Gaming machine

The gaming machine optimizes display management through a storage and control mechanism that sequences and maintains display content, addressing the need for improved visual engagement in pachinko and slot machines.

JP2026110727APending Publication Date: 2026-07-02SANYO BUSSAN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2026-04-24
Publication Date
2026-07-02

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko and slot machines, require improvements in the display management to ensure suitable and engaging visual content during gameplay.

Method used

The gaming machine incorporates a display target storage means and a predetermined display control mechanism that sequences and changes display information based on elapsed time, ensuring continuous display of specific information types even after a predetermined situation ends.

Benefits of technology

This approach allows for suitable and engaging display management, enhancing player experience by maintaining relevant visual content during gameplay.

✦ Generated by Eureka AI based on patent content.

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Abstract

To ensure that the display in the designated display means is performed appropriately. [Solution] The game area is provided with various ball entry points into which game balls can be entered. The main MPU 82 measures the number of game balls that enter each ball entry point and calculates a base value based on the measurement result. The calculated base value is stored in the main RAM 84, but the main RAM 84 stores multiple types of base values ​​that were calculated at different timings. These multiple types of base values ​​are switched and displayed in a predetermined order each time the display period elapses on the first to fourth notification display devices mounted on the main control board 81. In this case, after the check display on the first to fourth notification display devices has finished, the display of the type of base value that was the target of display immediately before the start of the check display is resumed, and the display of that type of base value is executed from the time of resumption until the display period elapses.
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Description

Technical Field

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

Background Art

[0002] As a type of gaming machine, pachinko machines, slot machines, etc. are known. In these gaming machines, an internal lottery is performed based on the establishment of predetermined lottery conditions, and a privilege is granted to the player according to the result of the internal lottery.

[0003] Specifically, for a pachinko machine, there is a configuration in which a special gaming state is entered by winning in an internal lottery based on the entry of a game ball into a ball entry section provided in the gaming area, or a configuration in which a special gaming state is entered based on the entry of a game ball into a predetermined ball entry section. When entering the special gaming state, for example, the opening and closing of a ball entry device provided in the gaming area is started, and game balls are paid out based on the entry of the balls into the ball entry device (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Here, in a gaming machine such as the above example, it is necessary to perform the display on the predetermined display means suitably, and there is still room for improvement in this regard.

[0006] The present invention has been made in view of the above-exemplified circumstances, etc., and an object thereof is to provide a gaming machine capable of suitably performing the display on the predetermined display means.

Means for Solving the Problems

[0007] To solve the above problems, the invention described in claim 1 includes a display target storage means for storing a plurality of display target information, A predetermined display control means controls a predetermined display means so that the display corresponding to each of the multiple pieces of information to be displayed stored in the display target storage means is executed sequentially, and changes the type of information to be displayed based on the elapsed of a predetermined display duration; Equipped with, The predetermined display control means is configured such that, when a predetermined situation in which no display of the information to be displayed is performed ends, the display is executed starting from the type of information to be displayed that was the target of display immediately before the predetermined situation began, and is characterized by comprising a display restart means that ensures the display of the information to be displayed of that type is executed for the predetermined display duration regardless of the remaining predetermined display duration when the predetermined situation begins. [Effects of the Invention]

[0008] According to the present invention, it becomes possible to ensure that the display in a predetermined display means is performed in a suitable manner. [Brief explanation of the drawing]

[0009] [Figure 1] This is a perspective view showing a pachinko machine in the first embodiment. [Figure 2] This is a perspective view showing the main components of a pachinko machine in disassembled form. [Figure 3] This is a front view showing the configuration of the game board. [Figure 4] (a) and (b) are explanatory diagrams for explaining the display content of the symbol display device when a game round is played. [Figure 5] (a) to (j) are explanatory diagrams for explaining the main and sub-symbols that vary in each symbol row. [Figure 6] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 7]It is an explanatory diagram for explaining the contents of various counters and various memory areas. [Figure 8] It is an explanatory diagram for explaining the contents of the support mode. [Figure 9] (a) It is an explanatory diagram for explaining the first pass / fail table at low probability, (b) it is an explanatory diagram for explaining the second pass / fail table at low probability, and (c) it is an explanatory diagram for explaining the pass / fail table at high probability. [Figure 10] (a) It is an explanatory diagram for explaining the jackpot allocation table for the first special figure, (b) it is an explanatory diagram for explaining the jackpot allocation table for the second special figure, (c) it is an explanatory diagram for explaining the time shortening allocation table for the first special figure, and (d) it is an explanatory diagram for explaining the time shortening allocation table for the second special figure. [Figure 11] (a) It is an explanatory diagram for explaining the contents of each jackpot result, and (b) it is an explanatory diagram for explaining the contents of each time shortening result and ceiling time shortening. [Figure 12] (a) - (e) It is a time chart showing the state where the time shortening state is set by the time shortening result or the ceiling time shortening. [Figure 13] It is a flowchart showing the main processing in the main MPU. [Figure 14] It is a flowchart showing the timer interrupt processing in the main MPU. [Figure 15] It is a flowchart showing the general drawing general power control processing in the main MPU. [Figure 16] It is a flowchart showing the general drawing variation start processing in the main MPU. [Figure 17] It is a flowchart showing the general drawing confirmation in - progress processing in the main MPU. [Figure 18] It is a flowchart showing the special drawing special power control processing in the main MPU. [Figure 19] It is a flowchart showing the acquisition processing of the pending information in the main MPU. [Figure 20] It is a flowchart showing the special drawing variation start processing in the main MPU. [Figure 21]It is a flowchart showing the process of specifying the variable display period in the master MPU. [Figure 22] It is a flowchart showing the process during the determination of the special figure in the master MPU. [Figure 23] It is a flowchart showing the process of ending the special electricity in the master MPU. [Figure 24] It is a flowchart showing the subtraction process of the high-probability state counter in the master MPU. [Figure 25] It is a flowchart showing the setting process for the time-saving result in the master MPU. [Figure 26] It is an explanatory diagram for explaining the stop results of the special figure display unit and the symbol display device. [Figure 27] (a) It is an explanatory diagram for explaining the stop results of the first special figure display unit and the symbol display device when it is the last game round in the normal game state or the time-saving state and the first time-saving result occurs in the game round triggered by the first hold information. (b) It is an explanatory diagram for explaining the stop results of the first special figure display unit and the symbol display device when it is a game round other than the last game round in the high-probability state or the time-saving state and the first time-saving result occurs in the game round triggered by the first hold information. (c) It is an explanatory diagram for explaining the stop results of the first special figure display unit and the symbol display device when a miss result occurs in the game round triggered by the first hold information. [Figure 28] It is a flowchart showing the process of determining the variation pattern in the sound and light side MPU. [Figure 29] It is a flowchart showing the subtraction process of the ceiling counter in the master MPU. [Figure 30] It is a flowchart showing the subtraction process of the time-saving state counter in the master MPU. [Figure 31] (a) - (e) It is a time chart for explaining the execution order of the processes in the process during the determination of the special figure. [Figure 32] It is a flowchart showing the subtraction process of the variation selection state counter in the master MPU. [Figure 33](a)~(f) This is a time chart to explain the relationship between the execution timing of the high-frequency reach state and the time-saving state triggered by the ceiling time-saving. [Figure 34] This flowchart shows the special feature variation start process executed by the main MPU in the second embodiment. [Figure 35] This is a flowchart showing the special design confirmation process in the main MPU. [Figure 36] This flowchart shows the configuration process for achieving time savings in the main MPU. [Figure 37] This flowchart shows the subtraction process for the ceiling counter in the main MPU. [Figure 38] This is an explanatory diagram illustrating the contents of various counters and various storage areas in the third embodiment. [Figure 39] This is a flowchart showing the special feature variation start process in the main MPU. [Figure 40] This is a flowchart showing the special design confirmation process in the main MPU. [Figure 41] This is a flowchart showing the main processing performed on the main MPU in the fourth embodiment. [Figure 42] This is a flowchart showing the configuration value update process in the main MPU. [Figure 43] This flowchart shows the main processing performed by the main MPU in the fifth embodiment. [Figure 44] This is a front view of the game board in the sixth embodiment. [Figure 45] (a) A longitudinal cross-sectional view of the special prize device in the non-inductive state, and (b) A longitudinal cross-sectional view of the special prize device in the induced state. [Figure 46] This is a longitudinal cross-sectional view illustrating the internal configuration of the prize distribution device. [Figure 47] This is an explanatory diagram illustrating the contents of various counters and memory areas. [Figure 48](a) An explanatory diagram for explaining the first win / loss table, (b) An explanatory diagram for explaining the second win / loss table, (c) An explanatory diagram for explaining the jackpot distribution table, (d) An explanatory diagram for explaining the time reduction distribution table, (e) An explanatory diagram for explaining the minor win distribution table, and (f) An explanatory diagram for explaining the contents of each minor win result. [Figure 49] This is a flowchart showing the special control processing for the main MPU. [Figure 50] This is a flowchart showing the process of acquiring pending information in the main MPU. [Figure 51] This is a flowchart showing the special feature variation start process in the main MPU. [Figure 52] This is a flowchart showing the special design confirmation process in the main MPU. [Figure 53] This is a flowchart showing the special power termination process in the main MPU. [Figure 54] This is a flowchart showing the power outage monitoring process in the main MPU. [Figure 55] This flowchart shows the special design confirmation process performed by the main MPU in the seventh embodiment. [Figure 56] This flowchart shows the process for identifying the variable display period in the main MPU. [Figure 57] This flowchart shows the subtraction process of the time-saving state counter performed by the main MPU in the eighth embodiment. [Figure 58] This flowchart shows the setting process for time-saving results that is executed on the main MPU in the ninth embodiment. [Figure 59] This flowchart shows the subtraction process for the ceiling counter in the main MPU. [Figure 60] (a)~(g) This is a time chart to explain the subsequent game state when a time reduction result or a ceiling time reduction occurs during a time reduction state. [Figure 61] This is a front view of the game board in the tenth embodiment. [Figure 62]This is an explanatory diagram illustrating the contents of various counters and memory areas. [Figure 63] This is a flowchart showing the first special electric control process in the main MPU. [Figure 64] This is a flowchart showing the second special electric control process in the main MPU. [Figure 65] This is a flowchart showing the special feature variation start process in the main MPU. [Figure 66] This flowchart shows the process for identifying the variable display period in the main MPU. [Figure 67] This is a flowchart showing the special design confirmation process in the main MPU. [Figure 68] This flowchart shows the termination process for the time-saving state in the main MPU. [Figure 69] This flowchart shows the configuration process for achieving time savings in the main MPU. [Figure 70] This flowchart shows the subtraction process for the ceiling counter in the main MPU. [Figure 71] This flowchart shows the left-handed hit notification process in the sound / light side MPU. [Figure 72] (a)~(f) This is a time chart showing how the game rounds for ending the shortened time state are executed using the first reserved information as the target. [Figure 73] This flowchart shows the process for specifying the variation display period, which is performed by the main MPU in the 11th embodiment. [Figure 74] This flowchart shows the process for specifying the variation display period, which is performed by the main MPU in the twelfth embodiment. [Figure 75] This is a front view of the main control device in the 13th embodiment. [Figure 76] This is an explanatory diagram illustrating the configuration of programs and data in the main ROM. [Figure 77] This is an explanatory diagram illustrating the configuration of each area in the main RAM. [Figure 78]This is an explanatory diagram illustrating the various storage areas provided in the work area for specific control and the various storage areas provided in the work area for non-specific control. [Figure 79] This is an explanatory diagram illustrating the electrical configuration for sending commands from the main MPU to the sound / optical MPU. [Figure 80] (a) to (d) are time charts showing how the commands are sent. [Figure 81] This is a flowchart showing the main processing on the primary MPU. [Figure 82] This is a flowchart showing the configuration verification process on the main MPU. [Figure 83] This is a flowchart showing the configuration value update process in the main MPU. [Figure 84] This diagram explains the process executed in the main process when power is restored after a power outage occurs while a setting value update process or setting confirmation process is running. [Figure 85] This is a flowchart showing the first management process in the main MPU. [Figure 86] This flowchart shows the initial setup process in the main MPU. [Figure 87] This is a flowchart showing the disconnection and short-circuit processing in the main MPU. [Figure 88] This is a flowchart showing the first timer interrupt processing in the main MPU. [Figure 89] This is an explanatory diagram illustrating the configuration for discharging game balls that have flowed down the game area. [Figure 90] This is an explanatory diagram illustrating a configuration in which the detection results of the detection sensor are input to the main MPU. [Figure 91] This is a flowchart showing the ball entry detection process in the main MPU. [Figure 92] This is a flowchart showing the process of acquiring pending information in the main MPU. [Figure 93]This is a flowchart showing the process for detecting fraud in the main MPU. [Figure 94] This flowchart shows the information clearing process in the main MPU. [Figure 95] This is a flowchart showing the fraud detection execution process on the main MPU. [Figure 96] This is a flowchart showing the normal power control process in the main MPU. [Figure 97] (a) A flowchart showing the special power start process in the main MPU, (b) A flowchart showing the special power open process in the main MPU, and (c) A flowchart showing the special power closed process in the main MPU. [Figure 98] This is a flowchart showing the magnetic monitoring process in the main MPU. [Figure 99] This is a flowchart showing the fraud detection process in the primary MPU. [Figure 100] (a)~(h) This is a time chart showing how award monitoring is performed, using the second operation port detection sensor as an example. [Figure 101] This flowchart shows the security processing performed on the main MPU. [Figure 102] (a) to (h) are time charts showing how security signals are output externally. [Figure 103] This is an explanatory diagram illustrating the various areas of the work area used for non-specific control, which is used to manage game history. [Figure 104] This is an explanatory diagram illustrating the various areas of the calculation result storage area. [Figure 105] (a) to (d) are explanatory diagrams for explaining the display contents of the 1st to 4th notification display devices. [Figure 106] (a) to (c) are explanatory diagrams for explaining the display contents of the 1st to 4th notification display devices. [Figure 107] This flowchart shows the second management process in the main MPU. [Figure 108]This is a flowchart showing the check process in the main MPU. [Figure 109] This is a flowchart showing the normal ball entry management process in the main MPU. [Figure 110] This is a flowchart showing the result calculation process on the main MPU. [Figure 111] This is a block diagram illustrating the configuration for controlling various display circuits using the main CPU. [Figure 112] This is an explanatory diagram illustrating the various buffers provided in the work area for specific control purposes. [Figure 113] This is an explanatory diagram illustrating the electrical configuration of the display IC. [Figure 114] This flowchart shows the processing of the second timer interrupt in the main MPU. [Figure 115] This flowchart shows the setting process for the 8th display data buffer in the main MPU. [Figure 116] This flowchart shows the display processing performed by the main MPU. [Figure 117] (a) to (i) This is a time chart showing how various displays are shown on the first to fourth notification display devices and setting display devices when the supply of operating power to the main MPU is started. [Figure 118] This flowchart shows the RAM clearing process in the main MPU. [Figure 119] This flowchart shows the information anomaly monitoring process in the main MPU. [Figure 120] This flowchart shows the first timer interrupt processing performed by the main MPU in the 14th embodiment. [Figure 121] This is a flowchart showing the ball entry detection process in the main MPU. [Figure 122] This flowchart shows the management processes in the main MPU. [Figure 123] This is a flowchart showing the process of acquiring pending information in the main MPU. [Figure 124]This flowchart shows the process for setting the prize ball counter in the main MPU. [Figure 125] This is a flowchart showing the normal ball entry management process in the main MPU. [Modes for carrying out the invention]

[0010] <First Embodiment> The following describes in detail, based on the drawings, a first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine. Figure 1 is a perspective view of the pachinko machine 10, and Figure 2 is a perspective view showing the main components of the pachinko machine 10 in an exploded view. For convenience, the components within the game area are omitted in Figure 2.

[0011] As shown in Figure 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a game machine body 12 that is rotatably attached to the outer frame 11 in the forward direction. The outer frame 11 is constructed by connecting wooden boards on all four sides and has a rectangular frame shape. The pachinko machine 10 is installed in a game hall by attaching and fixing the outer frame 11 to the island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be installed on the island equipment of the game hall.

[0012] As shown in Figure 2, the gaming machine body 12 comprises an inner frame 13, 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 gaming machine body 12 is rotatably supported relative to the outer frame 11. In detail, the inner frame 13 is rotatable forward with the left side as the base end and the right side as the tip end when viewed from the front.

[0013] The front door frame 14 is rotatably supported on the inner frame 13, and can rotate forward with the left side as the pivot end and the right side as the pivot end when viewed from the front. The rear pack unit 15 is also rotatably supported on the inner frame 13, and can rotate backward with the left side as the pivot end and the right side as the pivot end when viewed from the front.

[0014] Furthermore, the gaming machine body 12 is equipped with a locking device at its rotating tip, which has the function of locking the gaming machine body 12 to the outer frame 11 in a state where it cannot be opened, and also has the function of locking the front door frame 14 to the inner frame 13 in a state where it cannot be opened. These locking states can be released by performing an unlocking operation using an unlocking key on a cylinder lock 17 that is exposed on the front of the pachinko machine 10.

[0015] Next, we will describe the configuration of the front side of the gaming machine body 12.

[0016] The inner frame 13 is mainly composed of a resin base 21 whose outer shape is almost identical to that of the outer frame 11. A roughly oval-shaped window opening 23 is formed in the center of the resin base 21. A game board 24 is detachably attached to the resin base 21. The game board 24 is made of plywood, and the game area PA formed on the front of the game board 24 is exposed to the front side of the inner frame 13 through the window opening 23 of the resin base 21.

[0017] The configuration of the game board 24 will be explained based on Figure 3. Figure 3 is a front view of the game board 24.

[0018] The game board 24 is fitted with an inner rail section 25 and an outer rail section 26 so as to demarcate a part of the outer edge of the game area PA, and these inner rail section 25 and outer rail section 26 constitute a guide rail that serves as a guide means. Game balls launched from the game ball launching mechanism 27 (see Figure 2), which is attached below the window hole 23 on the resin base 21, are guided to the upper part of the game area PA by the guide rail.

[0019] Incidentally, the game ball launching mechanism 27 includes a launching rail 27a extending toward a guide rail, a ball feeding device 27b that supplies game balls stored in the upper tray 66a (described later) onto the launching rail 27a, and a solenoid 27c, which is an electric actuator that launches the game balls supplied onto the launching rail 27a toward the guide rail. The solenoid 27c is driven and controlled by the rotation of the launching operation device (or launching handle) 28 provided on the front door frame 14, and the game ball is launched.

[0020] The game board 24 has multiple openings of varying sizes that penetrate in the front-to-back direction. Each opening is provided with a general prize entry opening 31, a special electric prize entry device 32, a first operation opening 33, a second operation opening 34, a through gate 35, a variable display unit 36, a special symbol unit 37, and a regular symbol unit 38, among others.

[0021] Even if a ball enters the through gate 35, no game balls will be dispensed. On the other hand, if a ball enters the general prize entry opening 31, the special electric prize entry device 32, the first operation opening 33, or the second operation opening 34, a predetermined number of game balls will be dispensed. Specifically, if a ball enters the first operation opening 33 or the second operation opening 34, three prize balls will be dispensed; if a ball enters the general prize entry opening 31, ten prize balls will be dispensed; and if a ball enters the special electric prize entry device 32, fifteen prize balls will be dispensed.

[0022] The above number of prize balls is arbitrary. For example, the second operating port 34 may have fewer prize balls than the first operating port 33, or the second operating port 34 may have more prize balls than the first operating port 33. Furthermore, the configuration is not limited to having multiple prize balls when a ball enters the first operating port 33 and multiple prize balls when a ball enters the second operating port 34. The first operating port 33 may have one prize ball, the second operating port 34 may have one prize ball, or both may have one prize ball.

[0023] In addition, an outlet 24a is provided at the bottom of the game board 24, and game balls that do not enter the various prize slots are discharged from the game area PA through the outlet 24a. Furthermore, the game board 24 is equipped with numerous nails 24b to appropriately disperse and adjust the direction in which the game balls fall, as well as various components such as windmills.

[0024] Here, "entering the game" means that a game ball passes through a predetermined opening, and includes not only the mode in which the game ball is discharged from the game area PA after passing through the opening, but also the mode in which the game ball continues to flow down the game area PA without being discharged after passing through the opening. However, in the following explanation, in order to clearly distinguish it from the entry of a game ball into the out opening 24a, the entry of a game ball into the general prize entry opening 31, the special electric prize entry device 32, the first operation opening 33, the second operation opening 34, and the through gate 35 will also be expressed as "winning a prize."

[0025] The first operating port 33 and the second operating port 34 are unitized as an operating port device and installed on the game board 24. Both the first operating port 33 and the second operating port 34 are open upwards. Furthermore, both operating ports 33 and 34 are arranged vertically so that the first operating port 33 is at the top.

[0026] In the variable display unit 36, the lower frame portion 36a, which is the lower part of the symbol display device 41, is provided with a stage portion 36b that extends laterally above the first operating port 33. In the left frame portion 36c, which is the left part of the variable display unit 36, which is the left side of the symbol display device 41, there is an entrance portion 36d for a warp passage that allows game balls flowing down the left side of the variable display unit 36 ​​to be guided to the stage portion 36b. The lateral central portion of the stage portion 36b is located vertically above the first operating port 33, and an exit portion 36e is formed in this central portion to guide game balls downwards from the stage portion 36b by their own weight. In this case, game balls that are led out to the stage section 36b and led out from an area other than the output section 36e toward the bottom of the stage section 36b are unlikely to enter the first operating opening 33, but game balls that are led out from the output section 36e toward the bottom of the stage section 36b will enter the first operating opening 33 with a high probability.

[0027] The first operating port 33 is open upwards, and there are no opening / closing members or other components to prevent game balls from entering the first operating port 33. Furthermore, under the same circumstances, the probability of a game ball entering the first operating port 33 remains constant, regardless of the game state. In other words, the first operating port 33 is always open to game balls flowing down the game area PA towards the first operating port 33.

[0028] The second operating port 34 is equipped with a standard electric mechanism 34a, which serves as a guide piece consisting of a pair of movable pieces on the left and right. When the standard electric mechanism 34a is closed, the game ball cannot enter the second operating port 34, but when the standard electric mechanism 34a is opened, it becomes possible for the game ball to enter the second operating port 34.

[0029] A through gate 35 is provided upstream of the second operating port 34 in the direction of the flow of the game ball. The through gate 35 has a through hole (not shown) that penetrates vertically, and game balls that enter the through gate 35 flow down the game area PA after entering. This makes it possible for game balls that enter the through gate 35 to enter the second operating port 34.

[0030] Based on the entry into the through gate 35, the normal electric mechanism 34a of the second operating port 34 is switched from a closed state to an open state. Specifically, the entry into the through gate 35 triggers a normal symbol win / loss determination process, and the normal symbol display section 38a of the normal symbol unit 38, which is located in the lower right corner of the game area PA where the game ball does not pass, displays a changing pattern. If the result of the normal symbol win / loss determination process is a win for the electric mechanism opening, and the stop result corresponding to that result is displayed and the changing display on the normal symbol display section 38a ends, the system transitions to the normal electric open state. In the normal electric open state, the normal electric mechanism 34a is in an open state in a predetermined manner.

[0031] The general display unit 38a is configured as a segment display in which multiple segment light-emitting units are arranged in a predetermined manner, but is not limited to this, and may be configured as other types of display devices such as liquid crystal displays, organic EL displays, CRTs, or dot matrix displays. Furthermore, the patterns that can be displayed in the general display unit 38a may include configurations in which multiple types of characters are displayed in a variable manner, configurations in which multiple types of symbols are displayed in a variable manner, configurations in which multiple types of characters are displayed in a variable manner, or configurations in which multiple types of colors are switched and displayed.

[0032] In the regular display unit 38, a regular display reserve display unit 38b is provided adjacent to the regular display unit 38a. Up to four game balls are reserved when they enter the through gate 35, and the number of reserved balls is displayed by the illumination of the regular display reserve display unit 38b.

[0033] A win / loss determination process is triggered when a ball enters the first or second operation port 33 or 34. The result of this win / loss determination process is then clearly indicated through the display effects on the special display unit 37 and the symbol display device 41 of the variable display unit 36.

[0034] The special symbol unit 37 is equipped with a first special symbol display unit 37a and a second special symbol display unit 37b. In the first special symbol display unit 37a, a win / failure determination process is performed triggered by a ball entering the first operation port 33, and the resulting change in the symbols is displayed. Then, the stop result corresponding to the result of the win / failure determination process is displayed. In this case, there are jackpot results, time-saving results, and loss results as described later, but the content of the stop result in the first special symbol display unit 37a differs for each of the jackpot, time-saving results, and loss results. The display of the stop result in the first special symbol display unit 37a is maintained until the next game round starts and a new change in the symbols is displayed in the first special symbol display unit 37a. In the second special symbol display unit 37b, a win / failure determination process is performed triggered by a ball entering the second operation port 34, and the resulting change in the symbols is displayed. Then, the stop result corresponding to the result of the win / failure determination process is displayed. In this case, the results of the win / loss determination process include the jackpot result, time-saving result, and loss result, which will be described later. However, the content of the stop result on the second special symbol display unit 37b differs for each of the jackpot, time-saving result, and loss result. The display of the stop result on the second special symbol display unit 37b is maintained until the next game round begins and the display of new symbols starts on the second special symbol display unit 37b.

[0035] The first special display unit 37a and the second special display unit 37b are composed of a segment display in which a plurality of segment light-emitting units are arranged in a predetermined manner, but are not limited to this, and may be composed of other types of display devices such as liquid crystal displays, organic EL displays, CRTs or dot matrix displays. Furthermore, the patterns displayed in the first special display unit 37a and the second special display unit 37b may include configurations that display multiple types of characters, multiple types of symbols, multiple types of characters, or multiple types of colors.

[0036] In the special feature unit 37, a first special feature hold display unit 37c and a second special feature hold display unit 37d are provided adjacent to the first special feature display unit 37a and the second special feature display unit 37b. Up to four game balls that enter the first operation opening 33 are held, and the number of held balls is displayed by the illumination of the first special feature hold display unit 37c. Similarly, up to four game balls that enter the second operation opening 34 are held, and the number of held balls is displayed by the illumination of the second special feature hold display unit 37d.

[0037] More specifically, the pattern display device 41 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 described later. The pattern display device 41 is not limited to a liquid crystal display device; it may be another display device having a display surface, such as a plasma display device, an organic EL display device, or a CRT, or it may be a dot matrix display device.

[0038] In the symbol display device 41, when a winning combination is made in the first special symbol display unit 37a, the symbol changes are displayed accordingly, and when a winning combination is made in the second special symbol display unit 37b, the symbol changes are displayed accordingly. In addition to display effects triggered by winning combinations in the first or second operation port 33 or second operation port 34, the symbol display device 41 also displays display effects during the opening and closing execution mode described later, which is entered after a jackpot is achieved.

[0039] Based on a winning entry into either of the operating ports 33 or 34, a display is initiated on either of the special symbol display units 37a or 37b and the symbol display device 41. The display then terminates with a stop result corresponding to the result of the win / failure determination process, and the execution of the special symbol confirmation process in the main control device 71 (described later) is completed. This period constitutes one round of play.

[0040] In this pachinko machine 10, a win / loss determination process is performed based on the entry of balls into the operating ports 33 and 34, and if the result of the win / loss determination process is a jackpot, the machine transitions to the opening / closing execution mode. In the opening / closing execution mode, the opening and closing control of the special electric prize entry device 32 is performed, and when a ball enters the special electric prize entry device 32, which is in the open state, the game balls are dispensed. Specifically, in the opening / closing execution mode, a predetermined number of round games are played. A round game is a game that continues until either a predetermined period of openness has elapsed, or a predetermined maximum number of game balls have entered the special electric prize entry device 32. In this case, when the launching operation device 28 is operated by the player, the game ball launching mechanism 27 is driven and controlled so that one game ball is launched towards the game area PA every 0.6 seconds, with the openness period set to 29 seconds and the maximum number set to 10. Therefore, the duration of the open round game is set to be longer than the product of the ball launch cycle and the maximum number of balls in one round game, so it can be expected that more than the maximum number of balls will enter the special electric prize winning device 32 in each round game. In addition, the maximum number of round games differs depending on the type of jackpot result that triggered the transition.

[0041] In the win / loss determination process, there are high-probability and low-probability modes, which determine the probability of a jackpot result that leads to a transition to the opening / closing execution mode. In addition, this pachinko machine 10 has multiple support modes set so that the manner in which the normal electric mechanism 34a of the second operating port 34 is in an open state differs from one another. Specifically, the support modes are set to high-frequency support modes (the first high-frequency support mode and the second high-frequency support mode, described later) and low-frequency support modes, which determine the frequency in which the normal electric mechanism 34a is in an open state per unit time, when compared in a situation where game balls are continuously launched in the same manner to the game area PA. Depending on the combination of win / loss determination mode and support mode, the game state in situations that are not in the opening / closing execution mode will differ. The game states set are the normal game state, which is in low-probability mode and low-frequency support mode; the high-probability state, which is in high-probability mode and high-frequency support mode; and the time-saving state, which is in low-probability mode and high-frequency support mode. In high-probability states and time-saving states, the average time required to complete one game round is shorter than in normal gameplay states.

[0042] The first operating port 33 and the second operating port 34 are both installed in the lower region PAU, which is the area below the variable display unit 36 ​​in the game area PA. The first operating port 33 and the second operating port 34 are unitized as an operating port device, arranged vertically side by side with the first operating port 33 above and the second operating port 34 below. The electric function 34a of the second operating port 34 can be controlled to open when a prize is awarded at the through gate 35, which is located in the left region PAL, which is the area to the left of the variable display unit 36 ​​in the game area PA. Game balls flowing down the left region PAL are guided to the lower region PAU, and game balls guided to the lower region PAU can be guided to the area where the first operating port 33 and the second operating port 34 are provided. Therefore, if the firing operation is performed with the aim of hitting the first operating port 33, it is possible that the ball will hit not only the first operating port 33 but also the second operating port 34, and if the firing operation is performed with the aim of hitting the second operating port 34, it is possible that the ball will hit not only the second operating port 34 but also the first operating port 33.

[0043] When the game state is the normal game state, the support mode becomes the low-frequency support mode as described above, making it less likely for the ball to enter the second operation port 34, and more likely for the ball to enter the first operation port 33 than the second operation port 34. Therefore, in the normal game state, the first special symbol display unit 37a is basically the target of the game round execution, and if the ball happens to enter the second operation port 34, the second special symbol display unit 37b becomes the target of the game round execution.

[0044] On the other hand, when the game state is a high-probability state or a time-saving state, the support mode becomes a high-frequency support mode as described above, making it easier for the ball to enter the second operation port 34. In this case, it is easier for the ball to enter the second operation port 34 than the first operation port 33. However, as already explained, if the launch operation is performed with the aim of entering the second operation port 34, the ball may enter the first operation port 33, and the game ball guided to the output section 36e of the stage section 36b will enter the first operation port 33 with a high probability, so even in high-frequency support mode, the ball will enter the first operation port 33 with the same frequency as in low-frequency support mode.

[0045] The symbol display device 41 executes a game-specific animation in a manner corresponding to the patterns of the special symbol display units 37a and 37b that are the target of the game round. The display content of the symbol display device 41 when a game-specific animation is executed will be described below.

[0046] Figures 4(a) and 4(b) are explanatory diagrams illustrating the display content of the symbol display device 41 when a game round is played.

[0047] As shown in Figure 4(a), the display surface of the symbol display device 41 is configured with three symbol rows Z1, Z2, and Z3 as multiple display areas: upper, middle, and lower. Each symbol row Z1 to Z3 consists of main symbols and sub-symbols arranged in a predetermined order. In other words, when a game is played, the majority of the display surface of the symbol display device 41 is used to display the changing symbols.

[0048] Figures 5(a) to 5(j) are explanatory diagrams for explaining the main and sub-symbols that vary in each symbol row Z1 to Z3. As shown in Figures 5(a) to 5(j), the symbols, which are a type of picture, consist of nine main symbols, each numbered from "1" to "9", and sub-symbols consisting of shell-shaped pictures. More specifically, the main symbols are composed of nine character symbols, such as octopuses, each numbered from "1" to "9".

[0049] As shown in Figure 4(b), the upper symbol row Z1 has nine main symbols, "1" to "9", arranged in descending order, with one secondary symbol between each main symbol. The lower symbol row Z3 has nine main symbols, "1" to "9", arranged in ascending order, with one secondary symbol between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 consist of 18 symbols. In contrast, the middle symbol row Z2 has nine main symbols, "1" to "9", arranged in ascending order, with an additional main symbol "4" placed between the main symbols "9" and "1", and one secondary symbol between each of these main symbols. In other words, the middle symbol row Z2 consists of 20 symbols, with 10 main symbols. On the display surface, the symbols in each of these symbol rows Z1 to Z3 are displayed in a variable manner, scrolling in a predetermined direction with periodicity. The symbol display device 41 is configured to display three symbols in a stationary position for each symbol row Z1 to Z3, resulting in a total of 3 x 3 = 9 symbols being displayed in a stationary position. In addition, as shown in Figure 4(a), the symbol display device 41 is configured with 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.

[0050] When a winning combination is placed in the first or second operating port 33, the symbol display device 41 will begin displaying a changing pattern. The patterns in each pattern row Z1 to Z3 will then scroll periodically in a predetermined direction. The display will then switch from changing to standby mode in the order of upper pattern row Z1 → lower pattern row Z3 → middle pattern row Z2, and finally end with the predetermined patterns in each pattern row Z1 to Z3 displayed statically.

[0051] When the display of changing symbols ends, if the result of the win / failure determination process in the main control device 71 (described later) is a jackpot result (described later), the same combination of symbols is formed on any of the active lines L1 to L5. Also, if the result of the win / failure determination process is a time-saving result (described later), and the time-saving state is set as a result of that time-saving state, then when the display of changing symbols ends, a predetermined combination of symbols (for example, "1-2-3" or "3-4-1") that is neither a combination of the same symbols nor a combination of reach symbols is formed on any of the active lines L1 to L5. In this case, since there are multiple types of time-saving results (described later), the content of the predetermined combination of symbols also differs depending on the type of time-saving result. On the other hand, if the result of the win / failure determination process is a time-saving result (described later), and the time-saving state is not set as a result of that time-saving state, then when the display of changing symbols ends, a non-reach miss stop symbol is displayed, which does not form a combination of reach symbols. In other words, if the result of the win / failure determination process is a time-saving result as described later, and no time-saving state is set based on that result, the stopping result in the symbol sequence Z1 to Z3 may be the same as if the result of the win / failure determination process was a loss.

[0052] In the configuration described above, where the symbols change and are displayed in each symbol row Z1 to Z3, an expectation display is set as the display effect of the symbol display device 41 when a game round is played. An expectation display is a display state that makes the player think that the symbol change display state is likely to result in a jackpot, from the time the symbol change display on the symbol display device 41 starts but before the stop result is derived and displayed. There are two types of expectation displays: a reach display and a pre-announcement display that makes the player expect the occurrence of a reach display or a jackpot, such as in the stage before a reach display occurs.

[0053] The reach display includes a display state in which the combination of reach symbols is displayed by stopping and displaying the same type of symbol in the upper symbol row Z1 and the lower symbol row Z3 of the multiple symbol rows Z1 to Z3, and then the symbols in the remaining middle symbol row Z2 are displayed in that state. Furthermore, in addition to displaying the combination of reach symbols as described above, the symbols in the remaining symbol row are displayed in a manner in which a predetermined character is displayed as an animation on the background screen to perform a reach effect, or the combination of reach symbols is displayed in a reduced size or hidden, and then a predetermined character is displayed as an animation on almost the entire display surface to perform a reach effect. If the game round results in a jackpot, the same type of symbol that forms the combination of reach symbols is stopped and displayed on the reach line in the middle symbol row Z2, and if the game round does not result in a jackpot, a different type of symbol that forms the combination of reach symbols is stopped and displayed on the reach line in the middle symbol row Z2.

[0054] The notification display includes a mode in which a character is displayed separately from the symbols on symbol rows Z1 to Z3 after the symbol variation display has started in each symbol row Z1 to Z3, when the symbols are varying in all symbol rows Z1 to Z3, or when some symbol rows Z1 to Z3 have symbols varying in multiple symbol rows Z1 to Z3. It also includes modes in which the background screen is changed to a predetermined mode different from the previous mode, or when the symbols on symbol rows Z1 to Z3 are changed to a predetermined mode different from the previous mode. Such notification displays can occur in both game rounds when a reach display is made and when a reach display is not made, but they are set to occur with a higher probability when a reach display is made than when a reach display is not made.

[0055] As shown in Figure 4(b), the display surface of the symbol display device 41 has a hold display area 42 and a state indication area 43 in addition to the symbol rows Z1 to Z3. The hold display area 42 is located at the bottom of the display surface of the symbol display device 41. The hold display area 42 has a first hold display area 42a, which displays an image to inform the player of the number of hold information acquired by the main control device 71 (described later) based on a win in the first operation port 33, and a second hold display area 42b, which displays an image to inform the player of the number of hold information acquired by the main control device 71 (described later) based on a win in the second operation port 34. Hold information is information that triggers the execution of the win / failure determination process in the main control device 71 and is information that triggers the execution of a game round. The reserved information acquired when a ball enters the first operating port 33 (hereinafter also referred to as the first reserved information) becomes the trigger for executing a game round in the first special display unit 37a, and the reserved information acquired when a ball enters the second operating port 34 (hereinafter also referred to as the second reserved information) becomes the trigger for executing a game round in the second special display unit 37b. A maximum of four first reserved information entries are stored, and a maximum of four second reserved information entries are also stored.

[0056] The first hold display area 42a displays a number of first hold images G1 corresponding to the number of first hold information items. In other words, if the number of first hold information items stored is 0, no first hold images G1 are displayed in the first hold display area 42a. If the number of first hold information items stored is 1, one first hold image G1 is displayed; if the number of first hold information items stored is 2, two first hold images G1 are displayed; if the number of first hold information items stored is 3, three first hold images G1 are displayed; and if the number of first hold information items stored is 4, four first hold images G1 are displayed. When multiple first hold images G1 are displayed, they are displayed side by side at regular intervals. Furthermore, when the number of first hold information items stored is increasing, the first hold images G1 are displayed increasing to the right, and when the first hold information becomes the trigger for the start of a game round and the number of first hold information items stored decreases, the first hold images G1 are displayed decreasing to the left.

[0057] The second hold display area 42b displays a number of second hold images G2 corresponding to the number of second hold information items. In other words, if the number of second hold information items stored is 0, no second hold images G2 are displayed in the second hold display area 42b. If there is one second hold information item stored, one second hold image G2 is displayed; if there are two second hold information items stored, two second hold images G2 are displayed; if there are three second hold information items stored, three second hold images G2 are displayed; and if there are four second hold information items stored, four second hold images G2 are displayed. When multiple second hold images G2 are displayed, they are displayed side by side at regular intervals. Furthermore, when the number of second hold information items stored increases, the second hold images G2 are displayed increasing to the right, and when the second hold information becomes the trigger for the start of a game round and the number of second hold information items stored decreases, the second hold images G2 are displayed decreasing to the left.

[0058] In Figure 4(b), since there are four first-reserved information items stored and four second-reserved information items, four first-reserved images G1 are displayed in the first-reserved display area 42a, and four second-reserved images G2 are displayed in the second-reserved display area 42b.

[0059] The state indication area 43 is located at the top of the display surface of the symbol display device 41. The state indication area 43 has a smaller display area than the display area of ​​the symbols in the symbol rows Z1 to Z3. In the state indication area 43, when the symbol rows Z1 to Z3 of the symbol display device 41 are displaying the variation of symbols for the game round and the stop result corresponding to the hit / fail judgment process for that game round is not displayed, a color change display is performed. Specifically, a predetermined display color pattern is repeated, such as red → blue → green → red → blue → green → red... Then, at the timing when the stop result corresponding to the hit / fail judgment process is displayed in the symbol rows Z1 to Z3 and the confirmation display (static display) begins, the game status at that time and the stop result corresponding to the hit / fail judgment process are displayed. In this case, if the hit / fail judgment process result is a jackpot result or a miss result, red is displayed as the stop in the state indication area 43. Furthermore, if the result of the win / failure determination process is a time-saving result as described later, and a time-saving state is set as a result of that time-saving result, red will be displayed as stop regardless of the type of time-saving result, and if a time-saving state is not set as a result of that time-saving result, blue or green will be displayed as stop depending on the type of time-saving result.As described above, in a configuration where the stop result in the symbol sequence Z1 to Z3 may be the same as the stop result when the win / failure determination process is a loss, by making the display content of the state indication area 43 different depending on whether the result of the win / failure determination process is a time-saving result as described later and a time-saving state is not set as a result of that time-saving result or when the result of the win / failure determination process is a loss, it is possible to have different overall display content on the symbol display device 41 depending on whether the result of the win / failure determination process is a time-saving result as described later and a time-saving state is not set as a result of that time-saving result or when the result of the win / failure determination process is a loss.

[0060] Returning to the description of the game board 24 (see Figure 3), if the result of the win / failure determination process is a jackpot, the system transitions to the opening / closing execution mode as already explained. In the opening / closing execution mode, the opening and closing control of the special electric prize entry device 32 is executed. The special electric prize entry device 32 has a large prize entry opening (not shown) that leads to the back of the game board 24, and also has an opening / closing door 32a that opens and closes the large prize entry opening. The opening / closing door 32a is positioned in either a closed state or an open state. Specifically, the opening / closing door 32a is normally in a closed state where game balls cannot be entered, and is switched to an open state where game balls can be entered when a jackpot result is selected in the win / failure determination process. Note that in the closed state, it is not impossible to enter, but it may be configured in such a state that it is less likely to result in a win than in the open state. In addition, in the opening / closing execution mode, a display effect corresponding to the opening / closing execution mode is executed on the symbol display device 41.

[0061] A front door frame 14 is provided so as to cover the entire front side of the inner frame 13, which is formed by attaching the game board 24 with the above configuration to the resin base 21. As shown in Figure 1, the front door frame 14 has a window portion 61 formed therein so that almost the entire area of ​​the game area PA can be seen from the front. The window portion 61 is roughly elliptical in shape, and a window panel 62 is fitted into it. The window panel 62 is made of glass and is colorless and transparent, but is not limited to this, and may be made of synthetic resin and is colorless and transparent, or it may be made of colored transparent material as long as the game area PA can be seen from the front of the pachinko machine 10 through the window panel 62.

[0062] A display light-emitting unit 64 is provided above the window section 61. A pair of left and right speaker sections 65 are also provided, which output sound effects according to the game state. Below the window section 61, an upper bulge 66 and a lower bulge 67 are arranged vertically side by side, bulging outwards towards the front. An upper tray 66a, which opens upwards, is provided inside the upper bulge 66, and a lower tray 67a, which also opens upwards, is provided inside the lower bulge 67. The upper tray 66a has the function of temporarily storing game balls dispensed from the dispensing device (described later) and guiding them to the game ball launching mechanism 27 while aligning them in a line. The lower tray 67a has the function of storing game balls that are left over in the upper tray 66a.

[0063] Next, we will describe the configuration of the back side of the gaming machine body 12.

[0064] As shown in Figure 2, a main control device 71, which is responsible for the main control of the game, is mounted on the back of the inner frame 13 (specifically, the game board 24). The main control device 71 consists of a main control board housed in a board box. The board box may be provided with a means to leave a trace of its opening, or a structure to leave a trace of its opening. Possible means for leaving a trace include a configuration in which multiple case bodies constituting the board box are inseparably joined and require the destruction of a predetermined part when separated, or a configuration in which a sealing seal is attached across the boundaries between multiple case bodies so that the adhesive layer remains on the object to which it is attached when peeled off, leaving a trace of its removal. As for the trace structure, a configuration in which adhesive is applied to the boundaries between multiple case bodies constituting the board box is possible.

[0065] The back pack unit 15 is installed so as to cover the back side of the inner frame 13, including the main control device 71. The back pack unit 15 is equipped with a back pack 72 made of transparent synthetic resin, and the dispensing mechanism 73 and the control device assembly unit 74 are attached to the back pack 72.

[0066] The dispensing mechanism 73 includes a tank 75 into which game balls supplied from the island equipment of the gaming hall are replenished sequentially, and a dispensing device 76 for dispensing the game balls stored in the tank 75. The game balls dispensed from the dispensing device 76 are discharged into the upper tray 66a or lower tray 67a through a dispensing passage provided downstream of the dispensing device 76. The dispensing mechanism 73 is supplied with, for example, a 24-volt AC main power supply and is equipped with a back-pack circuit board having a power switch for turning the power ON and OFF.

[0067] The control unit 74 includes a payout control device 77 that has the function of controlling the payout device 76, and a power supply / launch control device 78 that generates and outputs predetermined power required by various control devices, and controls the launch of game balls in accordance with the operation of the launching device 28 by the player. The payout control device 77 and the power supply / launch control device 78 are arranged front to back, with the payout control device 77 facing the rear of the pachinko machine 10.

[0068] <Electrical configuration of pachinko machine 10> Figure 6 is a block diagram showing the electrical configuration of the pachinko machine 10.

[0069] The main control unit 71 is equipped with a main control board 81 that is responsible for the main control of the game. The main control board 81 is equipped with an MPU 82. The MPU 82 contains a ROM 83 that stores various control programs and fixed value data executed by the MPU 82, a RAM 84 which is a memory for temporarily storing various data etc. when executing the control programs stored in the ROM 83, as well as an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits as random number generators. It is not a requirement that the ROM 83 and RAM 84 be integrated into a single chip for the MPU 82; they may be configured as separate chips. This is also true for the MPUs of control devices other than the main control unit 71.

[0070] The MPU82 is provided with input and output ports. The input side of the MPU82 is connected to the power outage monitoring board 85, which is provided on the main control unit 71, and the payout control unit 77. The power outage monitoring board 85 is connected to the power supply / launch control unit 78, which has the function of supplying operating power, and power is supplied to the MPU82 via the power outage monitoring board 85.

[0071] Various sensors, such as various prize detection sensors 86a to 86e, are connected to the input side of the MPU82. These various prize detection sensors 86a to 86e include the detection sensor 86a provided in the general prize entry opening 31, the detection sensor 86b provided in the special electric prize entry device 32, the detection sensor 86c provided in the first operation opening 33, the detection sensor 86d provided in the second operation opening 34, and the detection sensor 86e provided in the through gate 35. Based on the detection results of these various prize detection sensors 86a to 86e, the MPU82 makes a determination of whether a ball has entered each prize-corresponding ball entry section. In addition, the MPU82 executes various lotteries based on whether a ball has entered the first operation opening 33 or the second operation opening 34.

[0072] The output side of the MPU82 is connected to a power outage monitoring board 85, a payout control device 77, and a sound and light emission control device 91. The payout control device 77 outputs a prize ball command, for example, based on the prize ball entry result in the prize ball entry section. The sound and light emission control device 91 outputs various commands such as variation commands, type commands, and opening commands.

[0073] The output side of the MPU82 is connected to the special electric drive unit 32b, which opens and closes the opening and closing door 32a of the special electric prize winning device 32; the general electric drive unit 34b, which opens and closes the general electric mechanism 34a of the second operating port 34; the special symbol unit 37; and the general symbol unit 38. Incidentally, the special symbol unit 37 is equipped with a first special symbol display unit 37a, a second special symbol display unit 37b, a first special symbol hold display unit 37c, and a second special symbol hold display unit 37d, all of which are connected to the output side of the MPU82. Similarly, the general symbol unit 38 is equipped with a general symbol display unit 38a and a general symbol hold display unit 38b, all of which are connected to the output side of the MPU82. Various driver circuits are provided on the main control board 81, and the MPU82 performs drive control of the various drive units through these driver circuits.

[0074] In other words, in the opening / closing execution mode, the MPU 82 controls the drive unit 32b for the special electric prize device so that the special electric prize device 32 is opened and closed. Also, if the electric function opening of the regular electric feature 34a is selected, the MPU 82 controls the drive unit 34b for the regular electric feature so that the regular electric feature 34a is opened and closed. Furthermore, for each game round, the MPU 82 controls the display of the special feature unit 37. In addition, when it is necessary to specify the result of the lottery to determine whether or not to set the regular electric feature 34a to the open state, the MPU 82 controls the display of the regular feature unit 38.

[0075] The power outage monitoring board 85 relays the main control board 81 and the power supply / launch control device 78, and also monitors the DC stable voltage of 24 volts, which is the maximum voltage output from the power supply / launch control device 78. The payout control device 77 controls the payout of prize balls and loaned balls by the payout device 76 based on prize ball commands input from the MPU 82 of the main control device 71.

[0076] The power supply and launch control device 78 is connected to a commercial power supply (external power supply) in, for example, a gaming hall. Based on the external power supplied from the commercial power supply, it generates the necessary operating power for the main control device 71, the payout control device 77, etc., and supplies the generated operating power to them.

[0077] Specifically, the configuration for supplying the operating power includes a power supply unit 78a for when the power is on and a power supply unit 78b for when the power is off. The power supply unit 78a is connected to the commercial power supply in, for example, a gaming hall, and has the function of generating operating power when external power is supplied from the commercial power supply, and also supplying the generated operating power. The power supply unit 78b for when the power is off consists of a capacitor and is charged by the power supplied from the power supply unit 78a when the power of the pachinko machine 10 is ON (when power is supplied from an external power supply). In addition, when the power of the pachinko machine 10 is OFF or in the event of a power outage in the commercial power supply, the power supply unit 78b for when the power is off discharges and backup power is supplied to the RAM 84 of the main control unit 71 and the RAM (not shown) of the payout control unit 77. Therefore, even in this situation, as long as backup power is supplied from the power supply unit 78b for when the power is out, the information stored in the RAM 84 of the main control device 71 and the RAM of the payout control device 77 will be retained without being erased.

[0078] Here, the RAM 84 of the main control device 71 temporarily stores information about the current game state and the progress of the game, while the RAM of the payout control device 77 temporarily stores information about the number of unpaid prize balls. In this case, backup power is supplied to these RAMs from the power supply unit 78b for when the power is off, as described above, so that even when there is no power supply from the power supply unit 78a for when the power is on, the current game state, the progress of the game, and the information about unpaid prize balls can be stored and retained for a predetermined period. On the other hand, the sound and light emission control device 91 and the display control device 101 are not supplied with backup power from the power supply unit 78b for when the power is off. Therefore, the information stored in the RAM 95 of the sound and light emission control device 91 and the RAM 105 of the display control device 101 is not backed up and is destroyed or erased when the power supply from the power supply unit 78a for when the power is on is stopped.

[0079] The capacity of the power supply unit 78b for use during power outages is relatively large, and the information stored in the RAM 84 of the main control unit 71 before the power was cut off is retained for a predetermined period (for example, one or two days). The power supply unit 78b for use during power outages is not limited to a capacitor, but may also be a battery or a non-rechargeable battery.

[0080] Furthermore, the power supply and firing control device 78 is equipped with a power supply unit for use during power outages, which is different from the power supply unit 78b described above (not shown). The power supply and firing control device 78 is configured to maintain the output of the 5-volt power supply for the control system at a normal value for a sufficient amount of time to execute the power outage processing described later, even after the DC stable 24-volt power supply drops below 22 volts, by discharging from the power supply unit for use during power outages. As a result, the main control device 71 and other components can execute and complete the power outage processing normally.

[0081] In addition to various power supply units 78a and 78b, the power supply and launch control device 78 is also equipped with a launch control unit 78c. The launch control unit 78c is electrically connected to the touch sensor 28a, push sensor 28b, and variable resistor 28c, which are built into the launch operation device 28.

[0082] The touch sensor 28a has a built-in capacitor, and when the player's hand touches the outer surface of the operating handle and the capacitance of the capacitor changes, it outputs a predetermined electrical signal corresponding to the detection of handle operation to the firing control unit 78c. Upon receiving this predetermined electrical signal, the firing control unit 78c recognizes that the player's hand is in contact with the outer surface of the operating handle. In addition, the firing control unit 78c determines whether or not the firing stop switch of the firing operation device 28 has been operated in accordance with the electrical signal received from the push sensor 28b, and also determines the amount of rotation of the operating handle in accordance with the electrical signal received through the variable resistor 28c.

[0083] The launch control unit 78c transmits a condition-fulfilling signal of a predetermined signal type to the MPU 82 of the main control unit 71 when the predetermined conditions for launching the game balls are met. Specifically, the launch control unit 78c receives a signal from the touch sensor 28a indicating that the operating handle is being touched by the player, and also receives a signal from the push sensor 28b indicating that the launch stop switch is not being manually operated by the player. In this case, the launch control unit 78c continuously transmits a HI level condition-fulfilling signal (a signal corresponding to the fulfillment of the condition) to the MPU 82. If none of the above signals are received, the launch control unit 78c transmits a LOW level condition-fulfilling signal (a signal that does not correspond to the fulfillment of the condition) to the MPU 82. However, the relationship between LOW level and HI level may be reversed. In addition to the above conditions, the condition that the ball dispensing device is connected to the pachinko machine 10 may be added as a condition for transmitting a condition-fulfilling signal corresponding to the fulfillment of the condition.

[0084] In the MPU82, if it receives a HI-level condition-fulfilled signal and is in a position to permit the launch of the game ball, it continuously transmits a HI-level launch permission signal (a signal corresponding to launch permission) to the launch control unit 78c. However, if the MPU82 does not receive a HI-level condition-fulfilled signal from the launch control unit 78c, it transmits a LOW-level launch permission signal (a signal that does not correspond to launch permission), although the relationship between the LOW level and HI level of the launch permission signal may be reversed.

[0085] The launch control unit 78c periodically drives the game ball launching mechanism 27 if it is electrically connected to the game ball launching mechanism 27 and has received a HI-level launch permission signal from the MPU 82. In this case, if game balls are continuously supplied to the game ball launching mechanism 27, one game ball is launched into the game area PA at a specific launch cycle (specifically, every 0.6 seconds). Furthermore, during this launch, the launch intensity is adjusted based on the signal received from the variable resistor 28c, so that the game ball is launched with an intensity corresponding to the amount of rotation of the operating handle.

[0086] The audio light emission control device 91 includes an audio light emission control board 92 on which an MPU 93 is mounted. The MPU 93 contains a ROM 94 that stores various control programs and fixed value data executed by the MPU 93, a RAM 95 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 94, as well as an interrupt circuit, a timer circuit, a data input / output circuit, and so on. Based on commands received from the main control device 71, the MPU 93 drives and controls the display light emission unit 64 and the speaker unit 65, and also transmits commands to the display control device 101.

[0087] The display control device 101 includes a display control board 102 on which an MPU 103 is mounted. The MPU 103 contains a ROM 104 that stores various control programs and fixed value data executed by the MPU 103, a RAM 105 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 104, as well as an interrupt circuit, a timer circuit, a data input / output circuit, and so on. The MPU 103 controls the graphic display device 41 based on commands received from the sound and light emission control device 91.

[0088] The display control board 102, although not shown in the diagram, is equipped with a video display processor (VDP), character ROM, and video RAM in addition to the MPU 103. The VDP is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver for the graphic display device 41. The VDP intervenes in the reading and writing of data to the video RAM and reads image data to be stored in the video RAM from the character ROM at predetermined timings to display on the graphic display device 41. The character ROM serves as an image data library for storing character data such as patterns displayed on the graphic display device 41. This character ROM holds bitmap image data of various display patterns, a color palette table referenced when determining the expression color of each dot in the bitmap image, and so on. The video RAM is a memory for storing display data to be displayed on the graphic display device 41, and the display content of the graphic display device 41 is changed based on rewriting the contents of the video RAM.

[0089] For the purposes of the following explanation, the MPU 82, ROM 83, and RAM 84 of the main control unit 71 will be referred to as the main MPU 82, main ROM 83, and main RAM 84; the MPU 93, ROM 94, and RAM 95 of the sound and light emission control device 91 will be referred to as the sound and light side MPU 93, sound and light side ROM 94, and sound and light side RAM 95; and the MPU 103, ROM 104, and RAM 105 of the display control device 101 will be referred to as the display side MPU 103, display side ROM 104, and display side RAM 105.

[0090] <Electrical configuration for performing various lottery draws on the main MPU82> Next, the electrical configuration for performing various lotteries on the main MPU82 will be explained using Figure 7.

[0091] The main MPU 82 uses various counter information during gameplay to perform tasks such as a lottery for winning, setting the display of the special symbol display units 37a and 37b, setting the symbol display of the symbol display device 41, and setting the display of the regular symbol display unit 38a. Specifically, as shown in Figure 7, it uses a winning random number counter C1 used for the lottery for winning, a type random number counter C2 used for determining the type of big win result and the type of time-saving result, a reach random number counter C3 used for the lottery for reaching when the symbol display device 41 is fluctuating without a win, a random number initial value counter CINI used for setting the initial value of the winning random number counter C1, and a fluctuation type counter CS that determines the fluctuation display period in the special symbol display units 37a and 37b and the symbol display device 41. Furthermore, it uses a regular power random number counter C4 used for a lottery to determine whether or not to put the regular power mechanism 34a of the second operation port 34 into the regular power open state. The above-mentioned counters C1 to C3, CINI, CS, and C4 are located in the various counter areas 84b of the main RAM 84.

[0092] Each counter C1-C3, CINI, CS, and C4 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. Information corresponding to the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 is stored in the special symbol reserve area 84a provided in the main RAM 84 when a prize is awarded in the first operation port 33 or the second operation port 34. The special symbol reserve area 84a comprises the first special symbol reserve area 111, the second special symbol reserve area 112, and the execution area 113 for special symbols.

[0093] The first special feature retention area 111 comprises the first area 111a, the second area 111b, the third area 111c, and the fourth area 111d. In accordance with the history of balls entering the first operation opening 33, the numerical information of the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in one of the areas 111a to 111d as first retention information. In this case, if balls enter the first operation opening 33 multiple times in a row, the numerical information is stored chronologically in the order of first area 111a → second area 111b → third area 111c → fourth area 111d. With these four areas 111a to 111d provided, up to four records of game balls entering the first operation opening 33 can be retained and stored. Furthermore, the number of items that can be stored in the first special feature holding area 111 is not limited to four, but is arbitrary and may be two, three, five or more, or even a single item.

[0094] The second special feature retention area 112 comprises the first area 112a, the second area 112b, the third area 112c, and the fourth area 112d. In accordance with the history of balls entering the second operation port 34, the numerical information of the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 is stored as second retention information in one of the areas 112a to 112d. In this case, if balls enter the second operation port 34 multiple times in a row, the numerical information is stored chronologically in the order of first area 112a → second area 112b → third area 112c → fourth area 112d in the first area 112a to fourth area 112d. With these four areas 112a to 112d provided, up to four records of game balls entering the second operation port 34 can be retained and stored. Furthermore, the number of items that can be stored in the second special feature holding area 112 is not limited to four, but is arbitrary and may be two, three, five or more, or even a single item.

[0095] The execution area 113 for special symbols is an area where reserved information for determining whether a symbol is correct or incorrect, or for determining distribution, is stored when a variable display is started in either of the special symbol display units 37a or 37b. Specifically, when the variable display of the first special symbol display unit 37a is started, the reserved information stored in the first area 111a of the first special symbol reserved area 111 is moved to the execution area 113 for special symbols. On the other hand, when the variable display of the second special symbol display unit 37b is started, the reserved information stored in the first area 112a of the second special symbol reserved area 112 is moved to the execution area 113 for special symbols.

[0096] Information corresponding to the general electric random number counter C4 is stored in the general diagram reserve area 84c when a ball enters the through gate 35. The general diagram reserve area 84c comprises the first area 114a, the second area 114b, the third area 114c, and the fourth area 114d. In accordance with the history of balls entering the through gate 35, the numerical information of the general electric random number counter C4 is stored in one of the areas 114a to 114d as reserve information on the general diagram side. In this case, if multiple balls enter the through gate 35 in succession, the numerical information is stored chronologically in the order of first area 114a → second area 114b → third area 114c → fourth area 114d. With these four areas 114a to 114d, up to four records of game balls entering the through gate 35 can be reserved and stored. Furthermore, the number of items that can be stored in the general diagram hold area 84c is not limited to four, but is arbitrary and may be two, three, five or more, or even a single item. The general diagram hold area 84c is provided with an execution area 115 for general diagrams. The execution area 115 for general diagrams is an area where the hold information that is subject to the general diagram correctness determination process when the general diagram display unit 38a starts displaying changes is stored. Specifically, when the general diagram display unit 38a starts displaying changes, the hold information stored in the first area 114a of the general diagram hold area 84c is moved to the execution area 115 for general diagrams.

[0097] The above counters will be explained in detail below.

[0098] First, let's explain the general electric random number counter C4. The general electric random number counter C4 is configured to increment by 1 sequentially within the range of 0 to 250, and then return to "0" after reaching the maximum value. The general electric random number counter C4 is updated periodically and stored in the general symbol reserve area 84c when a game ball enters the through gate 35. Then, at a predetermined timing, a general symbol win / fail judgment process is performed to determine whether or not to control the general electric mechanism 34a to an open state based on the value of the stored general electric random number counter C4.

[0099] As previously explained, this pachinko machine 10 has multiple support modes set up so that the support provided by the electric power supply mechanism 34a differs from one another. Figure 8 is an explanatory diagram illustrating the contents of the support modes.

[0100] The support mode includes a high-frequency support mode and a low-frequency support mode, which are set so that the frequency at which the general-purpose device 34a of the second operating port 34 is open per unit time is relatively high or low when compared in a situation where game balls are continuously launched in the same manner to the game area. In addition, the high-frequency support mode is set to a first high-frequency support mode and a second high-frequency support mode.

[0101] When a normal diagram win / failure determination process is executed to determine by lottery whether or not to set the normal electric device 34a to the normal electric open state, there are two determination modes: a high-probability mode for the normal diagram and a low-probability mode for the normal diagram, such that the probability of winning the electric device opening is relatively high or low. In the low-probability mode for the normal diagram, the probability of winning the electric device opening in one normal diagram win / failure determination process is 1 / 2, while in the high-probability mode for the normal diagram, the probability of winning the electric device opening in one normal diagram win / failure determination process is 4 / 5.

[0102] If the regular pattern win / loss determination process is executed, the regular pattern display unit 38a will start displaying the changing patterns. In this case, the regular pattern variation period, which is the duration of the variation display rounds in which the changing patterns are displayed in the regular pattern display unit 38a, has long and short periods, such that the duration is relatively long or short. The long period is 10 seconds, while the short period is 1 second.

[0103] When the variable display round of the regular diagram display unit 38a ends, the regular diagram display unit 38a displays a stop result corresponding to the judgment result of the regular diagram success / failure judgment process that triggered the execution of the variable display round. In this case, if the judgment result of the regular diagram success / failure judgment process is a failure, the regular diagram display unit 38a displays a stop result corresponding to the failure, and no transition to the regular electric release state occurs. If regular diagram hold information is stored in the regular diagram hold area 84c, a new regular diagram success / failure judgment process is executed on the regular diagram hold information, and a new variable display round is started in the regular diagram display unit 38a. On the other hand, if the judgment result of the regular diagram success / failure judgment process corresponds to a win in the electric power release, the regular diagram display unit 38a displays a stop result corresponding to the win, and a transition to the regular electric release state occurs.

[0104] As execution modes for the normal power open state, there are high-expectancy mode and low-expectancy mode so that the expected probability of game balls entering the normal power mechanism 34a is relatively high or low. In low-expectancy mode, the normal power mechanism 34a opens briefly once. The duration of the brief opening is 0.7 seconds. As already explained, the game ball launch cycle is 0.6 seconds, so when the normal power mechanism 34a opens briefly once, basically no game balls enter the second operating port 34, or if they do, only about one ball enters. The normal power open state also ends when the number of game balls entering the second operating port 34 reaches the normal power limit of 10, but as mentioned above, when a brief opening occurs, even if game balls enter the second operating port 34, only about one ball enters, so the normal power limit of 10 game balls will not be reached in the second operating port 34.

[0105] In high expectation mode, the normal electric mechanism 34a opens for a long time three times. The duration of each long opening is 2 seconds. As already explained, the launch cycle of the game balls is 0.6 seconds, so when the normal electric mechanism 34a opens for a long time once, approximately 3 game balls can enter the second operating port 34. In the normal electric open state in high expectation mode, the second operating port 34 is closed during the normal electric side's interval period (specifically 1 second), and then the long opening occurs three times. Therefore, when the normal electric open state occurs in high expectation mode, approximately 9 game balls can enter. As mentioned above, the normal electric open state ends when the number of game balls entering the second operating port 34 reaches the normal electric side's upper limit of 10. Therefore, when the normal electric open state occurs in high expectation mode, the normal electric open state may end when the normal electric side's upper limit of game balls enters the second operating port 34.

[0106] In the configuration described above, where the judgment mode for the normal diagram success / failure determination process, the normal diagram fluctuation period in the normal diagram display unit 38a, and the execution mode for the normal power release state are set, in the low-frequency support mode, the judgment mode for the normal diagram success / failure determination process is set to the low-probability mode for the normal diagram, the normal diagram fluctuation period is set to a long period, and the execution mode for the normal power release state is set to a low-expectation mode in which one short opening occurs. In the first high-frequency support mode, the judgment mode for the normal diagram success / failure determination process is set to the high-probability mode for the normal diagram, the normal diagram fluctuation period is set to a short period, and the execution mode for the normal power release state is set to a high-expectation mode in which three long openings occur. In the second high-frequency support mode, the judgment mode for the normal diagram success / failure determination process is set to the low-probability mode for the normal diagram, the normal diagram fluctuation period is set to a short period, and the execution mode for the normal power release state is set to a high-expectation mode in which three long openings occur. Therefore, if the launch of game balls continues in the same manner so that a prize is awarded for entering the through gate 35, the expected percentage of the time that the normal electric mechanism 34a of the second operating port 34 is open per unit time is highest in the first high-frequency support mode, followed by the second high-frequency support mode, and lowest in the low-frequency support mode. Furthermore, in the low-frequency support mode, the execution mode for the normal electric open state is a low-expectation mode, so in the low-frequency support mode, game balls hardly enter the second operating port 34. In contrast, in the first and second high-frequency support modes, the execution mode for the normal electric open state is a high-expectation mode, so in the first or second high-frequency support mode, it can be expected that game balls will enter the second operating port 34 at a rate exceeding the upper limit of the second reserve information in the second special symbol reserve area 112.

[0107] Furthermore, the configuration for differentiating the expected rate at which the normal electric device 34a of the second operating port 34 is open per unit time between the first high-frequency support mode and the second high-frequency support mode is not limited to the above. For example, the first high-frequency support mode may select a short period as the fluctuation period of the normal diagram, while the second high-frequency support mode may select a medium period between the short and long periods. Alternatively, the first high-frequency support mode may have three long openings as the execution mode for the normal electric open state, while the second high-frequency support mode may have two long openings. In addition, the first high-frequency support mode and the second high-frequency support mode may have the same judgment mode for the normal diagram win / fail judgment process, but the first high-frequency support mode may have a higher expected rate at which the normal electric device 34a of the second operating port 34 is open per unit time than the second high-frequency support mode, depending on the fluctuation period of the normal diagram or the execution mode of the normal electric open state.

[0108] Next, let's explain the winning random number counter C1. The winning random number counter C1 is configured to increment by 1 sequentially within the range of 0 to 9999, and then return to "0" after reaching the maximum value. 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 9999). The winning random number counter C1 is updated periodically and stored in the first special symbol reserve area 111 when a game ball enters the first operation opening 33, and in the second special symbol reserve area 112 when a game ball enters the second operation opening 34. Then, the win / loss determination process is performed using the numerical information of this stored winning random number counter C1.

[0109] The random number value that results in a win during the win / failure determination process is stored in the main ROM 83 as a win / failure table. In this pachinko machine 10, there are two win / failure lottery modes for the win / failure determination process: a high-probability mode and a low-probability mode, where the probability of a jackpot result is relatively high or low. In the low-probability mode, there are two win / failure tables referenced in the win / failure determination process: the first win / failure table 121 for low probability, which is referenced when the win / failure determination process is performed on the first reserved information, and the second win / failure table 122 for low probability, which is referenced when the win / failure determination process is performed on the second reserved information. In addition, there is a win / failure table 123 for high probability, which is referenced in the win / failure determination process in the high-probability mode.

[0110] Figure 9(a) is an explanatory diagram for the first win / loss table 121 during low probability, Figure 9(b) is an explanatory diagram for the second win / loss table 122 during low probability, and Figure 9(c) is an explanatory diagram for the win / loss table 123 during high probability.

[0111] As shown in Figures 9(a) to 9(c), the results of the win / loss determination process include a jackpot result, a time-saving result, and a loss result. A jackpot result is a result that can trigger a transition to the opening / closing execution mode, in which multiple rounds of gameplay are performed, as well as a transition to the win / loss lottery mode and the support mode. A time-saving result does not trigger a transition to the opening / closing execution mode, nor does it trigger a transition to the win / loss lottery mode, but it can trigger a transition to the support mode. A loss result is a result that does not trigger a transition to the opening / closing execution mode, nor does it trigger a transition to the win / loss lottery mode or the support mode.

[0112] This pachinko machine 10 has a setting value that determines the degree of advantage per unit time. The setting value is "setting n" (where n is an integer from "1" to "6"), and the larger the value of n (i.e., the higher the setting value), the greater the advantage. There are setting values ​​from "setting 1" to "setting 6". As shown in Figure 9(a), in the first win / loss table 121 at low probability, the higher the setting value, the higher the probability of a big win, and the lower the probability of a loss. On the other hand, the probability of a time-saving result is set to be the same regardless of whether it is "setting 1" to "setting 6".

[0113] Specifically, in the lowest setting, "Setting 1," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 50, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 100, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9850. In addition, in "Setting 2," one level higher than "Setting 1," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 52, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 100, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9848. In addition, in "Setting 3," one level higher than "Setting 2," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 54, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 100, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9846. Furthermore, "Setting 4," which is one level higher than "Setting 3," has 56 numerical values ​​for the winning random number counter C1 that result in a jackpot, 100 numerical values ​​for the winning random number counter C1 that result in a time-saving mode, and 9844 numerical values ​​for the winning random number counter C1 that result in a loss. Furthermore, "Setting 5," which is one level higher than "Setting 4," has 58 numerical values ​​for the winning random number counter C1 that result in a jackpot, 100 numerical values ​​for the winning random number counter C1 that result in a time-saving mode, and 9842 numerical values ​​for the winning random number counter C1 that result in a loss. Furthermore, "Setting 6," the highest setting, has 60 numerical values ​​for the winning random number counter C1 that result in a jackpot, 100 numerical values ​​for the winning random number counter C1 that result in a time-saving mode, and 9840 numerical values ​​for the winning random number counter C1 that result in a loss. As described above, regardless of the setting, in low probability mode, the probability of getting a time-saving result is higher than the probability of getting a jackpot result.

[0114] As shown in Figure 9(b), in the second win / loss table 122 at low probability, the higher the setting value, the higher the probability of a big win, and the lower the probability of a loss. On the other hand, the probability of a time-saving result is set to be the same regardless of whether it is "Setting 1" to "Setting 6".

[0115] Specifically, in the lowest setting, "Setting 1," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 50, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 120, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9830. In addition, in "Setting 2," one level higher than "Setting 1," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 52, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 120, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9828. In addition, in "Setting 3," one level higher than "Setting 2," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 54, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 120, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9826. Furthermore, "Setting 4," which is one level higher than "Setting 3," has 56 numerical values ​​for the winning random number counter C1 that result in a jackpot, 120 numerical values ​​for the winning random number counter C1 that result in a time-saving mode, and 9824 numerical values ​​for the winning random number counter C1 that result in a loss. Furthermore, "Setting 5," which is one level higher than "Setting 4," has 58 numerical values ​​for the winning random number counter C1 that result in a jackpot, 120 numerical values ​​for the winning random number counter C1 that result in a time-saving mode, and 9822 numerical values ​​for the winning random number counter C1 that result in a loss. Furthermore, "Setting 6," the highest setting, has 60 numerical values ​​for the winning random number counter C1 that result in a jackpot, 120 numerical values ​​for the winning random number counter C1 that result in a time-saving mode, and 9820 numerical values ​​for the winning random number counter C1 that result in a loss.

[0116] In other words, the probability of a jackpot result for each setting value is the same in the first win / loss table 121 and the second win / loss table 122 when the probability is low. However, the probability of selecting a time-saving result in the win / loss judgment process is higher in the second win / loss table 122 when the probability is low than in the first win / loss table 121 when the probability is low. Therefore, when the win / loss lottery mode is the low probability mode, the probability of selecting a time-saving result is higher when the win / loss judgment process is performed on the second reserved information than when the win / loss judgment process is performed on the first reserved information.

[0117] However, the configuration is not limited to this, and the probability of selecting a time-saving result in the win / fail judgment process may be the same or nearly the same in the first win / fail table 121 and the second win / fail table 122 when the probability is low, or the first win / fail table 121 when the probability is low may be higher than the second win / fail table 122 when the probability is low. Furthermore, the configuration in the first win / fail table 121 when the probability is low is not limited to a configuration where the probability of a time-saving result is the same for each setting value, but may be configured to vary according to the setting value. In this case, the configuration may be such that the probability of a time-saving result is higher for higher setting values, or lower for higher setting values. Furthermore, the configuration in the second win / fail table 122 when the probability is low is not limited to a configuration where the probability of a time-saving result is the same for each setting value, but may be configured to vary according to the setting value. In this case, the configuration may be such that the probability of a time-saving result is higher for higher setting values, or lower for higher setting values.

[0118] As shown in Figure 9(c), in the win / loss table 123 during high probability, the higher the setting value, the higher the probability of a big win, and the lower the probability of a loss. On the other hand, the probability of a time-saving result is set to be the same regardless of whether the setting is "Setting 1" to "Setting 6".

[0119] Specifically, in the lowest setting, "Setting 1," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 500, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 100, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9400. In addition, in "Setting 2," one level higher than "Setting 1," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 520, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 100, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9380. In addition, in "Setting 3," one level higher than "Setting 2," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 540, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 100, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9360. Furthermore, "Setting 4," which is one level higher than "Setting 3," has 560 numerical data points for the winning random number counter C1 that results in a jackpot, 100 numerical data points for the winning random number counter C1 that results in a time-saving mode, and 9340 numerical data points for the winning random number counter C1 that results in a loss. Furthermore, "Setting 5," which is one level higher than "Setting 4," has 580 numerical data points for the winning random number counter C1 that results in a jackpot, 100 numerical data points for the winning random number counter C1 that results in a time-saving mode, and 9320 numerical data points for the winning random number counter C1 that results in a loss. Furthermore, "Setting 6," the highest setting, has 600 numerical data points for the winning random number counter C1 that results in a jackpot, 100 numerical data points for the winning random number counter C1 that results in a time-saving mode, and 9300 numerical data points for the winning random number counter C1 that results in a loss.

[0120] The win / loss table 123 in high probability mode is referenced regardless of whether the win / loss determination process is performed on the first reserved information or on the second reserved information when in high probability mode. This makes it possible to reduce the storage capacity of the main ROM 83 required to store the win / loss table compared to a configuration in which a win / loss table is provided for each case in high probability mode, such as when the win / loss determination process is performed on the first reserved information or when the win / loss determination process is performed on the second reserved information.

[0121] In "Setting 1," the probability of hitting the jackpot is 1 / 200 in low probability mode and 1 / 20 (10 times that) in high probability mode. In "Setting 2," the probability of hitting the jackpot is approximately 1 / 192 in low probability mode and 1 / 19.2 (10 times that) in high probability mode. In "Setting 3," the probability of hitting the jackpot is approximately 1 / 185 in low probability mode and 1 / 18.5 (10 times that) in high probability mode. In "Setting 4," the probability of hitting the jackpot is approximately 1 / 179 in low probability mode and 1 / 17.9 (10 times that) in high probability mode. In "Setting 5," the probability of hitting the jackpot is approximately 1 / 172 in low probability mode and 1 / 17.2 (10 times that) in high probability mode. In "Setting 6," the probability of hitting the jackpot is approximately 1 / 167 in low probability mode and 10 times that, approximately 1 / 16.7, in high probability mode. In other words, regardless of whether it's "Setting 1" through "Setting 6," the probability of hitting the jackpot in high probability mode is 10 times higher than in low probability mode.

[0122] On the other hand, the probability of a time-saving result is 1 / 100 in the first win / loss table 121 during low probability and in the win / loss table 123 during high probability, regardless of whether it is "setting 1" to "setting 6", and in the second win / loss table 122 during low probability, it is approximately 1 / 83 regardless of whether it is "setting 1" to "setting 6". However, it is not limited to this, and the win / loss table 123 during high probability may be configured so that the probability of a time-saving result is higher than that of the first win / loss table 121 during low probability and lower than that of the second win / loss table 122 during low probability, or it may be configured so that it is higher than that of the second win / loss table 122 during low probability.

[0123] Furthermore, the numerical information of the winning random number counter C1, which determines the jackpot result, may be aggregated and set to be sequential, or it may be configured so that at least some or all of the numbers are not sequential. Similarly, the numerical information of the winning random number counter C1, which determines the time-saving result, may be aggregated and set to be sequential, or it may be configured so that at least some or all of the numbers are not sequential.

[0124] As described above, whether the trigger is the first or second reserved information, the higher the setting value, the higher the probability of a jackpot, making it more advantageous for the player. Furthermore, the opening and closing execution mode is the period in which the player's ball count increases the most per unit time, and the probability of a jackpot that triggers the transition to this opening and closing execution mode fluctuates according to the setting value, thereby increasing the player's attention to the setting value.

[0125] In a configuration where the probability of hitting the jackpot is higher in high-probability mode than in low-probability mode, the probability of hitting the jackpot in high-probability mode is a certain number greater than "1" (specifically 10 times) higher than the probability of hitting the jackpot in low-probability mode, regardless of whether the setting is "Setting 1" to "Setting 6". This makes it possible to keep the rate of change in the probability of hitting the jackpot between low-probability mode and high-probability mode constant, regardless of the setting.

[0126] When comparing combinations where the setting values ​​and the win / loss lottery mode are the same, the probability of a jackpot is the same whether the trigger is the first reserved information or the second reserved information. This makes it possible to ensure that there is no difference in the probability of a jackpot occurring when the trigger is the first reserved information or the second reserved information.

[0127] The probability of a time-saving result occurring when the first reserved information is triggered is the same regardless of whether the setting is "Setting 1" to "Setting 6". Similarly, the probability of a time-saving result occurring when the second reserved information is triggered is the same regardless of whether the setting is "Setting 1" to "Setting 6". This makes it possible to limit the focus of players in estimating the setting value to the jackpot result, making it more difficult to guess the setting value. On the other hand, the probability of a time-saving result occurring is higher when the second reserved information is triggered than when the first reserved information is triggered. This makes it possible to make the frequency of time-saving results different depending on whether the game round is triggered by the first reserved information or the second reserved information.

[0128] The type random number 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. The type random number counter C2 is updated periodically and stored in the first special symbol reserve area 111 when a game ball enters the first operation opening 33, and in the second special symbol reserve area 112 when a game ball enters the second operation opening 34.

[0129] In this pachinko machine 10, multiple jackpot results are set by differentiating three conditions: the number of round games executed in the opening / closing execution mode, the win / loss lottery mode after the opening / closing execution mode ends, and the support mode after the opening / closing execution mode ends. A jackpot distribution table 125 for the first special symbol is provided as a jackpot distribution table that is referenced in the jackpot distribution determination process when a jackpot result is selected in the win / loss determination process for the first reserved information. In addition, a jackpot distribution table 126 for the second special symbol is provided as a jackpot distribution table that is referenced in the jackpot distribution determination process when a jackpot result is selected in the win / loss determination process for the second reserved information.

[0130] Figure 10(a) is an explanatory diagram for the jackpot distribution table 125 for the first special feature, and Figure 10(b) is an explanatory diagram for the jackpot distribution table 126 for the second special feature. As shown in Figures 10(a) and 10(b), each jackpot distribution table 125 and 126 has the following types of jackpot results set: 5R low probability result, 5R high probability result, and 10R high probability result. Figure 11(a) is an explanatory diagram for the contents of each jackpot result.

[0131] As previously explained, the 5R low probability result occurs when the win / loss judgment process results in a jackpot and is selected in the jackpot distribution judgment process. The 5R low probability result is a jackpot where the number of rounds played in the opening / closing execution mode is 5, the win / loss lottery mode after the opening / closing execution mode ends becomes the low probability mode, and the support mode after the opening / closing execution mode ends becomes the 1st high-frequency support mode. In this case, the low probability mode continues at least until the next opening / closing execution mode occurs. The 1st high-frequency support mode ends when 100 game rounds have been played without a new opening / closing execution mode occurring. After 100 game rounds have been played, the support mode becomes the low-frequency support mode.

[0132] As previously explained, the 5R high probability result occurs when the win / loss determination process results in a jackpot and is selected in the jackpot distribution determination process. The 5R high probability result is a jackpot where the number of round games played in the opening / closing execution mode is 5, the win / loss lottery mode after the opening / closing execution mode ends becomes the high probability mode, and the support mode after the opening / closing execution mode ends becomes the first high-frequency support mode. In this case, the high probability mode and the first high-frequency support mode end when 100 game rounds have been played without a new opening / closing execution mode occurring. After 100 game rounds have been played, the win / loss lottery mode becomes the low probability mode, and the support mode becomes the low-frequency support mode.

[0133] As previously explained, the 10R high probability result occurs when the win / loss determination process results in a jackpot and is selected in the jackpot distribution determination process. The 10R high probability result is a jackpot where the number of round games played in the opening / closing execution mode is 10, the win / loss lottery mode after the opening / closing execution mode ends becomes the high probability mode, and the support mode after the opening / closing execution mode ends becomes the first high-frequency support mode. In this case, the high probability mode and the first high-frequency support mode end when 100 game rounds have been played without a new opening / closing execution mode occurring. After 100 game rounds have been played, the win / loss lottery mode becomes the low probability mode, and the support mode becomes the low-frequency support mode.

[0134] As shown in Figure 10(a), the jackpot distribution table 125 for the first special feature has the following types of jackpot results to be distributed: 5R low probability result, 5R high probability result, and 10R high probability result. In the jackpot distribution table 125 for the first special feature, the type random number counter C2 from "0 to 14" corresponds to the 5R low probability result, the type random number counter C2 from "15 to 22" corresponds to the 5R high probability result, and the type random number counter C2 from "23 to 29" corresponds to the 10R high probability result. On the other hand, as shown in Figure 10(b), the jackpot distribution table 126 for the second special feature has the following types of jackpot results to be distributed: 5R low probability result and 10R high probability result. In the jackpot distribution table 126 for the second special feature, the type random number counter C2 from "0 to 14" corresponds to the 5R low probability result, and the type random number counter C2 from "15 to 29" corresponds to the 10R high probability result.

[0135] The probability of entering the high-probability mode after the opening / closing execution mode when a jackpot is won is the same for both the jackpot distribution table 125 for the first special symbol and the jackpot distribution table 126 for the second special symbol. On the other hand, the average number of rounds played is higher for the jackpot distribution table 126 for the second special symbol than for the jackpot distribution table 125 for the first special symbol. Therefore, when a jackpot is won, the type of jackpot result that can be selected is more advantageous for the player when the ball enters the second operation opening 34 and the win / failure determination process is performed, rather than when the ball enters the first operation opening 33 and the win / failure determination process is performed.

[0136] Not only are there multiple types of jackpot results, but there are also multiple types of time-saving results. When a time-saving result is selected in the win / failure determination process, the type of time-saving result is determined by lottery using the type random number counter C2, which was used to determine the type of jackpot result by lottery. In other words, in the win / failure determination process, not only is the win random number counter C1, which is used to select the jackpot result, used as the random number to select the time-saving result, but when a time-saving result is selected in the win / failure determination process, the type random number counter C2, which is used to select the type of jackpot result, is used as the random number to select the type of time-saving result. This makes it possible to reduce the number of counters used for lottery, and thus reduces the memory capacity of the main RAM 84 required to perform the lottery.

[0137] A time-saving distribution table 127 for the first special drawing is provided as a time-saving distribution table referenced in the time-saving distribution determination process when a time-saving result is selected in the success / failure determination process for the first pending information. In addition, a time-saving distribution table 128 for the second special drawing is provided as a time-saving distribution table referenced in the time-saving distribution determination process when a time-saving result is selected in the success / failure determination process for the second pending information.

[0138] Figure 10(c) is an explanatory diagram illustrating the time-saving allocation table 127 for the first special drawing, and Figure 10(d) is an explanatory diagram illustrating the time-saving allocation table 128 for the second special drawing. As shown in Figures 10(c) and 10(d), each time-saving allocation table 127 and 128 has two types of time-saving results set: the first time-saving result and the second time-saving result. Figure 11(b) is an explanatory diagram illustrating the contents of each time-saving trigger.

[0139] The first time-saving result occurs when the win / fail judgment process determines that the result is time-saving and is selected in the time-saving distribution judgment process. The first time-saving result does not trigger a transition to the opening / closing execution mode, nor does it trigger a transition to the win / fail lottery mode. Instead, it is a time-saving result that sets the support mode to the second high-frequency support mode. In this case, the second high-frequency support mode ends when 100 game rounds have been played without a new opening / closing execution mode occurring. Once 100 game rounds have been played, the support mode becomes the low-frequency support mode.

[0140] As explained earlier, the second time-saving result occurs when the win / fail judgment process results in a time-saving result and it is selected in the time-saving distribution judgment process. The second time-saving result does not trigger a transition to the opening / closing execution mode, nor does it trigger a transition to the win / fail lottery mode. Instead, it is a time-saving result that sets the support mode to the second high-frequency support mode. In this case, the second high-frequency support mode ends when 150 game rounds have been played without a new opening / closing execution mode occurring. Once 150 game rounds have been played, the support mode becomes the low-frequency support mode. In other words, the second time-saving result allows for more game rounds in which the second high-frequency support mode continues than the first time-saving result. Therefore, the second time-saving result is more advantageous for the player than the first time-saving result.

[0141] As shown in Figure 10(c), the time-saving distribution table 127 for the first special figure has two types of time-saving results to be distributed: the first time-saving result and the second time-saving result. In the time-saving distribution table 127 for the first special figure, the type random number counter C2 of "0 to 19" corresponds to the first time-saving result, and the type random number counter C2 of "20 to 29" corresponds to the second time-saving result. On the other hand, as shown in Figure 10(d), the time-saving distribution table 128 for the second special figure has two types of time-saving results to be distributed: the first time-saving result and the second time-saving result. In the time-saving distribution table 128 for the second special figure, the type random number counter C2 of "0 to 9" corresponds to the first time-saving result, and the type random number counter C2 of "10 to 29" corresponds to the second time-saving result.

[0142] In the time-saving distribution table 127 for the first special symbol, the probability of selecting the relatively unfavorable first time-saving result is higher than the probability of selecting the relatively favorable second time-saving result. In contrast, in the time-saving distribution table 128 for the second special symbol, the probability of selecting the relatively favorable second time-saving result is higher than the probability of selecting the relatively unfavorable first time-saving result. Furthermore, the probability of selecting the relatively favorable second time-saving result is higher in the time-saving distribution table 128 for the second special symbol than in the time-saving distribution table 127 for the first special symbol. Consequently, among the types of time-saving results that can be selected when a time-saving result occurs in the win / fail judgment process, it is more advantageous for the player when a win / fail judgment process is performed when a win occurs

[0143] Here, the selection of a time-saving result in the win / failure determination process can occur regardless of whether the win / failure lottery mode is low probability mode or high probability mode, but even if a time-saving result is selected in high probability mode, no support mode is set as a result of that time-saving result. Also, the selection of a time-saving result in the win / failure determination process can occur regardless of whether the support mode is low-frequency support mode, first high-frequency support mode, or second high-frequency support mode, but even if a time-saving result is selected in first high-frequency support mode or second high-frequency support mode, no support mode is set as a result of that time-saving result. In other words, the setting of a support mode triggered by a time-saving result in the win / failure determination process only occurs in low probability mode and low-frequency support mode. Note that the situation of low probability mode and low-frequency support mode also includes the situation after the process to terminate high-frequency support mode and transition to low-frequency support mode is executed in the last game round of high-frequency support mode in low probability mode and first high-frequency support mode or second high-frequency support mode.

[0144] The transition to the second high-frequency support mode due to a time-saving result only occurs when in low-probability mode. Therefore, if a time-saving result occurs and a transition to the second high-frequency support mode occurs, the game state is low-probability mode and the game is in the second high-frequency support mode. In other words, a time-saving result is a result that transitions the game state to the above-mentioned time-saving state without the intervention of the opening / closing execution mode. Furthermore, the support mode set after the opening / closing execution mode triggered by a jackpot result is the first high-frequency support mode, while the support mode set triggered by a time-saving result is the second high-frequency support mode. In other words, the support mode triggered by a jackpot result is more advantageous than the support mode triggered by a time-saving result.

[0145] In this pachinko machine 10, in addition to the time-saving results described above, there is also a ceiling time-saving event that causes the support mode to transition to the second high-frequency support mode without generating an opening / closing execution mode. Ceiling time-saving occurs when the ceiling number of game rounds are consumed without a jackpot result, as shown in Figure 11(b). The ceiling number of rounds is set when a jackpot result occurs, as well as when the power supply for operation begins. This will be explained in detail later. Ceiling time-saving does not trigger a transition to the opening / closing execution mode, nor does it trigger a transition to the win / loss lottery mode, but rather results in the support mode becoming the second high-frequency support mode. In this case, the second high-frequency support mode ends when 100 game rounds are consumed without a new opening / closing execution mode occurring. Once 100 game rounds have been consumed, the support mode becomes the low-frequency support mode.

[0146] The number of consecutive rounds of the second high-frequency support mode, which occurs when the ceiling time reduction is reached, is the same as the number of consecutive rounds of the second high-frequency support mode, which occurs when the first time reduction result is reached, and is less than the number of consecutive rounds of the second high-frequency support mode, which occurs when the second time reduction result is reached. Therefore, it is more advantageous for the player when a time reduction result is selected in the win / loss judgment process than when the ceiling time reduction is reached.

[0147] In high probability mode, the number of spins required to reach the ceiling limit is not consumed. Therefore, even if a new ceiling limit is set due to a 5R high probability result or a 10R high probability result, the remaining ceiling limit will not be reduced until the high probability mode ends. On the other hand, in low probability mode, the number of spins required to reach the ceiling limit is consumed regardless of which support mode is in place. However, even if the number of spins required to reach the ceiling limit is consumed in the first high-frequency support mode or the second high-frequency support mode, no support mode is set based on the consumption of those spins. In other words, the setting of a support mode based on the completion of the number of spins required to reach the ceiling limit is only possible in low probability mode and low-frequency support mode. Note that the situation in low probability mode and low-frequency support mode also includes the situation after the process to end the high-frequency support mode and transition to low-frequency support mode has been executed in the last spin of the high-frequency support mode in the first high-frequency support mode or the second high-frequency support mode in low probability mode.

[0148] The transition to the second high-frequency support mode due to the ceiling time reduction only occurs when in low probability mode. Therefore, if the ceiling time reduction occurs and the transition to the second high-frequency support mode occurs, the game state is low probability mode and the game is in the second high-frequency support mode. In other words, the ceiling time reduction is a result of transitioning the game state to the above time reduction state without the intervention of the opening / closing execution mode. Furthermore, the support mode set after the opening / closing execution mode triggered by a jackpot result is the first high-frequency support mode, while the support mode set triggered by the ceiling time reduction is the second high-frequency support mode. In other words, the support mode triggered by a jackpot result is more advantageous than the support mode triggered by the ceiling time reduction.

[0149] Figure 12 is a time chart showing how the time-saving state is set by the time-saving result or ceiling time-saving. Figure 12(a) shows the period in the opening / closing execution mode, Figure 12(b) shows the state of the ceiling counter 131 provided in the main RAM 84, Figure 12(c) shows the period in the high probability state, Figure 12(d) shows the timing in which the time-saving result is selected in the win / fail judgment process, and Figure 12(e) shows the period in the time-saving state.

[0150] First, we will explain the cases in which events that result in a shortened time state, triggered by a shortened time result, and events that result in a shortened time state, triggered by reaching the ceiling for shortened time, occur discontinuously.

[0151] When the result of the win / loss determination process is a 5R high probability result or a 10R high probability result, the opening / closing execution mode is started at timing t1 as shown in Figure 12(a). In this case, triggered by the start of the opening / closing execution mode, the ceiling counter 131 provided in the main RAM 84 is set to 500, which is the fixed ceiling count, as shown in Figure 12(b). The ceiling counter 131 is a counter used by the main MPU 82 to determine the remaining ceiling count.

[0152] Subsequently, at timing t2, the opening / closing execution mode ends as shown in Figure 12(a), resulting in a high-probability state as shown in Figure 12(c). The high-probability state is a game state that is a high-probability mode and is the first high-frequency support mode. This high-probability state ends at timing t4 after 100 game rounds have been played. In the opening / closing execution mode, no game rounds are played, so the ceiling counter 131 is not deducted, and furthermore, even if game rounds are played in the high-probability mode, the ceiling counter 131 is not deducted. Therefore, at timing t4, when the high-probability state ends, the value of the ceiling counter 131 has not changed from timing t1, when the fixed ceiling count was set for the ceiling counter 131. Also, at timing t3, which is in the middle of the high-probability state, a time-saving result is selected in the win / fail judgment process as shown in Figure 12(d), but because it is a high-probability mode, this time-saving result is invalidated.

[0153] At timing t4, the high probability state ends as shown in Figure 12(c), and the game state returns to the normal game state. In the normal game state, whether a game round is executed triggered by the first reserved information or the second reserved information, the value of the ceiling counter 131 is deducted as shown in Figure 12(b).

[0154] Subsequently, at timing t5, the time-saving result is selected in the win / failure determination process as shown in Figure 12(d). Since the game state at timing t5 is the normal game state, the game transitions to the time-saving state as a result of the time-saving result, as shown in Figure 12(e). In this case, as shown in Figure 12(a), the opening / closing execution mode is not involved, and the win / failure lottery mode is maintained in the low probability mode. The time-saving state is a game state that is the low probability mode and the second high-frequency support mode. In the time-saving state, whether a game round is executed triggered by the first reserve information or the second reserve information, the value of the ceiling counter 131 is subtracted as shown in Figure 12(b). Subsequently, at timing t6, the remaining number of continuations of the time-saving state becomes 0 without a jackpot result occurring in the time-saving state, and the time-saving state ends as shown in Figure 12(e). In this case, the game state becomes the normal game state.

[0155] Subsequently, at timing t7, the value of the ceiling counter 131 becomes "0" as shown in Figure 12(b). In other words, the number of play rounds up to the ceiling is completed. Since the game state at timing t7 is the normal game state, the game transitions to the time-saving state triggered by the ceiling time-saving, as shown in Figure 12(e). In this case, as shown in Figure 12(a), the opening / closing execution mode is not involved, and the win / loss lottery mode is maintained in the low probability mode. The time-saving state is a game state that is the low probability mode and the second high-frequency support mode. Subsequently, without a jackpot result occurring in the time-saving state, the remaining number of continuation rounds of the time-saving state becomes 0 at timing t8, and the time-saving state ends as shown in Figure 12(e). In this case, the game state becomes the normal game state.

[0156] The value of the ceiling counter 131 is not set whether the game transitions to a time-saving state due to reaching the ceiling or when the time-saving state ends. Furthermore, the transition to a time-saving state triggered by reaching the ceiling occurs when the value of the ceiling counter 131 is 1 or more, and as a result of the number of spins played and the value of the ceiling counter 131 being reduced, the value of the ceiling counter 131 becomes "0".Therefore, the transition to a time-saving state triggered by reaching the ceiling occurs only once after a jackpot result occurs, and once the transition to a time-saving state triggered by reaching the ceiling has occurred, the transition to a time-saving state triggered by reaching the ceiling will not occur again unless a jackpot result occurs afterward and the value of the ceiling counter 131 is set.

[0157] Next, we will explain the case in which events that result in a shortened play time, triggered by a shortened play time, and events that result in a shortened play time, triggered by reaching the maximum play time, occur in succession.

[0158] When the result of the win / loss determination process is a 5R high probability result or a 10R high probability result, the opening / closing execution mode is started at timing t9 as shown in Figure 12(a). In this case, triggered by the start of the opening / closing execution mode, the ceiling counter 131 is set to 500 times, which is the fixed ceiling count, as shown in Figure 12(b).

[0159] Subsequently, at timing t10, the opening / closing execution mode ends as shown in Figure 12(a), resulting in a high-probability state as shown in Figure 12(c). This high-probability state ends at timing t11 after 100 game rounds have been played. In this case, since no game rounds are played in the opening / closing execution mode, the ceiling counter 131 is not decremented, and furthermore, even if game rounds are played in the high-probability mode, the ceiling counter 131 is not decremented. Therefore, at timing t11 when the high-probability state ends, the value of the ceiling counter 131 has not changed from timing t9 when the fixed ceiling count was set for the ceiling counter 131.

[0160] At timing t11, the high probability state ends as shown in Figure 12(c), and the game state returns to the normal game state. In the normal game state, whether a game round is executed triggered by the first reserved information or the second reserved information, the value of the ceiling counter 131 is deducted as shown in Figure 12(b).

[0161] Subsequently, at timing t12, the time-saving result is selected in the win / fail judgment process as shown in Figure 12(d). Since the game state at timing t12 is the normal game state, the game transitions to the time-saving state triggered by this time-saving result, as shown in Figure 12(e). In this case, as shown in Figure 12(a), the opening / closing execution mode is not involved, and the win / fail lottery mode is maintained in the low probability mode. This time-saving state is a game state that is the low probability mode and the second high-frequency support mode. In the time-saving state, whether a game round is executed triggered by the first reserve information or the second reserve information, the value of the ceiling counter 131 is subtracted as shown in Figure 12(b). Subsequently, at timing t13, which is in the middle of the time-saving state, the time-saving result is selected in the win / fail judgment process as shown in Figure 12(d), but since the game is in the time-saving state, this time-saving result is invalidated.

[0162] Subsequently, if no jackpot occurs during the time-saving state, the remaining number of continuations in the time-saving state becomes 0 at timing t14, and the value of the ceiling counter 131 becomes "0" as shown in Figure 12(b). In this case, although the time-saving state is in effect when the last game round of the time-saving state begins, the support mode is changed from the second high-frequency support mode to the low-frequency support mode when the process executed when the game round ends identifies that the remaining number of continuations in the time-saving state has become 0, and the game state changes from the time-saving state to the normal game state. Also, when the game round ends, after the said process is executed, the value of the ceiling counter 131 is deducted by 1, and the value of the ceiling counter 131 becomes "0". In other words, after the game state is set from the time-saving state to the normal game state in that game round, the value of the ceiling counter 131 becomes "0". Therefore, the time-saving state is set in that game round triggered by the completion of the number of game rounds up to the ceiling. Thus, the time-saving state does not end at timing t14, and the time-saving state continues. The shortened time state is a low-probability mode and is a game state that is the second high-frequency support mode. Subsequently, if no jackpot result occurs in the shortened time state and the remaining number of continuations of the shortened time state becomes 0 at timing t15, the shortened time state ends as shown in Figure 12(e). In this case, the game state returns to the normal game state.

[0163] Next, the reach random number counter C3 in Figure 7 will be explained. The reach random number counter C3 is configured to increment by 1 sequentially within the range of, for example, 0 to 238, and then return to "0" after reaching the maximum value. The reach display is executed regardless of the value of the reach random number counter C3 in game rounds where the same combination of symbols is ultimately displayed. Also, in game rounds corresponding to time-saving results, the reach display is not executed regardless of the value of the reach random number counter C3. Furthermore, in game rounds corresponding to losing results, the reach display is executed if the reach random number counter C3 corresponds to the occurrence of a reach display by referring to the reach table stored in the main ROM 83.

[0164] Next, the variation type counter CS will be explained. 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. The variation type counter CS is used in the main MPU 82 to determine the variation display period in the special figure display units 37a and 37b and the variation display period of the symbols in the symbol display device 41. The variation type counter CS is repeatedly updated and acquired when determining the variation pattern at the start of variation display in the special figure display units 37a and 37b and at the start of symbol variation by the symbol display device 41.

[0165] <Regarding the various processes executed on the main MPU82> Next, we will explain the processes performed by the main MPU82 to advance the game. These processes of the main MPU82 can be broadly divided into the main process, which is started when the power is turned on, and the timer interrupt process, which is started periodically (at a 4 msec cycle in this embodiment).

[0166] <Main Processing> First, I will explain the main process while referring to the flowchart in Figure 13.

[0167] First, the power-on initial setup process is performed (step S101). During the power-on initial setup process, for example, after the main process is started, the system waits for a predetermined waiting time (specifically 1 second) to elapse before proceeding to the next process. During this predetermined waiting period, the operation start and initial setup of the graphic display device 41 are completed. Access to the main RAM 84 is also permitted.

[0168] Subsequently, the internal function register setting process is executed (step S102). In the internal function register setting process, the interrupt period of the timer interrupt process (Figure 14), which is a process that is periodically interrupted and started in the main process, is set to a predetermined period (specifically, 4 milliseconds). Details of the timer interrupt process (Figure 14) will be explained later. In addition to setting the interrupt period, the internal function register setting process also performs processes such as setting the numerical ranges of various counters, such as the numerical range of the random number counter C1.

[0169] Subsequently, the startup processing flag in the main RAM 84 is set to "1" (step S103). The startup processing flag is used by the main MPU 82 to identify a situation where, even if the timer interrupt processing (Figure 14) is activated, the processes for power outage monitoring, updating various counters, and fraud monitoring among the various processes set in the timer interrupt processing (Figure 14) should be executed, but the processes for advancing the game should be terminated without executing any processes.

[0170] The startup processing flag is set to "1" when the power supply start processing (steps S101 to S126) begins in the main processing (Figure 13), and is cleared to "0" before the power supply start processing (steps S101 to S126) ends and the remaining processing (steps S127 to S130) begins. In the timer interrupt processing (Figure 14), if the startup processing flag is set to "1", the processes in steps S207 to S220 are not executed, making it possible to prevent the processes necessary to advance the game from being executed when the setting confirmation process (step S112) or the setting value update process (step S117), described later, is being executed in the power supply start processing (steps S101 to S126). On the other hand, as described above, in the timer interrupt processing (Figure 14), even if the startup processing flag is set to "1", the processes in steps S201 to S205 are executed, so that even if the setting confirmation process (step S112) or the setting value update process (step S117) described later is being executed among the processing when the operating power supply starts (steps S101 to S126), power outage monitoring is performed, and the winning random number counter C1, type random number counter C2, reach random number counter C3 and random number initial value counter CINI are updated, and further fraud detection is performed.

[0171] In particular, even when the startup process flag is set to "1", the power outage monitoring process (step S201) is executed, so that even if a power outage occurs while the setting confirmation process (step S112) or setting value update process (step S117) described later is being executed as part of the power supply start process (steps S101 to S126), the power outage processing can be executed in response to the power outage. In the power outage processing, the power outage flag in the main RAM 84 is set to "1", a checksum is calculated, and the calculated checksum is saved in the main RAM 84, so that when the power supply is restarted, it will not be identified as an abnormality in the main RAM 84. As a result, if a power outage occurs in the middle of the setting confirmation process (step S112) or setting value update process (step S117) described later, it will be possible to identify that the power outage occurred in the middle of these setting-related processes when the power supply is restarted next time. Incidentally, when the setting confirmation process (step S112) or the setting value update process (step S117), which will be described later, is being executed, the timer interrupt process (Figure 14) is not prohibited and can be interrupted at any time.

[0172] After setting the startup process flag to "1" in step S103, it is determined whether the power outage flag in the main RAM 84 is set to "1" (step S104). The power outage flag is set to "1" if the power outage processing is executed in the power outage monitoring process (step S201) of the timer interrupt processing (Figure 14). The power outage flag is used by the main MPU 82 to determine whether the power outage processing was performed appropriately during the previous power outage.

[0173] If the power outage flag is set to "1" (step S104: YES), it is determined whether the checksum is valid or not (step S105). Specifically, a checksum is first calculated for the main RAM 84. The method for calculating the checksum is arbitrary, but it is the same method used when a checksum is calculated in the power outage monitoring process (step S201) of the timer interrupt processing (Figure 14) described later. Then, the checksum calculated in the power outage processing executed immediately before the supply of operating power to the main MPU 82 was stopped and stored in the main RAM 84 is read, and the read checksum is compared with the checksum calculated in the current main process. It is then determined whether the checksums match or not.

[0174] If the checksums match (step S105: YES), it is determined whether the setting value corresponding to the information stored in the setting reference area of ​​the main RAM 84 is within the normal range (step S106). The setting reference area is a memory area where information is stored for the main MPU 82 to identify the setting value currently set for use in the pachinko machine 10. If the numerical information "1" is stored in the setting reference area, the current setting value of the pachinko machine 10 is "setting 1". If the numerical information "2" is stored in the setting reference area, the current setting value of the pachinko machine 10 is "setting 2". If the numerical information "3" is stored in the setting reference area, the current setting value of the pachinko machine 10 is "setting 3". If the numerical information "4" is stored in the setting reference area, the current setting value of the pachinko machine 10 is "setting 4". If the numerical information "5" is stored in the setting reference area, the current setting value of the pachinko machine 10 is "setting 5". If the numerical information "6" is stored in the setting reference area, the current setting value of the pachinko machine 10 will be "setting 6". In step S106, it is determined whether the setting value information stored in the setting reference area is one of "1" to "6".

[0175] If all steps S104 to S106 result in a positive determination, it means that no information abnormality has occurred in the main RAM 84. In this case, it is determined whether the setting update flag in the main RAM 84 is set to "1" (step S107). The setting update flag is a flag used by the main MPU 82 to identify that the setting value update process (step S117), which will be described later, is being executed. If the setting update flag is set to "1", the notification display device 141 (see Figure 6) mounted on the main control board 81 of the main control device 71 displays an indication that the setting value is being updated and also displays the setting value in progress. The notification display device 141 is equipped with multiple segment displays. These multiple segment displays are arranged side by side on the element mounting surface of the main control board 81, and the display surface of each segment display can be viewed from outside the board box without opening the board box of the main control device 71.

[0176] The "Updating Settings" flag is set to "1" when the setting value update process (step S117) starts and cleared to "0" when the setting value update process (step S117) finishes. Therefore, when the setting value update process (step S117) is not being executed, the "Updating Settings" flag is generally not set to "1". However, if the power supply to the main MPU 82 is stopped while the setting value update process (step S117) is being executed, the "Updating Settings" flag will be set to "1" when the power supply to the main MPU 82 is subsequently restarted. This state of the "Updating Settings" flag being set to "1" is maintained until the process to clear the "Updating Settings" flag to "0" is executed in the setting value update process (step S117).

[0177] If a negative determination is made in step S107 because the setting update flag is not set to "1", then it is determined whether or not the reset button 142 (see Figure 6) has been pressed (step S108). The reset button 142 is located on the element mounting surface of the main control board 81, and the press operation part of the reset button 142 is not covered by the board box of the main control device 71. Therefore, it is possible to operate the reset button 142 without opening the board box. In step S108, it is determined whether or not the power ON operation of the pachinko machine 10 has been performed and the supply of operating power to the main MPU 82 has started while the reset button 142 is pressed.

[0178] If the reset button 142 is not pressed (step S108: NO), it is determined whether the game stop flag in the main RAM 84 is set to "1" (step S109). The game stop flag is set to "1" when the power outage flag is not set to "1", when the checksum does not match, or when the setting value is abnormal. When the game stop flag is set to "1", the timer interrupt processing (Figure 14) described later executes the processes in steps S201 to S205, while the positive determination in step S206 prevents the execution of the processes in steps S207 to S220. As a result, if the power outage flag is not set to "1" because the power outage processing was not performed properly during the previous power outage, if the checksum does not match due to a change in the memory state of the main RAM 84 since the previous power outage, or if the setting value is abnormal, the processes for power outage monitoring, updating various counters, and fraud monitoring will be executed, but the processes for continuing the game will not be executed. If a positive result is obtained in step S109, the processes in steps S124 and S125, described later, will be executed.

[0179] If a negative determination is made in step S109, it is determined whether the setting key insertion unit 143 (see Figure 6) is turned ON using the setting key (step S110). The setting key insertion unit 143 is provided on the element mounting surface of the main control board 81, and the keyhole portion for turning ON the setting key insertion unit 143 using the setting key is not covered by the board box of the main control device 71. Therefore, it is possible to turn ON the setting key insertion unit 143 using the setting key without opening the board box. If the setting key insertion unit 143 is turned ON using the setting key (step S110: YES), the setting confirmation process is executed (step S112). Also, even if the setting key insertion unit 143 is not turned ON using the setting key (step S110: NO), if the setting confirmation flag provided in the main RAM 84 is set to "1" (step S111: YES), the setting confirmation process is executed (step S112).

[0180] The "Checking Settings" flag is used by the main MPU 82 to identify that the setting confirmation process (step S112) is being executed. When the "Checking Settings" flag is set to "1", the notification display device 141 displays an indication that the setting value is being checked and also displays the currently set setting value. The "Checking Settings" flag is set to "1" when the setting confirmation process (step S112) starts and cleared to "0" when the setting confirmation process (step S112) ends. Therefore, the "Checking Settings" flag is not set to "1" when the setting confirmation process (step S112) is not being executed. However, if the power supply to the main MPU 82 is stopped while the setting confirmation process (step S112) is being executed, the "Checking Settings" flag will be set to "1" when the power supply to the main MPU 82 is subsequently restarted. The state in which this setting confirmation flag is set to "1" is maintained until the RAM clear process (step S119) described later is executed, the setting value update process (step S117) described later is executed, or the process to clear the setting confirmation flag to "0" is executed in the setting confirmation process (step S112).

[0181] As described above, the setting confirmation process (step S112) is executed not only when the reset button 142 is not pressed and the setting key insertion unit 143 is turned ON (i.e., when the "setting confirmation operation" is performed), but also when the reset button 142 is not pressed and the setting confirmation flag is set to "1". Therefore, if the power outage processing is executed while the setting confirmation process (step S112) is running, the setting confirmation process (step S112) will be executed even if the "setting confirmation operation" is not performed when the power supply is restored. This makes it possible to continue checking the current setting values ​​of the pachinko machine 10. On the other hand, even if the power outage processing is executed while the setting confirmation process (step S112) is running, if the reset button 142 is pressed when the power supply is restored, the setting confirmation process (step S112) will not be executed, and the RAM clear process (step S119) and the setting value update process (step S117) corresponding to the operation performed when the power supply was restored will be executed. This makes it possible to prioritize the execution of the RAM clear process (step S119) or the setting value update process (step S117) over the setting confirmation process (step S112).

[0182] Here, we will explain the configuration verification process performed in step S112.

[0183] In the setting confirmation process, the interrupt permission setting is performed first. This causes the timer interrupt process (Figure 14) to interrupt and start at a predetermined interval. In this pachinko machine 10, the timer interrupt process (Figure 14) is basically prohibited during the process when the power supply to the operating machine starts (steps S101 to S126), and the execution of the timer interrupt process (Figure 14) is permitted when the setting confirmation process (step S112) and the setting value update process (step S117) are being executed. However, when the setting confirmation process (step S112) or the setting value update process (step S117) is being executed, the startup process flag is set to "1", so even if the timer interrupt process (Figure 14) is started, the processes for power outage monitoring, updating various counters, and fraud monitoring among the various processes of the timer interrupt process (Figure 14) are executed, but the processes for advancing the game are not executed and the timer interrupt process (Figure 14) ends. Subsequently, provided that the setting confirmation flag in the main RAM 84 is not set to "1", the setting confirmation flag is set to "1". When the setting confirmation flag is set to "1", the notification display device 141 displays an indication that the setting value of the pachinko machine 10 is being checked and an indication of the current setting value of the pachinko machine 10. Then, a confirmation start command is sent to the sound and light side MPU 93. As a result, the display side MPU 103 is controlled to display an image on the pattern display device 41 that indicates that the setting confirmation process (step S112) is being executed and an image that allows recognition of the operation content to terminate the setting confirmation process (step S112).

[0184] Subsequently, the setting key insertion unit 143 determines whether it has switched from the ON state to the OFF state using the setting key. If the setting key insertion unit 143 determines that it has switched from the ON state to the OFF state, the setting confirmation flag in the main RAM 84 is cleared to "0". This cancels the display on the notification display device 141 that indicates that the current setting value of the pachinko machine 10 is being checked and the display showing the current setting value of the pachinko machine 10. After that, the interrupt disable setting is enabled. This disables the timer interrupt processing (Figure 14) when the setting confirmation process (step S112) is completed and the main process (Figure 13) returns to the power supply start process (steps S101 to S126). After that, the return command for confirmation is sent to the sound and light side MPU 93. This ends the display on the pattern display device 41 of the image indicating that the setting confirmation process (step S112) is being executed and the image that allows recognition of the operation content to terminate the setting confirmation process (step S112).

[0185] Returning to the explanation of the main process (Figure 13), if the setting key insertion unit 143 is not turned ON using the setting key and the setting confirmation flag is not set to "1" (steps S110 and S111: NO), it is determined whether or not the gaming machine body 12 is open (step S113). The resin base 21 of the inner frame 13 is provided with a main body open detection sensor 144 (see Figure 6). The main body open detection sensor 144 is electrically connected to the main MPU 82 and transmits a LOW level open detection signal to the main MPU 82 when the gaming machine body 12 is closed relative to the outer frame 11, and transmits a HI level open detection signal to the main MPU 82 when the gaming machine body 12 is open relative to the outer frame 11. Note that the relationship between LOW and HI may be reversed. In step S113, it is determined whether or not a HI level open detection signal has been received from the main body open detection sensor 144.

[0186] If a HI level open detection signal is received from the main unit open detection sensor 144 (step S113: YES), that is, if the gaming machine main unit 12 is open relative to the outer frame 11, the ceiling counter 131 of the main RAM 84 is set to 500, which is the fixed ceiling count (step S114). The process in step S113 is executed when the reset button 142 is not pressed and the setting key is not turned ON on the setting key insertion part 143 when the power supply to the pachinko machine 10 is started, and furthermore, neither the setting update flag nor the setting confirmation flag of the main RAM 84 is set to "1". In this case, the setting confirmation process (step S112), the setting value update process (step S117), and the RAM clear process (step S119) are not executed during the power supply start process (steps S101 to S126). Furthermore, in the amusement hall, the main power supply for providing operating power to each pachinko machine 10 is turned OFF, and the power switches on the power supply / launch control devices 78 of each pachinko machine 10 are turned ON in advance. When it is time to start business for the day, the main power supply is turned ON, so that all the pachinko machines 10 start up simultaneously.

[0187] In this situation, a positive judgment is made in step S113 when the gaming machine body 12 is intentionally left open and power is supplied, without executing the setting confirmation process (step S112), the setting value update process (step S117), and the RAM clear process (step S119). In this situation, the ceiling counter 131 is set to 500, which is the fixed ceiling count. This makes it possible to create a situation where the ceiling counter 131 is set to 500, the fixed ceiling count, when power is supplied, which is different from the situation at the start of normal business operations, and it can be done without the setting confirmation process (step S112), the setting value update process (step S117), and the RAM clear process (step S119).

[0188] If a negative determination is made in step S113 or the process in step S114 is executed, a normal return command is sent to the sound / optical MPU 93 (step S115). Upon receiving the normal return command, the sound / optical MPU 93 determines that the process for starting the supply of operating power (steps S101 to S126) has been completed in the main MPU 82, and also determines that none of the RAM clear process (step S119), setting confirmation process (step S112), or setting value update process (step S117) were executed in this power supply start process (steps S101 to S126).

[0189] On the other hand, if it is determined in step S108 that the reset button 142 has been pressed and it is determined that the setting key insertion unit 143 has been turned ON using the setting key (step S116: YES), or if it is determined in step S107 that the setting update flag is set to "1", then the setting value update process is executed (step S117). As described above, the setting value update process (step S117) is executed not only when the reset button 142 has been pressed and the setting key insertion unit 143 is turned ON (i.e., when a "setting change operation" has been performed), but also when the setting update flag is set to "1" regardless of whether the reset button 142 has been pressed and the setting key insertion unit 143 is turned ON. Therefore, if the power outage process is executed while the setting value update process (step S117) is being executed, the setting value update process (step S117) is executed regardless of whether the operation performed when the power supply is started afterwards is "no operation", "RAM clear operation", "setting change operation", or "setting confirmation operation". This makes it possible to prioritize the execution of the setting value update process (step S117).

[0190] Here, we will explain the setting value update process performed in step S117.

[0191] In the setting value update process, the interrupt permission setting is performed first. This causes the timer interrupt process (Figure 14) to interrupt and start at a predetermined interval. In this pachinko machine 10, the timer interrupt process (Figure 14) is basically prohibited during the process when the power supply to the operating machine starts (steps S101 to S126), and the execution of the timer interrupt process (Figure 14) is permitted when the setting confirmation process (step S112) and the setting value update process (step S117) are being executed. However, when the setting confirmation process (step S112) or the setting value update process (step S117) is being executed, the startup process flag is set to "1", so even if the timer interrupt process (Figure 14) is started, the processes for power outage monitoring, updating various counters, and fraud monitoring among the various processes of the timer interrupt process (Figure 14) are executed, but the processes for advancing the game are not executed and the timer interrupt process (Figure 14) ends. Subsequently, provided that the setting update flag in the main RAM 84 is not set to "1", the setting update flag is set to "1". When the setting update flag is set to "1", the notification display device 141 displays an indication that the settings of the pachinko machine 10 are being updated, as well as the setting values ​​selected as targets for updating the pachinko machine 10.

[0192] Subsequently, the game stop flag in the main RAM 84 is cleared to "0". The game stop flag is set to "1" in step S121 of the main process (Figure 13) if the power outage flag is not set to "1" because the power outage processing was not performed properly during the previous power outage (step S104: NO), if the checksum does not match due to a change in the memory state of the main RAM 84 since the previous power outage (step S105: NO), or if the setting value corresponding to the information stored in the setting reference area is not within the normal range (step S106: NO). By setting the game stop flag to "1", the timer interrupt processing (Figure 14) executes the processes in steps S201 to S205, while the process in steps S207 to S220 is not executed by making an affirmative judgment in step S206. As a result, if an information anomaly in the main RAM 84 occurs as described above, the processes for power outage monitoring, updating various counters, and fraud monitoring are executed, but the processes for continuing the game are not executed. By clearing the game stop flag to "0" during the setting value update process, it becomes possible to cancel the state in which an information anomaly in the main RAM84 has been identified when the setting value update process (step S117) is executed.

[0193] Subsequently, the setting update area in the main RAM 84 is set to "1". The setting update area is a memory area where information about the setting value being updated in the setting value update process (step S117) is stored. If the numerical information "1" is stored in the setting update area, the setting value to be updated will be "Setting 1". If the numerical information "2" is stored in the setting update area, the setting value to be updated will be "Setting 2". If the numerical information "3" is stored in the setting update area, the setting value to be updated will be "Setting 3". If the numerical information "4" is stored in the setting update area, the setting value to be updated will be "Setting 4". If the numerical information "5" is stored in the setting update area, the setting value to be updated will be "Setting 5". If the numerical information "6" is stored in the setting update area, the setting value to be updated will be "Setting 6". After that, an update start command is sent to the sound / optical MPU 93. As a result, the display-side MPU 103 is controlled to display an image on the graphic display device 41 that indicates that the setting value update process (step S117) is being executed, an image that makes it possible to recognize the operation content for changing the setting value, and an image that makes it possible to recognize the operation content for ending the setting value update process (step S117).

[0194] During the setting value update process, the value in the setting update area is incremented by 1, provided that the reset button 142 is pressed. This means that each time the reset button 142 is pressed, the setting is updated to one level higher. Furthermore, if the value in the setting update area after incrementing by 1 is 7 or greater, the setting update area is set to "1". This means that if the reset button 142 is pressed once while the setting is "6", it will revert to "1".

[0195] In the setting value update process, the setting key insertion unit 143 determines whether or not the setting key has been used to switch from the ON state to the OFF state. If the setting key insertion unit 143 determines that the setting key has been switched from the ON state to the OFF state, it overwrites the setting value information stored in the setting update area with the setting reference area. As a result, the setting value information resulting from the update in this setting value update process (step S117) is set in the setting reference area, and the setting value corresponding to that set information becomes the current setting value of the pachinko machine 10. After that, the interrupt disable setting is performed. As a result, when the setting value update process (step S117) is completed and the process of starting the supply of operating power in the main process (Figure 13) (steps S101 to S126) is returned, the timer interrupt process (Figure 14) is disabled.

[0196] Subsequently, a RAM clear process is executed. In the RAM clear process, the main RAM 84 is cleared to "0" and initial settings are executed, except for the area in the main RAM 84 where setting value information indicating the setting status of the pachinko machine 10 is set (i.e., the setting reference area), the ceiling counter 131, and the area in the main RAM 84 where information for calculating the payout ratio is stored. As a result, the area indicating whether the win / fail lottery mode is in high probability mode is cleared to "0", so regardless of the win / fail lottery mode immediately before the supply of operating power to the pachinko machine 10 is stopped, the win / fail lottery mode becomes low probability mode. In addition, the situation becomes one in which no game rounds are executed, the opening / closing execution mode is not executed, the general diagram display unit 38a is not showing a variable display, and the general electric mechanism 34a is in a closed state. Also, the special symbol hold area 84a and the general diagram hold area 84c are cleared to "0", so the first hold information, second hold information, and general diagram hold information are erased. Finally, the setting update flag, setting confirmation flag, and setting update area are cleared to "0". Furthermore, during the RAM clear process, the various registers of the main MPU82 are also cleared to "0" before initial setup is performed. This initial setup performs the same process as the internal function register setting process in step S102.

[0197] Even if the setting value update process (step S117) is executed, the initialization of the ceiling counter 131 in the main RAM 84 is not performed, and furthermore, no new settings for the ceiling count, including information on the fixed ceiling count, are made. As a result, even if the setting value update process (step S117) is executed, the remaining ceiling count can be maintained.

[0198] Subsequently, a recovery command for the update is sent to the sound and light side MPU93. This terminates the display of the image indicating that the setting value update process (step S117) is being executed in the pattern display device 41, the image that makes it possible to recognize the operation content for changing the setting value, and the image that makes it possible to recognize the operation content for ending the setting value update process (step S117).

[0199] Returning to the explanation of the main process (Figure 13), if it is determined in step S108 that the reset button 142 has been pressed, and it is determined that the setting key insertion unit 143 has not been turned ON using the setting key (step S116: NO), then it is determined whether or not the game stop flag in the main RAM 84 is set to "1" (step S118). The game stop flag is a flag that is set to "1" if the power outage flag is not set to "1", if the checksum does not match, or if the setting value is abnormal. When the game stop flag is set to "1", the timer interrupt process (Figure 14) executes the processes in steps S201 to S205, while the process in steps S207 to S220 is not executed by making an affirmative determination in step S206. As a result, if the power outage flag is not set to "1" because the power outage processing was not performed properly during the previous power outage, if the checksum does not match due to a change in the memory state of the main RAM84 since the previous power outage, or if the setting value is abnormal, the processes for power outage monitoring, updating various counters, and fraud monitoring will be executed, but the processes for continuing the game will not be executed.

[0200] If the game stop flag is not set to "1" (step S118: NO), the RAM clear process is executed (step S119). In the RAM clear process, the main RAM 84 is cleared to "0" and initial settings are executed, except for the area in the main RAM 84 where setting value information indicating the setting state of the pachinko machine 10 is set (i.e., the setting reference area), the ceiling counter 131, and the area in the main RAM 84 where information for calculating the payout ratio is stored. As a result, the area indicating whether the win / loss lottery mode is in high probability mode is cleared to "0", so the win / loss lottery mode becomes low probability mode regardless of the win / loss lottery mode immediately before the supply of operating power to the pachinko machine 10 is stopped. In addition, the game is not being played, the opening / closing execution mode is not being executed, the regular display unit 38a is not showing a change, and the regular electric mechanism 34a is in a closed state. Additionally, the special symbol hold area 84a and the general symbol hold area 84c are also cleared to "0," thus erasing the first hold information, second hold information, and general symbol hold information. The setting update flag and setting confirmation flag are also cleared to "0." Furthermore, during the RAM clear process, the various registers of the main MPU 82 are also cleared to "0" before initial setup is performed. This initial setup performs the same processing as the internal function register setting process in step SB102.

[0201] Even if the RAM clear process (step S119) is executed, the initialization of the ceiling counter 131 in the main RAM 84 is not performed, and furthermore, no new settings for the ceiling count, including the fixed ceiling count information, are made. As a result, even if the RAM clear process (step S119) is executed, the remaining ceiling count can be maintained.

[0202] Subsequently, a reset command is sent to the sound / optical MPU 93 (step S120). Upon receiving the reset command, the sound / optical MPU 93 determines that the processing for starting the supply of operating power (steps S101 to S126) has been completed in the main MPU 82, and also determines that the RAM clearing process (step S119) was executed in this power supply start-up process (steps S101 to S126).

[0203] In the main process (Figure 13), if a negative determination is made in any of steps S104 to S106, that is, if the power outage flag is not set to "1", if the checksum does not match, or if the setting value is abnormal, the game stop flag in the main RAM 84 is set to "1" (step S121). As already explained, when the game stop flag is set to "1", the timer interrupt process (Figure 14) executes the processes in steps S201 to S205, while the positive determination in step S206 prevents the execution of the processes in steps S207 to S220. As a result, if the power outage flag is not set to "1" because the power outage processing was not performed properly during the previous power outage, if the checksum does not match due to a change in the memory state of the main RAM 84 since the previous power outage, or if the setting value is abnormal, the processes for power outage monitoring, updating various counters, and fraud monitoring will be executed, but the processes for advancing the game will not be executed.

[0204] Subsequently, the ceiling counter 131 of the main RAM 84 is set to 500, which is the fixed ceiling count (step S122). As already explained, the setting value update process (step S117) is executed, but even if it is executed, initialization of the ceiling counter 131 of the main RAM 84 is not performed, and furthermore, no new settings for the ceiling count, including the fixed ceiling count information, are made. Therefore, even if the setting value update process (step S117) is executed to release the game stop state caused by the information anomaly in the main RAM 84, the information in the ceiling counter 131 remains unchanged. On the other hand, if it is determined that an information anomaly has occurred in the main RAM 84 and the game stop flag of the main RAM 84 is set to "1", the ceiling counter 131 is set to 500, which is the fixed ceiling count. As a result, even if the information in the ceiling counter 131 is overwritten when an information anomaly occurs in the main RAM 84, it is possible to reset the information in the ceiling counter 131 to 500, which is the fixed ceiling count.

[0205] Subsequently, it is determined whether the reset button 142 is pressed (step S123). If the reset button 142 is not pressed (step S123: NO), an abnormality command is sent to the sound / light side MPU 93 indicating that an abnormality occurred regarding the power outage flag, checksum, or setting value at the start of power supply (step S124). Upon receiving this abnormality command, the sound / light side MPU 93 illuminates the display light-emitting unit 64 in a manner corresponding to the information abnormality at the start of power supply, and outputs the voice message "Please change the settings." from the speaker unit 65. In addition, the text image "Please change the settings." is displayed on the pattern display device 41. These notifications are maintained until the power supply to the pachinko machine 10 is stopped, and terminate when the power supply to the pachinko machine 10 is stopped. However, even if the power supply to the pachinko machine 10 is temporarily stopped, the above notification will be restarted when the power supply to the pachinko machine 10 is resumed, until the setting value update process (step S117) is executed.

[0206] After that, external output processing during an abnormality is executed (step S125). In the external output processing during an abnormality, processing for externally outputting an abnormality signal to the management computer of the game hall is executed. In this case, the signal output of the abnormality signal is performed over a predetermined period (for example, 100 milliseconds). However, it is not limited to this, and in a situation where the game stop flag is set to "1", the signal output of the abnormality signal may be continued, and the signal output of the abnormality signal may be stopped when the game stop flag is cleared to "0".

[0207] When the reset button 142 is being pressed (step S123: YES), it is determined whether or not the setting key insertion unit 143 is being turned on using the setting key (step S116). When the reset button 142 is being pressed and the setting key insertion unit 143 is being turned on using the setting key (steps S116 and step S123: YES), setting value update processing is executed (step S117). The content of the setting value update processing is as already described. That is, when operating power is supplied to the main MPU 82 in a situation where a "setting change operation" has been performed, even if a negative determination is made in any of steps S104 to step S106 due to an abnormality occurring in the main RAM 84, setting value update processing (step S117) is executed. Thereby, it becomes possible to prioritize the change of the setting value. Also, in the setting value update processing (step S117), the game stop flag is cleared to "0" as already described. Thereby, when the setting value update processing (step S117) is executed, after the update of the setting value is completed, it becomes possible to eliminate the state where an abnormality has occurred in the main RAM 84.

[0208] On the other hand, when the reset button 142 is being pressed but the setting key insertion part 143 is not being turned on (step S123: YES, step S116: NO), it is determined whether or not "1" is set in the game stop flag of the main-side RAM 84 (step S118). In the process of step S118 after "1" is set in the game stop flag in step S121, it is needless to say that "1" is set in the game stop flag, so an affirmative determination is made in step S118. In this case, an abnormal command is transmitted to the sound and light side MPU 93 in step S124 and an abnormal signal is externally output in step S125.

[0209] That is, when an abnormality occurs regarding the power failure flag, checksum, and set value and a negative determination is made in any of steps S104 to step S106, even if the supply of operating power to the main-side MPU 82 is started in a situation where a "RAM clear operation" is being performed, the RAM clear process (step S119) is not executed. Also, even when the supply of operating power to the main-side MPU 82 is started in a situation where the game stop flag is set to "1" and a "RAM clear operation" is being performed, the RAM clear process (step S119) is not executed. Thereby, it becomes possible to prevent the state where "1" is set in the game stop flag from being resolved even if the supply of operating power to the main-side MPU 82 is started in a situation where a "RAM clear operation" is being performed. On the other hand, when a "setting change operation" is being performed, the set value update process (step S117) is executed regardless of whether or not "1" is set in the game stop flag, and the game stop flag is cleared to "0" in the set value update process (step S117). Thereby, it becomes necessary to execute the set value update process (step S117) in order to resolve the state where "1" is set in the game stop flag. Therefore, when an information abnormality occurs in the main-side RAM 84, it becomes possible not only to perform a process for initializing a part of the main-side RAM 84 but also to require the resetting of the set value.

[0210] When the game stop flag is set to "1" and power is supplied to the main MPU 82, if no "setting change operation" has been performed, i.e., "no operation", or if a "RAM clear operation" or "setting confirmation operation" has been performed, a positive determination is made in step S109 or step S118, an abnormality command is sent in step S124, and an external output process for abnormalities is executed in step S125. As a result, when the game stop flag is set to "1", regardless of the processing results of steps S104 to S106 in the subsequent main processing, unless the setting value update process (step S117) is executed, an abnormality notification and external output to the outside of the pachinko machine 10 will be performed each time power is supplied to the main MPU 82. Therefore, it is possible to make the administrator of the gaming hall aware that the setting value should be changed.

[0211] If the process in step S112 is executed, or if the process in step S115 is executed, or if the process in step S117 is executed, or if the process in step S120 is executed, the startup flag of the main RAM 84 is cleared to "0" (step S126). Because the startup flag is cleared to "0", if the timer interrupt process (Figure 14) is activated, a negative check is made in step S206, which means that not only the processes in steps S201 to S205 but also the processes in steps S207 to S220 will be executed, and the state in which the processes necessary to advance the game are not executed is resolved. In addition, the power outage flag of the main RAM 84 is also cleared to "0" in step S126.

[0212] Subsequently, the process proceeds to the residual processing steps S127 to S130. In other words, the main MPU 82 is configured to periodically execute timer interrupt processing (Figure 14), but residual time occurs between one timer interrupt processing and the next. This residual time will vary depending on the processing completion time of the timer interrupt processing, and the residual processing steps S127 to S130 are repeatedly executed using this irregular time. In this respect, the residual processing steps S127 to S130 can be said to be an irregular process that is executed irregularly.

[0213] In the remaining processing, first, in step S127, the interrupt disable setting is performed to prevent the occurrence of timer interrupt processing (Figure 14). In the following step S128, a random number initial value update process is executed to update the random number initial value counter CINI, and in step S129, a variation counter update process is executed to update the variation type counter CS. In these update processes, the current numerical information is read from the corresponding counter in the main RAM 84, the read numerical information is incremented by 1, and then the original counter is overwritten. In this case, if the counter value exceeds the maximum value, it is cleared to "0". After that, in step S130, the interrupt enable setting is performed to switch from a state where the occurrence of timer interrupt processing (Figure 14) is prohibited to a state where it is enabled. If the process in step S130 is executed, the process returns to step S127 and steps S127 to S130 are repeated.

[0214] <Timer interrupt handling> Next, the timer interrupt process will be explained with reference to the flowchart in Figure 14. The timer interrupt process is repeatedly activated with a period of 4 msec.

[0215] First, the power outage monitoring process is executed (step S201). In the power outage monitoring process, the power outage monitoring board 85 monitors whether or not a power outage signal corresponding to the occurrence of a power interruption has been received. If a power outage is identified, the power outage processing is executed, followed by an infinite loop. In the power outage processing, the power outage flag in the main RAM 84 is set to "1", a checksum is calculated, and the calculated checksum is saved.

[0216] Subsequently, the random number update process for the lottery is executed (step S202). In the random number update process for the lottery, the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the normal random number counter C4 are updated. Specifically, the current numerical information is read sequentially from the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the normal random number counter C4, and after incrementing each of the read numerical values ​​by 1, the original counters are overwritten. In this case, when the counter value exceeds the maximum value, it is cleared to "0". Subsequently, in step S203, the random number initial value update process is executed in the same way as step S128 of the main process (Figure 13), and in step S204, the variable counter update process is executed in the same way as step S129 of the main process (Figure 13).

[0217] Subsequently, a fraud detection process is executed to monitor whether or not a predetermined event, which is set as a target for monitoring fraudulent activity, has occurred (step S205). In this fraud detection process, the occurrence of multiple types of events is monitored, and upon confirming that a predetermined event has occurred, the game stop flag provided in the main RAM 84 is set to "1".

[0218] Subsequently, it is determined whether "1" is set in either the game stop flag or the startup processing flag of the main RAM 84 (step S206). If "1" is set in either the game stop flag or the startup processing flag (step S206: YES), this timer interrupt process is terminated without executing the processes in steps S207 to S220. This makes it possible to perform power outage monitoring, random number updating, and fraud monitoring in the timer interrupt process (Figure 14) when "1" is set in either the game stop flag or the startup processing flag, while preventing the processes in steps S207 to S220 that would allow the game to proceed from being executed.

[0219] If neither the game stop flag nor the startup processing flag is set to "1" (step S206: NO), the processes to advance the game in steps S207 to S220 are executed. Specifically, the port output process is executed first (step S207). In the port output process, if output information was set in the previous timer interrupt process, the process is executed to output the corresponding output information to the various drive units 32b and 34b. For example, if information is set to switch the special electric prize device 32 to the open state, the output of a drive signal to the special electric drive unit 32b is started, and if information is set to switch it to the closed state, the output of the drive signal is stopped. Also, if information is set to switch the regular electric mechanism 34a of the second operating port 34 to the open state, the output of a drive signal to the regular electric drive unit 34b is started, and if information is set to switch it to the closed state, the output of the drive signal is stopped.

[0220] Subsequently, a reading process is performed (step S208). In the reading process, signals other than the power outage signal and the prize winning signal are read, and the read information is stored for use in subsequent processing. Subsequently, a ball entry detection process is performed (step S209). In this ball entry detection process, signals received from each prize winning detection sensor 86a to 86e are read, and processing is performed to determine whether or not a ball has entered the general prize winning opening 31, the special electric prize winning device 32, the first operating opening 33, the second operating opening 34, and the through gate 35.

[0221] Subsequently, a timer update process is executed to update the numerical information of multiple types of timer counters provided in the main RAM 84 (step S210). In this case, the configuration is to aggregate and handle timer counters whose stored numerical information is updated by subtraction, but it is also possible to aggregate and perform updates for both subtraction-type timer counters and addition-type timer counters.

[0222] Subsequently, a launch control process is performed to control the launch of the game balls (step S211). As long as the launch operation is being continued with the launch operation device 28, one game ball is launched every 0.6 seconds to achieve a predetermined launch cycle, as previously explained.

[0223] Subsequently, as part of the input state monitoring process, based on the information read in the reading process of step S208, the system checks for disconnections in each prize detection sensor 86a to 86e and confirms that the gaming machine body 12 and the front door frame 14 are open (step S212).

[0224] Subsequently, a special feature and special power control process is executed to control the execution of game rounds and the execution of the opening and closing execution mode (step S213), and a normal diagram and normal power control process is executed to control the display of the normal diagram display unit 38a and the execution of the normal power opening state (step S214). These special feature and special power control processes and the normal diagram and normal power control process will be explained in detail later.

[0225] In the following step S215, based on the processing results of the preceding steps S213 and S214, output information is set to reflect the increase or decrease in the number of first reserved information in the first special feature reserved display unit 37c, output information is set to reflect the increase or decrease in the number of second reserved information in the second special feature reserved display unit 37d, and output information is set to reflect the increase or decrease in the number of reserved information on the general display side in the general display reserved display unit 38b. Also in step S215, based on the processing results of the preceding steps S213 and S214, output information is set to update the display contents of the first special feature display unit 37a and the second special feature display unit 37b, and output information is set to update the display contents of the general display unit 38a.

[0226] Subsequently, the contents of the commands and signals received from the payout control device 77 are checked, and a payout status reception process is executed to perform processing corresponding to the check results (step S216). In addition, a payout output process is executed to set the prize ball command as the output target (step S217). Furthermore, an external information setting process is executed to control the start and end of the output of external signals according to the processing results of the various processes executed in this timer interrupt process (step S218).

[0227] After that, setting monitoring processing is executed (step S219). In the setting monitoring processing, it is determined whether the information of the set value stored in the setting reference area of the main RAM 84 is any one of "1" to "6", thereby determining whether the set value set as the use target is any one of "Setting 1" to "Setting 6". When the information of the set value stored in the setting reference area is "0" or 7 or more, it means that the set value set as the use target is abnormal, so "1" is set in the game stop flag of the main RAM 84. As a result, the game cannot be advanced until the set value of the use target is newly set in the set value update processing (step S117). After that, management processing is executed (step S220). In the management processing, processing for storing the game history for calculating the role ratio, processing for calculating the role ratio using the stored game history, and processing for displaying the calculated role ratio on the notification display device 141 are executed.

[0228] <General Drawing General Power Control Processing> Next, the general drawing general power control processing executed in step S214 of the timer interrupt processing (FIG. 14) will be described while referring to the flowchart of FIG. 15.

[0229] When a winning occurs in the through gate 35 (step S301: YES), and on the condition that the number of the general drawing side hold information stored in the first area 114a to the fourth area 114d of the general drawing hold area 84c is less than the upper limit number of 4 (step S302: NO), the storage processing to the general drawing hold area 84c is executed (step S303). In the storage processing, the numerical information of the general power random number counter C4 is used as the general drawing side hold information, and is stored in the area with the earlier digestion order among the areas in the first area 114a to the fourth area 114d of the general drawing hold area 84c where the general drawing side hold information is not stored. When the general drawing side hold information is acquired, data setting is performed so that the display content of the general drawing hold display unit 38b is updated in accordance with the increase in the number of the general drawing side hold information this time.

[0230] If a negative determination is made in step S301, if a positive determination is made in step S302, or if the process in step S303 is executed, the general-purpose power address table stored in the main ROM 83 is read (step S304). The general-purpose power address table contains the starting address of the program for executing the process corresponding to the numerical information of the general-purpose power counter. The general-purpose power counter is a counter used by the main MPU 82 to identify the processing content to be executed in the general-purpose power control process.

[0231] The regular power counter can take values ​​from "0" to "3", and each value from "0" to "3" corresponds to a different process (steps S307 to S310). Specifically, if the value of the regular power counter is "0", the regular power change start process (step S307), which starts the change display cycle in the regular power display unit 38a, is executed. If the value of the regular power counter is "1", the regular power change in progress process (step S308), which advances the change display cycle in the regular power display unit 38a, is executed. If the value of the regular power counter is "2", the regular power confirmation process (step S309), which ends the change display cycle in the regular power display unit 38a, is executed. If the value of the regular power counter is "3", the regular power control process (step S310), which controls the regular power open state of the regular power mechanism 34a in the second operation port 34, is executed.

[0232] In the regular power control process, after reading the regular power address table (step S304), the starting address corresponding to the information of the regular power counter is obtained from the regular power address table (step S305), and the process indicated by the obtained starting address is jumped to (step S306). The processes in steps S307 to S310 will be explained individually below.

[0233] <Processing to initiate normal graph fluctuations> First, the process of starting the general diagram change in step S307 will be explained with reference to the flowchart in Figure 16.

[0234] In the general diagram change start process, the data setting process is executed (step S402) on the condition that the general diagram hold information is stored in the general diagram hold area 84c (step S401: YES). In the data setting process, the data stored in the first area 114a of the general diagram hold area 84c is moved to the execution area 115 for the general diagram. After that, a process is executed to shift the data stored in the storage area of ​​the general diagram hold area 84c. This data shift process shifts the data stored in the first to fourth areas 114a to 114d sequentially to the lower areas, specifically shifting the data within each area from the second area 114b to the first area 114a, the third area 114c to the second area 114b, the fourth area 114d to the third area 114c, and so on. Then, the fourth area 114d is cleared to "0". In addition, the data setting process performs data setting so that the display content of the general diagram hold display unit 38b is updated in accordance with the decrease in the number of hold information on the general diagram side.

[0235] Subsequently, it is determined whether the current state is the open / close execution mode (step S403). If it is not the open / close execution mode, it is determined whether the first high-frequency flag provided in the main RAM 84 is set to "1" (step S404). The first high-frequency flag is a flag used by the main MPU 82 to identify whether the support mode is the first high-frequency support mode. The first high-frequency flag is set to "1" when a transition to the first high-frequency support mode occurs, and is cleared to "0" when the first high-frequency support mode ends.

[0236] If the system is in opening / closing execution mode (step S403: YES), the low probability table for the normal diagram side is read from the main ROM 83 to the main RAM 84 (step S405). Also, if the system is not in opening / closing execution mode but the first high-frequency flag is not set to "1" (step S404: NO), that is, if the support mode is the low-frequency support mode or the second high-frequency support mode, the low probability table for the normal diagram side is read from the main ROM 83 to the main RAM 84 (step S405). On the other hand, if the system is not in opening / closing execution mode and the first high-frequency flag is set to "1" (step S404: YES), that is, if the support mode is the first high-frequency support mode, the high probability table for the normal diagram side is read from the main ROM 83 to the main RAM 84 (step S406). The low probability table for the normal diagram side and the high probability table for the normal diagram side each contain the value of the normal electric random number counter C4 that results in an electric function opening win. In this case, the high-probability table for the normal diagram side has a larger number of values ​​set for the normal electric random number counter C4 that result in an electric bonus activation than the low-probability table for the normal diagram side. As a result, the probability of an electric bonus activation is higher when the high-probability table for the normal diagram side is referenced than when the low-probability table for the normal diagram side is referenced. In other words, the normal diagram win / fail judgment process (step S407) described later has a high-probability mode and a low-probability mode for the normal diagram side, so that the probability of an electric bonus activation is relatively high or low. The low-probability table for the normal diagram side is set so that the probability of an electric bonus activation is 1 / 2, and the high-probability table for the normal diagram side is set so that the probability of an electric bonus activation is 4 / 5, but these probabilities for an electric bonus activation are arbitrary as long as the probability of an electric bonus activation is higher in the high-probability mode for the normal diagram side than in the low-probability mode for the normal diagram side.

[0237] If the process in step S405 or step S406 is executed, the general diagram validity determination process is executed (step S407). In the general diagram validity determination process, the numerical information of the general electric random number counter C4 in the general diagram hold information that is the target of this general diagram validity determination process is compared with the table read in step S405 or S406.

[0238] If the result of the regular diagram win / loss determination process is that the electric function has been opened (step S408: YES), the stop result setting process for the regular diagram win result is executed (step S409). Specifically, information on the stop pattern of the regular diagram win result symbols to be displayed in the regular diagram display unit 38a in the current variation display round is read from the main ROM 83 to the main RAM 84. Note that one type of symbol stop pattern may be set as the stop pattern for the regular diagram win result symbols, or multiple types of symbol stop patterns may be set.

[0239] If the result of the normal diagram win / loss determination process is not a win for the electric function release (step S408: NO), the stop result setting process for the normal diagram loss result is executed (step S410). Specifically, information on the stopping pattern of the symbols for the normal diagram loss result that will be ultimately displayed on the normal diagram display unit 38a in the current display continuation round is read from the main ROM 83 to the main RAM 84. The information on the pattern of symbols selected in this case is different from the information on the stopping pattern of the symbols for the normal diagram win result.

[0240] If the process in step S409 or step S410 is executed, it is determined whether the current state is the open / close execution mode (step S411). If it is not the open / close execution mode, it is determined whether either the first high-frequency flag or the second high-frequency flag provided in the main RAM 84 is set to "1" (step S412). As already explained, the first high-frequency flag is a flag used by the main MPU 82 to identify whether the support mode is the first high-frequency support mode. When a transition to the first high-frequency support mode occurs, the first high-frequency flag is set to "1", and when the first high-frequency support mode ends, the first high-frequency flag is cleared to "0". The second high-frequency flag is a flag used by the main MPU 82 to identify whether the support mode is the second high-frequency support mode. When a transition to the second high-frequency support mode occurs, the second high-frequency flag is set to "1", and when the second high-frequency support mode ends, the second high-frequency flag is cleared to "0".

[0241] If the switch is in open / close execution mode (step S411: YES), information corresponding to a long duration of 10 seconds for the current variable display cycle in the general display unit 38a is set in the general display timer counter provided in the main RAM 84 (step S413). Also, if neither the first high-frequency flag nor the second high-frequency flag is set to "1" (step S412: NO), that is, if the support mode is the low-frequency support mode, information corresponding to a long duration of 10 seconds for the current variable display cycle in the general display unit 38a is set in the general display timer counter provided in the main RAM 84 (step S413). The numerical information set in the general display timer counter is updated in the timer update process of step S210 in the timer interrupt processing (Figure 14). As a result, if the switch is in open / close execution mode or the support mode is the low-frequency support mode, the variable display cycle in the general display unit 38a will be performed over a relatively long duration.

[0242] If the opening / closing execution mode is not selected, and either the first high-frequency flag or the second high-frequency flag is set to "1" (step S412: YES), that is, if the support mode is the first high-frequency support mode or the second high-frequency support mode, then information corresponding to a short duration of 1 second for the duration of the variable display cycles in the current general display unit 38a is set in the general display timer counter of the main RAM 84 (step S414). As a result, when the support mode is the first high-frequency support mode or the second high-frequency support mode, the variable display cycles in the general display unit 38a are performed over a relatively short duration.

[0243] Subsequently, the display of the changing patterns in the regular diagram display unit 38a is started (step S415). A regular diagram pattern change display table is pre-stored in the main ROM 83 as a table referenced by the main MPU 82 when the regular diagram display unit 38a displays the changing patterns. When the regular diagram display unit 38a performs the display of changing patterns, the same pattern change display table is used regardless of the result of the regular diagram win / failure determination process. When the regular diagram display unit 38a performs the display of changing patterns, the display of changing patterns according to a predetermined pattern is repeated, and the regular diagram pattern change display table has control data for one cycle of the display of changing patterns according to that predetermined pattern. Therefore, when the regular diagram display unit 38a performs the display of changing patterns, the regular diagram pattern change display table is repeatedly used until just before the confirmation display is made. Subsequently, the value of the regular diagram regular counter is incremented by 1 (step S416). As a result, the value of the regular diagram regular counter becomes "1", which corresponds to the regular diagram pattern change processing (step S308).

[0244] <Processing during normal diagram fluctuations> Next, we will explain the process during normal diagram variation in step S308 of the normal diagram normal power control process (Figure 15).

[0245] In the regular diagram variation processing, it is determined whether the regular diagram display unit 38a is in the process of displaying a variation of the symbols but before the confirmation display. Specifically, it is determined that the timing is before the confirmation display if the value of the regular diagram timer counter, which measures the duration of the current variation display, is 0.4 seconds remaining. If it is before the confirmation display, processing is performed to regularly change the display pattern of the symbols in the regular diagram display unit 38a. This regular change continues until it is time to start the confirmation display. Furthermore, this regular change is performed in a consistent manner regardless of whether the result of the regular diagram win / failure determination processing (step S407) is a win or a loss. When it is time to display the confirmation, the display pattern of the symbols in the regular diagram display unit 38a is changed to a stop pattern corresponding to the result of the current regular diagram win / failure determination processing. This stop pattern corresponds to the stop pattern read into the main RAM 84 in step S409 or step S410 of the regular diagram variation start processing (Figure 16). Then, by incrementing the value of the regular diagram electric counter by 1, the value of the counter is updated to correspond to the regular diagram confirmation processing.

[0246] <Processing to finalize the general map> Next, the process of confirming the diagram in step S309 of the general diagram general power control process (Figure 15) will be explained with reference to the flowchart in Figure 17.

[0247] Step S501 determines whether the confirmed display period (specifically 0.4 seconds) for the current variable display has elapsed by checking whether the value of the timer counter on the regular display side, which measures the duration of the current variable display, is "0". If the confirmed display period has elapsed (Step S501: YES), it is determined whether the result of the regular display success / failure judgment process for the current variable display is a win for the electric power release (Step S502). If it is not a win for the electric power release (Step S502: NO), the value of the regular display regular power counter is cleared to "0" (Step S503), and then the regular display confirmation process ends. As a result, the value of the regular display regular power counter corresponds to the regular display variable start process.

[0248] If the electric power supply is opened (step S502: YES), it is determined whether the current state is in opening / closing execution mode (step S504). If it is not in opening / closing execution mode, it is determined whether either the first high-frequency flag or the second high-frequency flag of the main RAM 84 is set to "1" (step S505). If it is in opening / closing execution mode (step S504: YES), the processes in steps S506 to S508 are executed. Also, if it is not in opening / closing execution mode but neither the first high-frequency flag nor the second high-frequency flag is set to "1" (step S505: NO), that is, if the support mode is low-frequency support mode, the processes in steps S506 to S508 are executed.

[0249] In steps S506 to S508, first, the normal power release counter in the main RAM 84 is set to "1" (step S506). Also, the normal power entry counter in the main RAM 84 is set to "10" (step S507). In addition, information corresponding to the duration of the short opening on the normal power side, which is 0.7 seconds, is set in the normal power timer counter of the main RAM 84 (step S508). The normal power release counter is a counter used by the main MPU 82 to determine the number of times the normal power mechanism 34a of the second operation port 34 is opened in the current normal power release state. The normal power entry counter is a counter used by the main MPU 82 to determine whether the number of game balls that have entered the second operation port 34 in the current normal power release state has reached the upper limit of 10 on the normal power side.

[0250] As a result of the execution of steps S506 to S508, the execution mode of the normal power opening state that occurs in the low-frequency support mode becomes the low-expectancy mode. In other words, in the normal power opening state of the low-expectancy mode, the normal power mechanism 34a opens briefly once. As already explained, the launch cycle of the game balls is 0.6 seconds, so when the normal power mechanism 34a opens briefly once, basically no game balls enter the second operating port 34, or if they do, only about one ball enters.

[0251] If the opening / closing execution mode is not selected, and either the first high-frequency flag or the second high-frequency flag is set to "1" (step S505: YES), that is, if the support mode is the first high-frequency support mode or the second high-frequency support mode, then the normal power opening counter of the main RAM 84 is set to "3" (step S509), the normal power entry counter of the main RAM 84 is set to "10" (step S510), and information corresponding to the duration of the long opening of the normal power side, which is 2 seconds, is set in the normal power timer counter of the main RAM 84 (step S511). As a result of the execution of steps S509 to S511, the execution mode of the normal power opening state that occurs in the first high-frequency support mode or the second high-frequency support mode becomes the high-expectancy mode. In other words, in the normal power opening state of the high-expectancy mode, the long opening of the normal power mechanism 34a occurs 3 times. As already explained, the launch cycle for the game balls is 0.6 seconds, so when the normal power mechanism 34a opens for a long time once, approximately 3 game balls can enter the second operating port 34. In the high-expectancy mode, the normal power opening state occurs three times, with the second operating port 34 in a closed state on the normal power side in between. Therefore, when the high-expectancy mode's normal power opening state occurs, approximately 9 game balls can enter. Note that the normal power opening state ends when the number of game balls entering the second operating port 34 reaches the normal power side's upper limit of 10, so when the high-expectancy mode's normal power opening state occurs, the normal power opening state may end when the upper limit of game balls on the normal power side enters the second operating port 34.

[0252] When the process in step S507 or step S510 is executed, the output of a drive signal to the drive unit 34b for normal operation is started, thereby opening the normal operation device 34a of the second operation port 34. Subsequently, the value of the normal operation counter is incremented by 1, updating the value of the counter to one that corresponds to the normal operation control process.

[0253] <General Electricity Control Processing> Next, the regular power control process in step S310 of the regular power control process (Figure 15) will be explained.

[0254] In the normal power control process, if a prize is awarded to the second operating port 34, a value corresponding to the number of prizes awarded is subtracted from the value of the normal power award counter in the main RAM 84. If the value of the normal power award counter is "0", the value of the normal power release counter in the main RAM 84 is cleared to "0", and the output of the drive signal to the normal power drive unit 34b is stopped, thereby closing the second operating port 34. The value of the normal power counter is then cleared to "0". As a result, the process to be executed in the next processing cycle of the normal power control process becomes the normal power variation start process (step S307).

[0255] If no win has occurred at the second operating port 34, or if the value of the normal power win counter is not "0", it is determined whether the value of the normal power timer counter in the main RAM 84 is "0". If the value of the normal power timer counter is "0", the second operating port 34 is closed by stopping the output of the drive signal to the normal power drive unit 34b. Then, the value of the normal power open counter in the main RAM 84 is deducted by 1, and it is determined whether the value of the normal power open counter after the deduction is "0". If the value of the normal power open counter after the deduction is 1 or more, the second operating port 34 is kept closed for the normal power interval period (specifically 1 second), and then the second operating port 34 is opened by outputting the drive signal to the normal power drive unit 34b again. In addition, information corresponding to the duration of the long open period on the normal power side, which is 2 seconds, is set in the normal power timer counter of the main RAM 84. As a result, the second operating port 34 opens again, and the duration of this open state is set to 2 seconds, which is the duration of the long opening on the normal power side. If the value of the normal power opening counter after the 1-counter decrement is "0", the value of the normal power counter is cleared to "0". As a result, the process to be executed in the next processing cycle of the normal power control process becomes the normal power variation start process (step S307).

[0256] <Special Electrical Control Processing> Next, the special electrical control processing performed in step S213 of the timer interrupt processing (Figure 14) will be explained with reference to the flowchart in Figure 18.

[0257] First, the process for acquiring pending information is executed (step S601). In the process for acquiring pending information, as shown in the flowchart of Figure 19, if a prize has been awarded to the first operating port 33 (step S701: YES), and the number of first pending information stored in the first special symbol pending area 111 is less than the upper limit of the number of stored items (step S702: YES), the process for acquiring the first pending information is executed.

[0258] In the process for acquiring the first reserved information, the value of the first special symbol reserved counter provided in the main RAM 84 is first incremented by 1 in order for the main MPU 82 to determine the number of unprocessed first reserved information stored in the first special symbol reserved area 111 (step S703). The display content of the first special symbol reserved display unit 37c in the special symbol unit 37 is adjusted according to the value of the first special symbol reserved counter. As a result, the display content of the first special symbol reserved display unit 37c corresponds to the number of first reserved information stored in the first special symbol reserved area 111. Subsequently, the values ​​of the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in the first memory area of ​​the first special symbol reserved area 111, that is, the memory area corresponding to the number of reserved memories incremented by 1 in step S703 (step S704). After that, the first reserved command is transmitted to the sound and light side MPU 93 (step S705). As a result, the display-side MPU 103 controls the display of the symbol display device 41 so that the display content of the first hold display area 42a of the symbol display device 41 corresponds to the increase in the first hold information.

[0259] If a negative result is obtained in step S701, if a negative result is obtained in step S702, or if the process in step S705 is executed, a prize has been awarded to the second operation port 34 (step S706: YES), and provided that the number of second reserve information stored in the second special symbol reserve area 112 is less than the upper limit of the number of stored items (step S707: YES), the process to obtain the second reserve information is executed.

[0260] In the process for acquiring the second reserved information, first, the value of the second special symbol reserved counter provided in the main RAM 84 is incremented by 1 in order for the main MPU 82 to determine the number of unprocessed second reserved information stored in the second special symbol reserved area 112 (step S708). The display content of the second special symbol reserved display unit 37d in the special symbol unit 37 is adjusted according to the value of the second special symbol reserved counter. As a result, the display content of the second special symbol reserved display unit 37d corresponds to the number of second reserved information stored in the second special symbol reserved area 112. Subsequently, the values ​​of the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in the first memory area of ​​the second special symbol reserved area 112, that is, the memory area corresponding to the number of reserved memories incremented by 1 in step S708 (step S709). After that, the second reserved command is sent to the sound and light side MPU 93 (step S710). As a result, the display-side MPU 103 controls the display of the symbol display device 41 so that the display content of the second hold display area 42b of the symbol display device 41 corresponds to the increase in second hold information.

[0261] Returning to the explanation of the special drawing and special electric control processing (Figure 18), after the process of acquiring the pending information is executed in step S601, the numerical information of the special drawing and special electric counter provided in the main RAM 84 is read (step S602), and the special drawing and special electric address table provided in the main ROM 83 is read (step S603). Then, the start address corresponding to the numerical information of the special drawing and special electric counter is obtained from the special drawing and special electric address table (step S604), and the process indicated by the obtained start address is jumped (step S605).

[0262] The special-purpose counter is a counter used by the main MPU82 to determine which of the processes in steps S606 to S612 in the special-purpose control process should be executed. The special-purpose address table contains the starting addresses of the programs for executing each of the processes in steps S606 to S612, corresponding to the numerical information of the special-purpose counter. If the value of the special symbol and electric power counter is "0", the program jumps to the special symbol variation start process in step S606; if the value of the special symbol and electric power counter is "1", the program jumps to the special symbol variation in process in step S607; if the value of the special symbol and electric power counter is "2", the program jumps to the special symbol confirmation in process in step S608; if the value of the special symbol and electric power counter is "3", the program jumps to the special power start process in step S609; if the value of the special symbol and electric power counter is "4", the program jumps to the special power release in process in step S610; if the value of the special symbol and electric power counter is "5", the program jumps to the special power closing in process in step S611; and if the value of the special symbol and electric power counter is "6", the program jumps to the special power end process in step S612. The processes from step S606 to step S612 will be explained individually below.

[0263] <Special Feature Fluctuation Start Processing> First, the special symbol variation start process in step S606 will be explained with reference to the flowchart in Figure 20. Note that the special symbol variation start process is not executed when a game round has already been played or when the opening / closing execution mode is being executed.

[0264] In the special feature variation start process, if the second reserve information is not stored in the second special feature reserve area 112 and the first reserve information is stored in the first special feature reserve area 111 (step S801: YES, step S802: NO), the first data setting process is executed (step S803). In the first data setting process, the data stored in the first area 111a of the first special feature reserve area 111 is moved to the execution area 113 for special features. After that, a process is executed to shift the data stored in the memory area of ​​the first special feature reserve area 111. This data shift process shifts the data stored in the first to fourth areas 111a to 111d sequentially to the lower areas, specifically shifting the data within each area from the second area 111b to the first area 111a, the third area 111c to the second area 111b, the fourth area 111d to the third area 111c, and so on. Then, the fourth area 111d is cleared to "0". Subsequently, the value of the first special symbol hold counter in the main RAM 84 is deducted by 1. As a result, the display content of the first special symbol hold display unit 37c in the special symbol unit 37 is changed to reflect the reduction of one first hold information. In addition, during this data setting process, a first decrease command indicating that the first hold information in the first special symbol hold area 111 has decreased by one is sent to the sound and light side MPU 93. As a result, the display side MPU 103 controls the display of the symbol display device 41 so that the display content of the first hold display area 42a of the symbol display device 41 corresponds to the decrease in the first hold information.

[0265] On the other hand, if the second reserved information is stored in the second special feature reserved area 112 (steps S801 and S802: YES), the second data setting process is executed (step S804) even if the first reserved information, which was acquired before the second reserved information, is stored in the first special feature reserved area 111. In the second data setting process, the data stored in the first area 112a of the second special feature reserved area 112 is moved to the execution area 113 for special features. After that, a process is executed to shift the data stored in the storage area of ​​the second special feature reserved area 112. This data shift process shifts the data stored in the first to fourth areas 112a to 112d sequentially to the lower areas. Specifically, the data within each area is shifted as follows: second area 112b → first area 112a, third area 112c → second area 112b, fourth area 112d → third area 112c, and so on. Then, the fourth area 112d is cleared to "0". Subsequently, the value of the second special symbol hold counter in the main RAM 84 is deducted by 1. As a result, the display content of the second special symbol hold display unit 37d in the special symbol unit 37 is changed to reflect the reduction of one second hold information. In addition, during this data setting process, a second reduction command indicating that one second hold information has been reduced in the second special symbol hold area 112 is sent to the sound and light side MPU 93. As a result, the display side MPU 103 controls the display of the symbol display device 41 so that the display content of the second hold display area 42b of the symbol display device 41 corresponds to the reduction in second hold information.

[0266] As described above, if the second reserved information is stored, even if the first reserved information, which was acquired before the second reserved information, is stored, the second reserved information will be shifted to the execution area 113 for special symbols. As a result, the second reserved information will be processed with priority over the first reserved information as the target for starting a game round.

[0267] If the process in step S803 or step S804 is executed, the win / failure determination process is executed (step S805). In the win / failure determination process, if the win / failure lottery mode is the low probability mode and the target of the start of the game round is the first reserved information, the first win / failure table 121 for low probability (see Figure 9(a)) is read from the main ROM 83 to the main RAM 84. If the win / failure lottery mode is the low probability mode and the target of the start of the game round is the second reserved information, the second win / failure table 122 for low probability (see Figure 9(b)) is read from the main ROM 83 to the main RAM 84. If the win / failure lottery mode is the high probability mode, the win / failure table 123 for high probability (see Figure 9(c)) is read from the main ROM 83 to the main RAM 84, regardless of whether the target of the start of the game round is the first or second reserved information. After reading the win / fail tables 121 to 123, the system reads the win / fail judgment information, i.e., the numerical information obtained from the win random number counter C1, from the pending information stored in the execution area 113 for special symbols. It then determines whether the read numerical information matches any of the numerical information set as a jackpot result in the data group corresponding to the currently used setting value among the read win / fail tables 121 to 123. If the numerical information does not match any of the numerical information set as a jackpot result, it determines whether the win / fail judgment information matches any of the numerical information set as a time-saving result in the data group corresponding to the currently used setting value among the read win / fail tables 121 to 123.

[0268] If the result of the win / failure determination process is a jackpot result (step S806: YES), the jackpot distribution determination process is executed (step S807). In the jackpot distribution determination process, if the target of the start of the game round is the first reserve information, the jackpot distribution table 125 for the first special symbol (see Figure 10(a)) is read from the main ROM 83 to the main RAM 84, and if the target of the start of the game round is the second reserve information, the jackpot distribution table 126 for the second special symbol (see Figure 10(b)) is read from the main ROM 83 to the main RAM 84. After reading the jackpot distribution tables 125 and 126, the distribution determination information, i.e., numerical information obtained from the type random number counter C2, is read from the reserve information stored in the execution area 113 for special symbols, and by referring to the jackpot distribution tables 125 and 126, it is determined which type of jackpot result the read numerical information corresponds to.

[0269] After executing the distribution determination process for jackpots, the flag in the main RAM 84 corresponding to the type of jackpot result identified in the distribution determination process for jackpots is set to "1" (step S808). Then, the stop result setting process for jackpot results is executed (step S809). Specifically, the information on the stopping pattern of the symbols to be ultimately displayed on the special symbol display units 37a and 37b, which are the starting point of this game round, is identified from the jackpot result stop result table pre-stored in the main ROM 83, and this identified information is stored in the main RAM 84. In this jackpot result stop result table, the types of stopping patterns of the symbols to be displayed on the first special symbol display unit 37a or the second special symbol display unit 37b are set differently for each type of jackpot result, and in step S809, the information on the stopping pattern of the symbols corresponding to the type of jackpot result identified in step S808 is stored in the main RAM 84. Furthermore, the stopping patterns of the symbols may be set in a one-to-one correspondence with each jackpot result, or multiple types of stopping patterns of the symbols may be set for at least some of the jackpot results. The method for selecting the stopping pattern for jackpot results in which multiple types of stopping patterns of symbols are set is arbitrary, but for example, the stopping pattern may be selected according to the value of the type random number counter C2.

[0270] If the result of the win / failure determination process is a time-saving result rather than a jackpot result (step S806: NO, step S810: YES), the time-saving distribution determination process is executed (step S811). In the time-saving distribution determination process, if the target of the start of the game round is the first reserve information, the time-saving distribution table 127 for the first special symbol (see Figure 10(c)) is read from the main ROM 83 to the main RAM 84, and if the target of the start of the game round is the second reserve information, the time-saving distribution table 128 for the second special symbol (see Figure 10(d)) is read from the main ROM 83 to the main RAM 84. After reading the time-saving distribution tables 127 and 128, the distribution determination information, i.e., the numerical information obtained from the type random number counter C2, is read from the reserve information stored in the execution area 113 for special symbols, and by referring to the time-saving distribution tables 127 and 128, it is determined which type of time-saving result the read numerical information corresponds to.

[0271] After executing the distribution determination process for time reduction, the flag in the main RAM 84 corresponding to the type of time reduction result identified in the distribution determination process for time reduction is set to "1" (step S812). Then, the stop result setting process for time reduction results is executed (step S813). Specifically, the information on the stopping pattern of the symbols to be ultimately displayed on the special symbol display units 37a and 37b, which are the target of the start of this game round, is identified from the time reduction result stop result table pre-stored in the main ROM 83, and this identified information is stored in the main RAM 84. In this time reduction result stop result table, the types of stopping patterns of the symbols to be displayed on the first special symbol display unit 37a or the second special symbol display unit 37b are set differently for each type of time reduction result, and in step S813, the information on the stopping pattern of the symbols according to the type of time reduction result identified in step S812 is stored in the main RAM 84. Furthermore, the stopping patterns of the symbols may be set in a one-to-one correspondence with each time-saving result, or multiple types of stopping patterns of symbols may be set for at least some of the time-saving results. The method for selecting the stopping result for time-saving results in which multiple types of stopping patterns of symbols are set is arbitrary, but for example, the stopping result may be selected according to the value of the type random number counter C2. The information of the stopping pattern of symbols selected in step S813 is different from the information of the stopping pattern of symbols selected in the case of a jackpot result.

[0272] If the result of the win / loss determination process is neither a jackpot result nor a time-saving result (step S810: NO), the stop result setting process for a losing result is executed (step S814). Specifically, the information of the pattern of symbols to be ultimately stopped and displayed on the first special symbol display unit 37a or the second special symbol display unit 37b in this game round is identified from the stop result table for losing results that is pre-stored in the main ROM 83, and this identified information is stored in the main RAM 84. The information of the pattern of symbols selected in this case is different from the information of the pattern of symbols selected in the case of a jackpot result and the information of the pattern of symbols selected in the case of a time-saving result, and furthermore, there is one common type for both the first special symbol display unit 37a and the second special symbol display unit 37b.

[0273] If the process in step S809, step S813, or step S814 is executed, the process for specifying the variable display period is executed (step S815). Figure 21 is a flowchart showing the process for specifying the variable display period.

[0274] First, it is determined whether the high probability flag in the main RAM 84 is set to "1" (step S901). The high probability flag is used by the main MPU 82 to determine whether the win / loss lottery mode is the high probability mode. The high probability flag is set to "1" when a transition to the high probability mode occurs, and is cleared to "0" when the high probability mode ends. If the high probability flag is set to "1" (step S901: YES), that is, if the win / loss lottery mode is the high probability mode, the high probability tables are read from the main ROM 83 to the main RAM 84 (step S902). In situations where the selection process for the variation display period is executed in step S908 by referring to the high probability tables, if a jackpot result occurs in the current game round, or if the result of the win / fail judgment process is a loss and the numerical information corresponding to the reach random number counter C3 in the pending information being executed corresponds to the occurrence of a losing reach display, and a losing reach display occurs in the current game round, the numerical information of the variation type counter CS at that time is compared with the reach-corresponding table in the high probability tables to read out the variation display period information for the reach display type. There are multiple types of variation display periods for reach display types, but any variation display period for any reach display type will be longer than the variation display period when no reach display occurs.

[0275] If no jackpot result occurs in the current game round, and no losing reach display occurs, and the game round started with the second reserve information being the target of the game round and two or more second reserve information stored in the second special symbol reserve area 112, then the shortest period of the special symbol (specifically 3 seconds) will be read as the variation display period for the current game round. This makes it possible to improve the efficiency of game rounds triggered by second reserve information in high probability mode. Also, even if a time-saving result occurs in the current game round, if the game round started with the second reserve information being the target of the game round and two or more second reserve information stored in the second special symbol reserve area 112, then the shortest period of the special symbol (specifically 3 seconds) will be read.

[0276] On the other hand, if no jackpot result occurs in the current game round and no losing reach display occurs, and the game round starts with the second reserve information being the target of the game round execution and one second reserve information stored in the second special symbol reserve area 112, or if no jackpot result occurs in the current game round and no losing reach display occurs, and the first reserve information is the target of the game round execution, then the information for the medium period (specifically 10 seconds) on the special symbol side is read as the variation display period for the current game round. This makes it possible to ensure that the second reserve information is acquired in high probability mode. Also, even if a time-saving result occurs in the current game round, if the game round starts with the second reserve information being the target of the game round execution and one second reserve information stored in the second special symbol reserve area 112, or if the first reserve information is the target of the game round execution, then the information for the medium period (specifically 10 seconds) on the special symbol side is read.

[0277] In high probability mode, even if a time-saving result is selected during the win / loss determination process (step S805), it is invalidated. In this case, if the display period for the number of game rounds is selected by referring to the tables for high probability, the time-saving result is treated the same as a loss result, making it possible to make the occurrence of invalidated time-saving results less noticeable.

[0278] If the high probability flag in the main RAM 84 is not set to "1" (step S901: NO), it is determined whether either the first high frequency flag or the second high frequency flag in the main RAM 84 is set to "1" (step S903). If either the first high frequency flag or the second high frequency flag is set to "1" (step S903: YES), that is, if the win / loss lottery mode is the low probability mode and the support mode is the first high frequency support mode or the second high frequency support mode, the high frequency support tables are read from the main ROM 83 to the main RAM 84 (step S904). In situations where the selection process for the variable display period is executed in step S908 by referring to the tables for high-frequency support, if a jackpot result occurs in the current game round, or if the result of the win / fail judgment process is a loss and the numerical information corresponding to the reach random number counter C3 in the pending information being executed corresponds to the occurrence of a losing reach display, and a losing reach display occurs in the current game round, the numerical information of the variable type counter CS at that time is compared with the table corresponding to reach in the tables for high-frequency support to read out the variable display period information for the reach display type. In this case, the selection method for the variable display period of the reach display type differs from when the tables for high probability are referred, and specifically, a longer variable display period is more likely to be selected when the tables for high probability are referred than when the tables for high-frequency support are referred. However, this relationship may also be reversed.

[0279] If no jackpot result occurs in the current game round, and no losing reach display occurs, and the game round started with the second reserve information being the target of the game round and two or more second reserve information stored in the second special symbol reserve area 112, then the shortest period of the special symbol (specifically 3 seconds) will be read as the variation display period for the current game round. This makes it possible to improve the efficiency of completing game rounds triggered by second reserve information in the first high-frequency support mode or the second high-frequency support mode. Furthermore, even if a time-saving result occurs in the current game round, if the second reserve information is the target of the game round and two or more second reserve information stored in the second special symbol reserve area 112, then the shortest period of the special symbol (specifically 3 seconds) will be read.

[0280] On the other hand, if no jackpot result occurs in the current game round, and no losing reach display occurs, and the game round starts with the second reserve information being the target of the game round execution and one second reserve information stored in the second special symbol reserve area 112, or if no jackpot result occurs in the current game round, and no losing reach display occurs, and the first reserve information is the target of the game round execution, then the information for the medium period (specifically 10 seconds) on the special symbol side is read as the variation display period for the current game round. This makes it possible to ensure that the second reserve information is acquired in the first high-frequency support mode or the second high-frequency support mode. Furthermore, even if a time-saving result occurs in the current game round, if the game round starts with the second reserve information being the target of the game round execution and one second reserve information stored in the second special symbol reserve area 112, or if the first reserve information is the target of the game round execution, then the information for the medium period (specifically 10 seconds) on the special symbol side is read.

[0281] In low-probability modes, specifically the first high-frequency support mode or the second high-frequency support mode, even if a time-saving result is selected in the win / loss determination process (step S805), it will be invalidated unless it is the last game round in the high-frequency support mode. In this case, if the game round's display period is selected by referring to the tables for high-frequency support, the time-saving result will be treated the same as a loss result, making it possible to make the occurrence of invalidated time-saving results less noticeable. Furthermore, if a time-saving result is selected in the last game round of the high-frequency support mode, the second high-frequency support mode will be triggered by that time-saving result. However, even in this case, the display period for that game round will be the same as that for a loss result where no reach display occurs, making it difficult for the player to distinguish between a time-saving result and a loss result from the display period of the game round.

[0282] If neither the first high-frequency flag nor the second high-frequency flag is set to "1" (step S903; NO), that is, if the win / loss lottery mode is the low-probability mode and the support mode is the low-frequency support mode, it is determined whether or not the reach high-frequency state flag provided in the main RAM 84 is set to "1" (step S905). The reach high-frequency state flag is a flag used by the main MPU 82 to determine whether or not the reach high-frequency state is one that can occur in the low-probability mode and low-frequency support mode. The reach high-frequency state is a game state in which the frequency of losing reach displays is higher than in the situation where the reach high-frequency state is not the case in the situation where the reach high-frequency state is the case.

[0283] If the high-frequency reach status flag is set to "1" (step S905: YES), that is, if it is in low-probability mode and low-frequency support mode and also in high-frequency reach status, the tables for high-frequency reach are read from the main ROM 83 to the main RAM 84 (step S906). In the situation where the selection process for the variable display period is executed in step S908 by referring to the tables for high-frequency reach, the probability that the numerical information corresponding to the reach random number counter C3 in the pending information that is being executed when the result of the win / fail judgment process is a loss is higher than in the situation where the selection process for the variable display period is executed in step S908 by referring to the tables for low-frequency support described later is higher, and the probability that the numerical information corresponding to the occurrence of a losing reach display is identified as corresponding to the occurrence of a losing reach display is higher.

[0284] If a jackpot occurs in the current game round, or if the result of the win / loss judgment process is a loss and the numerical information corresponding to the reach random number counter C3 in the pending information being executed corresponds to the occurrence of a losing reach display, and a losing reach display occurs in the current game round, the numerical information of the variation type counter CS at that time is compared with the reach-corresponding table in the high-frequency reach table group to read the variation display period information of the reach display pattern. In this case, the variation display period of the reach display pattern is more likely to be selected than when the low-frequency support table group described later is referenced. Furthermore, the variation display period of the reach display pattern in this case is the same as when the high-probability table group is referenced, but it may be configured to be more likely to be selected than when the high-probability table group is referenced, or it may be configured to be more likely to be selected than when the high-probability table group is referenced, or it may be configured to be the same as when the high-frequency support table group is referenced, or it may be configured to be more likely to be selected than when the high-frequency support table group is referenced.

[0285] If a time-saving result occurs during the current game round, the numerical information of the fluctuation type counter CS at that time is compared with the table corresponding to time-saving results in the high-frequency reach table group to read the fluctuation display period information corresponding to the time-saving result. Multiple types of fluctuation display period information corresponding to the time-saving result are set, and in any case, the fluctuation display period corresponding to the time-saving result is longer than the shortest period on the special symbol side and shorter than the fluctuation display period corresponding to the occurrence of a reach display. Specifically, 10 seconds, 11 seconds, 12 seconds, and 13 seconds are set as fluctuation display periods corresponding to time-saving results, and the period corresponding to the acquired value of the fluctuation type counter CS is selected as the fluctuation display period for the current game round.

[0286] If, in the current game round, no jackpot or time-saving result occurs, and no losing reach display occurs, and the game round started with the first reserve information being the target of the game round and with three or more first reserve information stored in the first special symbol reserve area 111, then the shortest period of the special symbol side information (specifically 3 seconds) will be read as the variation display period for the current game round. This makes it possible to improve the efficiency of completing game rounds triggered by the first reserve information in low-frequency support mode.

[0287] On the other hand, if in the current game round no jackpot result or time-saving result occurs, and no losing reach display occurs, and the game round starts with the first reserve information being the target of the game round execution and one or two first reserve information stored in the first special symbol reserve area 111, or if in the current game round no jackpot result or time-saving result occurs, and no losing reach display occurs, and the second reserve information is the target of the game round execution, then the numerical information of the variation type counter CS at that time is compared with the table corresponding to a complete loss result in the table group for high-frequency reaches, and the information of the variation display period corresponding to a complete loss result is read out. Multiple types of information for the variation display period corresponding to a complete loss result are set, and in any case, the variation display period corresponding to a complete loss result is longer than the shortest period on the special symbol side, and shorter than the variation display period corresponding to a time-saving result and the variation display period corresponding to the occurrence of a reach display. Specifically, the display period for variations corresponding to completely losing results is set to 5 seconds, 6 seconds, 7 seconds, and 8 seconds, and the period corresponding to the acquired variation type counter CS is selected as the display period for the current game round.

[0288] If the high-frequency reach state flag is not set to "1" (step S905: NO), that is, if it is in low probability mode, low-frequency support mode, and not in high-frequency reach state, the low-frequency support tables are read from the main ROM 83 to the main RAM 84 (step S907). In the situation where the selection process for the variable display period is executed in step S908 by referring to the low-frequency support tables, as already explained, the probability that the numerical information corresponding to the reach random number counter C3 in the pending information being executed when the result of the win / fail judgment process is a loss is identified as corresponding to the occurrence of a losing reach display is lower than in the situation where the selection process for the variable display period is executed in step S908 by referring to the high-frequency reach tables.

[0289] If a jackpot occurs in the current game round, or if the result of the win / loss judgment process is a loss and the numerical information corresponding to the reach random number counter C3 in the pending information being executed corresponds to the occurrence of a losing reach display, and a losing reach display occurs in the current game round, the numerical information of the variation type counter CS at that time is compared with the reach-corresponding table in the low-frequency support table group to read the variation display period information for the reach display pattern. In this case, as already explained, a shorter variation display period is more likely to be selected than when the high-frequency reach table group is referenced.

[0290] If a time-saving result occurs during the current game round, the numerical information of the fluctuation type counter CS at that time is compared with the table corresponding to time-saving results in the low-frequency support table group to retrieve information on the fluctuation display period corresponding to the time-saving result. The method of selecting the information on the fluctuation display period corresponding to the time-saving result is the same as when the table corresponding to time-saving results in the high-frequency reach table group is referenced. In other words, multiple types of information on the fluctuation display period corresponding to the time-saving result are set, and each of the fluctuation display periods corresponding to the time-saving result is longer than the shortest period on the special symbol side and shorter than the fluctuation display period corresponding to the occurrence of a reach display. Specifically, 10 seconds, 11 seconds, 12 seconds, and 13 seconds are set as the fluctuation display periods corresponding to the time-saving result, and the period corresponding to the acquired value of the fluctuation type counter CS is selected as the fluctuation display period for the current game round.

[0291] If, in the current game round, no jackpot or time-saving result occurs, and no losing reach display occurs, and the game round started with the first reserve information being the target of the game round and with three or more first reserve information stored in the first special symbol reserve area 111, then the shortest period of the special symbol side information (specifically 3 seconds) will be read as the variation display period for the current game round. This makes it possible to improve the efficiency of completing game rounds triggered by the first reserve information in low-frequency support mode.

[0292] On the other hand, if in the current game round neither a jackpot result nor a time-saving result occurs, nor is a losing reach display displayed, and the game round starts with the first reserve information being the target of the game round execution and one or two first reserve information items stored in the first special symbol reserve area 111, or if in the current game round neither a jackpot result nor a time-saving result occurs, nor is a losing reach display displayed, and the second reserve information is the target of the game round execution, then the numerical information of the fluctuation type counter CS at that time is compared with the table corresponding to a complete loss result in the low-frequency support table group to read out the fluctuation display period information corresponding to a complete loss result. The method of selecting the fluctuation display period information corresponding to a complete loss result is the same as when the table corresponding to a complete loss result in the high-frequency reach table group is referenced. In other words, multiple types of fluctuation display period information corresponding to a complete loss result are set, and in any case, the fluctuation display period corresponding to a complete loss result is longer than the shortest period on the special symbol side, and shorter than the fluctuation display period corresponding to a time-saving result and the fluctuation display period corresponding to the occurrence of a reach display. Specifically, the display period for variations corresponding to completely losing results is set to 5 seconds, 6 seconds, 7 seconds, and 8 seconds, and the period corresponding to the acquired variation type counter CS is selected as the display period for the current game round.

[0293] If the process in step S902, step S904, step S906, or step S907 is executed, the system selects the variable display period by referring to the table group read in any of those processes (step S908). The contents of this selection process are as previously explained. Then, the information of the variable display period selected in step S908 is set in the special-vision timer counter provided in the main-vision RAM 84 (step S909). The numerical information set in the special-vision timer counter is updated in the timer update process of step S210 in the timer interrupt process (Figure 14).

[0294] Returning to the explanation of the special feature variation start process (Figure 20), after the variation display period identification process is performed in step S815, a variation command and a type command corresponding to the game round being targeted for initiation are sent to the sound and light side MPU 93 (step S816). The variation command includes information on the variation display period identified in step S815, as well as information indicating whether the game round being targeted for initiation corresponds to the first special feature display unit 37a or the second special feature display unit 37b. Although the variation command does not include information on whether or not to perform a reach display, the variation display period when a reach display occurs is set to be longer than the variation display period when a reach display does not occur, so the sound and light side MPU 93 can determine whether or not a reach display has occurred from the variation display period information. The type command includes information on whether or not the game round being targeted for initiation corresponds to a jackpot result, and if it does, information indicating what type of jackpot result it is. Furthermore, the type command includes information on whether the game round being started corresponds to a time-saving result, and if so, it also includes information indicating what type of time-saving result it is.

[0295] Subsequently, the display unit of the first special symbol display unit 37a and the second special symbol display unit 37b that is the target of the start of the current game round starts displaying the changing symbols (step S817). Then, the value of the special symbol special electric counter is incremented by 1 (step S818). As a result, the value of the special symbol special electric counter becomes "1", which corresponds to the special symbol variation processing (step S607).

[0296] Furthermore, when the sound / light MPU 93 receives a variation command and a type command, it executes a process to determine the content of the game round's performance corresponding to those commands. Then, according to the table corresponding to the processing result, it executes the illumination control of the display light-emitting unit 64 and the sound output control of the speaker unit 65. As a result, the illumination performance of the display light-emitting unit 64 and the sound output performance of the speaker unit 65 are executed throughout the variation display period of the current game round. The sound / light MPU 93 also sends a command corresponding to the content of the game round's performance determined this time to the display-side MPU 103. Upon receiving this command, the display-side MPU 103 executes the display control of the symbol display device 41 according to the table corresponding to that command. As a result, the display performance of the symbol display device 41 is executed throughout the variation display period of the current game round.

[0297] <Special Feature Fluctuation Processing> Next, we will explain the special feature variation processing that is performed in step S607 of the special feature special electric control processing (Figure 18).

[0298] If the value of the timer counter on the special symbol side is 1 or greater, and the display period for the current game round has not elapsed, and it is time to update the display content of the special symbol display units 37a and 37b that are the target of execution for the current game round, then data is set to update the display content of the special symbol display units 37a and 37b. As a result, the display content of the symbols in the controlled special symbol display units 37a and 37b is updated to the following order of display content.

[0299] The manner in which the display of changing symbols in the special symbol display units 37a and 37b starts, and the manner in which the display of changing symbols is updated, are performed in a fixed manner regardless of the hit / fail judgment result and the distribution judgment result, and are also performed in a fixed manner regardless of the content of the game round's presentation in the symbol display device 41. For example, when a predetermined number of update timings occur, the display content of the symbols completes one cycle, and a display pattern in a fixed order is repeatedly performed. When the changing display period has elapsed, regardless of which order of the display pattern is being displayed, the stop result determined at the start of that game round is displayed. This makes it possible to simplify the processing configuration for controlling the display of the special symbol display units 37a and 37b.

[0300] On the other hand, if the value of the special symbol timer counter is "0", that is, if the variation display period has elapsed, a final stop command is sent to the sound and light side MPU 93. Then, at the start of a game round, in one of steps S809, S813, or S814 of the special symbol variation start processing (Figure 20), information on the stopping pattern of the symbols of the special symbol display units 37a and 37b stored in the main side RAM 84 is read. As a result, the variation display of the symbols is stopped in the controlled special symbol display units 37a and 37b with the symbols corresponding to the game result of the current game round displayed. After that, the information of the final stop period (specifically 0.5 sec) is set in the special symbol timer counter. As a result, the measurement of the final stop period begins. After that, the value of the special symbol special electric counter is incremented by 1. As a result, the value of the special symbol special electric counter becomes "2", which corresponds to the special symbol confirmation processing (step S608).

[0301] Furthermore, when the sound / light MPU 93 receives the final stop command, it sends a corresponding command to the display MPU 103. When the display MPU 103 receives this command, it confirms and displays the combination of symbols corresponding to the stopping result of the current game round on the symbol display device 41 throughout the final stop period.

[0302] <Special design confirmation in progress> Next, the special drawing confirmation process, which is performed in step S608 of the special drawing special electric control process (Figure 18), will be explained with reference to the flowchart in Figure 22.

[0303] If the value of the timer counter on the special display side is "0" and the final stop period has elapsed (Step S1001: YES), and the result of this game round is a jackpot (Step S1002: YES), then information corresponding to the opening period (specifically 5 seconds) is set in the timer counter on the special display side (Step S1003), and an opening command is sent to the sound and light side MPU 93 (Step S1004). When the sound and light side MPU 93 receives the opening command, the effects corresponding to the opening period are performed by the symbol display device 41, the display light-emitting unit 64, and the speaker unit 65.

[0304] Subsequently, the ceiling counter 131 of the main RAM 84 is set to 500, which is the fixed ceiling count (step S1005). In other words, the ceiling counter 131 is set to 500, the fixed ceiling count, when the game round corresponding to the jackpot result ends and the opening / closing execution mode starts. If the ceiling counter 131 is configured to set the fixed ceiling count not when the opening / closing execution mode starts, but during or after the opening / closing execution mode, then if fraudulent activity is performed such that the power supply is stopped after the opening / closing execution mode starts and the setting value update process (step S117) or RAM clear process (step S119) is executed when the power supply is restarted, then, as explained earlier, the setting value update process (step S117) or RAM clear process (step S119) clears the information indicating that the opening / closing execution mode is in progress, while the value of the ceiling counter 131 is maintained. As a result, the player may be able to take advantage of the opening / closing execution mode until the power supply is stopped, and the game may be restarted with a small number of remaining ceiling counts. In contrast, when the opening / closing execution mode is started, the ceiling counter 131 is set with information indicating a fixed ceiling count of 500 times, thereby neutralizing the aforementioned fraudulent activities.

[0305] Subsequently, the variable selection state counter 132 in the main RAM 84 is set to 450, which is the reference number of times for switching periods (step S1006). The trigger for decrementing the value of the variable selection state counter 132 by 1 is the same as the trigger for decrementing the value of the ceiling counter 131 by 1. That is, when the win / fail lottery mode is not the high probability mode and one game round is played, the value of the variable selection state counter 132 is decremented by 1 at the end of that game round. Then, when the value of the variable selection state counter 132 is 1 or greater and the value of the variable selection state counter 132 is decremented by 1, resulting in the value of the variable selection state counter 132 becoming "0", the reach high frequency state flag in the main RAM 84 is set to "1". When the reach high frequency state flag is set to "1" in the low probability mode and low frequency support mode, the variable display period for the game round is selected by referring to the tables for reach high frequency in the variable display period specification process (Figure 21) as already explained.

[0306] In other words, if the number of games played to reach the period switching threshold is consumed while in a low probability mode after the opening / closing execution mode has ended, and if it is in low-frequency support mode, the high-frequency reach state will be activated, referencing the tables for high-frequency reaches. In the high-frequency reach state, as already explained, the probability of selecting a reach display when the result is a miss is higher than in low probability mode and low-frequency support mode but not the high-frequency reach state, and the display period when a reach display is selected is also likely to be longer than in low probability mode and low-frequency support mode but not the high-frequency reach state. Furthermore, the number of games played to reach the period switching threshold is a predetermined number (specifically 50 times) less than the fixed ceiling count. Therefore, it is possible to generate the high-frequency reach state before the second high-frequency support mode is generated by the occurrence of the ceiling time reduction.

[0307] Subsequently, the value of the special feature special electric counter is incremented by 1 (step S1007). As a result, the value of the special feature special electric counter becomes "3", which corresponds to the special electric start process (step S609).

[0308] If the result of this game round is not a jackpot (Step S1002: NO), the time-saving state counter 134 (see Figure 6) is subtracted in Step S1008, the variation selection state counter 132 is subtracted in Step S1009, the setting process for the time-saving result is performed in Step S1010, the ceiling counter 131 is subtracted in Step S1011, and the high probability state counter 133 (see Figure 6) is subtracted in Step S1012. The contents of these processes from Step S1008 to Step S1012 will be explained in detail later. After that, the special symbol special electric counter is cleared to "0" (Step S1013). As a result, the value of the special symbol special electric counter becomes "0", which corresponds to the special symbol variation start process (Step S606).

[0309] <Special telephone activation process> Next, we will explain the special power start process that is executed in step S609 of the special power control process (Figure 18).

[0310] The process of setting the number of openings and closings is executed under the condition that the value of the timer counter on the special feature side is "0", that is, that the opening period has elapsed. In this case, if the result of the current game is a 5R low probability result or a 5R high probability result, "5" is set in the round counter provided in the main RAM 84, and if the result of the current game is a 10R high probability result, "10" is set in the round counter of the main RAM 84. The round counter is a counter used by the main MPU 82 to identify the number of remaining round games in the opening / closing execution mode. Information on the duration of the open round game (specifically 29 seconds) is also set in the timer counter on the special feature side. In addition, "10" is set in the prize winning counter provided in the main RAM 84. The prize winning counter is a counter used by the main MPU 82 to identify the remaining number of prize winnings up to the maximum number. In addition, the special electric prize winning device 32 is opened by outputting a drive signal to the drive unit 32b for the special electric prize winning device. After that, the value of the special feature special electric counter is incremented by 1. As a result, the value of the special feature special electric counter becomes "4", which corresponds to the special electric release processing (step S610).

[0311] <Special Electricity Release Processing> Next, we will explain the special electric current release process that is performed in step S610 of the special electric current control process (Figure 18).

[0312] If the value of the timer counter on the special display side is "0", that is, if the open period has elapsed, the value of the round counter on the main RAM 84 is deducted by 1, and the output of the drive signal to the drive unit 32b for the special electric prize winning device 32 is stopped, thereby closing the special electric prize winning device 32. Also, if a game ball has entered the special electric prize winning device 32, the value of the prize counter is deducted by 1, and if the value of the prize counter after the deduction is "0", the value of the round counter on the main RAM 84 is deducted by 1, and the output of the drive signal to the drive unit 32b for the special electric prize winning device 32 is stopped, thereby closing the special electric prize winning device 32. Furthermore, if the value of the round counter is deducted by 1, and the value of the round counter after the deduction is 1 or greater, the interval period information (specifically 3 seconds) is set in the timer counter on the special display side, and then the value of the special display special electric counter is added by 1. As a result, the value of the special display special electric counter becomes "5", which corresponds to the special electric closing process (step S611). On the other hand, if the value of the round counter after subtracting 1 is "0", the ending period information (specifically 5 seconds) is set in the special symbol timer counter, and after sending the ending command to the sound and light MPU 93, the value of the special symbol special electric counter is incremented by 2. As a result, the value of the special symbol special electric counter becomes "6", which corresponds to the special electric termination process (step S612). When the sound and light MPU 93 receives the ending command, the effects corresponding to the ending period are performed by the symbol display device 41, the display light-emitting unit 64, and the speaker unit 65.

[0313] <Special telephone line closed during processing> Next, we will explain the special electric shut-off process that is performed in step S611 of the special electric control process (Figure 18).

[0314] If the value of the special feature timer counter is "0", that is, if the interval period has elapsed, the information of the remaining open period for round play (specifically 29 seconds) is set in the special feature timer counter. Also, the prize entry counter of the main RAM 84 is set to "10". Furthermore, the special electric prize entry device 32 is opened by outputting a drive signal to the special electric drive unit 32b. After that, the value of the special feature special electric counter is decremented by 1. As a result, the value of the special feature special electric counter becomes "4", which corresponds to the special electric open processing (step S610).

[0315] <Special call termination process> Next, the special power termination process, which is executed in step S612 of the special power control process (Figure 18), will be explained with reference to the flowchart in Figure 23.

[0316] If the value of the timer counter on the special display side is "0", that is, if the ending period has elapsed (Step S1101: YES), and if the game result that triggered this opening / closing execution mode is a 5R high probability result or a 10R high probability result (Step S1102: YES), then the high probability flag on the main RAM 84 is set to "1" (Step S1103). As explained earlier, the high probability flag is a flag used by the main MPU 82 to determine whether or not the win / loss lottery mode is a high probability mode. Setting the high probability flag to "1" makes the win / loss lottery mode a high probability mode.

[0317] Subsequently, the first high-frequency flag of the main RAM 84 is set to "1" and the second high-frequency flag of the main RAM 84 is cleared to "0" (step S1104). As previously explained, the first high-frequency flag is used by the main MPU 82 to determine whether the support mode is the first high-frequency support mode, and as previously explained, the second high-frequency flag is used by the main MPU 82 to determine whether the support mode is the second high-frequency support mode. When the first high-frequency flag is set to "1" and the second high-frequency flag is cleared to "0", the support mode becomes the first high-frequency support mode.

[0318] Subsequently, the high probability state counter 133 located in the main RAM 84 is set to "100," which is the number of times the high probability mode continues (step S1105). The high probability state counter 133 is a counter used by the main MPU 82 to determine the remaining number of times the high probability mode continues. In this pachinko machine 10, the high probability mode and the first high-frequency support mode are entered when the opening / closing execution mode triggered by a 5R high probability result or a 10R high probability result ends. However, if the number of game rounds played without any new jackpot results occurring in the high probability mode and the first high-frequency support mode reaches 100, which is the number of times the high probability mode continues, the machine enters the low probability mode and low-frequency support mode even if no jackpot results occur.

[0319] On the other hand, if the game result that triggered this opening / closing execution mode is a 5R low probability result (Step S1102: NO), the high probability flag of the main RAM 84 is cleared to "0" (Step S1106). Clearing the high probability flag to "0" sets the win / loss lottery mode to the low probability mode. Subsequently, the first high frequency flag of the main RAM 84 is set to "1" and the second high frequency flag of the main RAM 84 is cleared to "0" (Step S1107). Setting the first high frequency flag to "1" and clearing the second high frequency flag to "0" sets the support mode to the first high frequency support mode.

[0320] Subsequently, the information "100", which is the number of consecutive first time-saving rounds, is set in the time-saving state counter 134 provided in the main RAM 84 (step S1108). The time-saving state counter 134 is a counter used by the main MPU 82 to determine the remaining number of consecutive high-frequency support modes (first high-frequency support mode or second high-frequency support mode) when in low probability mode. In this pachinko machine 10, the low probability mode and first high-frequency support mode are entered when the opening / closing execution mode triggered by a 5R low probability result ends. When the number of game rounds played without any new jackpot results occurring in low probability mode and first high-frequency support mode becomes the number of consecutive first time-saving rounds, the machine enters low probability mode and low-frequency support mode even if no jackpot results occur.

[0321] If the process in step S1105 or step S1108 is executed, the process of sending a state specification command is executed (step S1019). In this transmission process, a state specification command corresponding to the state of the pachinko machine 10 determined by the processes in steps S1102 to S1108 is sent to the sound and light side MPU 93. The sound and light side MPU 93 executes a process to ensure that the effects corresponding to the content of the received state specification command are executed in the symbol display device 41, display light emission unit 64, and speaker unit 65. After that, the special symbol special electric counter is cleared to "0". As a result, the value of the special symbol special electric counter becomes "0", which corresponds to the special symbol variation start process (step S606).

[0322] <Subtraction process for high probability state counter 133> Next, the subtraction process of the high-probability state counter 133, which is performed in step S1012 of the special symbol confirmation process (Figure 22), will be explained with reference to the flowchart in Figure 24.

[0323] If the high probability flag in the main RAM 84 is set to "1" (step S1201: YES), that is, if the win / loss lottery mode is the high probability mode, the value of the high probability state counter 133 in the main RAM 84 is deducted by 1 (step S1202). If the value of the high probability state counter 133 after the deduction is "0" (step S1203: YES), it means that 100 game rounds, which is the number of high probability continuation rounds, have been played in the high probability mode and first high frequency support mode after the end of the opening / closing execution mode. In this case, the high probability flag is cleared to "0" (step S1204), and the first high frequency flag in the main RAM 84 is cleared to "0" (step S1205). This results in a normal game state, which is the low probability mode and low frequency support mode. After that, the state specification command transmission process is executed (step S1206). In this transmission process, a state specification command indicating that the high probability state has ended is sent to the sound / light side MPU 93. Upon receiving the state specification command, the sound and light MPU 93 terminates the execution of the effects corresponding to the high probability mode in the symbol display device 41, display light emission unit 64, and speaker unit 65, and starts the effects corresponding to the normal game state.

[0324] <Settings for time-saving results> Next, the setting process for the time-saving result, which is executed in step S1010 of the special drawing confirmation process (Figure 22), will be explained with reference to the flowchart in Figure 25.

[0325] If the result of the current game round is a time-saving result (step S1301: YES), it is determined whether the high probability flag of the main RAM 84 is set to "1" (step S1302). If the high probability flag is set to "1" (step S1302: YES), the setting process for this time-saving result is terminated without executing the processes from step S1303 onwards. In other words, even if a time-saving result (first time-saving result or second time-saving result) is selected in the win / loss determination process of a game round executed in a high probability mode, the time-saving result is invalidated without the setting of the second high-frequency support mode being performed as a result of that time-saving result.

[0326] Here, in the special symbol confirmation process (Figure 22), as already explained, the setting process for the time-saving result (Figure 25) is executed before the subtraction process for the high probability state counter 133 (Figure 24). As a result, in the last game round in the high probability mode and the first high-frequency support mode, the setting process for the time-saving result (Figure 25) is executed before the high probability state counter 133 is reduced by 1 in the subtraction process (Figure 24) and the high probability flag and the first high-frequency flag are cleared to "0". And, if the setting process for the time-saving result (Figure 25) is executed at this timing, the high probability flag is still set to "1", so the setting of the second high-frequency support mode triggered by the time-saving result is not performed.Therefore, in game rounds in which the win / loss judgment process is executed in the execution mode corresponding to the high probability mode, it is possible to reliably invalidate the time-saving result. Furthermore, this effect can be achieved by setting the processing order so that the setting process for the time-saving result (Figure 25) is executed before the subtraction process of the high probability state counter 133 (Figure 24) in the special symbol confirmation process (Figure 22).

[0327] If the high probability flag is not set to "1" (step S1302: NO), it is determined whether the first high frequency flag or the second high frequency flag of the main RAM 84 is set to "1" (steps S1303, S1304). In other words, it is determined whether the support mode is either the first high frequency support mode or the second high frequency support mode. If the support mode is the first high frequency support mode or the second high frequency support mode (step S1303 or step S1304: YES), the setting process for this time-saving result is terminated without executing the processes from step S1305 onwards. In other words, even if a time-saving result (first time-saving result or second time-saving result) is selected in the win / loss determination process for a game round executed in the first high frequency support mode or the second high frequency support mode, if the setting process for the time-saving result (Figure 25) is executed in the first high frequency support mode or the second high frequency support mode, the time-saving result is invalidated without setting the second high frequency support mode triggered by that time-saving result. This prevents additional settings from being executed to switch to the high-frequency support mode while the high-frequency support mode is in progress.

[0328] If the support mode is the low-frequency support mode (steps S1303 and S1304: NO), the second high-frequency flag in the main RAM 84 is set to "1" (step S1305). This sets the support mode to the second high-frequency support mode. If the current time-saving result is the first time-saving result (step S1306: YES), the time-saving state counter 134 (see Figure 6) in the main RAM 84 is set to "100", which is the number of consecutive first time-saving periods (step S1307). If the current time-saving result is the second time-saving result (step S1306: NO), the time-saving state counter 134 is set to "150", which is the number of consecutive second time-saving periods (step S1308). The time-saving state counter 134 is a counter used by the main MPU 82 to determine the remaining number of consecutive periods in a time-saving state that is in a low-probability mode and is a high-frequency support mode (first high-frequency support mode or second high-frequency support mode). If, while in a shortened time state, the number of game rounds played without any new jackpot results reaches 100 rounds (the first shortened time continuation) or 150 rounds (the second shortened time continuation), the game will enter low probability mode and low frequency support mode, even if no jackpot results have occurred.

[0329] If the process in step S1307 or step S1308 is executed, the process of sending a status specification command is executed (step S1309). This transmission process sends a status specification command to the sound and light side MPU 93 indicating that the time-saving state has started. This status specification command also includes information on the number of times the time-saving state has been set. When the sound and light side MPU 93 receives this status specification command, it executes a process to cause the pattern display device 41, display light-emitting unit 64, and speaker unit 65 to perform an effect indicating that the time-saving state has started.

[0330] As described above, even if a time-saving result is selected in the win / failure determination process, depending on the situation at the time the time-saving result setting process (Figure 25) is executed at the end of the game round in which the time-saving result occurred, the setting of the second high-frequency support mode triggered by the time-saving result may or may not be performed. In this case, the stop results displayed on the special figure display units 37a and 37b in the game round in which the time-saving result was selected in the win / failure determination process do not change depending on whether or not the setting of the second high-frequency support mode triggered by the time-saving result is performed, whereas the stop results displayed on the symbol display device 41 change depending on whether or not the setting of the second high-frequency support mode triggered by the time-saving result is performed. This will be explained in detail below. Figure 26 is an explanatory diagram for explaining the stop results of the special figure display units 37a and 37b and the stop results of the symbol display device 41.

[0331] As already explained, the game results that can be selected by the win / loss determination process for the game round (step S805) and the various distribution determination processes (steps S807, step S811) include a 5R low probability result, a 5R high probability result, a 10R high probability result, a first time-saving result, a second time-saving result, and a loss result. The stop results displayed in the special symbol display units 37a and 37b as a confirmed indication of the game round are "1" for a 5R low probability result, "2" for a 5R high probability result, "3" for a 10R high probability result, "4" for a first time-saving result, "5" for a second time-saving result, and "-" for a loss result. These stop results do not change regardless of the game situation. Therefore, the manager of the gaming hall can uniquely grasp the game result of the game round by checking the stop results in the special symbol display units 37a and 37b.

[0332] In the symbol display device 41, the stop result displayed as a confirmation of the number of game rounds remains unchanged regardless of the game situation if it is a jackpot result or a losing result, but changes depending on the game situation if it is a time-saving result. Specifically, in the case of a 5R low probability result, the same combination of even-numbered symbols will be displayed on the effective lines L1 to L5 of any of the symbol rows Z1 to Z3, and the state indication area 43 will be displayed in red. In the case of a 5R high probability result, the same combination of odd-numbered symbols other than the "7" symbol will be displayed on the effective lines L1 to L5 of any of the symbol rows Z1 to Z3, and the state indication area 43 will be displayed in red. In the case of a 10R high probability result, the combination of "7" symbols will be displayed on the effective lines L1 to L5 of any of the symbol rows Z1 to Z3, and the state indication area 43 will be displayed in red. In the case of a losing result, the combination of symbols other than the winning combination, the combination of symbols for the first time-saving feature ("1-2-3"), and the combination of symbols for the second time-saving feature ("3-4-1") will be displayed as stopped on each of the active lines L1-L5 of the symbol rows Z1-Z3, and the state indication area 43 will be displayed as stopped in red.

[0333] In the case of the first time-saving result, if it is the final game round of the normal game state which is in low probability mode and low frequency support mode, or the time-saving state which is in low probability mode and high frequency support mode (first high frequency support mode or second high frequency support mode), the combination of symbols that trigger the first time-saving ("1, 2, 3") will stop and be displayed on any of the active lines L1 to L5 of symbol row Z1 to Z3, and red will stop and be displayed in the state indication area 43. In the case of the second time-saving result, if it is the final game round of the normal game state which is in low probability mode and low frequency support mode, or the time-saving state which is in low probability mode and high frequency support mode (first high frequency support mode or second high frequency support mode), the combination of symbols that trigger the second time-saving ("3, 4, 1") will stop and be displayed on any of the active lines L1 to L5 of symbol row Z1 to Z3, and red will stop and be displayed in the state indication area 43. As will be explained in more detail later, in the final round of the time-saving state, after the time-saving state counter 134 is decremented (step S1008) to terminate the time-saving state, the setting process for the time-saving result (Figure 25) is executed. Therefore, by the time the setting process for the time-saving result (Figure 25) is executed, the time-saving state has already ended and the game is in the normal game state.

[0334] Figure 27(a) is an explanatory diagram illustrating the stopping results of the first special symbol display unit 37a and the symbol display device 41 when the first time-saving result occurs in the final game round of the normal game state or time-saving state, which is a game round triggered by the first reserved information. As shown in Figure 27(a1), the symbol rows Z1 to Z3 of the symbol display device 41 have the combination of symbols that trigger the first time-saving ("1, 2, 3") stopped on the middle line L2, and the state indication area 43 is stopped in red. Also, as shown in Figure 27(a2), the first special symbol display unit 37a has "4", which is the stopping result corresponding to the first time-saving result, stopped on it.

[0335] On the other hand, in the case of a high probability state, such as the high probability mode or the first high frequency support mode, or in any game round other than the last game round of the time-saving state, regardless of whether it is the first time-saving result or the second time-saving result, combinations of non-reach misses will be displayed on each active line L1 to L5 in the symbol rows Z1 to Z3. Non-reach misses refer to combinations of symbols other than the combination of symbols corresponding to the jackpot result, the combination of symbols that trigger the first time-saving ("1, 2, 3"), the combination of symbols that trigger the second time-saving ("3, 4, 1"), and combinations of misses. In the state indication area 43, blue will be displayed if it is the first time-saving result, and green will be displayed if it is the second time-saving result.

[0336] Figure 27(b) is an explanatory diagram for explaining the stopping results of the second special symbol display unit 37b and the symbol display device 41 when the first time-saving result occurs in a game round other than the final game round of the high probability state or time-saving state, and which is triggered by the second reserved information. As shown in Figure 27(b2), the second special symbol display unit 37b displays "4", which is the stopping result corresponding to the first time-saving result. On the other hand, as shown in Figure 27(b1), the symbol display device 41 displays combinations of non-reach misses on each of the active lines L1 to L5 in the symbol rows Z1 to Z3, and the state indication area 43 displays blue.

[0337] If the time-saving result (either the first or second time-saving result) does not trigger the setting of the second high-frequency support mode, the combination of non-reach-miss symbols will be displayed in the active lines L1 to L5 of symbol rows Z1 to Z3. Furthermore, the same combination of non-reach-miss symbols will be displayed in the stop if the result of the win / loss judgment process is a loss.

[0338] Figure 27(c) is an explanatory diagram illustrating the stop results of the second special symbol display unit 37b and the symbol display device 41 when the win / loss determination process results in a loss in a game round triggered by the second reserved information. As shown in Figure 27(c2), the second special symbol display unit 37b displays "-", which is the stop result corresponding to a loss. Also, as shown in Figure 27(c1), the symbol display device 41 displays combinations of non-reach loss symbols in each of the active lines L1 to L5 in the symbol rows Z1 to Z3, and the state indication area 43 displays red.

[0339] The display area of ​​the symbol display device 41 is larger than that of the special symbol display units 37a and 37b. Furthermore, the symbol display device 41 is located approximately in the center of the game area PA, while the special symbol display units 37a and 37b are located in the corners of the game area PA. Therefore, the symbol display device 41 attracts more attention from players than the special symbol display units 37a and 37b. In addition, the symbol display device 41 performs a wide variety of effects, such as "reach" displays, whereas the special symbol display units 37a and 37b, as already explained, only display the variation of symbols in a certain manner and show the stop result corresponding to the game result. For this reason as well, the symbol display device 41 attracts more attention from players than the special symbol display units 37a and 37b. In this situation, if the time-saving result (f...

Claims

[Claim 1] A display target storage means that stores multiple pieces of information to be displayed, A predetermined display control means controls a predetermined display means so that the display corresponding to each of the multiple pieces of information to be displayed stored in the display target storage means is executed sequentially, and changes the type of information to be displayed based on the elapsed of a predetermined display duration; Equipped with, The predetermined display control means is configured to execute a display starting from the type of display target information that was being displayed immediately before the predetermined situation began, when a predetermined situation in which a display corresponding to the display target information is not performed ends, and is characterized by comprising a display restart means that ensures the display corresponding to that type of display target information is executed for the predetermined display duration regardless of the remaining predetermined display duration when the predetermined situation begins.