] This is a timing chart showing the flow of gameplay. [Figure 87] This is a schematic diagram showing the contact / failure table for the operating port in the sixth embodiment. [Figure 88] This is a schematic diagram showing the transition patterns between game states. [Figure 89] This block diagram shows the relationships between the different game states. [Figure 90]This is a front view of the game board unit in the seventh embodiment. [Figure 91] This is a schematic diagram showing the configuration of various counters used in lottery draws and other similar processes. [Figure 92] This is a schematic diagram showing the success / failure table for the first activation port. [Figure 93] This is a schematic diagram showing the success / failure table for the second activation port. [Figure 94] (a) A schematic diagram showing the distribution table for the first operating port, and (b) A schematic diagram showing the distribution table for the second operating port. [Figure 95] This is a schematic diagram showing the relationship between the type of winning combination, the lottery mode, and the support mode. [Figure 96] This flowchart shows the process for switching support modes. [Figure 97] This block diagram shows the relationships between the different game states. [Figure 98] This is a front view of the game board unit in the eighth embodiment. [Figure 99] This is a schematic diagram showing the configuration of various counters used in lottery draws and other similar processes. [Figure 100] (a) A schematic diagram showing the win / loss table for the low probability mode, and (b) A schematic diagram showing the win / loss table for the high probability mode. [Figure 101] (a) A schematic diagram showing the distribution table for the first operating port, and (b) A schematic diagram showing the validity table for the second operating port. [Figure 102] This is a schematic diagram showing the relationship between the type of winning combination, the lottery mode, and the support mode. [Figure 103] This flowchart shows the transition process performed by the MPU of the main control unit when the open / close execution mode ends. [Figure 104] This flowchart shows the process for switching support modes, which is executed by the MPU of the main control unit. [Figure 105] This is a schematic diagram showing the validity table in the ninth embodiment. [Figure 106](a) A schematic diagram showing the distribution table for jackpots, and (b) A schematic diagram showing the relationship between the type of win, the lottery mode, and the support mode. [Figure 107] (a) A schematic diagram comparing the support modes, and (b) A schematic diagram comparing the display time of the patterns in the through-gate display unit. [Figure 108] This flowchart shows the transition process performed by the MPU of the main control unit when the open / close execution mode ends. [Figure 109] This flowchart shows the game round termination process executed by the MPU of the main control unit. [Figure 110] This is a timing chart illustrating the changes in a pitcher's repertoire. [Figure 111] (a) A schematic diagram comparing the support modes in the tenth embodiment, (b) A schematic diagram showing the display content when transitioning to high-frequency support mode A1, and (c) A schematic diagram showing the display content when transitioning to high-frequency support mode A2. [Figure 112] This is a timing chart showing the flow of gameplay. [Figure 113] This is a schematic diagram showing the relationship between the lottery result and the pattern displayed on the operation port display unit in the 11th embodiment. [Figure 114] This is a schematic diagram showing the variable display time table for handling normal errors. [Figure 115] This is a schematic diagram showing the variable display time table for handling special out-of-bounds events. [Figure 116] This is a schematic diagram showing the variation in the display of symbols on the display screen. [Figure 117] This flowchart shows the process for switching the support mode in the twelfth embodiment. [Figure 118] This flowchart shows the main processing performed by the MPU of the main control unit. [Figure 119] (a) A flowchart showing special notification processing executed by the MPU of the notification and effect control device, and (b)(c) A schematic diagram showing special notification. [Figure 120]This flowchart shows the special notification control process executed by the MPU of the main control unit. [Figure 121] This is a front view of the game board unit in the 13th embodiment. [Figure 122] This is a schematic diagram showing the configuration of various counters used in lottery draws and other similar processes. [Figure 123] (a) A schematic diagram showing the win / loss table for the low probability mode, and (b) A schematic diagram showing the win / loss table for the high probability mode. [Figure 124] (a) A schematic diagram showing the distribution table for the first operating port, and (b) A schematic diagram showing the validity table for the second operating port. [Figure 125] This is a schematic diagram showing the relationship between the type of winning combination, the lottery mode, and the support mode. [Figure 126] This is a schematic diagram showing the changes in the game state. [Figure 127] This flowchart shows the first variation initiation process executed by the MPU of the notification and performance control device. [Figure 128] This is a timing chart showing the flow of gameplay. [Figure 129] This is a schematic diagram showing the distribution table for outlier results in the 14th embodiment. [Figure 130] This is a front view of the game board unit. [Figure 131] This is a schematic diagram showing the configuration related to the display of the design. [Figure 132] This is a schematic diagram showing the patterns displayed on the display screen of a pattern display device. [Figure 133] This is a schematic diagram showing the arrangement of patterns displayed on the display screen of a pattern display device. [Figure 134] (a) A schematic diagram showing the symbol combinations corresponding to the jackpot result, and (b) A schematic diagram showing the symbol combinations corresponding to the special miss result. [Figure 135] (a) A flowchart showing the special failure setting process executed by the MPU of the notification and performance control device, and (b) a schematic diagram showing the relationship between the type of special failure result and the number of rotations. [Figure 136]It is a flowchart showing the process for the latter part for special deviation executed by the MPU of the notification and effect control device. [Figure 137] It is a flowchart showing the process for ending variation for special deviation executed by the MPU of the notification and effect control device. [Figure 138] It is a timing chart showing the flow of notification of the number of end criteria. [Figure 139] It is a front view of the game board unit in the 15th embodiment. [Figure 140] It is a schematic diagram showing the configuration of various counters etc. used for winning / losing lottery etc. [Figure 141] It is a schematic diagram showing the win / loss table for the first operating port. [Figure 142] It is a schematic diagram showing the win / loss table for the second operating port. [Figure 143] It is a flowchart showing the pre-check process executed by the MPU of the main control device. [Figure 144] It is a flowchart showing the setting process of the suspended command executed by the MPU of the main control device. [Figure 145] It is a flowchart showing the jackpot preview effect setting process executed by the MPU of the notification and effect control device. [Figure 146] It is a flowchart showing the detailed determination process of the jackpot preview effect. [Figure 147] It is a schematic diagram showing the suspended preview effect. [Figure 148] It is a flowchart showing the command correspondence process for suspended display control executed by the MPU of the display control device. [Figure 149] It is a flowchart showing the suspended display process executed by the MPU of the display control device. [Figure 150] (a) A schematic diagram exemplifying the flow of the first type of preview effect, (b) A schematic diagram exemplifying the flow of the second type of preview effect. [Figure 151] It is a front view of the special effect device. [Figure 152] It is a schematic diagram showing various display modes of the special effect device. [Figure 153] This flowchart shows the special miss notification effect setting process executed by the MPU of the notification and effect control device. [Figure 154] This is a flowchart showing the process for determining the details of the special miss notification effect. [Figure 155] This flowchart shows the special miss notification effect execution process performed by the MPU of the notification and effect control device. [Figure 156] This is a timing chart showing the sequence of special miss notification effects. [Figure 157] This is a front view of the game board unit in the 16th embodiment. [Figure 158] This is a vertical cross-section of a special effects device. [Figure 159] (a) Front view of the special effects device, (b) schematic diagram showing the positional relationship between the path of the light-emitting element and the light-diffusing and non-light-diffusing sections. [Figure 160] This is a schematic diagram comparing different light emission patterns. [Figure 161] This is a schematic diagram showing the relationship between the position of the light-emitting element and the manner in which it emits light. [Figure 162] This is a schematic diagram illustrating the changes in the light emission pattern. [Figure 163] This is a cross-sectional view of the special effects device in the 17th embodiment. [Figure 164] This is a front view of the special effects device. [Figure 165] This is a schematic diagram showing various display modes for special effects devices. [Figure 166] This is a front view of the game board unit in the 18th embodiment. [Figure 167] This is a schematic diagram showing the internal structure of the prize-winning device. [Figure 168] This is a schematic diagram showing the configuration of various counters used in lottery draws and other similar processes. [Figure 169] This is a schematic diagram showing the correct / incorrect table for the operating port. [Figure 170] This is a schematic diagram showing the distribution table for the operating ports. [Figure 171] This is a schematic diagram comparing the results of various jackpots. [Figure 172] This is a flowchart showing the V distribution setting process. [Figure 173] A flowchart for the process of winning a prize. [Figure 174] There are many transition processes at the end of a big win. [Figure 175] This flowchart shows the pre-verification process performed by the MPU of the main control unit. [Figure 176] This flowchart shows the process for setting pending commands, which is executed by the MPU of the main control unit. [Figure 177] This is a schematic diagram showing the pending notification effect. [Figure 178] This flowchart shows the processing for confirming the arrival of the ceiling, which is executed by the MPU of the notification and performance control device. [Figure 179] This timing chart illustrates the flow of gameplay when the "ceiling reached" confirmation animation is executed. [Modes for carrying out the invention]

[0009] <First Embodiment> The following describes in detail a first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), a type of gaming machine, based on the drawings. Figure 1 is a front view of the pachinko machine 10, Figure 2 is a perspective view of the pachinko machine 10 seen from the front, and Figures 3 and 4 are perspective views showing the main components of the pachinko machine 10 in an unfolded state. Note that in Figure 3, for convenience, the components within the game area of ​​the pachinko machine 10 are omitted.

[0010] As shown in Figure 1, the pachinko machine 10 is composed of an outer frame 11 that forms the outer shell of the pachinko machine 10 and a game machine main unit 12 attached to the outer frame 11.

[0011] As shown in Figure 2, the outer frame 11 is constructed by connecting elongated frame materials on all four sides, forming an overall rectangular frame shape. By attaching and fixing this outer frame 11 to the island equipment, the pachinko machine 10 is installed in the gaming hall. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be installed on the island equipment of the gaming hall.

[0012] The main body of the gaming machine 12 is supported by the outer frame 11 in a manner that allows it to be opened and closed. Specifically, an upper support fitting 17 is fixed to the connection between the upper frame and the left frame of the outer frame 11, and a lower support fitting 18 is provided at the connection between the lower frame and the left frame of the outer frame 11. These upper support fittings 17 and 18 constitute a support mechanism, and this support mechanism allows the main body of the gaming machine 12 to rotate forward of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 (see Figures 3 and 4).

[0013] As shown in Figures 3 and 4, the main body of the gaming machine 12 comprises an inner frame 13 as a base body, a front door frame 14 positioned in front of the inner frame 13, and a back pack unit 15 positioned behind the inner frame 13. The inner frame 13 of the main body of the gaming machine 12 is rotatably supported relative to the outer frame 11. In detail, the inner frame 13 is rotatable forward with the left side being the base end and the right side being the tip end when viewed from the front of the gaming machine.

[0014] The front door frame 14 is rotatably supported by the inner frame 13, and the front door frame 14 can rotate forward with the left side as the base end and the right side as the tip end when viewed from the front of the gaming machine. In addition, the back pack unit 15 is rotatably supported by the inner frame 13, and the back pack unit 15 can rotate backward with the left side as the base end and the right side as the tip end when viewed from the front of the gaming machine.

[0015] (Front door frame 14) Next, the front door frame 14 will be described. As shown in Figure 1, the front door frame 14 is mainly composed of a synthetic resin frame 20 whose outer shape is almost identical to that of the outer frame 11, and covers almost the entire front surface of the inner frame 13. A roughly elliptical window 21 is formed in the central part of the frame 20, which allows almost the entire gaming area PE (described later) to be visible from the front, and this window 21 is covered from the rear side of the front door frame 14 by a glass unit 22.

[0016] The glass unit 22 comprises a plurality of transparent glass panels 23 and a glass holder that holds these glass panels 23. The glass holder has a partition that divides the holding area of ​​the glass panels 23 into front and rear sections, and the two glass panels 23 face each other front and rear with the partition in between. In other words, by ensuring a predetermined gap between the two glass panels 23, interference between the glass panels 23 is avoided, and the game area PE is double-covered from the front side of the pachinko machine 10 by the glass panels 23.

[0017] It is not necessary to unitize both glass panels 23 using a glass holder; each glass panel 23 may be individually attached to the frame 20. Furthermore, the number of glass panels is arbitrary; it may be one or three or more. However, in light of improving safety and security, it is preferable to use multiple glass panels and to position each of these glass panels facing each other front and back with a predetermined gap in between. Incidentally, it is also possible to use a transparent synthetic resin panel member instead of glass panels.

[0018] Various light-emitting means, such as lamps, are provided around the glass unit 22 (specifically the window section 21). For example, a ring-shaped illuminated section 26 containing LEDs or other light-emitting means is provided along the periphery of the window section 21. The ring-shaped illuminated section 26 lights up or flashes in accordance with changes in the game state, such as when a jackpot is hit or when a predetermined reach occurs. In addition, an error indicator lamp section 27 is provided in the center of the ring-shaped illuminated section 26, at the very top of the pachinko machine 10, which lights up when an error or malfunction occurs, and prize ball lamp sections 28 are provided to the left and right of it, which light up when prize balls are paid out. Furthermore, speaker sections 29 that output sound effects, background music, etc., according to the game state are provided in a position close to the left and right prize ball lamp sections 28 (see Figure 3).

[0019] Below the window portion 21 of the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32 are arranged vertically side by side, bulging toward the front. Inside the upper bulge 31 is an upper tray 33 that opens upward, and inside the lower bulge 32 is a lower tray 34 that also opens upward (see Figure 2). The upper tray 33 has the function of temporarily storing game balls dispensed from the dispensing device (described later) and guiding them to the game ball launching mechanism (described later) while aligning them in a line. The lower tray 34 has the function of storing game balls that are left over in the upper tray 33 and also functions as a receptacle for game balls that have been launched by the game ball launching mechanism but have not reached the game area PE (see Figure 3) and are returned to the player.

[0020] In the upper bulge 31, a performance button 35, operated by the player, is provided in the portion in front of the upper tray 33. This performance button 35 is connected to a notification and performance control device 140, which executes corresponding performances based on the operation of the performance button 35.

[0021] To the right of the lower bulge 32, a game ball launching handle 41 is provided, protruding toward the player. When the game ball launching handle 41 is operated, a game ball is launched from the game ball launching mechanism, which will be described later. The launch speed of the game ball increases as the amount of operation (rotation) of the game ball launching handle 41 increases, and when this amount of operation is adjusted by the player to a predetermined amount, the game ball will reach the game area PE. Furthermore, by adjusting this amount of operation, the player can launch the game ball to either the right route or the left route, which will be described later.

[0022] As shown in Figure 3, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage leading to the upper tray 33 and a front door side lower tray passage leading to the lower tray 34. In the passage forming unit 45, a receiving portion is formed at the upper corner, which protrudes to the rear and opens upward. By dividing this receiving portion into left and right sections with a partition wall, the entrance portion of the front door side upper tray passage and the entrance portion of the front door side lower tray passage are separated. The upstream side of the front door side upper tray passage and the front door side lower tray passage leads to a game ball distribution section, which will be described later. Game balls that enter the front door side upper tray passage are guided to the upper tray 33, and game balls that enter the front door side lower tray passage are guided to the lower tray 34.

[0023] On the rear side of the front door frame 14, at the pivot end, protruding shafts are provided at its upper and lower ends. These protruding shafts constitute the assembly mechanism for the inner frame 13.

[0024] Next, the inner frame 13 will be described in detail with reference to Figure 5. Figure 5 is a front view of the inner frame 13. Note that, as with Figure 3, the configuration within the game area PE of the pachinko machine 10 is omitted in Figure 5 for convenience.

[0025] (Inner frame 13) The inner frame 13 is mainly composed of an inner frame base body 50, which has an outer shape similar to that of the outer frame 11, being roughly rectangular. The height dimension of the inner frame base body 50 is set to be slightly smaller than the height dimension of the outer frame 11. The inner frame base body 50 is positioned close to the upper frame portion of the outer frame 11, and a small gap is formed between the lower frame portion of the outer frame 11 and the inner frame base body 50. A fascia board is attached to the outer frame 11 to close this gap. The fascia board is positioned below the inner frame base body 50 (specifically its lower end), and when the inner frame 13 is closed to the outer frame 11, the inner frame base body 50 rests on the fascia board. A small clearance may be provided between the fascia board and the inner frame base body 50 to prevent mutual interference, etc.

[0026] Support brackets 71 and 72 are attached to the upper and lower ends of the pivot base side (left side in Figure 5) on the front surface of the inner frame base body 50. Although not shown in the figure, the support brackets 71 and 72 have shafts, and bearings provided on the front door frame 14 are inserted into these shafts, thereby supporting the front door frame 14 so that it can rotate relative to the inner frame 13.

[0027] A locking device 75 for locking the inner frame 13 and the front door frame 14 is provided on the rotating end side (right side in Figure 5) of the inner frame base body 50. The locking device 75 extends vertically along the right end of the inner frame base body 50 (the vertical frame member described later) and has front door hook members 76 scattered along its longitudinal direction (vertical direction). The inner frame base body 50 has a hook receiving member 49 (see Figure 3) provided on the back of the front door frame 14 and slits formed to protrude towards the front side of the inner frame 13, corresponding to each front door hook member 76. The front door hook members 76 that protrude through these slits engage with the front door hook members 76 provided on the front door frame 14 in a one-to-one correspondence with each front door hook member 76, thereby locking the front door frame 14 to the inner frame 13 in an unopenable state. Furthermore, the locking device 75 has an inner frame hook member 77 that extends to the rear side of the inner frame 13. These inner frame hook members 77 catch on a hook receiving member 19 fixed to the outer frame 11, thereby locking the main part of the gaming machine 12 in a closed position relative to the outer frame 11.

[0028] The inner frame base 50 (locking device 75) is equipped with a cylinder lock 78 for unlocking the locking device 75. The cylinder lock 78 is provided separately from the locking unit (each hook member 76, 77 and interlocking rod, etc.) that constitutes the main part of the locking device 75, and is positioned adjacent to the locking unit. Turning the key inserted into the keyhole of the cylinder lock 78 to the right (clockwise) unlocks the front door frame 14 to the inner frame 13, and turning the key inserted into the keyhole of the cylinder lock 78 to the left (counterclockwise) unlocks the inner frame 13 to the outer frame 11.

[0029] A recessed area 51 for housing the game board unit 80 is formed in the central part of the inner frame base body 50. The recessed area 51 is recessed at the rear of the game machine to match the outer shape of the game board unit 80, and the game board unit 80 is fixed in place by a manual locking mechanism while fitted into this recessed area 51 from the front of the game machine. A roughly rectangular window opening 52 is formed at the bottom of the recessed area 51, and the rear configuration of the game board unit 80 (rear block 80b, described later) protrudes from the rear of the inner frame 13 through this window opening 52. This window opening 52 is almost entirely covered from the front of the game machine by the game board unit 80 mounted on the inner frame base body 50.

[0030] (Game board unit 80) The game board unit 80 is formed by integrating a game board 80a, which is mainly made of wooden board material, and a rear block 80b, which is provided on the rear side of the game board 80a and has various game components (variable display device, control device, movable performance mechanism, etc.) mounted on the base body 251.

[0031] The game area PE described above is formed on the front of the game board 80a, through which the game balls flow. As already explained, the game area PE is covered by a glass unit 22 (more specifically, the rear glass panel 23). The glass unit 22 is positioned such that the gap between the rear glass panel 23 and the front of the game board 80a is slightly larger than the diameter of the game balls, that is, so that the game balls flowing down the game area PE do not line up front to back at the same point in the game area PE. This suppresses ball jams in the game area PE. Note that the game board 80a is not limited to wood, but can also be made of synthetic resin.

[0032] The following describes the game board unit 80 (particularly the various components arranged in the game area PE of the game board 80a) based on Figures 6 and 7. Figure 6 is a front view of the game board unit 80, and Figure 7 is a perspective view of the game board unit 80 from the rear.

[0033] The game board 80a has multiple openings of varying sizes that penetrate in the direction of its own thickness (front-to-back direction). As shown in Figure 6, each opening is equipped with a general prize entry point 81, an operating port unit 82, a variable prize entry device 83, a through gate 84, etc. When a game ball enters the general prize entry point 81, the operating port unit 82, or the variable prize entry device 83, these game balls are detected by detection sensors provided corresponding to each entry point, and based on the detection result, the player is granted a predetermined number of prize balls (dispensing of game balls) or other benefits. In addition, an out port 86 is provided at the bottom of the game board 80a (game area PE), and game balls that do not enter the various entry points are discharged from the game area PE through the out port 86. In the following explanation, in order to clearly distinguish it from the entry of game balls into the out port 86, the entry of game balls into the general prize entry point 81, the operating port unit 82, or the variable prize entry device 83 will also be referred to as "winning."

[0034] Furthermore, the game board 80a is equipped with numerous game pins 87, windmills 94, and other game components to appropriately distribute the flow paths of the game balls. These various configurations of game pins 87, windmills, etc. differentiate the flow paths of the game balls, allowing them to enter the general prize winning holes 81, etc., with a reasonable probability.

[0035] A central opening is formed in the middle of the game board 80a, and a transparent opening cover is attached to cover this central opening from the back side of the game board unit 80. Behind this central opening are the variable display unit 85 and other components belonging to the back block 80b, and the variable display unit 85 and other components can be seen from the front of the game machine through the central opening (opening cover).

[0036] An operating port unit 82 and a through gate 84 are arranged around the central opening. The operating port unit 82 is provided with a first operating port 91 located below the variable display unit 85 and a second operating port 92 located below the first operating port 91. Of these two operating ports 91 and 92, the second operating port 92 is equipped with an electric mechanism 93 which functions as an open / close ball entry assist device (ball entry assist means) or an open / close member (open / close means). The electric mechanism 93 has a movable piece and a solenoid-type drive unit that drives the movable piece, and can be switched between an open state (assist state) that allows balls to enter the second operating port 92 and a closed state (non-assist state) that prevents balls from entering.

[0037] Furthermore, the electric mechanism 93 may be configured such that when it is in the closed state, it becomes difficult for the ball to enter the second operating opening 92, and when it switches to the open state, it becomes easier for the ball to enter the second operating opening 92 than when it is in the closed state.

[0038] Upstream of the second operating port 92, more specifically to the side of the variable display unit 85, the above-mentioned through gate 84 is located, and if the support lottery triggered by the passage of the game ball through gate 84 is won, the electric mechanism 93 is switched from a closed state to an open state for a predetermined period of time.

[0039] Furthermore, if a ball enters the first operating port 91, three game balls will be dispensed, and if a ball enters the second operating port 92, four game balls will be dispensed. However, the number of game balls dispensed is not limited to the above.

[0040] The variable prize-winning device (special ball-entry device or special ball-entry means) 83 is provided with a large prize-winning opening and a shutter that can be switched between an allowable state that permits ball entry into the large prize-winning opening and a blocking state that prevents ball entry. In the following description, the state of the variable prize-winning device 83 when the shutter is in the allowable state will be referred to as the "open state," and the state of the variable prize-winning device 83 when the shutter is in the blocking state will be referred to as the "closed state."

[0041] Furthermore, the variable prize-winning device 83 may be configured such that when it is in the closed state, it becomes difficult for balls to enter the variable prize-winning device 83, and when it switches to the open state, it becomes easier for balls to enter the variable prize-winning device 83 than when it is closed.

[0042] In the normal game state described later, an internal lottery is performed based on balls entering the operating ports 91 and 92. If the player wins this internal lottery (for example, if they hit the jackpot), the game transitions to a special game state (open / close execution mode) which is more advantageous to the player than the normal game state. The variable prize entry device 83 is kept in the closed state and is configured to be switched to the open state when the game transitions to the special game state. In the special game state, for example, after a predetermined time (for example, 30 seconds) or after a predetermined number of balls (for example, 10 balls) have been entered, one round is defined as the switching to the open state being repeated for a maximum of several rounds (for example, 6 rounds).

[0043] Next, a supplementary explanation will be given regarding the variable display unit 85. The variable display unit 85 has a symbol display device 95 that displays symbols in a variable manner (variable display) when a prize is awarded in the operating openings 91 and 92. The symbol display device 95 is configured as a liquid crystal display device equipped with a liquid crystal display, and its display content is controlled by a display control device, which will be described later. On the display screen 95a of the symbol display device 95, symbols are displayed in a row, for example, at the top, middle, and bottom, and these symbols are displayed in a variable manner by scrolling horizontally. When a jackpot is won, a predetermined combination of symbols is stopped and displayed on a preset active line, and the game transitions to the opening / closing execution mode (special game state or jackpot). Note that the symbol display device 95 does not necessarily have to be a liquid crystal display device; it may also be a dot matrix or 7-segment type display device.

[0044] A center frame 96 is provided on the game board 80a so as to surround the central opening. The center frame 96 is fixed to the game board 80a from its front side, and in this fixed state, it stands upright from the front of the game board 80a, so that the gap between the center frame 96 and the glass unit 22 is smaller than the diameter of the game ball. As a result, the game ball flowing down the game area PE is prevented from colliding with the symbol display device 95, and the flow path of the game ball flowing down the game area PE is broadly divided into the right route, which bypasses the variable display unit 85 (specifically the center frame 96) from the right side, and the left route, which bypasses it from the left side. In this embodiment, the various game components provided in the game area PE are arranged symmetrically (a so-called symmetrical gauge), and there is no difference in advantage or disadvantage between the right route and the left route. The configuration allows game balls launched from either the right or left route to enter the operating ports 91, 92, the through gate 84, and the variable prize winning device 83.

[0045] A stage is formed on the upper surface of the frame portion that constitutes the lower part of the center frame 96, on which game balls can roll from side to side. Game balls that flow in from an inlet formed in the left frame portion of the center frame 96 are discharged onto the stage through a warp passage also formed in the center frame 96. The stage is configured so that game balls that reach the stage can flow into the first operation port 91 more easily, specifically, more easily into the first operation port 91 than game balls that do not pass through the stage, and this contributes to increasing the player's attention to the movement of the game balls on the stage. In this embodiment, as described above, the central opening is covered with a transparent opening cover, which restricts game balls that reach the stage from moving toward the rear block 80b (variable display unit 85).

[0046] The activation ports 91 and 92 are positioned closer to the variable display unit 85. Since a win in the activation ports 91 and 92 can trigger a transition to a special game state, it is thought that players will pay attention to whether or not a win occurs in the activation ports 91 and 92, and also to the symbol display device 95 to determine whether or not they will transition to a special game state. Placing the activation ports 91 and 92 closer to the variable display unit 85 is a design feature that concentrates the area that players want to focus on around the variable display unit 85.

[0047] At the right end of the game board 80a, a game area partitioning member 98 is provided, which, together with the guide rail 100 (described later), demarcates the game area PE. The game area partitioning member 98 is equipped with a stopper member and a main display unit 99, which the game balls flying along the guide rail 100 will collide with. The stopper member is a buffering member positioned near the tip of the guide rail 100, and the game balls that collide with the stopper member have their momentum weakened before flowing down the game area PE. In other words, the stopper member is provided with a momentum-reducing function that weakens the momentum of the colliding game balls.

[0048] Here, we will provide a supplementary explanation regarding the main display unit 99. The main display unit 99 is embedded in the game area partition member 98, and a portion of it is positioned to face the glass unit 22. This facing portion is provided with a main display section D on which predetermined patterns and other information are displayed. The main display unit 99 is electrically connected to a main control device, which will be described later, and the display content of the main display section D is controlled by the main control device.

[0049] As shown in Figure 6(b), the main display unit D comprises a first operation port display unit D1 that displays the lottery result based on a win in the first operation port 91, and a second operation port display unit D2 that displays the lottery result based on a win in the second operation port 92. In the first operation port display unit D1, a change in the pattern is displayed as a trigger when a win is made in the first operation port 91, and as a result of stopping the change in the pattern display, the result of the internal lottery based on the win in the first operation port 91 is clearly displayed. If the result of the internal lottery based on the win in the first operation port 91 is a winning result corresponding to a transition to a special game state, the change in the first operation port display unit D1 is stopped, and after a predetermined pattern is displayed as a result of stopping, the game transitions to the special game state.

[0050] In the display unit D2 for the second operation slot, a change in the symbols is displayed as a trigger when a prize is won in the second operation slot 92. As a result of stopping this change in the display, the result of the internal lottery conducted based on the prize being won in the second operation slot 92 is clearly shown. If the result of the internal lottery based on the prize being won in the second operation slot 92 is a winning result corresponding to a transition to a special game state, the change in the display unit D2 for the second operation slot stops, and after a predetermined symbol is displayed as a result of stopping, the player transitions to the special game state described above according to the result.

[0051] Here, based on a winning entry into either of the operating ports 91 or 92, a variable display is initiated on the corresponding operating port display units D1 or D2, a predetermined stop result is displayed, and the variable display stops (confirms the result). One game round is defined as the period until the confirmed display time has elapsed while maintaining that state. However, one game round is not limited to the above. For example, in a configuration where a single display area is provided and a variable display is performed in that single display area regardless of which of the operating ports 91 or 92 a winning entry occurs, one game round can be defined as the period until the variable display is initiated in that single display area, a predetermined stop result is displayed, the variable display stops (confirms the result), and the confirmed display time has elapsed while maintaining that state.

[0052] In this embodiment, the number of times a game ball passes through the first operation port 91 and the second operation port 92 is limited to four times each (up to eight balls in total). The main display unit 99's main display section D is provided with a first operation port hold count display section S1 and a second operation port hold count display section S2, which display the number of balls held in the first and second operation ports, respectively.

[0053] In addition, the main display unit 99's main display section D is equipped with a through-gate display section DS, which displays the lottery results based on winning a prize in the through-gate 84, in addition to the operation port display sections D1 and D2 mentioned above. The through-gate display section DS displays a changing pattern when a prize is won in the through-gate 84, and as a result of the stopping of this changing pattern display, the result of the internal lottery conducted based on the prize being won in the through-gate 84 is clearly displayed (a confirmation display is executed). If the result of the support lottery based on the prize being won in the through-gate 84 is a support win, a predetermined stopping result is displayed on the through-gate display section DS, the changing pattern display stops, and after the confirmation display is completed, the system transitions to the electric mechanism open state. In the electric mechanism open state, the electric mechanism 93 attached to the second operation port 92 is opened in a predetermined manner.

[0054] Furthermore, in this embodiment, the number of times a game ball passes through the through gate 84 is limited to a maximum of four times, and the main display unit 99's main display section D is provided with a display section SS for the number of balls to be limited.

[0055] As described above, the main display unit D is visible from the front of the pachinko machine 10 through the glass unit 22 of the front door frame 14, and its visibility is ensured because the game balls do not move in front of these various display units.

[0056] To explain the configuration of the inner frame 13 again using Figure 5, below the game board unit 80 in the inner frame base body 50, there is a game ball launching mechanism 110 that launches game balls into the game area PE based on the operation of the game ball launching handle 41.

[0057] (Game ball launching mechanism 110) The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls positioned at a predetermined launch standby position, a launch rail 112 that defines the launch direction of the game balls launched by the solenoid 111, a ball feeding device 113 that supplies game balls to the launch standby position, and a base plate 114 on which these various components 111 to 113 are mounted. The base plate 114 is fixed to the inner frame base body 50, thereby integrating it with the inner frame base body 50.

[0058] The launch rail 112 is fixed to the base plate 114 at an angle so as to slope upward toward the game board unit 80. The launch rail 112 has a groove with a roughly V-shaped cross-section, and the game ball fits into this groove, thereby determining the front-to-back position of the game ball.

[0059] A ball stopper is positioned near the downstream end (i.e., the lower end) of the launch rail 112 to hold the game balls supplied from the ball feeding device 113 in the aforementioned launch standby position. The solenoid 111 is positioned further downstream from the ball stopper.

[0060] The solenoid 111 is electrically connected to the power supply and launch control device, which will be described later. Based on the output of the electrical signal from the power supply and launch control device, the output shaft of the solenoid 111 reciprocates in the extension and retraction direction, causing the game ball, which is placed in the launch standby position, to be launched toward the game board unit 80, or more specifically toward the guide rail 100 attached to the game board unit 80.

[0061] The guide rail 100, together with the game area partitioning member 98 fixed to the game board unit 80 (specifically the front surface of the plate), partitions the game area PE so that the outer shape of the game area PE is approximately circular. The guide rail 100 consists of an inner rail 101 and an outer rail 102 that are positioned opposite each other with a gap larger than the diameter of the game ball, and these two rails 101 and 102 partition a single guide passage 103. The guide passage 103 has an entrance portion 104 that is open on the tip side (diagonally downward) of the launch rail 112 and an exit portion 105 located at the top of the game area PE. The game ball, launched based on the operation of the solenoid 111, is guided to the game area PE by moving in the order of launch rail 112 → guide rail 100 (entrance portion 104 → exit portion 105). Furthermore, in the game board unit 80, a reverse return prevention member 106 is attached to the front of the exit portion 105, more specifically near the tip of the inner rail 101, to prevent game balls that have reached the game area PE from returning back into the guide passage 103, thereby suppressing the obstruction of subsequent game ball launches by game balls that have reached the game area PE earlier.

[0062] Each rail 101 and 102 constituting the guide rail 100 is in the shape of an arc centered approximately in the center of the game area PE. As a result, game balls passing through the guide passage 103 are easily moved (sliding or rolling) along the outer rail 102, that is, while in contact with the outer rail 102, due to the centrifugal force generated within them. In other words, when a game ball is launched in a manner that delivers it to the game area PE, the area along the outer rail 102 in the guide passage 103 substantially constitutes the area (path) through which the game ball passes, while the area along the inner rail 101 substantially becomes an area through which the game ball does not pass.

[0063] As shown in Figure 5, the guide rail 100 and the launch rail 112 are positioned such that the entrance portion 104 of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the game board unit 80. In other words, the two rails 100 and 112 are positioned so that the entrance portion 104 of the guide rail 100 and the tip portion of the launch rail 112 are offset to the left and right near the lower edge of the game board unit 80. This brings both rails 100 and 112 closer to the lower edge of the game board unit 80, while creating a predetermined gap between the entrance portion 104 of the guide rail 100 and the launch rail 112.

[0064] A foul ball passage is located below the gap formed in this manner. The foul ball passage is integrally molded with the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the game area PE and returns to the guide passage 103 as a foul ball, these foul balls will enter the foul ball passage through the gap. The foul ball passage leads to the lower tray passage on the front door side, and game balls that enter the foul ball passage are discharged into the lower tray 34 shown in Figure 1. This suppresses interference between foul balls and the next game ball to be launched.

[0065] In the inner frame base 50, a through hole is formed to the left of the launch rail 112 (more specifically, the side supporting the front door frame 14), and a passage forming member 121 is disposed in this through hole. The passage forming member 121 is screwed to the inner frame base 50 and has a main body side upper tray passage 122 and a main body side lower tray passage 123. The upstream sides of the main body side upper tray passage 122 and the main body side lower tray passage 123 lead to the game ball distribution section, which will be described later. Furthermore, below the passage forming member 121, the receiving portion of the passage forming unit 45 attached to the front door frame 14 is inserted, and below the main body side upper tray passage 122 is the front door side upper tray passage, and below the main body side lower tray passage 123 is the front door side upper tray passage.

[0066] In the inner frame base 50, below the passage forming member 121, an opening / closing member 124 is attached to open and close the main body side upper tray passage 122 and the main body side lower tray passage 123. The opening / closing member 124 is biased to a forward position that closes the main body side upper tray passage 122 and the main body side lower tray passage 123. When the front door frame 14 is opened, this biasing force causes each opening / closing member 124 to close, thereby preventing game balls from falling out of each passage 122 and 123. In contrast, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by a receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the main body side upper tray passage 122 and the front door side upper tray passage are in communication, and the main body side lower tray passage 123 and the front door side lower tray passage are also in communication.

[0067] Next, the rear configuration of the inner frame 13 (inner frame base body 50 and game board unit 80) will be described based on Figures 7 and 8. Figure 8 is a rear view of the inner frame 13.

[0068] As shown in Figure 8, a bearing fitting 132 is attached to the pivot base end side (right side in Figure 8) on the back of the inner frame base body 50. The bearing fitting 132 has bearing portions 133 formed at vertically spaced intervals, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions 133. In addition, multiple fixing levers 134 are provided on the back of the inner frame base body 50 for fixing the back pack unit 15 to the inner frame base body 50 in the closed state.

[0069] As already explained, a window hole 52 is formed at the bottom of the housing recess (game board housing section) 51 in the inner frame base body 50, penetrating in the thickness direction of the inner frame base body 50 and opening to the back side of the inner frame base body 50. This window hole 52 is covered from the front side of the inner frame 13 by the game board unit 80 housed in the housing recess 51. Various components such as control devices are mounted on the back of the game board unit 80 (back block 80b), and these various components are exposed to the back side of the inner frame 13 through the window hole 52. Now, with reference to Figure 7, the configuration of the back of the game board unit 80 will be described.

[0070] As already explained, a back block 80b is attached to the back of the game board 80a. The back block 80b has a roughly box-shaped base body 251 that is open to the game board 80a side, and this base body 251 is fixed to the back of the game board unit 80, thereby integrating the game board 80a and the back block 80b.

[0071] The front side of the base body 251 is an area for arranging movable performance mechanisms, etc., while the rear side is an area for arranging control devices that control these various components and the variable display unit 85 (pattern display device 95).

[0072] More specifically, a portion of the base body 251 protrudes from the rear side of the inner frame base body 50, and the aforementioned pattern display device 95 (see Figure 6) and a display control device for driving the pattern display device 95 are attached to this protruding portion. These pattern display device 95 and display control device are arranged in a stacked manner in the front-to-back direction (the thickness direction of the inner frame base body 50), with the pattern display device 95 at the front and the display control device at the rear. Furthermore, a notification and effect control device 140 is mounted on the rear side of the base body 251, positioned behind the display control device.

[0073] The notification and performance control device 140 is equipped with a notification and performance control board that controls sound output, lamp display, and display control device according to instructions from the main control device, which will be described later. The notification and performance control board is housed in a board box 141 made of a transparent resin material or the like.

[0074] Below the notification and performance control device 140, a main control unit 160 is provided so as to cover the base body 251 from the rear. The main control unit 160 has a mounting base 161 made of synthetic resin fixed to the back of the game board unit 80 (specifically the back block 80b), and a main control device 162 mounted on the mounting base 161. The main control device 162 has a main control board that has a function to control the main game (main control circuit) and a function to monitor the power supply (power outage monitoring circuit), and the main control board is housed in a board box 163 made of transparent resin material or the like.

[0075] The circuit board box 163 comprises a box base (front case) with a roughly rectangular shape and a box cover (back case) that covers the opening of the box base. The box base and the box cover are connected in an unopenable manner by a box sealing part 164, which serves as a sealing means, thereby sealing the circuit board box 163. Multiple box sealing parts 164 are provided on the short side of the circuit board box 163, and at least one of them is used to perform the sealing process.

[0076] The box sealing section 164 can be configured in any way that makes it impossible to open the box base and the box cover, but the box base and the box cover are made impossible to open by inserting a locking pin into the locking hole of the box sealing section 164. The sealing process by the box sealing section 164 prevents unauthorized opening after sealing, and even if unauthorized opening occurs, it is possible to detect such a situation early and easily, and it is possible to reseal the box even after it has been opened. That is, the sealing process is performed by inserting a locking pin into at least one locking hole of the multiple box sealing sections 164. When the main control board inside malfunctions or when the main control board needs to be inspected, the connection between the box sealing section with the locking pin inserted and the main body of the board box 163 is cut. This separates the box base and the box cover of the board box 163, and the main control board inside can be removed. After that, if the sealing process is to be repeated, a locking pin is inserted into another locking hole. If a record indicating that the circuit board box 163 has been opened is left on the circuit board box 163, it will be easy to discover that unauthorized opening has occurred by looking at the circuit board box 163.

[0077] The circuit board box 163 and the mounting base 161 are indestructibly connected by a base seal 165. Specifically, the base seal 165, like the box seal 164, has a locking hole and a locking pin. When the locking pin is inserted into the locking hole, the circuit board box 163 and the mounting base 161 are indestructibly connected. This makes it easier to detect if the circuit board box 163 has been illegally removed.

[0078] On the front of the base body 251, in the portion facing the lower rear of the game board unit 80, a collection passage (not shown) is formed that corresponds to the game board openings of the general prize slot 81, the operating slot unit 82, and the variable prize slot 83, and converges at one location downstream. As a result, game balls that enter the general prize slot 81, etc., all converge at the bottom of the game board unit 80 via the collection passage. In other words, the base body 251 is equipped with the function of collecting game balls that enter the various prize slots.

[0079] A discharge passage, described later, is located below the game board unit 80, and the game balls that have been collected below the game board unit 80 by the collection passage are led into the discharge passage. Similarly, the out opening 86 also leads to the discharge passage, and game balls that do not enter any of the winning slots are led into the discharge passage via the out opening 86.

[0080] Furthermore, the base body 251 that constitutes the rear block 80b is equipped with detection sensors for each of the ball entry sections mentioned above, including a general prize entry detection sensor that detects game balls that have entered the general prize entry opening 81, and operation opening detection sensors that detect game balls that have entered the operation openings 91 and 92. These various detection sensors constitute the prize entry detection mechanism. These various detection sensors are electrically connected to the main control device 162, and detection information (detection signals) is output from each detection sensor to the main control device 162.

[0081] Next, the back pack unit 15 will be described based on Figures 9 and 10. Figure 9 is a rear view of the pachinko machine 10, and Figure 10 is a front view of the back pack unit 15.

[0082] As shown in Figure 9, the inner frame 13 is covered from the rear by the back pack unit 15. The back pack unit 15 includes a back pack 201 which serves as the main body of the back pack unit 15, and the dispensing mechanism 202, the discharge passage panel, and the control device assembly unit 204 are attached to the back pack 201.

[0083] The back pack 201 is molded from a transparent synthetic resin and has a base portion 211 to which the dispensing mechanism 202 and the like are attached, as shown in Figure 10, and a protective cover portion 212 that protrudes from the rear of the pachinko machine 10 and has a roughly rectangular parallelepiped shape. The protective cover portion 212 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to surround at least the variable display unit 85.

[0084] An external terminal board is provided on the base portion 211. Various output terminals are provided on the external terminal board, and various signals are output to the management control device (hall computer) on the gaming hall side through these output terminals. Also, as shown in Figure 10, a pair of upper and lower locking pins 214 are provided on the right end of the base portion 211 when viewed from the rear of the pachinko machine 10, and the back pack unit 15 is rotatably supported relative to the inner frame 13 by inserting the locking pins 214 into the bearing portion 133 provided on the inner frame 13. Multiple insertion parts are formed on the base portion 211 through which the fixing lever 134 provided on the inner frame 13 is inserted, and the back pack unit 15 is fixed relative to the inner frame 13 by contacting the base portion 211 from the rear when the fixing lever 134 is inserted into the insertion part.

[0085] A dispensing mechanism 202 is provided on the base 211, bypassing the protective cover 212. The dispensing mechanism 202 is equipped with a tank 221 located at the top of the back pack 201 and opening upwards, into which game balls supplied from the island equipment of the gaming hall are sequentially replenished. A tank rail 222 that slopes gently downstream is connected to the side of the tank 221, and a case rail 223 that extends vertically is connected to the downstream side of the tank rail 222. A dispensing device 224 is provided at the downstream end of the case rail 223. Game balls dispensed from the dispensing device 224 are supplied to a game ball distribution unit 225 provided on the base 211 of the back pack 201 through a dispensing passage (not shown) located downstream of the dispensing device 224.

[0086] The game ball distribution unit 225 has the function of distributing game balls dispensed from the payout device 224 to either the upper tray 33, the lower tray 34, or the discharge passage described later. The inner opening is connected to the upper tray 33 via the main body side upper tray passage 122 and the front door side upper tray passage described above, and the outer opening is connected to the lower tray 34 via the main body side lower tray passage 123 and the front door side lower tray passage.

[0087] A discharge passage panel and a control device assembly unit 204 are attached to the lower end of the base portion 211, sandwiching the lower end from front to back. The discharge passage panel has a discharge passage formed on the side facing the control device assembly unit 204 that is open to the rear, and the opening of the discharge passage is closed by the control device assembly unit 204. The discharge passage is formed to discharge game balls to island equipment in a game hall, and game balls that are led from the above-mentioned collection passage to the discharge passage are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.

[0088] The control unit assembly 204 has a horizontally elongated mounting base 241, on which a payout control device 242 and a power supply / launch control device 243 are mounted. The payout control device 242 and the power supply / launch control device 243 are arranged stacked front to back, with the payout control device 242 facing the rear of the pachinko machine 10.

[0089] In the dispensing control device 242, a dispensing control board that controls the dispensing device 224 is housed in a circuit board box 244, and a state reset switch 245 provided on the dispensing control board protrudes outside the circuit board box 244. For example, when a dispensing error occurs, such as a ball jam in the dispensing device 224, pressing the state reset switch 245 will resolve the ball jam.

[0090] The power supply and launch control device 243 has a power supply and launch control board housed in a circuit board box 246. The power supply and launch control board generates and outputs the predetermined power required by various control devices, and also controls the launch of game balls in response to the player's operation of the game ball launch handle 41. Specifically, it performs drive control of the solenoid 111 that constitutes the game ball launch mechanism 110 and drive control of the ball feeding device 113.

[0091] Furthermore, the power supply and launch control device 243 is equipped with a power switch 247. By operating the power switch 247, the power to the pachinko machine 10 can be switched between an on state and an off state.

[0092] Here, the pachinko machine 10 has a function to store and retain various data, so that even if a power outage occurs, it will retain the state it was in at the time of the power outage, and when power is restored, it will be able to return to that state. For example, when the power is shut off in the normal procedure, such as when a gaming hall closes for the day, the state it was in before the power was shut off will be stored in memory. On the other hand, when the power is turned on while pressing the reset switch 166 provided on the main control unit 162, the RAM data will be initialized.

[0093] These various switches can be operated from the front of the gaming machine by opening the main unit 12 (inner frame 13) and exposing the back of the inner frame 13. On the other hand, when the opening of the main unit 12 of the gaming machine is restricted by the locking device 75, these various switches cannot be operated from the front of the gaming machine. In other words, these various switches are difficult to operate when the main unit 12 of the gaming machine is closed, making it difficult for someone who does not possess the key for the locking device 75 (for example, a cheater) to operate them from the front of the gaming machine.

[0094] (Electrical configuration of pachinko machine 10) Next, the electrical configuration of the pachinko machine 10 will be explained with reference to the block shown in Figure 11.

[0095] The main control board 401, provided in the main control device 162, is equipped with an MPU 402. The MPU 402 is an element that incorporates a ROM 403 that stores various control programs and fixed value data executed by the MPU 402, a RAM 404 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 403, and various counter circuits such as interrupt circuits, timer circuits, data input / output circuits, and random number generators. Note that some of the functions of the MPU 402, such as the functions of the ROM 403 and the RAM 404, may be configured to be provided by other elements.

[0096] The MPU402 is equipped with both input and output ports. The input side of the MPU402 is connected to the power outage monitoring board 405, the payout control device 242, and various detection sensors, all of which are located on the main control device 162. The power supply and launch control device 243 is connected to the power outage monitoring board 405, and power is supplied to the MPU402 via the power outage monitoring board 405.

[0097] As part of the various detection sensors, an entry detection sensor 391a that detects ball entry (winning) into the general winning slot 81, an entry detection sensor 391b that detects ball entry (winning) into the variable winning device 83, an entry detection sensor 391c that detects ball entry (winning) into the first operating slot 91, an entry detection sensor 391d that detects ball entry (winning) into the second operating slot 92, and an entry detection sensor 391e that detects ball entry (winning) into the through gate 84 are connected, and the MPU 402 of the main control device 162 performs a winning determination (ball entry determination) for each ball entry section. In addition, the MPU 402 performs a jackpot lottery based on winnings into the first operating slot 91 and the second operating slot 92, and performs a support lottery based on winnings into the through gate 84.

[0098] The output side of the MPU402 is connected to a power outage monitoring board 405, a payout control device 242, and a notification / performance control device 140. The payout control device 242 outputs a prize ball command based on the result of determining whether a ball has entered a prize-winning ball entry section, such as the aforementioned operating holes 91 and 92. In this case, the command information storage area 425 of the ROM403 is referenced when outputting the prize ball command. When a ball enters the general prize entry hole 81, a prize ball command corresponding to the payout of 10 game balls is output; when a ball enters the variable prize entry device 83, a prize ball command corresponding to the payout of 15 game balls is output; when a ball enters the first operating hole 91, a prize ball command corresponding to the payout of 3 game balls is output; and when a ball enters the second operating hole 92, a prize ball command corresponding to the payout of 4 game balls is output.

[0099] The notification and performance control device 140 receives various commands from the main control device 162, including a variation start command, a type command, a variation end command, an opening command, and an ending command. In this case, the command information storage area 425 of the ROM 403 is referenced when outputting these various commands. Details of these various commands will be explained later. Each of the above commands is composed of information of a predetermined number of bytes, and various information is included in that predetermined number of bytes.

[0100] Furthermore, the output side of the MPU402 is connected to a variable prize drive unit that opens and closes the shutter of the variable prize device 83, an electric prize drive unit that opens and closes the electric prize 93 of the second operating port 92, and a main display unit 99. The main control board 401 is provided with various driver circuits, and the MPU402 performs drive control of the various drive units through these driver circuits.

[0101] In other words, in the opening / closing execution mode, the MPU 402 controls the drive of the variable prize drive unit so that the variable prize device 83 is opened and closed. Also, if the support lottery for the electric prize 93 is won, the MPU 402 controls the drive of the electric prize drive unit so that the electric prize 93 is opened and closed. In addition, the MPU 402 controls the display of the main display unit D of the main display unit 99.

[0102] Furthermore, an external output terminal board 213 is connected to the output side of the MPU402, and information regarding ball entry into various ball entry points and lottery results such as jackpots is output to the management control device (hall computer) on the gaming hall side through this external output terminal board 213. This allows the hall computer to understand the status of the pachinko machine 10 and the gameplay situation.

[0103] The power outage monitoring board 405 acts as a relay between the main control board 401 and the power supply / launch control device 243. The power outage monitoring board 405 is equipped with the function of monitoring the maximum voltage output from the power supply / launch control device 243, which is a stable DC voltage of 24 volts. The payout control device 242 controls the payout of prize balls and loaned balls by the payout device 224 based on prize ball commands input from the main control device 162.

[0104] The power supply and launch control device 243 is connected to a commercial power supply (external power supply) in, for example, a gaming arcade. Based on the external power supplied from the commercial power supply, it generates the necessary operating power for the main control board 401, the payout control device 242, etc., and supplies the generated operating power through a predetermined power path. The power supply and launch control device 243 is also responsible for controlling the launch of the game ball launching mechanism 110, which is driven when predetermined launching conditions are met.

[0105] The notification and performance control device 140 is equipped with a notification and performance control board that has an MPU (Multi-Purpose Unit) installed. The MPU has a ROM (Map Engine) that stores various control programs and fixed value data to be executed by the MPU, a RAM (Memory for Temporarily Storing Various Data etc. when Executing Control Programs Stored in the ROM, and various circuits such as interrupt circuits, timer circuits, and data input / output circuits built into it. It is not a requirement that the ROM and RAM be integrated into a single chip for the MPU; they may be configured as separate chips. The MPU of the notification and performance control device 140 drives and controls the lamp units 26-28 and speaker unit 29 provided on the front door frame 14, as well as controlling the display control device 410, based on various commands input from the main control device 162.

[0106] The display control device 410 executes display control of the symbol display device 95 based on commands input from the notification and performance control device 140. In this case, the notification and performance control device 140 determines the pattern of symbol variation display on the symbol display device 95 (for example, whether or not a reach occurs and the content of the reach performance) and the pattern of symbol stop display (the type of symbol combination to be displayed when the variation display ends) based on various commands input from the main control device 162.

[0107] Here, we will explain the configuration and content of the display of the changing symbols for each game round. In the following explanation, please refer to Figures 12 and 13 as appropriate. Figures 12 and 13 are schematic diagrams illustrating the display content on the display screen 95a of the symbol display device 95. For the sake of explanation, the background image and other details displayed on screen 95a have been omitted in Figure 13 and other diagrams.

[0108] The display control device 410 is equipped with a character ROM. This character ROM pre-stores data for nine types of main symbols numbered "1" to "9" (see Figures 12(a) to (i)) and data for sub-symbols that are not numbered (see Figure 12(j)).

[0109] As shown in Figure 13(a), the display screen 95a of the pattern display device 95 has three pattern rows Z1, Z2, and Z3 set up in the upper, middle, and lower sections. Each pattern row Z1 to Z3 is composed of main patterns and sub-patterns arranged in a predetermined order. On the display screen 95a, the patterns in each of these pattern rows Z1 to Z3 are displayed in a periodic manner, scrolling in a predetermined direction (specifically, from right to left).

[0110] In the upper symbol row Z1, nine main symbols from "1" to "9" are arranged in descending order, with one secondary symbol placed between each main symbol. In the lower symbol row Z3, nine main symbols from "1" to "9" are arranged in ascending order, with one secondary symbol placed between each main symbol. In other words, the upper and lower symbol rows Z1 and Z3 consist of 18 symbols. In contrast, the middle symbol row Z2 has nine main symbols from "1" to "9" arranged in ascending order, with an additional main symbol of "4" placed between the main symbols of "9" and "1", and one secondary symbol placed between each of these main symbols. In other words, the middle symbol row Z2 consists of 20 symbols, with 10 main symbols.

[0111] Furthermore, as shown in Figure 13(b), the display screen 95a displays three symbols for each symbol row, resulting in a total of nine symbols being displayed in a 3x3 grid. The display screen 95a also has five active lines: the left line L1, the middle line L2, the right line L3, the downward-right line L4, and the upward-right line L5. The display stops in the order of upper symbol row Z1 → lower symbol row Z3 → middle symbol row Z2, and when the display of all symbol rows Z1 to Z3 has finished with a predetermined symbol combination (for example, a combination of symbols with the same number) formed on any of the active lines, a jackpot video is displayed as a result of either a normal jackpot or a probability-increasing jackpot.

[0112] Furthermore, considering that the display of variations in each symbol row is stopped as described above, the upper symbol row Z1 can be referred to as the first symbol row (or first picture row), the lower symbol row Z3 as the second symbol row (or second picture row), and the middle symbol row Z2 as the third symbol row (or third picture row).

[0113] Of the main symbols listed above, those with odd numbers (1, 3, 5, 7, 9) are considered "specific symbols," while those with even numbers (2, 4, 6, 8) are considered "non-specific symbols." In the case of a probability variation jackpot, for example, the same specific symbol combination or the same non-specific symbol combination will be displayed. In the case of a regular jackpot, for example, the same non-specific symbol combination will be displayed.

[0114] Furthermore, the manner in which the patterns are displayed in the pattern display device 95 is not limited to those described above and is arbitrary. The number of pattern rows, the direction of the pattern display in each pattern row, and the number of patterns in each pattern row can be changed as appropriate. For example, multiple pattern rows may be set to be arranged horizontally, and the direction of the pattern display in each pattern row may be set to vertical.

[0115] Below the bottom of the display screen 95a, specifically below the variable display area ME which is composed of a variable display area for the upper row of symbols, a variable display area for the middle row of symbols, and a variable display area for the lower row of symbols, there is a hold display area. The hold display area consists of a hold number display area Da, which is partitioned by arranging unit hold display areas in a left-right direction, with the same number of units as the maximum number of hold items when game balls enter the operation openings 91 and 92, and an execution target display area Dc which can display a hold image (hold icon) corresponding to the game round currently being played in the variable display area ME.

[0116] More specifically, the maximum number of reserved balls when a game ball enters the activation openings 91 and 92 is 8, and correspondingly, the reserved ball display area Da is set to include the 1st unit reserved ball display area, the 2nd unit reserved ball display area, the 3rd unit reserved ball display area, the 4th unit reserved ball display area, the 5th unit reserved ball display area, the 6th unit reserved ball display area, the 7th unit reserved ball display area, and the 8th unit reserved ball display area.

[0117] For example, when the number of held games is 1 when the game ball wins at the winning openings 91 and 92, a predetermined held image (held icon) is displayed only in the first unit held display area. When the number of held games is 4 when the game ball wins at the winning openings 91 and 92, the predetermined held images (held icons) are respectively displayed in the first unit held display area to the fourth unit held display area. In FIG. 13(b), an example in which the number of held games at the winning openings 91 and 92 is 3 is illustrated. In the following description, the "number of held games" is also simply referred to as the "number of holds".

[0118] (Regarding various counters) Next, the operation of the pachinko machine 10 configured as described above will be described.

[0119] The MPU 402 uses various counter information during the game to perform jackpot lottery, setting of the display of the main display unit 99 (main display part D), setting of the symbol display of the symbol display device 95, etc. Specifically, as shown in FIG. 14, a hit random number counter C1 used for jackpot lottery, a type counter C2 used when determining the type of hit such as a probability variable jackpot result or a normal jackpot result, a reach random number counter C3 used for reach lottery when the symbol display device 95 varies out of range, a random number initial value counter CINI used for setting the initial value of the hit random number counter C1, and a variation type counter CS for determining the variation display time of the pictures at the winning opening display parts D1 and D2 of the main display unit 99 and the variation display time of the symbols on the display screen 95a of the symbol display device 95 are used. Further, an electric accessory release counter C4 used for lottery to determine whether or not to put the electric accessory 93 attached to the second winning opening 92 in the electric accessory release state is used.

[0120] Each counter C1-C4, CINI, and CS is a loop counter in which 1 is added to the previous value each time it is updated, and it returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in the lottery counter buffer 431 set in a predetermined area of ​​RAM 404. RAM 404 is provided with a reserved ball storage area 432 consisting of an operation port reserved area RE, an execution area AE, and a total reserved number storage area.

[0121] The operating port retention area RE comprises the first, second, third, fourth, fifth, sixth, seventh, and eighth areas. In accordance with the winning history of the first operating port 91 or the second operating port 92, the numerical information of the winning random number counter C1, type counter C2, and reach random number counter C3 stored in the lottery counter buffer 431 is stored in one of the eighth areas as the aforementioned retention information. This retention information corresponds to special information.

[0122] In this case, in areas 1 through 8, if multiple consecutive entries into the first or second operating port 92 occur, the numerical information is stored chronologically in the order of area 1 → area 2 → area 3 → area 4. Up to four entries of the game ball entry history into the first or second operating port 92 are reserved and stored. In addition, a total reserved number storage area is provided in the reserved ball storage area 432, and this total reserved number storage area stores information to identify the number of entries into the first or second operating port 92 that are being reserved and stored.

[0123] The execution area AE is an area for moving the values ​​stored in the first area of ​​the operation port hold area RE when the display section D1 and D2 of the main display unit 99 starts displaying the changing patterns. At the start of each game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.

[0124] Here, I will provide some additional explanation about the various counters.

[0125] The winning random number counter C1 is configured to increment by 1 sequentially within a range of, for example, 0 to 599, and then reset to 0 after reaching the maximum value (i.e., 599). In particular, when the winning random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the 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 599). The winning random number counter C1 is updated periodically and stored in the operation port reserve area RE of the reserve ball storage area 432 of RAM 404 when a game ball enters the first operation port 91 or the second operation port 92.

[0126] The random number values ​​that result in a jackpot are stored as a win / loss table (win / loss information group) in the win / loss table storage area 421, which serves as a win / loss information group storage means in the ROM 403. As shown in Figure 15, there are two win / loss tables: a win / loss table for the low probability mode (low probability win / loss information group) and a win / loss table for the high probability mode (high probability win / loss information group). In other words, this pachinko machine 10 has two lottery modes in its win / loss lottery means: a low probability mode (low probability state) where the probability of winning a jackpot is relatively low, and a high probability mode (high probability state) where the probability of winning a jackpot is relatively high.

[0127] In the above lottery, when the win / loss table for low probability mode (Figure 15(a)) is referenced, the random numbers that result in a jackpot (i.e., winning information) are a total of 6: "7", "107", "207", "307", "407", and "507". In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "7", "107", "207", "307", "407", and "507" correspond to jackpot results. On the other hand, in the above lottery, when the win / loss table for high probability mode (Figure 15(b)) is referenced, the random numbers that result in a jackpot (i.e., winning information) are a total of 30: "7", "37", "57", "77", "97", "107", ... "597". In other words, among the values ​​of the winning random number counter C1, which ranges from 0 to 599, "7", "37", "57", "77", "97", "107"... "597" correspond to the jackpot results. Incidentally, if the probability of winning is higher in the high probability mode than in the low probability mode, the number and value of the random numbers that result in a jackpot are arbitrary.

[0128] In this embodiment, the random number value that results in a jackpot corresponds to a losing result. Losing results are broadly classified into normal losing results and special losing results. As will be explained in detail later, special losing results are treated more favorably than normal losing results in that they trigger the support mode by the electric mechanism 93 to switch to the high-frequency support mode A described later. If a special losing result occurs under predetermined conditions, the support mode will switch to the high-frequency support mode after the game round related to that special losing result has ended. In the following explanation, normal losing results will also be simply referred to as "losing results".

[0129] In the situation where the win / loss table for low probability mode (Figure 15(a)) is referenced during the above lottery, there are a total of three random number values ​​that result in a special miss (i.e., special miss information): "111", "333", and "555". In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "111", "333", and "555" correspond to special miss results. On the other hand, even in the game state where the win / loss table for high probability mode (Figure 15(b)) is referenced during the above lottery, there are a total of three random number values ​​that result in a special miss (i.e., special miss information): "111", "333", and "555". In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "111", "333", and "555" correspond to big win results. In short, the probability of a special miss is the same in both low probability mode and high probability mode.

[0130] Next, the type counter C2 will be explained. The type counter C2 is configured to increment by 1 sequentially within the range of 0 to 29, and then return to 0 after reaching the maximum value (i.e., 29). In this embodiment, multiple jackpot results are set. These multiple jackpot results have differences in two conditions: (1) the lottery mode in the win / loss lottery means after the opening / closing execution mode has ended, and (2) the support mode by the electric mechanism 93 after the opening / closing execution mode has ended.

[0131] As for the support modes provided by the electric mechanism 93 attached to the second operating port 92, when comparing situations in which game balls are continuously launched in the same manner towards the game area PE, a low-frequency support mode (low-frequency support state or low-frequency guide state) and a high-frequency support mode (high-frequency support state or high-frequency guide state) are set so that the frequency at which the electric mechanism 93 of the second operating port 92 is open per unit time is relatively high or low. The high-frequency support mode is broadly divided into high-frequency support mode A, which is entered in the event of a special miss as described above, and high-frequency support mode B, which is entered in the event of a jackpot. The differences between these support modes will be described later.

[0132] The type counter C2 is updated periodically, and when a game ball enters the first or second operation port 92, it is stored in the operation port reserve area RE of the RAM 404's reserve ball storage area 432.

[0133] The distribution destinations of game results for type counter C2 are stored as a distribution table (distribution information group) in the distribution table storage area 422, which serves as a distribution information group storage means in ROM 403. The contents of the distribution table will be explained using the schematic diagram in Figure 16. Two distribution tables are set up: the distribution table for big wins (first distribution information group) shown in Figure 16(a), and the distribution table for special misses (second distribution information group) shown in Figure 16(b).

[0134] As shown in Figure 16(a), the distribution table for jackpots has two distribution destinations for game results: 6R normal jackpot results (special game results corresponding to low probability) and 6R probability variation jackpot results (special game results corresponding to high probability). Specifically, of the values ​​of the type counter C2 from "0 to 29", "0 to 14" corresponds to 6R normal jackpot results, and "15 to 29" corresponds to 6R probability variation jackpot results.

[0135] As shown in Figure 17(a), the 6R normal jackpot result is a jackpot result in which the lottery mode becomes the low probability mode and the support mode becomes the high-frequency support mode B after the end of the special game state (open / close execution mode). This high-frequency support mode B ends when the number of games played during high-frequency support mode B reaches the termination threshold number, or when a jackpot result occurs before reaching the termination threshold number (specifically, when transitioning to the special game state), and switches to the low-frequency support mode. In this embodiment, 40 games are set as the termination threshold number.

[0136] A 6R probability variation jackpot result is a jackpot result in which, after the end of the special game state (open / close execution mode), the lottery mode becomes high probability mode and the support mode becomes high-frequency support mode B. This high-frequency support mode B continues until the next jackpot result and transition to the special game state, and switches to low-frequency support mode when the special game state begins.

[0137] Next, as shown in Figure 16(b), in the distribution table for special misses, special miss result A and special miss result B are set as destinations for the game result. Specifically, of the values ​​of the type counter C2 from "0 to 29", "0 to 23" correspond to special miss result A, and "24 to 29" correspond to special miss result B.

[0138] As shown in Figure 17(b), neither special failure result A nor special failure result B triggers a switch in the lottery mode, but rather triggers a switch in the support mode by the electric mechanism 93.

[0139] Specifically, a special loss result A triggers a switch to high-frequency support mode A after the end of the game round in which that special loss result A occurred. This high-frequency support mode A ends when the number of games played during high-frequency support mode A reaches the termination threshold, or when a jackpot result occurs before reaching the termination threshold (more specifically, when transitioning to a special game state), and the system transitions to low-frequency support mode. In this embodiment, the termination threshold is set at 20 games.

[0140] In the case of special failure result B, the support mode is switched to high-frequency support mode A after the end of the game round in which special failure result B occurred. This high-frequency support mode A ends when the number of games played during high-frequency support mode A reaches the termination threshold, or when a jackpot result occurs before reaching the termination threshold (specifically, when transitioning to a special game state), and the game transitions to low-frequency support mode. In this embodiment, 40 games are set as the termination threshold.

[0141] The reach random number counter C3 is configured to increment by 1 sequentially within a range of, for example, 0 to 238, and then reset to 0 after reaching the maximum value (i.e., 238). The reach random number counter C3 is updated periodically and stored in the operation port reserve area RE of the RAM 404's reserve ball storage area 432 when a game ball enters the first operation port 91 or the second operation port 92. Then, a decision is made on whether or not to generate a reach based on the reach table stored in the reach table storage area of ​​the ROM 403.

[0142] However, in game rounds that transition to the open / close execution mode, the MPU402 makes a decision on whether a reach occurs regardless of the value of the reach random number counter C3. The number of reach random number counters C3 corresponding to the occurrence of a reach display is the same in each game state, but it may be set individually according to the game state. For example, in the support mode, the number of reach random number counters C3 corresponding to the occurrence of a reach display may be set to be higher in the high-frequency support mode than in the low-frequency support mode.

[0143] Here, "reach display" (reach state) refers to a display state that makes the player believe that the display state is likely to result in the special display state, in a gaming machine equipped with a symbol display device 95 (display screen 95a) capable of displaying (or changing) the variation of symbols (pictures), where in a game round in which the game result is a game result corresponding to the open / close execution mode, the stop display result after the variation display may become a special display result.

[0144] In other words, this is a display state in which, by stopping the display of some of the multiple rows of symbols displayed on the display screen 95a of the symbol display device 95, a reach symbol combination that has the potential to be formed corresponding to the occurrence of the opening / closing execution mode is displayed, and in that state, the remaining rows of symbols are displayed in a variable state.

[0145] More specifically, as a preliminary step before ending the display of changing symbols, a reach line is formed by stopping and displaying potential reach symbol combinations that correspond to the occurrence of the opening / closing execution mode on a preset active line in the display screen 95a of the symbol display device 95, and then the change in symbols is displayed using the final stopped symbol sequence while the reach line is formed.

[0146] To explain the display content on display screen 95a in more detail, first the display of changing symbols in the upper symbol row is completed, and then the display of changing symbols in the lower symbol row is completed. At this point, a reach line is formed when a main symbol with a number that constitutes a winning symbol combination is displayed to stop on any of the active lines, and when this reach line is formed, the display of changing symbols in the middle symbol row is performed to indicate a reach. When a jackpot occurs, the display of changing symbols in the middle symbol row is completed so that the main symbols forming the reach line, along with the main symbols with numbers that constitute a winning symbol combination, are displayed to stop on the reach line.

[0147] Furthermore, the reach display includes methods such as displaying the reach symbol combination as described above, then displaying the remaining symbol variations in the remaining symbol rows, and displaying predetermined characters as animations on the background screen to create a reach effect, or displaying the reach symbol combination in a reduced size or hidden, and then displaying predetermined characters as animations on approximately the entire display screen 95a to create a reach effect. In addition, the decision of whether or not to display a pre-announcement using predetermined images such as predetermined characters when a reach display is being made, or before a reach display, may be made using a reach random number counter C3 or other counters.

[0148] The variation type counter CS is configured to increment by 1 sequentially within a range of, for example, 0 to 198, and then return to 0 after reaching the maximum value (i.e., 198). The variation type counter CS is used in the MPU 402 to determine the variation display time in the first operation port display unit D1 and the second operation port display unit D2 of the main display unit 99 (main display unit D), and the variation display time of the symbols in the symbol display device 95. The variation type counter CS is updated once each time the normal processing described later is executed, and is repeatedly updated even within the remaining time of the normal processing. The buffer value of the variation type counter CS is acquired when determining the variation pattern at the start of variation display in the first operation port display unit D1 and the second operation port display unit D2, and at the start of symbol variation by the symbol display device 95.

[0149] The electric mechanism release counter C4 is configured to increment by 1 sequentially within the range of 0 to 599, and then return to 0 after reaching the maximum value (i.e., 599). The electric mechanism release counter C4 is updated periodically and stored in the electric mechanism reserve area 433 of RAM 404 when a game ball enters the through gate 84. Then, at a predetermined timing, a support lottery is held to determine whether or not to control the electric mechanism 93 of the second operating port 92 to the open state based on the value of the stored electric mechanism release counter C4. The support mode will be further explained below with reference to the schematic diagrams in Figures 18 and 19.

[0150] The random number values ​​that result in a support win are stored as a support lottery table (win / loss information group) in the win / loss table storage area 421, which serves as a win / loss information group storage means in ROM 403. As shown in Figure 18, there are support lottery tables set up for low-frequency support mode (win / loss information group for low probability), high-frequency support mode A (win / loss information group for low probability), and high-frequency support mode B (win / loss information group for high probability).

[0151] Under the circumstances where the support lottery table for low-frequency support mode (Figure 18(a)) is referenced during the above lottery, the random numbers that result in support wins (i.e., winning information) are "1", "3", "5", "7", ... "595", "597", and "599", totaling 300 values. In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "1", "3", "5", "7", ... "595", "597", and "599" correspond to support win results. All other values ​​correspond to non-support win results.

[0152] Under the circumstances where the support lottery table for high-frequency support mode A (Figure 18(b)) is referenced during the above lottery, the random number values ​​that result in support wins (i.e., winning information) are "1", "3", "5", "7", ... "595", "597", and "599", totaling 300 values. In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "1", "3", "5", "7", ... "595", "597", and "599" correspond to support win results. All other values ​​correspond to non-support win results. In short, the support lottery table for high-frequency support mode A is shared with the support lottery table for low-frequency support mode.

[0153] On the other hand, under the circumstances where the win / loss table for high-frequency support mode B (Figure 18(c)) is referenced during the above lottery, the random number values ​​that result in a support win (i.e., winning information) are all 598 values ​​except for "4" and "304". In other words, all values ​​of the winning random number counter C1 from "0 to 599" except for "4" and "304" correspond to support win results. In short, high-frequency support mode B is differentiated from high-frequency support mode A and low-frequency support mode by resulting in a support win in almost all support lotteries.

[0154] As shown in Figure 19, in the low-frequency support mode, the probability of winning support is 1 / 2, and the number of times the electric mechanism 93 switches to the open state (number of openings) when support is won is set to "1 time", and the time the electric mechanism 93 is maintained in the open state (open time) is set to "0.1 sec". In this way, by making the open time extremely short, entry into the second operating opening 92 is effectively avoided during the low-frequency support mode.

[0155] In high-frequency support mode A, the probability of winning support is 1 / 2, similar to low-frequency support mode. However, when support is won, the number of times the electric mechanism 93 switches to the open state (number of openings) is set to "2 times". The time the electric mechanism is maintained in the open state (open time) is set to "2 seconds", and the interval time it is maintained in the closed state is set to "0.2 seconds". By extending the open time compared to low-frequency support mode in this way, entry into the second operating port 92 is permitted during high-frequency support mode A. By allowing entry into the second operating port 92 as needed, it is possible to play while suppressing the decrease in the number of balls held (investment). In other words, compared to low-frequency support mode, high-frequency support mode A is configured to have a higher ratio of the number of prize balls to the number of game balls launched (the so-called base).

[0156] In High Frequency Support Mode B, the probability of winning support is 1 / 1.1, and the number of times the electric mechanism 93 switches to the open state (number of openings) when support is won is set to "2 times". The time the electric mechanism is maintained in the open state (open time) is set to "2 seconds", and the interval time when it is maintained in the closed state is set to "0.2 seconds". By extending the open time compared to the low frequency support mode in this way, entry into the second operating port 92 is permitted in High Frequency Support Mode B. In High Frequency Support Mode B, the frequency of entry into the second operating port 92 is higher than in High Frequency Support Mode A, making it possible to play while further reducing the decrease in the number of balls held (investment). In other words, compared to the low frequency support mode and High Frequency Support Mode A, High Frequency Support Mode B is configured to have a higher ratio of the number of prize balls to the number of game balls launched (the so-called base).

[0157] As already explained, the game states in this embodiment are broadly divided into a normal game state in which the game progresses by repeating game rounds based on balls entering the operating ports 91 and 92, and a special game state (open / close execution mode) which is triggered by a jackpot and to which the variable prize entry device 83 is opened and closed. The normal game state consists of a first normal game state in which the lottery mode is a low probability mode and the support mode is a low frequency support mode, a second normal game state in which the lottery mode is a high probability mode and the support mode is a high frequency support mode B, a third normal game state in which the lottery mode is a low probability mode and the support mode is a high frequency support mode B, and a fourth normal game state in which the lottery mode is a low probability mode and the support mode is a high frequency support mode A. The advantage for the player is set to increase in the order of first normal game state < fourth normal game state, third normal game state < second normal game state.

[0158] (Regarding the various processes executed by the main control unit 162) Next, we will explain the timer interrupt processing and normal processing performed by the MPU402 in the main control unit 162 to advance the game. In addition to the timer interrupt processing and normal processing described above, the MPU402 also performs main processing which is started when the power is turned on, and NMI interrupt processing which is started when a power outage signal is input to the NMI terminal (non-maskable terminal), but we will omit the explanation of these various processes.

[0159] (Timer interrupt handling) First, let's refer to the flowchart in Figure 20 and explain the timer interrupt processing. This process is activated periodically (for example, every 2 msec) by the MPU402.

[0160] In step S101, the reading process for various prize detection sensors (for example, the above-mentioned detection sensors 391a to 391e) is executed. That is, the status of the various prize detection sensors connected to the main control unit 162 is read, the status of the prize detection sensor is determined, and the detection information (prize detection information) is saved.

[0161] Subsequently, in step S102, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when its value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of ​​RAM404.

[0162] In the following step S103, the winning random number counter C1, type counter C2, reach random number counter C3, and electric mechanism release counter C4 are updated. Specifically, the winning random number counter C1, type counter C2, reach random number counter C3, and electric mechanism release counter C4 are each incremented by 1, and when their counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of each counter C1 to C4 are stored in the corresponding buffer area of ​​RAM 404.

[0163] In the following step S104, a winning process for passing through is executed associated with winning in the through gate 84. In the winning process for passing through, it is determined whether a winning detection flag for the through gate is stored in various flag storage areas 435 of the RAM 404. If the flag is stored, the value of the electric accessory release counter C4 updated in the above step S103 is stored in the electric accessory hold area 433 on the condition that the number of hold information for the through gate 84 stored in the electric accessory hold area 433 (hereinafter also referred to as the accessory hold memory number SN) is less than 4. And when the winning detection flag for the through gate is stored in various flag storage areas 435, the winning detection flag is erased and the winning process for the through gate is terminated.

[0164] After executing the winning process for the through gate in step S104, the process proceeds to step S105, where a winning process for the operating ports is executed associated with winning in the operating ports 91 and 92, and this timer interrupt process is terminated.

[0165] (Winning process for the operating ports) Here, the winning process for the operating ports will be described with reference to the flowcharts of FIGS. 21 and 22.

[0166] In step S201, it is determined whether a game ball has entered (won) the first operating port 91. If it is determined that a game ball has entered the first operating port 91, the process proceeds to step S202, and a prize ball command for causing the payout control device 242 to payout 3 game balls is set.

[0167] In the subsequent step S203, an external signal setting process is performed to output a signal to the hall computer on the game hall side indicating that a game ball has entered the first operation port 91. As a result, the hall computer grasps that a ball has entered the first operation port 91. In the subsequent step S204, the value corresponding to the first operation port 91 is read from the stored number area, and this value is set as the stored number RaN for the first operation port (hereinafter also referred to as the stored number RaN for the first operation port). Thereafter, in step S205, an information acquisition process for storing each value such as the hit random number counter C1 and the type counter C2 is performed, and this winning process is terminated.

[0168] On the other hand, if it is determined in step S201 that the game ball has not won in the first operation port 91, the process proceeds to step S206. In step S206, it is determined whether or not the game ball has entered (won) the second operation port 92. If it is determined that the game ball has entered the second operation port 92, the process proceeds to step S207, and a prize ball command for causing the payout control device 242 to payout 4 game balls is set. The prize ball commands set in steps S202 and S207 are transmitted to the payout control device 242 in the external output process S401 of the normal process described later.

[0169] In the subsequent step S208, an external signal setting process is performed to output a signal to the hall computer on the game hall side indicating that a game ball has entered the second operation port 92. As a result, the hall computer grasps that a ball has entered the second operation port 92. In the subsequent step S209, the value corresponding to the second operation port 92 is read from the stored number area, and this value is set as the stored number RbN for the second operation port (hereinafter also referred to as the stored number RbN for the second operation port). Thereafter, in step S205, an information acquisition process for storing each value such as the hit random number counter C1 and the type counter C2 is performed, and this winning process is terminated.

[0170] If a negative determination is made in both processes of steps S201 and S206, that is, if no ball has entered either the first operation port 91 or the second operation port 92, this winning process is terminated as it is.

[0171] Now, with reference to Figure 22, the information acquisition process in step S205 will be explained.

[0172] (Information acquisition process) In the information acquisition process, first in step S301, it is determined whether the number of reserved operation memories N stored in the reserved number memory area of ​​the reserved ball storage area 432, specifically the number of reserved operation memories N (RaN or RbN above) related to the ball entry section that triggered the information acquisition process among the first operation port 91 and the second operation port 92, is less than the upper limit (4 in this embodiment). If the number of reserved operation memories N is at the upper limit, the information acquisition process is terminated as is. If it is less than the upper limit, in step S302, the number of reserved operation memories N of the corresponding operation port is increased by 1, and in step S303, the total number of reserved balls stored in the reserved number memory area (hereinafter referred to as the common reserved number CRN) is increased by 1.

[0173] In the following step S304, the values ​​of the winning random number counter C1, type counter C2, reach random number counter C3, and variable type counter CS, which were updated in step S103, are stored in the first memory area of ​​the empty memory area of ​​the operation slot reserve area RE, that is, the memory area corresponding to the common reserve number CRN which was incremented by 1 in step S302.

[0174] In other words, if the number of reserved memories RaN for the first operation slot is set, the values ​​of the winning random number counter C1, type counter C2, reach random number counter C3, and variable type counter CS, which were updated in step S103 above, are stored in the first available memory area of ​​the operation slot reserved area RE, that is, the area corresponding to the number of reserved memories N which was incremented by 1 in step S302 above.

[0175] Furthermore, if the number of reserved memories RbN for the second operation port is set, the values ​​of the winning random number counter C1, type counter C2, and reach random number counter C3 updated in step S103 are stored in the first available memory area of ​​the operation port reserved area RE, that is, the area corresponding to the number of reserved memories N that was incremented by 1 in step S302.

[0176] After storing the hold information, the process proceeds to step S305. In step S305, a display update process is performed on the hold count display section of the main display unit 99. In the display update process, if the ball entry destination (winning destination) this time is the first operation port 91, the display of the hold count display section S1 for the first operation port is updated, and if the ball entry destination (winning destination) this time is the second operation port 92, the display of the hold count display section S2 for the second operation port is updated.

[0177] Each of the reserved number display units S1 and S2 is composed of four LEDs, and the number of LEDs lit in these reserved number display units S1 and S2 matches the number of reserved balls related to the first operation port 91 and the second operation port 92. If the number of reserved balls related to the first operation port 91 increases due to this win, the number of LEDs lit in the reserved number display unit S1 for the first operation port is increased accordingly, and if the number of reserved balls related to the second operation port 92 increases, the number of LEDs lit in the reserved number display unit S2 for the second operation port is increased accordingly.

[0178] In the subsequent steps S306 and S307, the information acquisition process is terminated by making the sub-control devices, namely the notification / performance control device 140 and the display control device 410, recognize that a prize has been awarded to the operation openings 91 and 92, and by executing the pre-confirmation process and the hold command setting process, which are processes for executing the hold notification and other actions described later. The hold command includes information on whether the prize was awarded to the first operation opening 91 or the second operation opening 92.

[0179] The hold command set in the hold command setting process in step S307 will be transmitted to the notification / effect control device 140 and the display control device 410 in the external output process of the normal process (step S401) described later.

[0180] (Normal processing) Next, the normal processing flow will be explained with reference to the flowchart in Figure 23. Normal processing is the process that begins after the main processing, which is started when the power is turned on, is executed, and the main processing for the game is performed during normal processing. In summary, the processes in steps S401 to S407 are executed as periodic processing with a 4 msec cycle, and the counter update processing in steps S409 and S410 is executed in the remaining time.

[0181] In normal processing, the first step, S401, is used to perform external signal output processing. In the external signal output processing of step S401, output data such as timer interrupt processing or commands set in the previous normal processing is sent to each control device on the sub-side and the hall computer.

[0182] Specifically, it determines whether a prize ball command is present, and if a prize ball command is set, it transmits it to the payout control device 242. In addition, if various commands such as performance commands, such as the variation start command, type command, variation end command, hold command, and the shift command described later are set, they are transmitted to the notification / performance control device 140.

[0183] Furthermore, although details will be described later, for example, each time the change in the pattern is finished, the operation port display units D1 and D2 of the main display unit D output an external signal to the hall computer indicating that the pattern has been confirmed. During the opening / closing execution mode, an external signal indicating that the opening / closing execution mode is in progress is output to the hall computer. When the high-frequency support mode is in progress, an external signal indicating that the high-frequency support mode is in progress is output to the hall computer.

[0184] Next, in step S402, an update of the variation type counter CS is executed. Specifically, the variation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding buffer area of the RAM 404.

[0185] In the subsequent step S403, a game round control process for controlling the game in each game round is executed. In this game round control process, a big win determination, setting of the variation display of symbols by the symbol display device 95, display control of the main display unit 99, etc. are performed.

[0186] After executing the game round control process of step S403, the process proceeds to step S404, and a game state transition process is executed. Although details will be described later, by this game state transition process, the game state transitions to a special game state (opening / closing execution mode), high probability mode, high frequency support mode B, etc. Note that the details of the game round control process of step S403 and the game state transition process of step S404 will be described later.

[0187] In the subsequent step S405, a control process for the through gate 84 including a support lottery process based on winning the through gate 84 is executed, and in step S406, a process for electric accessory support for driving and controlling the electric accessory 93 provided in parallel with the second operating port 92 is executed. The details of the process for the through gate in step S405 and the process for electric accessory support in step S406 will be described later.

[0188] Thereafter, in step S​​​In the following step S408, it is determined whether or not it is time to execute the next normal process, that is, whether or not one cycle (4 msec in this embodiment) has elapsed since the start of the previous normal process. Then, within the remaining time until it is time to execute the next normal process, the random number initial value counter CINI and the variation type counter CS are repeatedly updated.

[0190] Since the execution time of each process in steps S401 to S407 varies depending on the state of the game, the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the winning random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.

[0191] (Game turn control processing) Next, the game round control process in step S403 will be explained with reference to the flowcharts in Figures 24 to 27.

[0192] In the game round control process, first, as shown in the flowchart in Figure 24, it is determined in step S501 whether or not the game is in a special game state (open / close execution mode). If the game is in open / close execution mode, the game round control process ends without executing any of the processes from step S502 onward, namely the game round start process in steps S503 to S506 and the game round progress process in steps S507 to S509.

[0193] If the system is not in opening / closing execution mode, steps S502 and S503 determine whether a game round is in progress. Specifically, it is determined whether the operation port display units D1 and D2 of the main display unit 99 are in a variable display state. If they are in a variable display state, a negative determination is made in step S502 and the system proceeds to step S503. In step S503, it is determined whether the confirmed display in the operation port display units D1 and D2 has finished. If a positive determination is made in step S503, the system proceeds to the game round start processing in steps S504 to S506. In the game round start processing, first in step S504, it is determined whether the total number of starting reserved balls (common reserved ball count CRN) is "0". If the common reserved ball count CRN is "0", it means that no reserved information is stored in the reserved ball storage area 432. Therefore, the game round control processing is terminated as is.

[0194] On the other hand, if the common number of reserved balls CRN is not "0", in step S505, a data setting process is executed to set the data stored in the reserved ball storage area RE for the operation port of the reserved ball storage area 432 for variable display. Furthermore, in step S506, a variable start process is executed to start the variable display of the operation port display units D1 and D2 in the main display unit 99 and the variable display of the symbol display device 95, after which the game round control process is terminated.

[0195] Here, we will explain in detail the data setting process in step S505 and the variation start process in step S506. First, we will explain the data setting process in step S505 with reference to the flowchart in Figure 25.

[0196] (Data setting process) In the data setting process, first, in step S601, the number of operation hold memory N stored in the hold memory area that is the target of this setting process, as well as the common hold memory CRN, are subtracted by 1. Then, it is determined whether the number of hold information stored in the operation port hold area RE (see Figure 14), i.e., the number of operation hold memory N, is "0". If the number of operation hold memory N is "0", the data setting process is terminated. On the other hand, if the number of operation hold memory N is not "0", the data (hold information) stored in the first area of ​​the operation port hold area RE is moved to the execution area AE. Then, the data (hold information) stored in the second to eighth areas of the operation port hold area RE are shifted sequentially to the lower areas. As a result, for example, when data from area 1 is moved to execution area AE, data within each area is shifted as follows: area 2 → area 1, area 3 → area 2, area 4 → area 3, area 5 → area 4, area 6 → area 5, area 7 → area 6, area 8 → area 7, and so on.

[0197] In the following step S604, a shift command is set, which is information that allows the notification and effect control device 140 to recognize that a data shift has occurred in the operation port holding area RE. After that, this data setting process is terminated. The shift command set in step S604 is sent to the notification and effect control device 140 in step S401 of the normal process (Figure 23). This shift command is then also sent to the display control device 410 via the notification and effect control device 140.

[0198] (Initiation of change process) Next, the variation initiation process in step S506 will be explained with reference to the flowchart in Figure 26.

[0199] In the variation initiation process, the first step, S701, executes the update process for the game count counter located in the various counter areas 434 of the RAM 404. The game count counter is reset to 0 upon transitioning to the special game state, and is incremented by "1" each time the update process in step S701 is executed. The MPU 402 can identify the number of games played after the special game state ends by referring to the value of this game count counter.

[0200] In the following step S702, a win / loss determination process is performed based on the entry into the operating ports 91 and 92. This win / loss determination process determines whether the held information referenced in the current variation start process corresponds to a jackpot win. Specifically, it identifies the information for jackpot determination, i.e., the information obtained from the winning random number counter C1, from the information stored in the execution area AE. If the win / loss lottery mode is low probability mode, it refers to the win / loss table for low probability mode stored in the win / loss table storage area 421 of ROM 403 to determine whether the identified information is included in the information corresponding to a jackpot. If the win / loss lottery mode is high probability mode, it refers to the win / loss table for high probability mode stored in the win / loss table storage area 421 of ROM 403 to determine whether the identified information is included in the information corresponding to a jackpot.

[0201] In the following step S703, it is determined whether the result of the win / loss determination process in step S702 corresponds to a jackpot. If the result corresponds to a jackpot, the jackpot type determination process is executed in step S704.

[0202] In this type determination process, the information used for type determination, specifically the information obtained from the type counter C2, is identified from the information stored in the execution area AE. Furthermore, the distribution table for jackpots, stored in the distribution table storage area 422 of ROM 403, is referenced to determine whether the identified type determination information corresponds to a 6R normal jackpot result or a 6R probability variation jackpot result.

[0203] If it is a 6R probability variation jackpot, a positive determination is made in step S705 and the process proceeds to step S706, where the stop result setting process for the 6R probability variation jackpot is executed. If it is a 6R regular jackpot, a negative determination is made in step S705 and the process proceeds to step S707, where the stop result setting process for the 6R regular jackpot is executed.

[0204] Returning to the explanation of step S703, if a negative determination is made in step S703, i.e., if it is not a jackpot, proceed to step S708. If the result of this draw is a normal miss as described above, a negative determination is made in step S708 and proceed to step S713. In step S713, the stop result setting process for normal misses is executed. If the result of this draw is a special miss as described above, an affirmative determination is made in step S708 and proceed to step S709, where the special miss type determination process is executed.

[0205] In this type determination process, the information used for type determination, specifically the information obtained from the type counter C2, is identified from the information stored in the execution area AE. Furthermore, the distribution table for special exceptions, stored in the distribution table storage area 422 of ROM 403, is referenced to determine whether the identified type determination information corresponds to special exception result A or special exception result B.

[0206] If the result is special failure A, a positive determination is made in step S710 and the process proceeds to step S711, where the stop result setting process for special failure A is executed. If the result is special failure B, a negative determination is made in step S710 and the process proceeds to step S712, where the stop result setting process for special failure B is executed.

[0207] In each of the stop result setting processes in steps S706, S707, and S711-S713, the information of the pattern to be ultimately displayed on the main display unit 99 is identified by referring to the stop result table stored in the stop result table storage area 424 of the ROM 403, and the identified information is stored in the RAM 404.

[0208] In steps S706 and S707, information for the MPU 402 to determine whether the result of the current game round is a 6R probability variation jackpot or a 6R regular jackpot is stored in the various flag storage area 435 of the RAM 404. Specifically, in step S706, the 6R probability variation jackpot flag is stored, and in step S707, the 6R regular jackpot flag is stored.

[0209] Furthermore, in steps S711 and S712, information for the MPU 402 to identify whether the result of the win / loss determination for the current game round is either special loss result A or special loss result B is stored in the various flag storage area 435 of the RAM 404. Specifically, in step S711, the special loss A flag is stored, and in step S712, the special loss B flag is stored.

[0210] After executing any of the processes in steps S706, S707, or S711-S713, the process for setting the variable display time is executed in step S714. In the process for setting the variable display time, the variable display time table stored in the variable display time table storage area 423 of ROM 403 is referenced to obtain variable display time information corresponding to the value of the current variable type counter CS, etc. Then, the obtained variable display time information is set in the variable display time counter (variable display time measurement means) provided in the various counter areas 434 of RAM 404.

[0211] After the setting process for the display time of the variation is executed in step S714, the process proceeds to step S715 to set the variation start command and the type command. The variation start command includes information on whether a reach has occurred and information on the display time of the variation. The type command includes information on the game result. Specifically, the type command includes information on the game result, such as information on the 6R probability variation jackpot result, information on the 6R normal jackpot result, information on special miss result A, and information on special miss result B. In step S713, the value of the game count counter is referenced to determine whether the ceiling has been reached, and this information is also included in the variation start command mentioned above.

[0212] The variation start command and type command set in step S715 are transmitted to the notification / performance control device 140 in step S401 of the normal processing (Figure 23). Based on the received variation start command and type command, the notification / performance control device 140 determines the light emission pattern of the lamp unit 26 and the output pattern of sound (BGM and sound effects) from the speaker unit 29 for that game round, and controls the lamp unit 26 and speaker unit 29 so that the determined performance content is executed. The notification / performance control device 140 also determines the details of the game performance, such as the variation display pattern of the symbols on the symbol display device 95 for that game round, based on the received variation start command and type command, and transmits this determined information to the above variation start command and type command to the display control device 410. Based on the received variation start command and type command, the display control device 410 displays the symbol display device 95 so that the game performance (display performance) is executed in the manner determined by the notification / performance control device 140.

[0213] Subsequently, in step S716, the display of the changing patterns is started on either the first operation port display unit D1 or the second operation port display unit D2 of the main display unit 99, and then this pattern change start process is terminated. It is also possible to configure the system so that the display of changing patterns etc. is started before the above lottery is performed.

[0214] (Setting the variable display time) Next, an overview of the setting process for the variation display time (step S714) will be described with reference to Figures 27-29. As already explained, in this embodiment, reserve information is acquired based on balls entering the first operation port 91 and the second operation port 92, and based on the acquired reserve information, the variation display to confirmation display of the patterns and symbols in the game round is executed. Here, the variation display time for the patterns and symbols is set according to the current game state, the result of the win / loss lottery based on balls entering the operation ports D1 and D2, the number of reserve information stored in the operation port reserve area RE, etc. Regarding the variation display time, when comparing a jackpot result with a loss result, the former tends to be longer than the latter, and in the case of a loss result where no reach display occurs, the display time is set to become shorter as the number of stored reserve information increases.

[0215] In the process of setting the variable display time, it is first determined whether a jackpot or a special miss occurred in the lottery in step S702 described above. Specifically, it is determined whether any of the following are stored in the various flag storage area 435 of RAM 404: 6R probability variation jackpot flag, 6R normal jackpot flag, special miss A flag, or special miss B flag.

[0216] (Fluctuating display time table for handling out-of-bounds situations) If the lottery result is a normal miss (complete miss) that does not correspond to reaching the ceiling (not reaching it), it is determined whether or not to generate a reach display on the symbol display device 95 in the current game round. Specifically, the value of the reach random number counter C3 stored in the execution area AE and the reach determination table stored in the reach determination table storage area of ​​ROM 403 are referenced to determine whether or not to generate a reach display. Then, the variable display time table corresponding to a complete miss is referenced from the various variable display time tables stored in the variable display time table storage area 423 of ROM 403, and the variable display time is set according to the current game state, the number of reserve information stored in the operation port reserve area RE, and whether or not a reach has occurred.

[0217] Figure 27(a1) illustrates the display time for the variation when there is a complete miss in the first normal game state corresponding to the low probability mode and low frequency support mode. For example, if the number of stored reserved information is "0" or "1", the display time for the variation is set to "12, 13, or 14 seconds". If the number of stored reserved information is "2", the display time for the variation is set to "7, 8, or 9 seconds". If the number of stored reserved information is "3" to "8", the display time for the variation is set to "3, 4, or 5 seconds". In the first normal game state, the display time for the confirmed symbols in the operation port display units D1 and D2 and the display time for the confirmed symbols in the symbol display device 95 are configured to be "1 second".

[0218] Figure 27(a2) illustrates the display time for the variation when there is a complete miss in the fourth normal game state, which is in low probability mode and corresponds to high frequency support mode A. For example, if the number of stored reserve information is "0" or "1", the display time for the variation is set to "12, 13, or 14 seconds". If the number of stored reserve information is "2", the display time for the variation is set to "7, 8, or 9 seconds". If the number of stored reserve information is "3" to "8", the display time for the variation is set to "3, 4, or 5 seconds". In the fourth normal game state, the display time for the confirmed symbols in the operation port display units D1 and D2 and the display time for the confirmed symbols in the symbol display device 95 are configured to be "1 second". In other words, the setting method for the display time for the variation in the fourth normal game state is the same as the setting method for the display time for the variation in the first normal game state.

[0219] Figure 27(a3) illustrates the display time for the variation when there is a complete miss in the second normal game state corresponding to high probability mode and high frequency support mode B. For example, if the number of stored reserve information is "0", the display time for the variation will be set to "12, 13, or 14 seconds", and if the number of stored reserve information is "1" to "8", the display time for the variation will be set to "1 or 2 seconds". In the second normal game state, the display time for the confirmed symbols in the operation port display units D1 and D2 and the display time for the confirmed symbols in the symbol display device 95 are configured to be "0.5 seconds".

[0220] Figure 27(a4) illustrates the display time for the variation when there is a complete miss in the third normal game state, which is in low probability mode and compatible with high frequency support mode B. For example, if the number of stored reserve information is "0", the display time for the variation will be set to "12, 13, or 14 seconds", and if the number of stored reserve information is "1" to "8", the display time for the variation will be set to "1 or 2 seconds". In other words, the setting method for the display time for the variation in the third normal game state is the same as the setting method for the display time for the variation in the second normal game state. In the third normal game state, the display time for the confirmed symbols in the operation port display units D1 and D2 and the display time for the confirmed symbols in the symbol display device 95 are configured to be "1 second".

[0221] Incidentally, in all of the first to fourth normal game states, in the game rounds in which a reach display corresponding to a losing result (losing reach) occurs, the display time will be set to "20 to 30 seconds" regardless of the number of stored reserve information. This display time is within the same range as the display time set in the game rounds corresponding to a jackpot result (see Figure 28), and a relatively longer time is more likely to be set in this range for jackpot results, and a relatively shorter time is more likely to be set in this range for losing results. In other words, a difference is made so that a reach display with a longer display time has a higher probability of being a jackpot than a reach display with a shorter display time.

[0222] In this embodiment, the pachinko machine 10 may, when the game progresses without a jackpot and the number of games played in the normal game state reaches a predetermined upper limit (hereinafter also referred to as the ceiling), be forcibly switched to high-frequency support mode A upon reaching the ceiling. In the game round in which the ceiling is reached, a variation display time corresponding to the reach display (specifically 20-30 seconds) is set, similar to when a jackpot is hit or when a special miss occurs.

[0223] However, this is not the only option; it is also possible to configure the system so that the display time for the spins that reach the ceiling is not set to correspond to the reach display. For example, the system may be configured to unify the setting of the display time for spins that reach the ceiling and spins that do not, regardless of whether the ceiling is reached or not.

[0224] Incidentally, the term "complete miss" as used in the following explanation refers to any game result that does not fall under the categories of a big win, a special miss, or a normal miss that does not correspond to reaching the ceiling.

[0225] (Table of display time for big wins) If the lottery result is a jackpot (6R probability variation jackpot or 6R regular jackpot), the ROM 403 refers to the jackpot-corresponding variable display time table from the various variable display time tables stored in the variable display time table storage area 423, and sets the variable display time regardless of the current game state or the number of reserve information stored in the operation port reserve area RE.

[0226] Figure 28 illustrates the display time for variations in the case of a complete miss in the first to fourth normal game states. Regardless of whether the number of stored reserve information is "0" to "8", the display time for variations is set to "20 to 30 seconds". The range of this display time for variations is the same as the range when a losing reach occurs as described above, and within this range, a relatively longer time is more likely to be set compared to a relatively shorter time. In the first, third, and fourth normal game states, the display time for confirmed symbols in the operation port display units D1 and D2 and the display time for confirmed symbols in the symbol display device 95 is "1 second", and in the second normal game state, the display time for confirmed symbols in the operation port display units D1 and D2 and the display time for confirmed symbols in the symbol display device 95 is "0.5 seconds".

[0227] (Fluctuating display time table for handling special outliers) If the lottery result is a special miss (special miss A or special miss B), the variable display time is set by referring to the variable display time table corresponding to the special miss from the various variable display time tables stored in the variable display time table storage area 423 of ROM 403.

[0228] Figure 29(c1) shows the display time for special misses in the first normal game state corresponding to low probability mode and low frequency support mode. Regardless of whether the number of stored hold information is "0" to "8", the display time for the variation will be set to "20 to 30 seconds". The range of this display time for the variation is the same as the range when a miss reach occurs as described above, and within this range, a relatively longer time is more likely to be set compared to a relatively shorter time. In the first normal game state, the display time for confirmed symbols in the operation port display units D1 and D2 and the display time for confirmed symbols in the symbol display device 95 are configured to be "1 second".

[0229] Figure 29(c2) shows the display time for special misses in the fourth normal game state corresponding to low probability mode and high frequency support mode A. Regardless of whether the number of stored hold information is "0" to "8", the display time for the variation will be set to "20 to 30 seconds". The range of this display time for the variation is the same as the range when a miss reach occurs as described above, and within this range, a relatively longer time is more likely to be set compared to a relatively shorter time. In the first normal game state, the display time for confirmed symbols in the operation port display units D1 and D2 and the display time for confirmed symbols in the symbol display device 95 are configured to be "1 second".

[0230] Figure 29(c3) shows the display time for a special miss in the second normal game state corresponding to high probability mode and high frequency support mode B. Regardless of whether the number of stored reserve information is "0" to "8", the display time for the special miss will be set to either "1" or "2 seconds". The range of this display time for the special miss is the same as the range for a complete miss as described above, making it difficult to distinguish a special miss from the display time for the special miss. In the second normal game state, the display time for confirmed symbols in the operation port display units D1 and D2 and the display time for confirmed symbols in the symbol display device 95 are configured to be "0.5 seconds".

[0231] Figure 29(c4) shows the display time for a special miss in the third normal game state, which is in low probability mode and corresponds to high frequency support mode B. Regardless of whether the number of stored reserve information is "0" to "8", the display time for the special miss is set to either "1" or "2 seconds". The range of this display time for the special miss is the same as that for a complete miss as described above, making it difficult to distinguish a special miss from the display time for the special miss. In the third normal game state, the display time for the confirmed symbols in the operation port display units D1 and D2 and the display time for the confirmed symbols in the symbol display device 95 are configured to be "0.5 seconds".

[0232] As already explained, in the pachinko machine 10 shown in this embodiment, if the game progresses without a jackpot and the number of games played in the normal game state reaches a predetermined upper limit (ceiling), the support mode may be forcibly switched to high-frequency support mode A as a trigger for reaching the ceiling. Although reaching the ceiling does not occur in high-frequency support mode B, it can occur in the first normal game state which is in low probability mode and corresponds to low-frequency support mode, and in the fourth normal game state which is in low probability mode and corresponds to high-frequency support mode A. In the game rounds in the first normal game state and the fourth normal game state in which the ceiling is reached, the same variation display time as the reach display (specifically 20 to 30 seconds) is set as the variation display time. In other words, the configuration is such that the reach display is executed in the game rounds in which the ceiling is reached.

[0233] Returning to the explanation of the game turn control process (Figure 24), if the operation port display units D1 and D2 in the main display unit 99 are in the process of displaying a variable or confirmed value, the process proceeds to step S507. In step S507, it is determined whether or not the variable display time has elapsed. Specifically, it is determined whether or not the value of the variable display time counter (variable display time information) in RAM 404 has become "0". This value is deducted by 1 each time the timer interrupt process (Figure 20) is activated.

[0234] If the variable display time has not elapsed, the variable display processing is executed in step S508. In the variable display processing, the display mode of the corresponding one of the operation port display units D1 and D2 is changed. After that, the game round control processing is terminated. If the variable display time has elapsed, the confirmation display processing is executed in step S509, and then the game round control processing is terminated. Details of this confirmation display processing will be described later.

[0235] (Game state transition process) Next, the game state transition process in step S404 will be explained with reference to the flowchart in Figure 25.

[0236] In the game state transition process, first, in step S801, it is determined whether or not the system is in opening / closing execution mode (special game state). If it is not in opening / closing execution mode, the process proceeds to step S802, where it is determined whether or not the game round has ended. Specifically, it is determined whether or not a predetermined confirmed display time (stop display time) has elapsed since the change display ended on either the operation port display unit D1 or D2 of the main display unit D. If the game round has not ended, the game state transition process is terminated.

[0237] If the game round has ended, a positive result is determined in step S802 and the process proceeds to step S803. In step S803, it is determined whether the result of this game round (the result of the above win / loss lottery) corresponds to a transition to the open / close execution mode (special game state). Specifically, it is determined whether either the 6R probability variation jackpot flag or the 6R normal jackpot flag is stored in the various flag storage area 435 of RAM 404. If neither of the above flags is stored, the game state transition process ends.

[0238] If any of the above flags are stored, the start process for the opening / closing execution mode is executed in step S804. This start process releases the restriction on the operation of the variable prize device 83 by the locking device, and the opening and closing operation of the variable prize device 83 is permitted until the opening / closing execution mode ends. In addition, in the start process of step S804, the opening / closing execution mode flag is set in the various flag storage area 435 of RAM 404, and the waiting time for opening in the opening / closing execution mode is set. Note that in step S801, it is determined whether or not the opening / closing execution mode is in progress based on the presence or absence of this opening / closing execution mode flag.

[0239] In the following step S805, the round counter RC1 located in the various counter area 434 of RAM 404 is set to "6". The round counter RC1 functions as a means of determining the number of times the variable prize device 83 has been opened. After executing the process in step S805, the process proceeds to step S806, where the high-frequency support mode flags A and B stored in the various flag storage area 435 of RAM 404 are erased. This forces the support mode during the opening / closing execution mode to switch to the low-frequency support mode. After that, the opening command setting process is executed in step S807, and the external signal setting process is executed in step S808, after which the game state transition process ends.

[0240] The opening command set in step S807 is transmitted to the notification / performance control device 140 and the display control device 410 in step S401 of the normal processing (Figure 23). The notification / performance control device 140 determines the content of the performance corresponding to the opening / closing execution mode based on the received opening command and controls various devices so that the determined performance content is executed. This performance content includes the display mode of the symbol display device 95, and this determined display mode is output from the notification / performance control device 140 to the display control device 410 as a display content command. The display control device 410 executes display control of the symbol display device 95 so that the display corresponding to the opening / closing execution mode is changed, for example, by switching between video displays of characters, background images, etc., as display content corresponding to a jackpot, based on the opening command received from the main control device 162 and the display content command received from the notification / performance control device 140.

[0241] Furthermore, the external signal set in step S808 is also transmitted to the hall computer of the gaming hall in step S401 of the normal processing (Figure 23), and the hall computer can determine that the opening / closing execution mode is in progress based on this external signal.

[0242] Returning to the explanation of step S801, if it is determined in step S801 that the opening / closing execution mode is in progress, the process proceeds to step S809. In step S809, it is determined whether or not the waiting time for opening has elapsed. If the waiting time for opening has not elapsed, the game state transition process ends as is. If the waiting time for opening has elapsed, the opening and closing of the big prize slot is executed in step S810. Now, the opening and closing of the big prize slot will be explained with reference to Figure 31.

[0243] (Opening and closing of the grand prize slot) In the opening and closing process of the main prize slot, first, in step S901, it is determined whether or not the variable prize device 83 (main prize slot) is open. Specifically, this determination is made based on the drive state of the variable ball entry device drive unit of the variable prize device 83. If the main prize slot is not open, in step S902, it is determined whether or not the value of the round counter RC1 is "0". If the determination in step S902 is positive, the main prize slot opening and closing process is terminated.

[0244] If a negative result is obtained in step S902, the process proceeds to step S903. In step S903, it is determined whether the value of timer counter TC1 is "0". Timer counter TC1 is a counter that is referenced when determining the opening time or interval time of the main prize slot, and its value is decremented by "1" each time the timer interrupt process (see Figure 20) is executed. If a negative result is obtained in step S903, the main prize slot opening and closing process is terminated.

[0245] If the value of the round counter RC1 is not "0" and the value of the timer counter TC1 is "0", the process proceeds to step S904, and the opening process of the variable prize-winning device 83 (large prize-winning opening) is executed. Specifically, the drive unit for the variable ball-winning device is put into an operating state in order to open the large prize-winning opening.

[0246] Subsequently, steps S905 and S906 are executed as a setting process for the closing conditions corresponding to the variable prize winning device 83 (large prize winning slot) (setting process for when it is open). Specifically, in step S905, the timer counter TC1 is set to "15000" (equivalent to 30 seconds), and in the following step S906, the first prize winning counter PC1 is set to "10".

[0247] After executing the process in step S906, in step S907, an open command is set to indicate that the variable prize device 83 (large prize slot) has been opened, and the opening and closing process of the large prize slot is terminated. This set open command is sent to the notification and performance control device 140 in step S401 of the normal process (see Figure 23). Based on the received open command, the notification and performance control device 140 determines the content of the performance corresponding to the opening and controls various devices to execute the determined performance.

[0248] Returning to the explanation of step S901, if it is determined in step S901 that the variable prize winning device 83 (large prize winning slot) is open, the process proceeds to step S908 to determine whether the value of the timer counter TC1 is "0". If the value of the timer counter TC1 is not "0", the process proceeds to step S909 to determine whether a game ball has entered the large prize winning slot based on the detection signal from the detection sensor installed in the variable prize winning device 83.

[0249] If a prize has been awarded, the process of outputting a prize award command is executed in step S910. This prize award command is output to the notification / performance control device 140, and the performance during the opening / closing execution mode executed on the display screen 95a of the symbol display device 95 changes as a result of this prize award command.

[0250] After executing the command output process in step S910, the process proceeds to step S911. In step S911, the value of the first prize counter PC1 is decremented by 1, and in the following step S912, it is determined whether the value of the first prize counter PC1 is "0" or not. If it is not "0", the main prize opening and closing process is terminated.

[0251] If a positive determination is made in step S912, that is, if the value of the first prize counter PC1 is "0", or if a positive determination is made in step S908 (that is, if the value of the timer counter TC1 is determined to be "0"), it means that the condition for closing the main prize opening has been met. In this case, in step S913, the drive unit for the variable ball entry device is deactivated in order to close the variable prize entry device 83 (main prize opening).

[0252] In the following step S914, the round counter RC1 is updated. Specifically, if the value of round counter RC1 is not "0", the value of round counter RC1 is deducted by 1, and if the value of round counter RC1 is "0", the value of round counter RC1 is kept at "0".

[0253] Subsequently, in step S915, it is determined whether the updated round counter RC1 value is "0". If the result in step S915 is negative, the process proceeds to step S916, where the timer counter TC1 is set to "1000" (equivalent to 2.0 seconds).

[0254] After executing the process in step S916, a closing command is set in step S917, and the main prize slot opening and closing process is terminated. This set closing command is transmitted to the notification and performance control device 140 in step S401 of the normal process (Figure 23). The notification and performance control device 140 determines the content of the performance corresponding to the received closing command and controls various devices so that the determined performance content is executed.

[0255] Returning to the explanation of step S915, if it is determined in step S915 that the value of the round counter RC1 is "0", the process proceeds to step S918. In step S918, the ending start process is executed. In this start process, an ending waiting time is set for the ending of the open / close execution mode, so that the next game round is not started. Specifically, the waiting time information for the ending, which is pre-stored in the ROM 403, is set in the waiting time counter provided in the various counter areas 434 of the RAM 404.

[0256] Subsequently, in step S919, the ending command is set, and then the main prize slot opening and closing process is terminated. This set ending command is transmitted to the notification and performance control device 140 in step S401 of the normal process (Figure 23).

[0257] Returning to the explanation of the game state transition process (Figure 30), after the opening and closing of the big prize slot is performed in step S810, the process proceeds to step S811 to determine whether the value of the round counter RC1 is "0". If the value of the round counter RC1 is not "0", the game state transition process ends as is. If the value of the round counter RC1 is "0", the process proceeds to step S812. In step S812, it is determined whether the waiting time for the ending has elapsed. If the waiting time for the ending has not elapsed, the game state transition process ends as is.

[0258] If the waiting time for the ending has elapsed, step S813 executes the transition process at the end of the opening / closing execution mode, and then terminates the game state transition process. The transition process at the end of the opening / closing execution mode will be explained below with reference to the flowchart in Figure 32.

[0259] (Transition process when opening / closing execution mode ends) In the transition process at the end of the opening / closing execution mode, first, in step S1001, it is determined whether or not the current opening / closing execution mode was triggered by a 6R probability variation jackpot. If the determination in step S1001 is positive, the process proceeds to step S1002, where a high probability mode flag is set in the various flag storage area 435 of RAM 404. Based on the high probability mode flag set in this way, the win / loss table for high probability mode will be referenced in the win / loss lottery for subsequent game rounds.

[0260] Subsequently, the high-frequency support mode B flag is set in the various flag storage area 435 of RAM 404. Based on the high-frequency support mode B flag set in this way, in the subsequent electric support processing, the D support lottery table for high-frequency support mode B is referenced in the support lottery, and the variation display time table for high-frequency support mode B is referenced as the variation display time table for determining the variation display time of the symbols in the through gate display unit DS.

[0261] Returning to the explanation of step S1001, if the jackpot that triggered this opening / closing execution mode was a 6R regular jackpot, the count limit flag is set in the various flag storage area 435 of RAM 404 (step S1004), and the continuation count counter in the various counter area 434 of RAM 404 is set to "40". After that, the process proceeds to step S1003, where the high-frequency support mode B flag is set in the various flag storage area 435 of RAM 404.

[0262] The value of the continuation count counter decreases by "1" each time a game is played, and High Frequency Support Mode B ends when the value of the continuation count counter reaches "0". In other words, the value of the continuation count counter determines the upper limit (the number of games that can be played during High Frequency Support Mode B) (the termination criteria number mentioned above).

[0263] After executing the process in step S1003, the process proceeds to step S1006, where the value of the game count counter located in the various counter area 434 of RAM 404 is cleared (reset). Subsequently, in step S1007, the various flags for the opening / closing execution mode (such as the jackpot flag) stored in the various flag storage area 435 of RAM 404 are erased, and the output of the external signal corresponding to the opening / closing execution mode is stopped.

[0264] Next, the control process for the through gate in step S405 of the normal process will be explained with reference to the flowcharts in Figures 33 and 34.

[0265] (Control processing for through gates) In the control process for the through gate, first, in step S1101, it is determined whether or not support is being provided by the electric mechanism 93. Specifically, it is determined whether or not a support flag is stored in the various flag storage area 435 of the RAM 404. The support flag is a flag that is stored in the various flag storage area 435 when support by the electric mechanism 93 begins and is deleted from the various flag storage area 435 when support ends.

[0266] If the support flag is stored, the control process for this through gate is terminated. If the support flag is not stored, a negative determination is made in step S1101 and the process proceeds to step S1102. In step S1102, it is determined whether or not the through gate display unit DS in the main display unit D is currently displaying a changing or confirmed pattern. If a negative determination is made in step S1102, the process proceeds to step S1103.

[0267] As already explained, in this embodiment, the number of times a game ball has passed through the through gate 84 is retained up to a maximum of 4 times, meaning that a maximum of 4 pieces of retained information (electric retain) based on winning at the through gate 84 are stored in the electric retain area 433. In step S1103, it is determined whether the number of retained items SN is "0". If the number of retained items SN is "0", a positive determination is made in step S1103 and the control process for this through gate is terminated. If the number of retained items SN is not "0", a negative determination is made in step S1103 and the process proceeds to step S1104. In step S1104, a data setting process is executed to set the data stored in the electric retain area 433 for variable display.

[0268] In this data setting process, the number of reserved items SN is deducted by 1. Then, it is determined whether the number of reserved items stored in the electric reserved item area 433 is "0". If the number of reserved items SN is "0", this data setting process is terminated. On the other hand, if the number of reserved items SN is not "0", the data (reserved information) stored in the first area of ​​the electric reserved item area 433 is moved to the execution area. Then, the data (reserved information) stored in the second to fourth areas of the electric reserved item area 433 is shifted sequentially to the lower areas. As a result, for example, when the data in the first area is moved to the execution area, the data within each area is shifted, such as from the second area to the first area, from the third area to the second area, and from the fourth area to the third area.

[0269] After the data setting process is executed in step S1104, the pattern change start process on the through-gate display unit DS is executed in step S1105, and then the control process for this through-gate is terminated. Now, the pattern change start process in step S1105 will be explained with reference to the flowchart in Figure 34.

[0270] (Initiation of change process) In the variation start process, first, in step S1201, it is determined whether the current support mode is high-frequency support mode B or not. If the current support mode is either low-frequency support mode or high-frequency support mode A, a negative determination is made in step S1201 and the process proceeds to step S1202. In step S1202, a support lottery process (low-probability support lottery process) is executed by referring to the support lottery table corresponding to low-frequency support mode and high-frequency support mode A (see Figures 18(a) and (b)). If the current support mode is high-frequency support mode B, an affirmative determination is made in step S1201 and the process proceeds to step S1203. In step S1203, a support lottery process (high-probability support lottery process) is executed by referring to the support lottery table corresponding to high-frequency support mode B (see Figure 18(c)).

[0271] If support is selected in the support lottery process in steps S1202 and S1203, a positive determination is made in step S1204, and the process proceeds to step S1205 to execute the stop result setting process for support selection. If support is not selected in the support lottery process in steps S1202 and S1203, a negative determination is made in step S1204, and the process proceeds to step S1206 to execute the stop result setting process for support not selected.

[0272] After executing the stop result setting process in steps S1205 and S1206, the process proceeds to step S1207, where the setting process for the pattern variation display time in the through-gate display unit DS is performed. The variation display time table storage area 423 of ROM 403 stores a variation display time table for low-frequency support mode and a variation display time table for high-frequency support mode, respectively. If the current support mode is low-frequency support mode, the pattern variation display time is set by referring to the variation display time table for low-frequency support mode. In this embodiment, the variation display time set by referring to the variation display time table for low-frequency support mode is specified to be "10 to 20 seconds" (see Figure 35). On the other hand, if the current support mode is high-frequency support mode A or B, the pattern variation display time is set by referring to the variation display time table for high-frequency support mode. In this embodiment, the variation display time set by referring to the variation display time table for high-frequency support mode is specified to be "0.5 seconds" (see Figure 35). In other words, in high-frequency support modes A and B, the display time for the changing patterns in the through-gate display unit DS is significantly reduced compared to the low-frequency support mode.

[0273] In addition, in all support modes, the display time for confirming the symbols on the through-gate display unit DS is uniformly set to "0.5 sec".

[0274] After executing the setting process in step S1207, the control process for this through gate is terminated in step S1208 when the display of the changing patterns on the through gate display unit DS is started.

[0275] (Processing for electrical support) Next, referring to the flowcharts in Figures 36 and 37, the power supply support process in step S406, which is performed as part of the normal process, will be described.

[0276] In the process for supporting the electric feature, first, in step S1301, it is determined whether or not support is being provided by the electric feature 93. Specifically, it is determined whether or not a support flag is stored in the various flag storage area 435 of the RAM 404. If support is not being provided, a negative determination is made in step S1301 and the process proceeds to step S1302. In step S1302, it is determined whether or not the display of confirmed symbols has finished in the through-gate display unit DS. If it is not the time when the display of confirmed symbols has finished, a negative determination is made in step S1302 and the process for supporting the electric feature is terminated. If it is the time when the display of confirmed symbols has finished, an affirmative determination is made in step S1302 and the process proceeds to step S1303.

[0277] Step S1303 determines whether or not support has been won in the support lottery based on entry into the through gate 84. If support has not been won, a negative determination is made in step S1303, and the process for supporting the main electric feature ends there. If support has been won in the support lottery based on entry into the through gate 84, an positive determination is made in step S1303, and the process proceeds to step S1304. In step S1304, it is determined whether or not the current support mode is high-frequency support mode A or B. If there is a low-frequency support mode, the process proceeds to step S1305, and "1" is set in the round counter RC2 provided in the various counter areas 434 of RAM 404. The round counter RC2 functions as a means of determining the number of times the electric feature 93 has opened. If it is high-frequency support mode A or B, the process proceeds to step S1306, and "2" is set in the round counter RC2.

[0278] After executing steps S1305 and S1306, the process proceeds to step S1307, where support flags are set in the various flag storage area 435 of RAM 404. Then, in step S1308, the opening start process is executed, and the main electric support process is terminated. The opening start process sets a waiting time for the opening. After this waiting time has elapsed, the opening and closing operation of the electric mechanism 93 begins.

[0279] Returning to the explanation of step S1301, if a positive result is obtained in step S1301, the process proceeds to step S1309. In step S1309, it is determined whether or not the waiting time for opening set in step S1308 has elapsed. If the waiting time for opening has not elapsed, a negative result is obtained in step S1309, and the main power support process is terminated. If the waiting time for opening has elapsed, a positive result is obtained in step S1309, and the process proceeds to step S1310. Now, referring to Figure 37, the power switching process in step S1310 will be explained.

[0280] (Power supply switching process) In the electric device switching process, first, in step S1401, it is determined whether the electric device 93 is open (in the open state). Whether the electric device 93 is open or not is determined by whether the electric device drive unit is in a driving state. If the electric device 93 is open, the process proceeds to step S1402, where it is determined whether the value of the round counter RC2 is "0". If the value of the round counter RC2 is "0", the electric device switching process ends there. If the value of the round counter RC2 is not "0", the process proceeds to step S1403. In step S1403, it is determined whether the value of the timer counter TC2, which is provided in the various counter areas 434 of the RAM 404, is "0". The timer counter TC2 is a counter that is referenced when determining the opening time and interval time of the electric device 93, and its value is decremented by "1" each time a timer interrupt process (see Figure 20) is executed. If a negative determination is made in step S1403, the electric device switching process ends there. If a positive result is obtained in step S1403, proceed to step S1404.

[0281] In step S1404, the electric device release process is executed. Specifically, the output of a drive signal to the electric device drive unit (solenoid) is started, and the electric device 93 is switched from the closed state to the open state. After that, in step S1405, "10" is set in the second prize counter PC2. In the following step S1406, it is determined whether the current support mode is high-frequency support mode A or B. If it is high-frequency support mode A or B, "1000" (equivalent to 2 seconds) is set in the timer counter TC2 (step S1407), and if it is low-frequency support mode, "50" (equivalent to 0.1 seconds) is set in the timer counter TC2.

[0282] Returning to the explanation of step S1401, if a positive result is obtained in step S1401, that is, if the electric mechanism 93 is open, the process proceeds to step S1409. In step S1409, it is determined whether the value of the timer counter TC2 is "0". If the value of the timer counter TC2 is not "0", the process proceeds to step S1410. In step S1410, it is determined whether a game ball has entered the second operating port 92 based on the detection signal from the detection sensor for the second operating port 92. If no entry has occurred, the main electric mechanism opening and closing process is terminated. If an entry has occurred, the value of the second entry counter PC2 is deducted by 1 in step S1411, and in the following step S1412, it is determined whether the value of the second entry counter PC2 is "0". If it is not "0", the main electric mechanism opening and closing process is terminated.

[0283] If a positive determination is made in step S1412, that is, if the value of the second prize counter PC2 is "0", or if a positive determination is made in step S1409 (that is, if the value of the timer counter TC2 is determined to be "0"), it means that the conditions for ending the opening of the electric mechanism 93 have been met. In this case, in step S1413, the output of the drive signal to the electric mechanism drive unit is stopped in order to close the electric mechanism 93 (second operating opening 92).

[0284] In the following step S1414, the round counter RC2 is updated. Specifically, if the value of round counter RC2 is not "0", the value of round counter RC2 is decremented by 1, and if the value of round counter RC2 is "0", the value of round counter RC2 is kept at "0".

[0285] Subsequently, in step S1415, it is determined whether the updated round counter RC2 value is "0". If the determination in step S1415 is negative, the process proceeds to step S1416, where the timer counter TC2 is set to "100" (equivalent to 0.2 seconds). If the determination in step S1415 is that the round counter RC2 value is "0", the process proceeds to step S1417. In step S1417, the ending start process is executed. In this start process, the waiting time for the ending of the electric support is set. Specifically, the waiting time information for the ending, which is pre-stored in ROM 403, is set in the waiting time counter provided in the various counter areas 434 of RAM 404.

[0286] Returning to the explanation of Figure 36, after executing the electric power switch opening / closing process in step S1310, the process proceeds to step S1311. In step S1311, it is determined whether the value of the round counter RC2 is "0". If the result in step S1311 is negative, the process for supporting the electric power is terminated. If the result in step S1311 is positive, the process proceeds to step S1312, where it is determined whether the waiting time for the ending set in step S1417 has elapsed. If the result in step S1312 is negative, the process for supporting the electric power is terminated. If the result in step S1312 is positive, the process proceeds to step S1313. In step S1313, the support flags stored in the various flag storage area 435 of RAM 404 are erased, and the process for supporting the electric power is terminated. This releases the restriction on the support lottery based on winning at the through gate 84.

[0287] As detailed above, the support mode provided by the electric mechanism 93 is configured to switch from low-frequency support mode to high-frequency support mode primarily via a special game state. However, in the event of a special miss or reaching the ceiling, the mode may switch from low-frequency support mode to high-frequency support mode without going through the special game state. Below, with reference to the flowcharts in Figures 38 and 39, we will provide a supplementary explanation of the configuration related to the switching of support modes, specifically the confirmation display process (step S509) of the game turn control process (Figure 24) that is executed as part of the normal process.

[0288] (Processing for final display) As shown in Figure 38, in the confirmation display process, first, in step S1501, it is determined whether or not the confirmation display is currently being performed on the operation port display units D1 and D2. If the determination in step S1501 is negative, the process proceeds to step S1502. In step S1502, the confirmation display time setting process is executed. In this embodiment, the confirmation display time is set to "1 sec" in the first normal game state, third normal game state, and fourth normal game state, and the confirmation display time is set to "0.5 sec" in the second normal game state.

[0289] In the following step S1503, the process to start the confirmed display is executed. In this start process, the display controls of the operation port display units D1 and D2 are performed to stop the patterns determined in steps S706, S707, and S711-S713. After that, in step S1504, a variation end command is set, and this confirmed display process is terminated. The variation end command is output to the notification / performance control device 140 etc. in step S401 of the normal process, and the notification / performance control device 140, upon receiving the variation end command, terminates the variation display of the currently running patterns on the pattern display device 95 etc. (transitions to confirmed display).

[0290] Returning to the explanation of step S1501, if a positive result is obtained in step S1501, the process proceeds to step S1505. In step S1505, it is determined whether or not the time for the confirmed display of the patterns in the operation port display units D1 and D2 has elapsed. If a negative result is obtained in step S1505, the confirmed display process is terminated. If a positive result is obtained in step S1505, the support mode switching process is executed in step S1506 to terminate the confirmed display process. Now, referring to Figure 39, the support mode switching process will be explained.

[0291] (Process for switching support modes) In the support mode switching process, first, in step S1601, it is determined whether the current support mode is high-frequency support mode B. If the result in step S1601 is positive, the process proceeds to step S1602. In step S1602, it is determined whether the count limit flag is stored in the various flag storage area 435 of RAM 404. If the result in step S1602 is negative, the switching process ends immediately. If the result in step S1602 is positive, the process proceeds to step S1603. In step S1603, the continuation count counter in the various counter area 434 is updated. Specifically, the value of the continuation count counter is decremented by "1". In the following step S1604, it is determined whether the value of the continuation count counter is "0". If the result in step S1604 is negative, the switching process ends immediately. If a positive result is obtained in step S1604, the process proceeds to step S1605, where the high-frequency support mode flag (specifically the high-frequency support mode B flag) and the count limit flag stored in the various flag storage area 435 are cleared, and the switching process ends. Clearing the high-frequency support mode flag switches the support mode from high-frequency support mode to low-frequency support mode.

[0292] Returning to the explanation of step S1601, if a negative result is obtained in step S1601, proceed to step S1606. In step S1606, it is determined whether the current support mode is high-frequency support mode A. If a positive result is obtained in step S1606, proceed to step S1607. In step S1607, it is determined whether the value of the game count counter has reached its upper limit. If a negative result is obtained in step S1607, proceed to step S1608. In step S1608, the continuation count counter is updated. Specifically, the value of the continuation count counter is decremented by "1". In the following step S1609, it is determined whether the value of the continuation count counter is "0". If a negative result is obtained in step S1609, the switching process ends there. If a positive result is obtained in step S1609, the high-frequency support mode flag (high-frequency support mode A flag) and the count limit flag are cleared in step S1605, and the switching process ends. In other words, when the number of games played in high-frequency support mode A reaches the upper limit, the system switches to low-frequency support mode.

[0293] Returning to the explanation of step S1606, if a negative determination is made in step S1606, that is, if the current support mode is low-frequency support mode, the process proceeds to step S1610. In step S1610, it is determined whether the value of the game count counter has reached its upper limit. If a negative determination is made in step S1610, the process proceeds to step S1611. In step S1611, it is determined whether the current game count corresponds to a special miss. If it does not correspond to a special miss, a negative determination is made in step S1611, and this switching process ends. If a positive determination is made in step S1611 (corresponding to a special miss) or if a positive determination was made in step S1610 (reaching the ceiling), the process proceeds to step S1612. In step S1612, the high-frequency support mode A flag is set in the various flag storage area 435 of RAM 404. Then, in the following step S1613, the game count limit flag is set in the various flag storage area 435 of RAM 404. After that, the process proceeds to step S1614, where the setting process for the continuation count counter is executed, and then the main switching process is terminated.

[0294] In the process of setting the continuation counter, if the value of the game count counter reaches its upper limit (the ceiling is reached) during the current game round, the continuation counter is set to "400". This means that High Frequency Support Mode A will continue until a jackpot is hit during High Frequency Support Mode A or until 400 game rounds have been played during High Frequency Support Mode A. If the result of this game round is Special Miss A, the continuation counter is set to "20". This means that High Frequency Support Mode A will continue until a jackpot is hit during High Frequency Support Mode A or until 20 game rounds have been played during High Frequency Support Mode A. If the result of this game round is Special Miss B, the continuation counter is set to "40". This means that High Frequency Support Mode A will continue until a jackpot is hit during High Frequency Support Mode A or until 40 game rounds have been played during High Frequency Support Mode A.

[0295] Returning to the explanation of step S1607, if the value of the game count counter reaches its upper limit (the ceiling is reached) during high-frequency support mode A, the continuation count counter is set (overwritten) to "400" in step S1614, and this switching process ends. As a result, high-frequency support mode A is extended so that it continues until the number of games played during that high-frequency support mode A reaches 400. In other words, if the ceiling is reached during high-frequency support mode A triggered by a special miss, the number of games for which high-frequency support mode A continues is reset (overwritten), and the upper limit of the fourth normal game state is raised without going through other normal game states.

[0296] (Regarding the electrical configuration of the notification / performance control device 140 and the display control device 410) Next, with reference to the block diagram in Figure 40, we will provide a supplementary explanation of the electrical configuration of the notification / performance control device 140 and the display control device 410.

[0297] The notification and effect control board 441, provided in the notification and effect control device 140, is equipped with an MPU 442. The MPU 442 contains a ROM 443 that stores various control programs and fixed value data executed by the MPU 442, a RAM 444 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 443, and various circuits such as interrupt circuits, timer circuits, and data input / output circuits. It is not a requirement that the ROM 443 and RAM 444 be integrated into a single chip for the MPU 442; they may be configured as separate chips. This is also true for MPUs in other control devices.

[0298] The MPU442 is equipped with input and output ports. The input side of the MPU442 is connected to the main control unit 162, from which it receives game turn control commands (game turn control information) such as the aforementioned variation start command, type command, and variation end command. It also receives hold display control commands (hold display control information) such as the shift command and hold command, as well as open / close execution mode commands (open / close execution mode information) such as the opening command and ending command.

[0299] The output side of the MPU442 is connected to the lamp units 26-28 and speaker unit 29, which are located on the front door frame 14, and the display control device 410. Some of the various commands input from the main control device 162 to the notification / effect control device 140 are transmitted (transferred) to the display control device 410 while maintaining their information format.

[0300] The display control device 410 includes an MPU 472, which is an element in which the program ROM 473 and work RAM 474 are integrated into a single chip, and a display control board 471 on which a video display processor (VDP) 475, a character ROM 476, and a video RAM 477 are mounted. It is not mandatory for the program ROM 473 and work RAM 474 to be integrated into a single chip on the MPU 472; they may be configured as separate chips.

[0301] The MPU 472 of the display control device 410 analyzes various commands received from the main control device 162 via the notification and performance control device 140, or performs predetermined calculation processing based on the received commands to control the VDP 475 (specifically, to generate internal commands for the VDP 475). More specifically, the MPU 472 performs processing to identify the variation display pattern for each game round on the symbol display device 95 based on the commands transmitted from the notification and performance control device 140, and also performs processing related to hold notifications, etc., and then performs drawing processing for the VDP 475 in accordance with the results of that processing. As a result, various images are displayed on the display screen 95a of the symbol display device 95.

[0302] The program ROM 473 is a memory for storing various control programs and fixed value data executed by the MPU 472, and also stores JPEG format image data for background images. The work RAM 474 is a memory for temporarily storing work data and flags used when various programs are executed by the MPU 472. This work data and flags are stored in various areas of the work RAM 474.

[0303] The VDP475 is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver, incorporated into the graphic display device 95. Because the VDP475 is an IC chip, it is also called a "drawing chip," and in reality, it can be described as a microcontroller chip with built-in firmware dedicated to drawing processing. The VDP475 adjusts the timing of the MPU472, video RAM477, etc., to intervene in data reading and writing, and reads image data to be stored in the video RAM477 from the character ROM476 at a predetermined timing and displays it on the graphic display device 95.

[0304] The character ROM 476 serves as an image data library for storing character data such as patterns displayed on the pattern display device 95. This character ROM 476 holds bitmap image data of various display patterns, a color palette table that is referenced when determining the color represented by each dot of the bitmap image, and so on.

[0305] It is also possible to provide multiple character ROMs 476 and store image data and other data in each character ROM 476. Furthermore, it is possible to configure the system so that JPEG image data for background images, which is stored in the program ROM 473, is stored in the character ROM 476.

[0306] The video RAM 477 is a memory for storing display data to be displayed on the pattern display device 95, and the display content of the pattern display device 95 is changed by rewriting the contents of the video RAM 477.

[0307] As already explained, in this embodiment, the general outline of the pattern variation display mode on the display screen 95a is identified by the notification / performance control device 140 by referring to a command from the main control device 162, and the details of the pattern variation display mode are determined by the display control device 410 based on the result of this identification. Specifically, the MPU 442 of the notification / performance control device 140 executes a pattern variation control process as part of a periodic process that is started at a predetermined interval (for example, 2 msec), and in this pattern variation control process, the general outline of the pattern variation display mode is identified. Now, the pattern variation control process will be explained with reference to the flowchart in Figure 41.

[0308] (Fluctuating display control processing) In the variable display control process, if the game state is the first normal game state, a positive determination is made in step S1701, and the first variable display control process for the first normal game state is executed in step S1702. If the game state is the second normal game state, a negative determination is made in step S1701 and a positive determination is made in step S1703, and the second variable display control process for the second normal game state is executed in step S1704. If the game state is the third normal game state, negative determinations are made in steps S1701 and S1703, and the third variable display control process for the third normal game state is executed in step S1705. If the game state is the fourth normal game state, negative determinations are made in steps S1701 and S1703 and a positive determination is made in step S1707, and the fourth variable display control process for the fourth normal game state is executed in step S1708.

[0309] (First variation display control process) Here, referring to the flowchart in Figure 42, the first variable display control process executed in the first normal game state will be explained.

[0310] In the first variation display control process, first, in step S1801, it is determined whether or not one game round is currently being executed, that is, whether or not the variation display or confirmation display of the symbols for one game round is being executed on the symbol display device 95. If it is determined that a game round is not currently being executed, the process proceeds to step S1802, where it is determined whether or not a variation start command transmitted from the main control device 162 has been received.

[0311] If a negative result is obtained in step S1802, the current fluctuation display control process is terminated. On the other hand, if an affirmative result is obtained in step S1802, the first fluctuation start process described later is executed in step S1803, and then the current fluctuation display control process is terminated.

[0312] Returning to the explanation of step S1801, if a positive result is obtained in step S1801, that is, if it is determined that a game round is in progress, the process proceeds to step S1804. In step S1804, it is determined whether or not a variation end command transmitted from the main control device 162 has been received. If a negative result is obtained in step S1804, the process for during variation is executed in step S1805, and then this variation display control process is terminated. The process for during variation is the process of executing various effects or changing the determined effects in the game round that was started by the variation start process.

[0313] If a positive result is obtained in step S1804, the process proceeds to step S1806, where the variation termination process is executed, and then the variation display control process is terminated. In the variation termination process, the variation display of the symbols and the ongoing effects are terminated (confirmed stop) in accordance with the held information for the game round. In this process, the effects corresponding to the confirmed stop are performed by driving and controlling the speaker unit 29 and the lamp unit 26. Then, a confirmation command is output to the display control device 410, and then the variation termination process is terminated. The MPU 472 of the display control device 410 controls the symbol display device 95 to confirm and stop the symbols based on the received confirmation command.

[0314] (Processing to initiate the first change) Here, referring to the flowchart in Figure 43, we will provide a supplementary explanation of the first variation initiation process in step S1803. The first variation initiation process is a process to start the game round's effects based on the receipt of a variation start command from the main control device 162. In the first variation initiation process, settings such as the reach display are made as part of the game round's effects.

[0315] In the first variation start process, step S1901 first reads the variation start command received, and identifies information on whether a reach occurred and information on the variation display time from the command. Also, as already explained, when a variation start command is sent from the main control unit 162, a type command is also sent. In step S1601, the type command received along with the variation start command is read, and various information related to the game result, such as information on the probability variation jackpot result, information on the normal jackpot result, information on the special miss result, information on the normal miss result, and information on reaching the ceiling, is identified from the command. Then, in step S1901, from the identified information, information on whether a jackpot was won, information on the type of jackpot if a jackpot was won, information on whether a special miss occurred, information on the type of special miss if a special miss occurred, information on whether a reach occurred if neither a jackpot nor a special miss occurred, information on whether the ceiling was reached, and information on the variation display time are obtained, and the obtained information is stored in the registers of the MPU442.

[0316] In the following step S1902, based on the information obtained in step S1901, it is determined whether the result of the game round to be started corresponds to a jackpot result. If the result of the game is a jackpot result (6R probability variation jackpot result or 6R normal jackpot result), the jackpot performance setting process is executed in the following step S1903. The jackpot performance setting process is broadly divided into a stop result determination process that determines the combination of jackpot symbols to be stopped and displayed and the valid lines on which that combination of symbols will be stopped and displayed, and a variation display pattern determination process (performance pattern determination process) that determines the variation display pattern of the jackpot symbols.

[0317] In the process of determining the stop result for a jackpot, the stop result for this game round is determined to be the one in which the same combination of symbols appears on one of the valid lines L1 to L5. Specifically, the final stop line table stored in the various table areas of ROM 443 stores the valid lines L1 to L5 and their address information, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in RAM 444. In addition, the information of the determined stop result is stored in the stop result address storage area.

[0318] In this embodiment, the following combinations of symbols are defined as corresponding to a jackpot: "1" symbol, "1" symbol, "1" symbol combination, "2" symbol, "2" symbol combination, "3" symbol, "3" symbol combination, "4" symbol, "4" symbol combination, "5" symbol, "5" symbol combination, "6" symbol, "6" symbol combination, "7" symbol, "7" symbol combination, "8" symbol, "8" symbol combination, "9" symbol, "9" symbol combination (see, for example, Figure 45(a)).

[0319] As already explained, if a jackpot is achieved, the result is announced via a reach display. In the process of determining the variation display pattern for jackpots, the variation display pattern table for reach displays stored in the various table areas of ROM443 is retrieved, and the display pattern for normal reach display or super reach display corresponding to the game result in the variation display time and type command of the variation start command received is determined. In addition, the address information of the determined variation display pattern is stored in the pattern address storage area of ​​RAM444.

[0320] If it is determined in step S1902 that it is not a jackpot result, the game proceeds to step S1904. In step S1904, it is determined whether or not the ceiling will be reached in this game round. If the ceiling will be reached, a positive determination is made in step S1904 and the game proceeds to step S1907. In step S1907, the process for setting up the effects for reaching the ceiling is executed. The process for setting up the effects for reaching the ceiling is broadly divided into a stop result determination process that determines the combination of symbols for reaching the ceiling to be stopped and the valid lines for stopping and displaying that combination of symbols, and a variation display pattern determination process (effect pattern determination process) that determines the variation display pattern of the symbols for reaching the ceiling.

[0321] In the process of determining the stop result for reaching the ceiling, the stop result for this game round is determined to be the one in which a combination of symbols for reaching the ceiling is established on one of the active lines L1 to L5. Specifically, the final stop line table stored in the various table areas of ROM 443 stores each of the active lines L1 to L5 and their address information, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in RAM 444. In addition, the information of the determined stop result is stored in the stop result address storage area.

[0322] In this embodiment, the combination of "1", "3", and "4" is defined as the symbol combination corresponding to reaching the ceiling (see Figure 45(b)).

[0323] If the ceiling is reached, the result is notified via a reach display. In the process of determining the variation display pattern for reaching the ceiling, the variation display pattern table for reach displays stored in the various table areas of ROM443 is retrieved, and the display pattern of a normal reach display or a super reach display corresponding to the game result in the variation display time and type command of the variation start command received is determined. In addition, the address information of the determined variation display pattern is stored in the pattern address storage area of ​​RAM444.

[0324] In this embodiment, if a jackpot is hit during a game round that reaches the ceiling, the jackpot takes priority. In other words, the combination of symbols that stop and are displayed during that game round are set by the setting process in step S1903.

[0325] If a negative result is obtained in step S1904, the process proceeds to step S1906. In step S1906, it is determined whether the current game round corresponds to a special miss. If a positive result is obtained in step S1906, the process proceeds to step S1907. In step S1907, the special miss performance setting process is executed. The special miss performance setting process is broadly divided into a stop result determination process that determines the combination of symbols for the special miss to be stopped and the valid lines for stopping and displaying that combination of symbols, and a variation display pattern determination process (performance pattern determination process) that determines the variation display pattern of the symbols for the special miss.

[0326] In the process for determining the stop result for special misses, the stop result for this game round is determined to be the combination of symbols corresponding to a special miss that occurs on one of the active lines L1 to L5. Specifically, the final stop line table stored in the various table areas of ROM 443 stores the address information for each active line L1 to L5, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in RAM 444. In addition, the information of the determined stop result is stored in the stop result address storage area.

[0327] In this embodiment, the combination of "1", "3", and "4" symbols is defined as the symbol combination corresponding to a special miss, similar to when the ceiling is reached (see Figure 45(b)).

[0328] If a special miss occurs, the result is notified via a reach display. In the process of determining the variable display pattern for special misses, the variable display pattern table for reach displays stored in the various table areas of ROM443 is retrieved, and the normal reach display or super reach display pattern corresponding to the game result in the variable display time and type command of the variable start command received is determined. Furthermore, the address information of the determined variable display pattern is stored in the pattern address storage area of ​​RAM444.

[0329] If a negative result is determined in step S1906, the process proceeds to step S1908 to execute the animation setting process for a complete miss. In the animation setting process for a complete miss, it is determined whether or not a reach will occur in the current game round. If a reach occurs, the animation setting process for a reach is executed; if a reach does not occur, the animation setting process for a non-reach is executed.

[0330] The process for setting up the effects to trigger a reach is broadly divided into two parts: a stop result determination process that determines the combination of symbols for a complete miss that corresponds to a reach and the effective lines for which that combination of symbols should be stopped and displayed, and a variation display pattern determination process (effect pattern determination process) that determines the variation display pattern of the symbols for a complete miss that corresponds to a reach.

[0331] In the process of determining the stop result for a complete miss with a reach, the stop symbols are determined so as not to be any of the symbol combinations corresponding to a jackpot result, a special miss result, or a ceiling reach. Specifically, the final stop line table stored in the various table areas of ROM443 stores each of the valid lines L1 to L5 and their address information, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in RAM444. In addition, the information of the determined stop result is stored in the stop result address storage area.

[0332] In the process for determining the variable display pattern for a complete miss after a reach, the variable display pattern table for reach displays stored in the various table areas of ROM443 is retrieved, and the display pattern for a normal reach display or a super reach display corresponding to the game result in the variable display time and type command of the variable start command received is determined. In addition, the address information of the determined variable display pattern is stored in the pattern address storage area of ​​RAM444.

[0333] The processing for setting up effects when a reach does not occur is broadly divided into two parts: a stop result determination process that determines the combination of symbols for a complete miss that does not correspond to a reach and the effective lines for which that combination of symbols will be stopped and displayed; and a variation display pattern determination process (effect pattern determination process) that determines the variation display pattern of the symbols for a complete miss that does not correspond to a reach.

[0334] In the process of determining the stop result for a complete miss that does not correspond to a reach, the stop symbols are determined so as not to be any of the symbol combinations corresponding to a jackpot result, a special miss result, or a ceiling reach. Specifically, the final stop line table stored in the various table areas of ROM443 stores each of the valid lines L1 to L5 and their address information, and the final stop line determined in the above process is stored as address information in the final stop line address storage area provided in RAM444. In addition, the information of the determined stop result is stored in the stop result address storage area.

[0335] In the process of determining the variable display pattern for complete misses without a reach, the variable display pattern table for misses without a reach, stored in the various table areas of ROM443, is retrieved, and the display time of the variable start command received and the performance pattern corresponding to the game result of the command are determined. In addition, the address information of the determined variable display pattern is stored in the pattern address storage area of ​​RAM444.

[0336] After executing any of steps S1903, S1905, S1907, or S1908, the process proceeds to step S1909. In step S1909, the system outputs commands containing information about the stop result and performance pattern determined in steps S1903, S1905, S1907, and S1908 to the display control device 410 as a stop result command and a pattern command, respectively. Based on the received stop result command and pattern command, the MPU 472 of the display control device 410 controls the display of the symbol display device 95 to execute the performance for the current game round.

[0337] After executing the process in step S1909, the process to start the game round's effects is executed in the following step S1910, and then the process for starting this variation is terminated. Specifically, based on the effects pattern determined in steps S1903, S1905, S1907, and S1908 above, the drive control of the speaker unit 29 and the lamp unit 26 is started to begin the game round's effects.

[0338] Here, we will provide a supplementary explanation regarding the display mode of the patterns shown on the display screen 95a of the pattern display device 95, based on the schematic diagram in Figure 44.

[0339] (Display format) The variable display modes of the symbols executed in the variable display area ME of the display screen 95a are broadly classified into five types: non-reach miss, normal reach A, normal reach B, super reach A, super reach B, and super reach C. These variable display modes are set to have different variable display times, and based on the information related to the variable display time attached to the command from the main control device 162, it is possible to grasp an overview of the variable display mode for each game round.

[0340] Specifically, the display time for non-reach misses is "1 sec to 14 sec" (with differences depending on the game state, number of reserved balls, etc.), the display time for normal reach A is "20 sec", the display time for normal reach B is "25 sec", which is longer than the display time for normal reach A, and the display time for super reach A to C is "30 sec", which is longer than the display time for normal reach A and B. For example, if the information regarding the display time of the variation attached to the command from the main control unit 162 is "20 sec", the notification and performance control unit 140 will understand that normal reach A should be executed, and if the information regarding the display time of the variation attached to the command from the main control unit 162 is "25 sec", the notification and performance control unit 140 will understand that normal reach B should be executed. In contrast, if the information regarding the variable display time attached to the command from the main control device 162 is "30 sec", the decision of which of Super Reach A to C to execute is left to the notification and performance control device 140.

[0341] In this decision, in rounds corresponding to a jackpot, the order of selection is Super Reach C > Super Reach B > Super Reach A, and in rounds corresponding to a complete miss, the order of selection is Super Reach A > Super Reach B > Super Reach C. In other words, in rounds corresponding to a jackpot result, the order of selection is Super Reach C > Super Reach B > Super Reach A > Normal Reach B > Normal Reach A, and in rounds corresponding to a miss, the order of selection is Complete Miss > Normal Reach A > Normal Reach B > Super Reach A > Super Reach B > Super Reach C. In other words, the probability of winning a jackpot increases as the display time of the variation increases, and this probability increases in the order of Super Reach A < Super Reach B < Super Reach C.

[0342] Furthermore, for game rounds corresponding to special misses, the selection rate is set to be in the order of Super Reach C > Super Reach B > Super Reach A > Normal Reach B > Normal Reach A, and in game rounds where the ceiling is reached, the selection rates are evenly distributed so that Super Reach C = Super Reach B = Super Reach A.

[0343] Here, the display patterns for normal reach A and B will be explained with reference to Figure 44(a). When normal reach A or B is selected, the display of all stopped symbol rows begins to change (scroll display), then the display of the upper symbol row (upper symbol row Z1) is stopped, and then the display of the lower symbol row (lower symbol row Z3) is stopped. With the upper and lower symbol rows Z1 and Z3 stopped in this state, a reach line is formed when the main symbols with the same number on any of the valid lines L1 to L5 (see Figure 13(a)) are stopped. Then, with the reach line formed, the display of the middle symbol row (middle symbol row Z2) changes, resulting in a reach display (reach change display). After the reach display is formed, the display of the middle symbol row Z2 is stopped, ending the change display. Then, if the same symbols that make up the winning combination stop on the winning line, it is announced that a jackpot has been won. If any other symbols stop on the same winning line, it is announced that a jackpot has not been won. In this way, the combination of symbols that was last stopped is maintained for a predetermined period of time. In other words, the current game round continues until the display period has elapsed, and once that period has elapsed, the player is allowed to move on to the next game round.

[0344] In this embodiment, the difference in the display time of the middle symbol sequence Z2 after the reach line is formed is ensured, thereby providing a difference in the display time of the variation between normal reach A and normal reach B. However, the method of setting the difference between the two is arbitrary. For example, it is also possible to ensure the above-mentioned difference in display time by setting a difference in the time from when the variation display starts until the reach line is formed.

[0345] Next, based on the display patterns of normal reaches A and B described above, the display patterns of super reaches A, B, and C will be explained. As shown in Figures 44(b) to (c), super reaches A, B, and C form the reach lines described above through the same process as normal reaches A and B. After the reach lines are formed, the reach effect is performed by displaying predetermined characters as animations in conjunction with the display of the middle symbol row Z2. Specifically, in super reach A, after the reach lines are formed, a character modeled after a fairy is displayed in the center of the display area of ​​the middle symbol row Z2 (center of the display area ME), in super reach B, after the reach lines are formed, a character modeled after a boy is displayed in the center of the display area of ​​the middle symbol row Z2 (center of the display area ME), and in super reach C, after the reach lines are formed, a character modeled after a girl is displayed in the center of the display area of ​​the middle symbol row Z2 (center of the display area ME).

[0346] Next, referring to Figure 46, we will explain the flow of gameplay when transitioning to the fourth normal game state, which corresponds to a low probability mode and high frequency support mode A, triggered by a special miss or reaching the ceiling. Figure 46 is a timing chart illustrating the flow of gameplay when transitioning to the fourth normal game state triggered by a special miss.

[0347] At timing ta1 during the first normal game state, which is in low probability mode and low frequency support mode, the display of changing symbols on the display unit for the activation port and the display of changing symbols on the symbol display device 95 are started based on the entry into the activation port. Since this game round corresponds to a special miss, at timing ta2, after a predetermined period has elapsed since the start of the display of changing symbols, the display of changing symbols changes to a reach display. Subsequently, at timing ta3, the symbol combination corresponding to the special miss is displayed as stopped (confirmed) prior to the confirmation display of symbols on the display unit for the activation port. Immediately after, at timing ta4, the display screen 95a of the symbol display device 95 goes dark, and at timing ta5, the symbol corresponding to the special miss is displayed as stopped on the display unit for the activation port, and a message indicating the transition to high frequency support mode A (for example, the words "Chance Zone Entered") is displayed on the display screen 95a.

[0348] At the time of ta6, after the confirmation display time has elapsed from the timing of ta5, the support mode switches to high-frequency support mode A, and the background of display screen 95a changes to a background corresponding to high-frequency support mode A. In addition, the remaining number of games required to continue high-frequency support mode A is displayed in the corner of display screen 95a.

[0349] As described above, prior to the confirmation display of the symbols in the operation port display unit, the symbol combination corresponding to a special miss is displayed, and by gaining notification time to indicate the transition to high-frequency support mode A, the likelihood of the notification being missed is suppressed.

[0350] Furthermore, the gameplay flow when the trigger for transitioning to High Frequency Support Mode A is reaching the ceiling is basically the same as the gameplay flow when the trigger for transitioning is a special miss. However, unlike in the case of a special miss, during the gameplay state corresponding to High Frequency Support Mode A, which is transitioned to when reaching the ceiling is the trigger, the display of the remaining number of games on the display screen 95a of the symbol display device 95 is omitted.

[0351] (Overview of the game) Next, an overview of the gameplay of this pachinko machine 10 will be explained with reference to Figures 47 and 48. Figure 47 is a block diagram showing the relationships between each game state, and Figure 48 is a timing chart illustrating the changes in the number of balls held as the game progresses.

[0352] As already explained, the first normal game state, in which the lottery mode is the low probability mode and the support mode is the low frequency support mode, is the most disadvantageous game state for the player. In this first normal game state, the goal is to achieve a win in the first operation opening 91 and transition to other game states such as the special game state. As described above, the game board 80a shown in this embodiment is a so-called symmetrical gauge (see Figure 6), and a win in the first operation opening 91 can occur regardless of whether the game ball is launched towards the right route or the left route. In addition, through gates 84 are provided on both the right and left routes, and a portion of the game balls launched aiming for the first operation opening 91 can enter the through gates 84. However, the opening time of the electric mechanism 93 when support is won in the support lottery based on a win in the through gate 84 during the low frequency support mode is extremely short, making it practically impossible to win in the second operation opening 92. In other words, during the first normal game state, players cannot receive the benefits of the electric mechanism 93, and the number of balls they have decreases more quickly as the game progresses (see Figure 48).

[0353] As shown in Figure 47, if a 6R probability variation jackpot is achieved in the first normal game state, the game will transition to the second normal game state, which is a high-probability mode and corresponds to high-frequency support mode B, via a special game state.

[0354] In the second normal game state, the electric mechanism 93 is opened at a high frequency, and its opening time is set to be a length that allows for a substantial entry into the second operating port 92. As a result, in addition to entry into the first operating port 91, entry into the second operating port 92 occurs, and a predetermined number of prize balls (four in this embodiment) are awarded to the player based on the entry into the second operating port 92. This reduces the rate at which the player's balls decrease as the game progresses compared to the first normal game state, making it possible to play while minimizing investment (decrease in balls). Furthermore, since the second normal game state continues until the next jackpot, the player can significantly increase their ball count by continuously transitioning to the special game state. If a 6R probability variation jackpot occurs in the second normal game state, the player returns to the second normal game state via the special game state. By looping between the second normal game state and the special game state in this way, the player's ball count increases significantly (see Figure 48).

[0355] If a 6R regular jackpot is achieved in the first or second normal game state, the game will transition to a special game state and then to a third normal game state which is a low-probability mode and corresponds to high-frequency support mode B.

[0356] In the third normal game state, the electric mechanism 93 is opened at a high frequency, and the opening time is set to be a length that substantially allows for entry into the second operating port 92. As a result, in addition to entry into the first operating port 91, entry into the second operating port 92 occurs, and a predetermined number of prize balls (four in this embodiment) are awarded to the player based on the entry into the second operating port 92. This reduces the decrease in the number of balls held during the third normal game state, similar to the second normal game state, making it possible to play while suppressing investment (decrease in balls held). However, for the high-frequency support mode B in the third normal game state, a termination threshold number (upper limit: 40 times) is set. If the number of games played during the third normal game state reaches this upper limit, the game will transition to the first normal game state.

[0357] Here, it is a concern that prolonged stay in the first normal game state will lead to monotony in the game and decrease the player's motivation to play. In this regard, in this embodiment, if a special miss occurs during the first normal game state, the game transitions to the fourth normal game state, which is a low-probability mode and corresponds to high-frequency support mode A.

[0358] While the probability of hitting a jackpot during the fourth normal game state is the same as in the first normal game state, the frequency of opening of the electric mechanism 93 increases, resulting in more frequent entries into the second operating opening 92. As a result, during the fourth normal game state, the decrease in the number of balls held is mitigated compared to the first normal game state, making it possible to play while suppressing investment (decrease in balls held) (see Figure 48). In addition, in the fourth normal game state, similar to the first normal game state, the display time for each game round is significantly shortened as the number of reserved balls increases. Therefore, by transitioning to the fourth normal game state, the game progresses faster as entries into the second operating opening 92 become more frequent.

[0359] Furthermore, if a special miss occurs during the first normal game state, the game transitions directly to the fourth normal game state without passing through the special game state. This minimizes the time required from a special miss until the player can enjoy the benefits of high-frequency support mode A. This configuration, which allows players to quickly enjoy the benefits of high-frequency support mode, is desirable in suppressing delays in state transitions and emphasizing the smoothness of gameplay. Additionally, diversifying the transition patterns by allowing players to transition to high-frequency support modes (high-frequency support modes A and B) via two different routes—one via the special game state and one without—is desirable in achieving gameplay diversification.

[0360] In the first normal game state, the probability of hitting a jackpot is low, and the base payout is also low. As a result, there is a possibility that investment will become excessively high as the game progresses. This not only worsens the impression of the gaming machine but can also reduce the health of the game. In this regard, the configuration shown in this embodiment has a ceiling (upper limit on the number of games played) set in the first normal game state, and when this ceiling is reached, the game transitions to the fourth normal game state, which is a low-probability mode and corresponds to high-frequency support mode A. In the fourth normal game state, although the probability of winning a jackpot is the same as in the first normal game state, the electric mechanism 93 opens frequently, resulting in frequent entries into the second operating opening 92. This allows the game to progress while suppressing the decrease in the number of balls held (see Figure 48).

[0361] The first embodiment described in detail above provides the following excellent effects.

[0362] If a jackpot is won in the lottery based on balls entering the operating ports 91 and 92, the support mode is changed via a special game state; if a special loss is won, the support mode is changed without going through the special game state. With this configuration, the flow of gameplay when changing to a higher support mode can be diversified, contributing to the suppression of monotony in gameplay. In addition, in the configuration shown in this embodiment, when switching to a higher support mode, the frequency at which the electric mechanism 93 opens will differ depending on whether the trigger is a jackpot result or a special loss result. By ensuring the superiority of support by high-frequency support mode B while providing game assistance by high-frequency support mode A, diversification of gameplay can be suitably realized. In particular, for the disadvantageous high-frequency support mode B, the support mode is switched quickly without going through the special game state. Such a configuration is desirable in order to improve player satisfaction.

[0363] If a special losing result occurs during the first normal game state, the game will proceed to the fourth normal game state without going through the special game state. In this case, the lottery mode will remain in low probability mode, but the support mode will change from low frequency support mode to high frequency support mode A. This makes it possible to aim for a big win while keeping investment down, thus providing a kind of player rescue function. As mentioned above, since this rescue function is activated without going through the special game state, the time required for the function to be activated can be minimized, making it less likely for players to get the impression that the game is being unnecessarily delayed.

[0364] As shown in this embodiment, when switching from low-frequency support mode to high-frequency support mode B, the probability of winning the support lottery based on passing through gate 84 is changed, and when switching from low-frequency support mode to high-frequency support mode A, the time required from winning until the electric mechanism 93 opens is shortened without changing the probability of winning. By using different parameters in this way to differentiate between high-frequency support mode A and high-frequency support mode B, the two high-frequency support modes can be suitably made to coexist.

[0365] In High Frequency Support Mode B, compared to High Frequency Support Mode A, the ratio of the number of game balls dispensed by the payout mechanism to the number of game balls launched, that is, the value obtained by dividing the number of game balls dispensed by the number of game balls launched (hereinafter referred to as the "base"), is higher, making it possible to play while suppressing the decrease in the number of game balls held. In other words, if a jackpot is achieved and the player transitions to High Frequency Support Mode B via a special game state, there is a chance to win a large number of game balls. In contrast, in High Frequency Support Mode A, although the base is more favorable than in Low Frequency Support Mode, the degree is kept lower than in High Frequency Support Mode B, thereby preventing the rescue function from becoming excessive. With this configuration, the contrast of the game can be enhanced by using multiple support modes in combination.

[0366] By setting an upper limit (end-criteria number of plays) on the number of plays in high-frequency support mode A, a return from high-frequency support mode A to low-frequency support mode may occur, effectively suppressing the decrease in tension during gameplay after entering high-frequency support mode A.

[0367] In the third normal game state, which is entered when a regular jackpot is achieved, the termination count for high-frequency support mode B is set to 40 times. In the fourth normal game state, which is entered when a special loss is achieved, the termination count for high-frequency support mode A is set to be less than or equal to the termination count for high-frequency support mode B (specifically, 20 or 40 times). This is advantageous in increasing the frequency of transitions to the fourth normal game state and thus increasing the frequency of transitions between game states. Furthermore, by setting a portion of the termination count set in the fourth normal game state, which is entered when a special loss is achieved, to be the same as the termination count for high-frequency support mode B, it is possible to make it appear as if there are multiple routes to transition to the same game state (third normal game state, fourth normal game state). This is desirable in order to achieve diversification of gameplay while avoiding causing confusion for players.

[0368] Furthermore, the second and fourth normal game states each have a set number of plays until termination. By providing routes to transition to limited advantageous states with upper limits on the number of plays, either via or without a special game state, the game can be made more diverse. In this configuration, a practically preferable configuration can be achieved by setting the base in high-frequency support mode A such that the difference between the base in high-frequency support mode B and the base in low-frequency support mode is smaller than the difference between the base in high-frequency support mode A and the base in low-frequency support mode.

[0369] According to this embodiment, if a special miss result occurs in the first normal game state, or if the number of game rounds reached the upper limit (ceiling) during the first normal game state, the game transitions to the fourth normal game state corresponding to high-frequency support mode A. In this way, by setting the trigger for transitioning to the fourth normal game state as a judgment result that does not correspond to transitioning to a special game state or reaching the ceiling, the game aims to provide relief to the player through the fourth normal game state, thereby contributing to the suppression of excessive investment. In particular, by setting the termination criteria number set when the ceiling is reached to be relatively high and the termination criteria number set when a special miss result is reached to be relatively low, it is possible to suitably achieve both diversification of gameplay and enhancement of the relief function.

[0370] <Example 1> The support mode A, triggered by special misses and reaching the ceiling, may be given preferential treatment to the player, that is, to increase the frequency of winning into the second operating port 92, compared to the support mode B, triggered by a big win.

[0371] <Modification 2> The base (benefit) of high-frequency support mode A was initially set to be closer to the base (benefit) of high-frequency support mode B than to the base (benefit) of low-frequency support mode, but this can be changed to be closer to the former. Alternatively, the base (benefit) of high-frequency support mode A may be set to be midway between the base (benefit) of low-frequency support mode and the base (benefit) of high-frequency support mode B.

[0372] <Variation 3> The display time for the variable change when the ceiling is reached during the first normal game state may be different from the display time for the variable change when a special miss occurs during the first normal game state. For example, the display time for the variable change when the ceiling is reached during the first normal game state may be set to be longer than the display time for the variable change when a special miss occurs during the first normal game state, or the display time for the variable change when the ceiling is reached during the first normal game state may be set to be shorter than the display time for the variable change when a special miss occurs during the first normal game state.

[0373] <Modification 4> There may be a difference between the support mode of High Frequency Support Mode A triggered by a special miss and the support mode of High Frequency Support Mode A triggered by reaching the ceiling. For example, the support mode of High Frequency Support Mode A triggered by a special miss may be set to have a higher frequency of winning into the second operating port 92 than the support mode of High Frequency Support Mode A triggered by reaching the ceiling, or the support mode of High Frequency Support Mode A triggered by a special miss may be set to have a lower frequency of winning into the second operating port 92 than the support mode of High Frequency Support Mode A triggered by reaching the ceiling.

[0374] <Modification 5> The number of times required to terminate a game when a special outcome occurs may be set to be greater than the number of times required to terminate a game when the ceiling is reached, or they may be set to be the same number.

[0375] <Variation 6> The game may also be configured so that the gameplay counter is reset (cleared to 0) when the high-frequency support mode A, which is entered upon reaching the ceiling, ends.

[0376] <Example 7> It is also possible to configure the system so that if another special miss occurs during high-frequency support mode A, which is triggered by a special miss, the continuation count counter is reset (overwritten). However, it is assumed that consecutive special misses will result in fewer games being played in high-frequency support mode A than the number of games that should have been able to continue, which will decrease player satisfaction. Therefore, taking these circumstances into consideration, it is best to fix the value set to the continuation count counter to "40" when a special miss occurs during high-frequency support mode A, which is triggered by a special miss. Specifically, it is best to unify the type of special miss to one and configure the system so that "40" is set to the continuation count counter when that type of special miss occurs.

[0377] <Differentiation Example 8> In the first embodiment described above, the game count counter is reset (cleared to 0) during the transition process at the end of the special game state. However, as long as the game count counter is reset when a jackpot is achieved, the specific timing of the reset is arbitrary. For example, the game count counter can be reset when the game round corresponding to the jackpot is completed, or it can be reset at the start of the special game state or during a round of gameplay.

[0378] <Second Embodiment> In the first embodiment described above, if the value of the game count counter reaches its upper limit (the ceiling is reached) during the fourth normal game state, which is in low probability mode and corresponds to high frequency support mode A, the value of the continuation count counter is overwritten with a value triggered by reaching the ceiling (specifically, "400"). When the ceiling is reached, the system is configured to quickly transition to the fourth normal game state triggered by reaching the ceiling, meaning that the benefits of reaching the ceiling are realized seamlessly without going through other normal game states. In other words, the fourth normal game state related to reaching the ceiling takes precedence over the fourth normal game state related to special misses. In this embodiment, the configuration related to the transition of game states when the ceiling is reached during the fourth normal game state differs from that of the first embodiment. The following describes the characteristic configuration of this embodiment, focusing on the differences from the first embodiment.

[0379] As shown in the schematic diagram in Figure 49(a), the background color of the display screen 95a of the symbol display device 95 is blue in high-frequency support mode A, which is transitioned to when a special miss occurs, and green in high-frequency support mode A, which is transitioned to when the ceiling is reached. In other words, the trigger for transitioning to high-frequency support mode A can be clearly indicated by the background color of the display screen 95a. In the following description, high-frequency support mode A, which is transitioned to when a special miss occurs, will be appropriately distinguished as "high-frequency support mode A1," and high-frequency support mode A, which is transitioned to when the ceiling is reached, will be appropriately distinguished as "high-frequency support mode A2." Incidentally, the support methods for high-frequency support modes A1 and A2 are the same, and the base (the ratio of the number of game balls dispensed to the number of game balls launched) is the same for both, as in the first embodiment.

[0380] Here, we will provide a supplementary explanation of the notification flow for the start of high-frequency support mode A, referring to the schematic diagrams in Figures 49(b) to (c).

[0381] In a game round that results in a special miss and transitions to high-frequency support mode A1, as shown in Figure 49(b), the symbol combination corresponding to the special miss in that game round is displayed (confirmed) on the display screen 95a. Specifically, after a reach display, the combination of "1", "3", and "4" symbols is displayed (confirmed) on one of the active lines. Then, at the start of the next game round, the background color of the display screen 95a changes from white to blue, and the remaining number of games in high-frequency support mode A1 is displayed in the corner of the display screen 95a.

[0382] In contrast, in game rounds where reaching the ceiling triggers a transition to high-frequency support mode A2, as shown in Figure 49(c), a symbol combination corresponding to reaching the ceiling in that game round may be displayed (confirmed) on the display screen 95a. Specifically, if the ceiling is reached during the first normal game state, a symbol combination including the "CHANCE" symbol will be displayed (confirmed) on any of the active lines via the reach display. In contrast, if the ceiling is reached during the fourth normal game state corresponding to high-frequency support mode A, a symbol combination corresponding to a complete miss will be displayed (confirmed) without going through the reach display. In this case, the background color of the display screen 95a will also remain blue.

[0383] Next, referring to the flowchart in Figure 50, we will explain the process for switching support modes, which constitutes the game round control process executed as part of normal processing by the MPU 402 of the main control unit 162.

[0384] (Process for switching support modes) In the support mode switching process, first, in step S2001, it is determined whether the current support mode is high-frequency support mode B. If the result in step S2001 is positive, the process proceeds to step S2002. In step S2002, it is determined whether the count limit flag is stored in the various flag storage area 435 of RAM 404. If the result in step S2002 is negative, the switching process ends immediately. If the result in step S2002 is positive, the process proceeds to step S2003. In step S2003, the continuation count counter in the various counter area 434 is updated. Specifically, the value of the continuation count counter is decremented by "1". In the following step S2004, it is determined whether the value of the continuation count counter is "0". If the result in step S2004 is negative, the switching process ends immediately. If a positive result is obtained in step S2004, the process proceeds to step S2005, where the high-frequency support mode flag (specifically the high-frequency support mode B flag) and the count limit flag stored in the various flag storage area 435 are cleared, and the switching process ends. Clearing the high-frequency support mode flag switches the support mode from high-frequency support mode to low-frequency support mode.

[0385] Returning to the explanation of step S2001, if a negative result is obtained in step S2001, the process proceeds to step S2006. In step S2006, it is determined whether the current support mode is high-frequency support mode A or not. If a positive result is obtained in step S2006, the process proceeds to step S2007. In step S2007, the continuation count counter is updated. Specifically, the value of the continuation count counter is decremented by "1". In the following step S2008, it is determined whether the value of the continuation count counter is "0". If a positive result is obtained in step S2008, the high-frequency support mode flag (high-frequency support mode A flag) and the count limit flag are cleared in step S2005, and this switching process is terminated. In other words, if the number of games played in high-frequency support mode A reaches the upper limit, the system will switch to low-frequency support mode.

[0386] If a negative result is obtained in step S2008, the process proceeds to step S2009 to determine whether the value of the game counter has reached its upper limit (whether the ceiling has been reached). If a negative result is obtained in step S2009, the main switching process ends. If a positive result is obtained in step S2009, the process proceeds to step S2010, where the preparation flag is set in the various flag storage area 435 of RAM 404 and the main switching process ends.

[0387] Returning to the explanation of step S2006, if a negative result is obtained in step S2006, the process proceeds to step S2011. In step S2011, it is determined whether the current game round corresponds to a special miss. If it corresponds to a special miss, a positive result is obtained in step S2011 and the process proceeds to step S2012. In step S2012, the high-frequency support mode A flag is set in the various flag storage area 435 of RAM 404. In the following step S2013, the count limit flag is set in the various flag storage area 435 of RAM 404. Then, in step S2014, the process for setting the continuation count counter is executed, and this switching process is terminated.

[0388] In the process of setting the continuation count counter, if the result of the current game is a special miss A, the continuation count counter is set to "20". This means that high-frequency support mode A1 will continue until 20 game rounds have been played during that high-frequency support mode A1. On the other hand, if the result of the current game is a special miss B, the continuation count counter is set to "40". This means that high-frequency support mode A1 will continue until 40 game rounds have been played during that high-frequency support mode A1.

[0389] Returning to the explanation of step S2011, if a negative result is obtained in step S2011, that is, if it does not correspond to a special miss, the process proceeds to step S2015. In step S2015, it is determined whether the above-mentioned preparation flag is stored in the various flag storage area 435 of RAM 404. If a positive result is obtained in step S2015, the preparation flag is cleared in step S2016, and the processes of steps S2012 to S2014 are executed. In this step S2014, the continuation count counter setting process sets the continuation count counter to "400". As a result, high-frequency support mode A2 will continue until the number of games played during high-frequency support mode A2 reaches 400.

[0390] Incidentally, if the above preparation flag remains stored when transitioning to a special game state, the preparation flag will be cleared when the special game state ends.

[0391] Returning to the explanation of step S2015, if a negative result is obtained in step S2015, that is, if the preparation flag is not stored in the various flag storage area 435 of RAM 404, the process proceeds to step S2017. In step S2017, it is determined whether or not the value of the game count counter has reached its upper limit (whether or not the ceiling has been reached). If a negative result is obtained in step S2017, the switching process is terminated. If a positive result is obtained in step S2017, the processes of steps S2012 to S2014 are executed, and then this switching process is terminated. In this step S2014, the continuation count counter is set to "400". As a result, high-frequency support mode A2 will continue until the number of games played during high-frequency support mode A2 reaches 400.

[0392] According to the configuration described in detail above, if the ceiling is reached during the fourth normal game state corresponding to high-frequency support mode A1, the game will transition to the fourth normal game state corresponding to high-frequency support mode A2 after one round of play in the first normal game state. In other words, the game will return to the fourth normal game state after one round of play in the first normal game state. Here, it is a concern that if the above one round of play becomes long despite the return to the fourth normal game state being confirmed, it may give the player the impression that the transition to a favorable state is being unnecessarily delayed. One of the features of this embodiment is that, taking these circumstances into consideration, measures have been taken to realize a quick return to the fourth normal game state. The measures will be explained below with reference to Figures 51 to 54. First, the setting process of the variable display time executed by the MPU 402 of the main control device 162 (step S714 in Figure 26) will be explained with reference to the flowcharts in Figures 51 to 52.

[0393] (Setting the variable display time) In the process of setting the variable display time, first, in step S2101, it is determined whether the current game state is either the first normal game state or the fourth normal game state. If the determination in step S2101 is positive, the process proceeds to step S2102, where the setting process for the first and fourth normal game states is executed, and then the process of setting the variable display time is terminated. If the determination in step S2101 is negative, then in step S2103, it is determined whether the current game state is the second normal game state. If the determination in step S2103 is positive, then in step S2104, the setting process for the second normal game state is executed, and then the process of setting the variable display time is terminated. If the determination in step S2103 is negative, that is, if the current game state is the third normal game state, then in step S2105, the setting process for the third normal game state is executed, and then the process of setting the variable display time is terminated. Now, referring to Figure 52, the setting processes for the first and fourth normal game states will be explained.

[0394] (Setting process for the 1st and 4th normal game states) In the setting process for the first and fourth normal game states, first, in step S2201, it is determined whether the current game round corresponds to a jackpot. If the determination in step S2201 is positive, the setting process for jackpots is executed in step S2202, and then the setting process for the first and fourth normal game states is terminated. In the process of step S2202, the variable display time for the current game round is determined by referring to the variable display time table for jackpots (see Figure 28) stored in the variable display time table storage area 423 of the ROM 403.

[0395] If a negative result is obtained in step S2201, the process proceeds to step S2203. In step S2203, it is determined whether the current game round corresponds to a special miss. If a positive result is obtained in step S2203, the process proceeds to step S2204 to execute the special miss setting process, and then the setting process for the first and fourth normal game states is terminated. In the process of step S2204, the variable display time for the current game round is determined by referring to the variable display time table for special misses (see Figure 27) stored in the variable display time table storage area 423 of ROM 403.

[0396] If a negative result is obtained in step S2203, the process proceeds to step S2205. In step S2205, it is determined whether the current game round will result in reaching the ceiling. If a positive result is obtained in step S2205, the setting process for reaching the ceiling is executed in step S2206, and then the setting process for the first and fourth normal game states is terminated.

[0397] Returning to the explanation of step S2005, if a negative result is obtained in step S2005, the process proceeds to step S2207. In step S2207, it is determined whether or not the preparation flag is stored in the various flag storage area 435 of RAM 404. If a positive result is obtained in step S2207, the setting process for continuous transitions is executed in step S2208, and then the setting process for the first and fourth normal game states is terminated. If a negative result is obtained in step S2207, the setting process for complete loss is executed in step S2209, and then the setting process for the first and fourth normal game states is terminated.

[0398] Here, in steps S2206 and S2208, the variable display time table corresponding to the normal deviation is referenced, but this variable display time table is provided individually depending on whether or not the preparation flag is present. Further explanation of these variable display time tables will be provided below with reference to Figures 53 and 54.

[0399] If the ceiling is reached during the first normal game state, which is in low probability mode and low frequency support mode, and no preparation flag is stored, the variable display time for the operation port display unit will be set to "20-30 seconds", which corresponds to the variable display time for the reach display. In other words, if the ceiling is reached during the first normal game state, the symbol combination indicating the ceiling has been reached (see Figure 49(c)) will be stopped and displayed (confirmed) on the display screen 95a of the symbol display device 95 after the reach display.

[0400] On the other hand, if the ceiling is reached during the fourth normal game state, which is in low probability mode and high frequency support mode A1, and the preparation flag is not stored, the display time for the activation port will be set to the same display time as in the case of a complete miss (see Figure 27). In this game round, symbols other than the symbol corresponding to reaching the ceiling, specifically the symbol combination corresponding to a complete miss, will be displayed as stopped symbols. In other words, the "CHANCE" symbol mentioned above will not be included in the symbols that are displayed as stopped symbols. As a result, it is configured so that it is difficult to identify whether the ceiling has been reached during the fourth normal game state from the symbol combination or the display time (display pattern) of the symbols.

[0401] If the game transitions to the first normal game state, which is a low-probability mode and low-frequency support mode, while the preparation flag is stored, and the game result is neither a big win nor a special miss (a normal miss), then the display time for the operation port display unit is set to "3 seconds". This display time matches the shortest possible display time that can be set for a game round that results in a complete miss in the first normal game state (see Figure 27). In other words, if the ceiling is reached and the preparation flag is stored during the fourth normal game state, the game will return to the fourth normal game state via the first normal game state after the fourth normal game state ends, but the time spent in this first normal game state is suppressed so as not to be prolonged.

[0402] During the fourth normal game state, the game may repeat with the preparation flag still stored. In such cases, the display time for the variation will be the same as the display time for the variation in a game where the preparation flag is not stored (see Figures 27 and 53).

[0403] (Flow of continuous transitions) Next, referring to the timing chart in Figure 55, we will explain the behavior when the ceiling is reached during the fourth normal game state, which is in low probability mode and corresponds to high frequency support mode A1.

[0404] At the timing of tb1 after transitioning to the 4th normal game state following a special miss, the 299th game round since the end of the special game state has begun. In the 4th normal game state triggered by a special miss, the background color of the display screen 95a of the symbol display device 95 is blue.

[0405] At the timing of the subsequent tb2, the 300th game round after the end of the special game state has begun, and at the timing of tb3, the symbol combination corresponding to that 300th game round is displayed as confirmed. Currently, the game is in the 4th normal game state, so the symbol combination that stops (confirmed) is not the symbol combination that corresponds to reaching the ceiling, but the symbol combination that corresponds to a complete miss (normal miss). In the example shown in Figure 55, even in the game round that started at the timing of tb2, the number of rounds that trigger the end criterion (upper limit) for the 4th normal game state has not been reached, so the 4th normal game state continues and the above preparation flag is stored.

[0406] Even for game rounds started at the timing of tb4, the number of rounds required to terminate (upper limit) will not be reached, and the blue background mentioned above will be maintained. However, after the end of the fourth normal game state, a message ("STANDBY") indicating a return to the fourth normal game state will be displayed at the top of the display screen 95a, and the counter showing the remaining number of rounds will be hidden.

[0407] At the timing of tb5, the final game round that reaches the termination threshold in the fourth normal game state begins. In the example shown in Figure 55, this game round corresponds to a complete miss (normal miss), and at the timing of tb6, when the confirmation display of the symbols and patterns is complete, the game transitions from the fourth normal game state to the first normal game state, and a new game round begins. Although this game round corresponds to the first normal game state, the background color of the display screen 95a remains blue, and the word "STANDBY" displayed at the top of the display screen 95a also remains displayed. At the timing of tb7, when a predetermined amount of time has elapsed since the start of the variation, the display screen 95a blacks out. Then, at the timing of tb8, when the confirmation display begins, the symbol combination corresponding to reaching the ceiling is displayed (reduced) in the upper corner of the display screen 95a, and the words "Entering Super Chance Zone" are displayed in the center of the display screen 95a as a message indicating the transition to the fourth normal game state triggered by reaching the ceiling.

[0408] At the timing of tb9, after the confirmation display time has elapsed, the game state transitions from the first normal game state to the fourth normal game state, which is a low probability mode and corresponds to high frequency support mode A2. Accordingly, the background color of the display screen 95a changes from blue to green.

[0409] According to the second embodiment described in detail above, even if the game progresses without a trigger for transitioning to the special game state (jackpot result), the game may transition to the fourth normal game state corresponding to high-frequency support mode A due to a special miss result or reaching the ceiling. Entering high-frequency support mode A increases the frequency of winning into the second operation port 92, thereby suppressing investment. Such a configuration is desirable in order to improve the soundness of the game. However, as mentioned above, if a special miss result and reaching the ceiling are used in combination as triggers for transitioning to the fourth normal game state, the following concerns arise. That is, if the ceiling is reached during the fourth normal game state and the ceiling is invalidated, or if the fourth normal game state is forcibly terminated due to a special miss result, it is feared that some of the benefits that the player would have been able to enjoy will be lost, and the player's satisfaction will decrease significantly. In this regard, in this embodiment, if the ceiling is reached during the fourth normal game state, the transition to the fourth normal game state triggered by reaching the ceiling will be delayed until at least the number of game rounds played in that fourth normal game state reaches the termination threshold. This will alleviate the above concerns and contribute to improving player satisfaction.

[0410] As described above, when the ceiling is reached during the fourth normal game state and the game transitions to the fourth normal game state triggered by reaching the ceiling, the behavior (switching pattern) of the electric mechanism 93 can be made identical, thereby preventing the benefits of reaching the ceiling from being less significant compared to the behavior up to that point.

[0411] If the above delay function is present, it is assumed that if the benefits of reaching the ceiling end immediately after a significant delay, it will diminish the player's motivation to play. Therefore, as shown in this embodiment, by setting the number of termination criteria related to special miss results < the second termination criteria related to reaching the ceiling, it is possible to suppress excessive delays and prevent the impression that the benefits after reaching the ceiling are insignificant.

[0412] If the ceiling is reached during the fourth normal game state, the system is configured to transition from the fourth normal game state to the first normal game state and then return to the fourth normal game state. This adds emphasis to the rhythm of the game and helps prevent the game from becoming monotonous.

[0413] In a configuration that returns to the fourth normal game state via the first normal game state, variations in the duration of the operation for each game round performed during the first normal game state can lead to the following problems. Specifically, if the operation period is relatively short, there may not be enough time to inform the player of the transition to the fourth normal game state, and if the operation period is relatively long, it may give the player the impression that the transition to the fourth normal game state is being unfairly delayed. Therefore, as shown in this embodiment, for game rounds during the first normal game state in which the transition to the fourth normal game state is delayed, a predetermined operation period is set regardless of the number of reserved balls, thereby eliminating the above concerns by keeping the operation period constant.

[0414] As shown in this embodiment, if a jackpot is achieved while a transition to the fourth normal game state triggered by reaching the ceiling is imminent, the transition to the fourth normal game state triggered by reaching the ceiling is invalidated. Such a configuration is preferable in order to prevent the player rescue function from becoming excessive.

[0415] If the maximum number of spins (ceiling) is reached during the first game state, a special effect (display of the combination of "3", "1", and "4" symbols) is executed during that spin, promptly informing the player that the game will transition to the fourth normal game state. Conversely, if the maximum number of spins (ceiling) is reached during the fourth normal game state, the special effect (display of the combination of "3", "1", and "4" symbols) is avoided during that spin. In this way, by deliberately omitting the special effect when the transition to the fourth normal game state triggered by reaching the ceiling is delayed, it is possible to suppress the decrease in attention to the fourth normal game state, which was transitioned to as a result of a special miss, before the end of that fourth normal game state.

[0416] <Example 1> In the second embodiment described above, if the ceiling is reached during the fourth normal game state corresponding to high-frequency support mode A1, the system transitions to the fourth normal game state corresponding to high-frequency support mode A2 via the first normal game state. In other words, the system is configured to have one game round corresponding to the first normal game state in between, followed by the fourth normal game state. However, the system is not limited to this and may be modified as follows. That is, if the ceiling is reached during the fourth normal game state corresponding to high-frequency support mode A1, the system may be configured to transition immediately to the fourth normal game state corresponding to high-frequency support mode A2 without going through the first normal game state after the end of the fourth normal game state. In other words, the system may be configured to have the fourth normal game state continue without interruption. Even in this case, since high-frequency support mode A1 is not forcibly terminated midway due to a special miss (high-frequency support mode A1 can be completed), the player's satisfaction does not decrease.

[0417] <Modification 2> In the second embodiment described above, the background color of the display screen 95a is set to be different for the fourth normal game state corresponding to high-frequency support mode A1 and the fourth normal game state corresponding to high-frequency support mode A2, but the system is not limited to this. It is also possible to set the background color to be the same in both fourth normal game states.

[0418] <Variation 3> In the second embodiment described above, if the ceiling is reached during the fourth normal game state corresponding to high-frequency support mode A1, the system is configured to start displaying a message suggesting the continuation of the fourth normal game state in the next game round. However, it is also possible to configure the system to start displaying the message in the game round in which the ceiling is reached. Furthermore, it is also possible to configure the system to not suggest the continuation of the fourth normal game state, either by displaying a message suggesting the continuation of the fourth normal game state from the game round in which the ceiling is reached or the next game round. In other words, it is possible to keep the transition to the fourth normal game state triggered by reaching the ceiling unspecified until the fourth normal game state triggered by a special miss ends.

[0419] <Modification 4> If the game transitions from the fourth normal game state to the first normal game state while the electric mechanism 93 is in the open state, the electric mechanism 93 may be configured to switch to the closed state after the initially set opening time for the electric mechanism 93 has elapsed, or the electric mechanism 93 may be configured to quickly switch to the closed state in order to immediately stop the opening.

[0420] <Modification 5> In the second embodiment described above, when transitioning from the fourth normal game state corresponding to high-frequency support mode A1 to the fourth normal game state corresponding to high-frequency support mode A2 via the first normal game state, the display time for the changes in the symbols on the operation port display unit and the symbol display device 95 in the first normal game state is set to be shorter than the display time for the changes in the symbols on the through gate display unit DS set during low-frequency support mode (10-20 sec). However, the embodiment is not limited to this. When transitioning from the fourth normal game state corresponding to high-frequency support mode A1 to the fourth normal game state corresponding to high-frequency support mode A2 via the first normal game state, it is also possible to set the display time for the changes in the symbols on the operation port display unit and the symbol display device 95 in the first normal game state to be longer than the display time for the changes in the symbols on the through gate display unit DS set during low-frequency support mode (10-20 sec).

[0421] <Variation 6> In the second embodiment described above, when transitioning from the fourth normal game state corresponding to high-frequency support mode A1 to the fourth normal game state corresponding to high-frequency support mode A2 via the first normal game state, the display time for the symbols on the display unit for the operation slot and the symbol display device 95 in the first normal game state is set to "3 sec," which is the display time for a complete miss. However, the embodiment is not limited to this. For example, when transitioning from the fourth normal game state corresponding to high-frequency support mode A1 to the fourth normal game state corresponding to high-frequency support mode A2 via the first normal game state, the display time for the symbols on the display unit for the operation slot and the symbol display device 95 in the first normal game state is set to "30 to 40 sec," which is the display time for a reach.

[0422] <Example 7> In the second embodiment described above, if the ceiling is reached during the fourth normal game state, the game is configured to transition to the first normal game state once the number of game rounds played in the fourth normal game state reaches the termination threshold, and then return to the fourth normal game state. In this case, the number of game rounds played during the first normal game state is set to one, but the game is not limited to this. It is sufficient that the number of game rounds played during the first game state is defined to be at least below the upper limit of the number of reserves that can be stored (preferably the upper limit of the number of reserves related to the second operation port 92).

[0423] As shown in this modified example, when the ceiling is reached during the fourth normal game state, the system transitions from the fourth normal game state to the first normal game state and then returns to the fourth normal game state. This configuration adds emphasis to the rhythm of the game and helps prevent the game from becoming monotonous. Furthermore, in a configuration that involves the first normal game state, the repeated game rounds in the first normal game state may give the player the impression that the enjoyment of the benefits is being unfairly delayed. In particular, it is assumed that this impression is strengthened when the number of special information stored becomes zero due to the intervention of the first normal game state, interrupting the continuous progression of game rounds. In this regard, by limiting the number of game rounds performed in the intervening first normal game state to be less than the upper limit of special information storage, it is possible to avoid interrupting the continuous progression of game rounds when returning to the fourth normal game state, and thus effectively eliminate the above concern.

[0424] <Differentiation Example 8> The system may be configured to perform a special effect to indicate a transition to the fourth normal game state if the number of game rounds played after the special game state ends reaches the upper limit (ceiling: for example, 400 rounds) without resulting in a jackpot. If the upper limit is reached during the fourth normal game state and the number of game rounds played during that fourth normal game state is greater than a predetermined number, the special effect is performed during the game round in which the upper limit is reached. However, if the upper limit is reached during the fourth normal game state and the number of game rounds played during that fourth normal game state is less than the predetermined number, the special effect is performed during a game round played after the game round in which the upper limit is reached.

[0425] If the maximum number of spins (ceiling reached) is reached during the fourth normal game state, which is transitioned to as a result of a special miss, the timing of this can affect the player's impression. For example, if the ceiling is reached immediately after the transition, it may give the impression that the special miss was a wasted spin. Therefore, as shown in this modified example, if the ceiling is reached during the fourth normal game state, the timing of the special effect, i.e., the timing of the ceiling reach notification, can be varied according to the number of spins played during that fourth normal game state (the number of spins played up to that point), thereby eliminating the above concerns.

[0426] <Third Embodiment> In this embodiment, the gameplay using the special mechanism described above differs from that of the first and second embodiments. Below, the characteristic configuration of this embodiment will be described, focusing on the differences from the first embodiment. First, the differences in the basic configuration of the game board unit will be explained with reference to Figure 56. Figure 56 is a front view of the game board unit.

[0427] (Game board unit) In the first embodiment described above, the game board unit 80 (game board 80a) had a symmetrical gauge (see Figure 6), but in this embodiment, the game board unit 80A (game board 80aA) has an asymmetrical gauge. The game board 80aA will be described in detail below.

[0428] The game board 80aA has multiple openings of varying sizes that penetrate in the direction of its own thickness (front-to-back direction). Each opening is equipped with a general prize entry point 81, an operating port unit 82A, a variable prize entry device 83A, a through gate 84A, etc. When game balls flow into the general prize entry point 81, the operating port unit 82A, or the variable prize entry device 83A, these game balls are detected by detection sensors (not shown) provided corresponding to each entry point, and based on the detection results, the player is granted a predetermined number of prize balls (dispensing of game balls) or other benefits. In addition, an out port 86 is provided at the bottom of the game board 80aA, and game balls that do not enter the various entry points are discharged from the game area PE through the out port 86.

[0429] Furthermore, the game board 80aA is equipped with numerous game pins 87 to appropriately distribute and adjust the flow path of the game balls, as well as various components (mechanisms) such as windmills. These game pins 87 and windmills and other components differentiate the flow path of the game balls, adjusting them so that the balls enter the general prize winning holes 81 and other locations mentioned above with a reasonable probability.

[0430] The operating port unit 82A, like the operating port unit 82 shown in the first embodiment, is composed of a first operating port 91A and a second operating port 92A disposed directly below the first operating port 91A. In particular, the second operating port 92A is equipped with an electric mechanism 93A which serves as an opening and closing type ball entry assist device (ball entry assist means) or opening and closing member (opening and closing means).

[0431] The game board 80aA is provided with a center frame 96A surrounding the display screen 95aA of the symbol display device 95A. The center frame 96A protrudes from the front of the game board 80aA, and the flow path of the game balls flowing down the game area PE is broadly divided into a route that bypasses the center frame 96A from the right side and a route that bypasses it from the left side, similar to the first embodiment described above.

[0432] However, in this embodiment, the arrangement of the first operation port 91A, second operation port 92A, variable prize device 83A, and through gate 84A has been changed so that game balls launched on the left route can enter the first operation port 91A and the second operation port 92A, but cannot enter the variable prize device 83A and the through gate 84A, while game balls launched on the right route can enter the second operation port 92A, the through gate 84A, and the variable prize device 83A, but cannot enter the first operation port 91A. It is also possible to configure the system so that game balls launched on the left route cannot enter the second operation port 92A.

[0433] By switching the launch route of the game balls between the right and left routes depending on the game state, it becomes possible to gain an advantage in the game. This encouragement of skillful play helps to prevent the game from becoming monotonous.

[0434] (Retained ball storage area) Furthermore, in this embodiment, the configuration for storing hold information based on winning entries into the operating ports 91A and 92A differs from that of the first embodiment. The configuration for storing hold information in this embodiment will now be described with reference to the schematic diagram in Figure 57.

[0435] The reserved ball storage area 432A shown in this embodiment has a first operation port reserved area Ra which stores the values ​​of the winning random number counter C1, the type counter C2, and the reach random number counter C3 when a ball enters the first operation port 91A, and a second operation port reserved area Rb which stores the values ​​of the winning random number counter C1, the type counter C2, and the reach random number counter C3 when a ball enters the second operation port 92A.

[0436] The first operation port's hold area Ra consists of four areas (1st to 4th). When multiple consecutive wins occur in the first operation port 91A, the numerical information is stored chronologically in the order of 1st area → 2nd area → 3rd area → 4th area. Similarly, the second operation port's hold area Rb consists of four areas (1st to 4th). When multiple consecutive wins occur in the second operation port 92A, the numerical information (hold information) is stored chronologically in the order of 1st area → 2nd area → 3rd area → 4th area.

[0437] In this embodiment, if hold information is stored in the second operation port hold area Rb, the system is configured to preferentially move the hold information stored in the second operation port hold area Rb (more specifically, the first area) to the execution area AE. If no hold information is stored in the second operation port hold area Rb, but hold information is stored in the first operation port hold area Ra, the system is configured to move the hold information stored in the first operation port hold area Ra (more specifically, the first area) to the execution area AE.

[0438] In the first embodiment described above, the lottery based on winning at the first operating port 91 and the second operating port 92 was configured to result in a special loss. However, in this embodiment, the configuration differs from the first embodiment in that only one of the lottery based on winning at the first operating port 91 and the second operating port 92 is configured to result in a special loss. The win / loss table for the operating ports in this embodiment will now be described with reference to Figures 58 and 59.

[0439] (Validity table for the activation port) As shown in Figure 58, the win / loss tables for the first operating port include a win / loss table for the low probability mode (low probability win / loss information group) and a win / loss table for the high probability mode (high probability win / loss information group).

[0440] In situations where the win / loss table for low probability mode (Figure 58(a)) is referenced during the lottery based on winning at the first operating port 91A, the random number values ​​that result in a jackpot (i.e., winning information) are a total of 6: "7", "107", "207", "307", "407", and "507". In other words, of the values ​​of the winning random number counter C1 from "0 to 599", "7", "107", "207", "307", "407", and "507" correspond to jackpot results. On the other hand, in situations where the win / loss table for high probability mode (Figure 58(b)) is referenced during the lottery, the random number values ​​that result in a jackpot (i.e., winning information) are a total of 30: "7", "37", "57", "77", "97", "107", ... "597". In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "7", "37", "57", "77", "97", "107" ... "597" correspond to the jackpot result. All random number values ​​that do not correspond to the jackpot result correspond to the losing result (normal losing result). In other words, the lottery based on the entry into the first operating opening 91A is configured so that it does not result in the "special losing" shown in the first embodiment.

[0441] As shown in Figure 59, the win / loss tables for the second operation port include a win / loss table for the low probability mode (low probability win / loss information group) and a win / loss table for the high probability mode (high probability win / loss information group).

[0442] In situations where the win / loss table for low probability mode (Figure 59(a)) is referenced during the lottery based on winning at the second operating port 92A, the random number values ​​that result in a jackpot (i.e., winning information) are a total of 6: "7", "107", "207", "307", "407", and "507". In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "7", "107", "207", "307", "407", and "507" correspond to jackpot results. On the other hand, in situations where the win / loss table for high probability mode (Figure 59(b)) is referenced during the above lottery, the random number values ​​that result in a jackpot (i.e., winning information) are a total of 30: "7", "37", "57", "77", "97", "107", ... "597". In other words, among the values ​​of the random number counter C1, which ranges from 0 to 599, "7", "37", "57", "77", "97", "107", ... "597" correspond to the jackpot results.

[0443] Furthermore, in situations where the win / loss tables for low probability mode and high probability mode are referenced during the lottery based on winning at the second operating port 92A, the random number values ​​that result in a special loss (i.e., special loss information) are "2", "4", "6", "12", "14"... "596", totaling 150 values. In other words, among the values ​​of the winning random number counter C1 from "0 to 599", "2", "4", "6", "12", "14"... "596" correspond to special loss results. And all random number values ​​that do not correspond to either a big win or a special loss correspond to a loss result (normal loss result).

[0444] (Game flow) Now, let's refer to Figure 60 to explain the game flow. Figure 60 is a block diagram showing the relationships between each game state.

[0445] The first normal game state, which corresponds to the low probability mode and low frequency support mode, consists of a main stage and a special stage (mission stage). The main stage is the stage where the player stays when a game round is executed based on a win at the first operation port 91A, and the special stage is the stage where the player stays when a game round is executed based on a win at the second operation port 92A.

[0446] The special stage is a stage where the player temporarily stays when transitioning from other normal game states compatible with high-frequency support mode, specifically the third normal game state compatible with low-probability mode and high-frequency support mode B, or the fourth normal game state compatible with low-probability mode and high-frequency support mode A, to the first normal game state. The maximum number of games that can be played is equal to the maximum number of reserved information that can be stored in the reserved area Rb for the second operation port. In other words, immediately after transitioning from the third or fourth normal game state to the first normal game state, the player will move to the special stage, provided that reserved information related to the second operation port 92A is stored. If there is no jackpot or special miss in this special stage, the player will move from the special stage to the main stage.

[0447] As described above, the first normal game state corresponds to the low-frequency support mode. Therefore, even if a game ball is launched to the right route and a support win is achieved, entry into the second operation port 92A is effectively avoided. Furthermore, since game balls launched to the right route cannot enter the first operation port 91A, it becomes difficult to receive a lottery based on entry into operation ports 91A and 92A. On the other hand, while entry into the second operation port 92A is avoided for game balls launched to the left route, entry into the first operation port 91A is possible. For these reasons, in the first normal game state, it is advantageous for the player to aim for the left route rather than the right route. If a game ball is launched to the right route during the first game state, a warning will be issued prompting the player to return to the left route.

[0448] If a 6R probability-changing jackpot is won in the lottery during the first normal game state, the game will transition to the second normal game state, which is a high-probability mode and corresponds to high-frequency support mode B, via a special game state. The second normal game state corresponds to high-frequency support mode B, and players can play while minimizing investment (decrease in remaining balls) by shooting game balls to the right route. During the second normal game state, game balls shot to the right route enter the second operation port 92A, and the game progresses mainly with the number of game rounds related to the second operation port 92A. As mentioned above, there is approximately a 1 / 4 chance of a special miss in the lottery based on entry into the second operation port 92A, but special misses during the second normal game state are invalid and treated as normal misses. In other words, even if a special miss occurs during the second normal game state, it will not trigger a transition to the fourth normal game state, which is a low-probability mode and corresponds to high-frequency support mode A.

[0449] If a 6R regular jackpot is won during the lottery in the first or second normal game state, the game will transition to a special game state and then to a third normal game state, which is a low-probability mode and corresponds to high-frequency support mode B. The third normal game state corresponds to high-frequency support mode B, and players can play while minimizing investment (decrease in remaining balls) by shooting game balls to the right route.

[0450] During the third normal game state, game balls launched to the right route enter the second operation port 92A, and the game proceeds mainly with the number of game rounds related to the second operation port 92A. As mentioned above, in the lottery based on entry into the second operation port 92A, there is approximately a 1 / 4 chance of a special miss, but special misses during the third normal game state are invalid and treated as normal misses. In other words, even if a special miss occurs during the third normal game state, it will not trigger a transition to the fourth normal game state, which is a low-probability mode and corresponds to high-frequency support mode A.

[0451] If the game progresses without a jackpot during the third normal game state, and the number of game rounds played (specifically, the game rounds related to the second operation port 92A) reaches the termination threshold (20 rounds), the game will transition to the first normal game state. Specifically, if the number of reserved balls related to the second operation port 92A is "0", the game will transition to the main stage, and if the number of reserved bal...

Claims

[Claim 1] A means for acquiring special information that acquires special information based on the occurrence of a predetermined acquisition trigger, An acquired information storage means capable of storing the special information acquired by the special information acquisition means, A determination means that performs a determination based on special information stored in the acquired information storage means, A means that, based on the result of the aforementioned specific determination being the first result, allows the player to transition to a special game state that is more advantageous to the player than the predetermined game state, A means for performing the variable display of the first symbol in each game round, wherein the variable display of the first symbol is performed in the first notification means based on the specific determination, and the variable display of the first symbol is performed in the first notification means based on the determination of the specific determination, and the variable display of the first symbol is performed in the first notification means based on the determination, and the variable display of the first symbol is performed in each game round, In a game round, a second symbol different from the first symbol is variably displayed by a second notification means different from the first notification means, and a stop result corresponding to the result of the specific judgment is displayed. Equipped with, The game state is one that is more advantageous to the player than the predetermined game state, and has a specific game state that is different from the special game state. A means that, based on the result of the specified determination being a second result different from the first result, allows transitioning to the specified game state without going through the special game state, A pre-identification means for identifying information corresponding to the determination result when a predetermined special information stored in the acquired information storage means becomes the subject of the identification determination, before the predetermined special information becomes the subject of the identification determination, A gaming machine characterized by having the following features.

Citation Information

Patent Citations

  • Game machine

    JP2002078904A