gaming machines

The gaming machine enhances player engagement by using a launching mechanism and state transition system with varied entry states and lotteries to maintain interest through dynamic game state changes.

JP7722438B2Active Publication Date: 2025-08-13SANYO BUSSAN KK
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Patent Information

Application Number
JP2023201818
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-11-29
Publication Date
2025-08-13
Estimated Expiration
2037-03-15

AI Technical Summary

Technical Problem

The transition of game states in conventional gaming machines is determined by lottery, leading to decreased player attention.

Method used

A gaming machine with a launching mechanism, starting ball entry means, and gaming state transition mechanism that includes different entry states and lotteries to transition to specific advantageous states, notifying players of remaining game rotations and suggesting potential state changes.

Benefits of technology

Increases player engagement and attention to the game by providing dynamic state transitions and notifications.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of improving attention level of a player to games.SOLUTION: A game machine includes game state shift means for shifting a game state from a normal control state to a specific control state advantageous to a player, on the basis of a result of an internal lottery that has been performed upon a trigger of an entrance of a game ball to a first start ball entrance unit and a second start ball entrance unit. The normal control state includes a low probability mode and a high probability mode. The game state shift means includes a most advantageous game state shift unit for shifting a game state to a most advantageous game state (block BL16) more advantageous to the player than the low probability mode and the high probability mode, on the basis of a combination between the first start ball entrance unit and the second start ball entrance unit, and between the low probability mode and the high probability mode, if a result of an internal lottery performed upon a trigger of a ball entrance of a game ball to the first start ball entrance unit or the second start ball entrance unit is a winning.SELECTED DRAWING: Figure 33
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Description

[Technical Field]

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

[0002] Conventionally, there is known a gaming machine that includes a launching means for launching gaming balls toward a gaming area formed in front of a gaming board, and that executes an internal lottery such as a jackpot lottery when a gaming ball enters an actuation port (initial ball entry means) (see, for example, Patent Document 1). For example, when a player wins a jackpot lottery, the gaming machine transitions the gaming state from a normal control state to a specific control state that is advantageous to the player. In this specific control state, the gaming machine pays out a large number of gaming balls, for example, by transitioning a variable entry device to a state where gaming balls can enter. Incidentally, the normal control state has a plurality of game states with different probabilities of winning the big win lottery, so the player can enjoy the transition of the game states while playing the game. [Prior art documents] [Patent documents]

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

[0004] However, since the transition of the game state is determined by lottery when a jackpot lottery is won, there is a problem that the player's attention to the game decreases.

[0005] An object of the present invention is to provide a gaming machine that can increase the player's attention to the game. [Means for solving the problem]

[0006] The gaming machine of the present invention is a gaming machine that includes a launching means for launching gaming balls toward a gaming area formed in front of a gaming board, a starting ball entry means that allows gaming balls flowing down the gaming area to enter the game area and that can execute a predetermined lottery based on the entered ball, and a gaming state transition means that can transition the gaming state from a predetermined control state to a specific control state that is advantageous to a player based on the result of the predetermined lottery, and the predetermined control states include a first gaming state, a second gaming state in which the predetermined lottery is more likely to be executed than in the first gaming state, and a second gaming state that has a continuation rate higher than that of the second gaming state and is more advantageous to a player than the second gaming state. and a third game state advantageous to the game machine, the starting ball entry means comprising a first starting ball entry means and a second starting ball entry means different from the first starting ball entry means, the second starting ball entry means being capable of configuring a ball entry disabled state in which a game ball flowing down the game area cannot be entered, and a ball entry enabled state in which a game ball flowing down the game area can be entered, the gaming machine comprising a first path which makes it easy for game balls to enter the first starting ball entry means and makes it difficult for game balls to enter the second starting ball entry means, and a second path which makes it easy for game balls to enter the second starting ball entry means and makes it difficult for game balls to enter the first starting ball entry means, at least After switching from the second gaming state to the first gaming state, The system is configured to suggest to the player the possibility of transitioning to a third gaming state, When a predetermined condition is met by winning a predetermined lottery based on the game ball entering the second starting ball entry means, the game state is transitioned to a third game state, and the game machine can recognizably notify the number of game rotations remaining in the second game state. [Effects of the Invention]

[0007] According to the present invention, it is possible to increase the level of attention that players pay to the game. [Brief explanation of the drawings]

[0008] [Figure 1] Front view of a pachinko machine according to a first embodiment of the present invention [Figure 2] Front view of the game board [Figure 3] FIG. 10 is a diagram showing a display screen of a pattern display device. [Figure 4] Block diagram showing the electrical configuration of a pachinko machine [Figure 5] A diagram showing the contents of each counter used in the internal lottery [Figure 6] A diagram showing an electric role winning / losing table that stores the value of the random number that will win the electric role opening lottery. [Figure 7] A diagram showing a winning / losing table that stores the random number values that result in a jackpot. [Figure 8] FIG. 10 is a diagram showing an allocation table that stores random number values related to allocation destinations for types of jackpots. [Figure 9] Flowchart of timer interrupt processing [Figure 10] A flowchart showing the winning process for the operating port. [Figure 11] A flowchart showing normal processing [Figure 12] A flowchart showing the main processing [Figure 13] A flowchart showing the game number control process [Figure 14] FIG. 10 is a flowchart showing a data setting process. [Figure 15] FIG. 10 is a flowchart showing a fluctuation start process. [Figure 16] FIG. 10 is a flowchart showing the process for supporting electric power [Figure 17] A flowchart showing the electric device data setting process. [Figure 18] FIG. 10 is a flowchart showing the power fluctuation start process. [Figure 19] FIG. 10 is a flowchart showing a game state transition process. [Figure 20] FIG. 10 is a flowchart showing the process of opening and closing the big prize opening. [Figure 21] FIG. 10 is a flowchart showing the process of opening a large prize opening; [Figure 22] FIG. 10 is a flowchart showing a transition process when the open / close execution mode is ended. [Figure 23] FIG. 10 is a flowchart showing a first support mode setting process. [Figure 24] FIG. 10 is a flowchart showing a second support mode setting process. [Figure 25]FIG. 10 is a diagram showing the value of the game number counter set in the first support mode setting process or the second support mode setting process. [Figure 26] FIG. 10 is a flowchart showing a fluctuation termination process. [Figure 27] FIG. 10 is a flowchart showing the process of ending the power fluctuation [Figure 28] A block diagram showing the electrical configuration of the audio and light emitting control device and the display control device. [Figure 29] FIG. 10 is a flowchart showing a timer interrupt process executed by the audio and light emission control device. [Figure 30] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 31] FIG. 10 is a flowchart showing a process for determining a presentation pattern. [Figure 32] A diagram showing the relationship between game results and game states, etc. [Figure 33] A flowchart showing the transition between the lottery mode and the support mode [Figure 34] A diagram showing the display screen of the pattern display device, the first reservation lamp unit, and the second reservation lamp unit when switching between the winning / losing lottery mode and the support mode. [Figure 35] A diagram showing the display screen, first hold lamp section, and second hold lamp section of the symbol display device when transitioning to the win / lose lottery mode and support mode in the case of the "most favorable result" during a stay in the short-term high-frequency support mode. [Figure 36] A diagram showing the display screen, first hold lamp section, and second hold lamp section of the symbol display device when transitioning to the win / lose lottery mode and support mode in the case where the "most advantageous result" is not obtained during a stay in the short-term high-frequency support mode. [Figure 37] FIG. 10 is a flowchart showing the transition between the win / lose lottery mode and the support mode when the first reserved lamp unit is not lit. [Figure 38] A diagram showing the display screen of the pattern display device, the first reservation lamp unit, and the second reservation lamp unit when transitioning between the win / lose lottery mode and the support mode when the first reservation lamp unit is not lit [Figure 39]A diagram showing the display screen, first hold lamp section, and second hold lamp section of the symbol display device when transitioning to the win / lose lottery mode and support mode in the case of the "most favorable result" during a stay in the short-term high-frequency support mode. [Figure 40] A diagram showing the display screen, first hold lamp section, and second hold lamp section of the symbol display device when transitioning to the win / lose lottery mode and support mode in the case where the "most advantageous result" is not obtained during a stay in the short-term high-frequency support mode. [Figure 41] Front view of a game board according to a second embodiment of the present invention [Figure 42] A diagram showing the contents of each counter used in the internal lottery [Figure 43] A flowchart showing the winning process for the operating port. [Figure 44] A flowchart showing the game number control process [Figure 45] FIG. 10 is a flowchart showing a data setting process. [Figure 46] Front view of a game board according to a third embodiment of the present invention [Figure 47] FIG. 13 is a flowchart showing a first support mode setting process according to a fourth embodiment of the present invention. [Figure 48] FIG. 10 is a flowchart showing the process of ending the power fluctuation [Figure 49] FIG. 10 is a flowchart showing a process for determining a performance; [Figure 50] A diagram showing the display screen, first hold lamp section, and second hold lamp section of the symbol display device when transitioning to the win / lose lottery mode and support mode in the case of the "most advantageous result" when transitioning to the short-term high-frequency support mode. [Figure 51] A diagram showing the display screen, first hold lamp section, and second hold lamp section of the pattern display device when transitioning to the win / loss lottery mode and support mode in the case of a "high probability result with few rounds" when transitioning to the short-term high-frequency support mode. DETAILED DESCRIPTION OF THE INVENTION

[0009] [First embodiment] A first embodiment of the present invention will be described below with reference to the drawings. FIG. 1 is a front view of a pachinko machine according to a first embodiment of the present invention. The pachinko machine 10 is a type of gaming machine. As shown in Figure 1, the pachinko machine 10 includes an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 that is rotatably attached to the front (front side) of the outer frame 11.

[0010] The gaming machine main body 12 comprises an inner frame (not shown) supported by the outer frame 11 so as to be rotatable with one of the left and right side portions as the support side, a front door frame 13 arranged in front of the inner frame and supported by the inner frame so as to be rotatable forward with one of the left and right side portions as the support side, and a back pack unit (not shown) arranged behind the inner frame and supported by the inner frame so as to be rotatable backward with one of the left and right side portions as the support side.

[0011] The gaming machine main body 12 is equipped with a locking device (not shown) provided at its rotating tip. This locking device has the function of locking the gaming machine main body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 13 so that it cannot be opened relative to the inner frame. These locked states are released by performing an unlocking operation using an unlocking key on the cylinder lock 14 provided exposed on the front of the pachinko machine 10.

[0012] The front door frame 13 has a substantially elliptical window section 21 provided so as to cover the entire front side of the inner frame, and a window panel 22 fitted into the window section 21. In this embodiment, the window panel 22 is made of glass and is colorless and transparent, but it may also be made of synthetic resin or the like and be colorless and transparent. The front door frame 13 also includes an indicator lamp section 23 provided above the window section 21 as part of the light-emitting means consisting of various lamp sections etc. provided around the window section 21, speaker sections 24 provided on both the left and right sides of the indicator lamp section 23 and which output sound effects etc. according to the game status, and an upper bulge section 25 and a lower bulge section 26 provided below the window section 21.

[0013] The upper bulging portion 25 and the lower bulging portion 26 are arranged side by side one above the other and are both provided to bulge forward. The upper bulge 25 has an upper tray 25a provided inside so as to open upward. The upper tray 25a has the function of temporarily storing game balls dispensed by a dispenser 71 (see FIG. 4) provided in the back pack unit, and guiding the game balls in a row to the game ball launching mechanism 81 (see FIG. 4). The lower bulging portion 26 has a lower tray 26a provided inside the lower bulging portion 26 so as to be similarly open upward. The lower tray 26a has the function of storing surplus game balls in the upper tray 25a.

[0014] Furthermore, the front door frame 13 is provided with a launch handle 27 as a launching means provided to the right of the lower tray 26a. This launch handle 27 is operated by a player of the pachinko machine 10 to launch game balls from a game ball launching mechanism 81 provided below the inner frame toward a game area provided above the inner frame. By changing the amount of rotation of the launch handle 27, the launch strength of the game balls launched toward the game area, i.e., the momentum of the launch, can be changed.

[0015] FIG. 2 is a front view of the game board. As shown in Figure 2, the game board 31 has an inner rail portion 32 and an outer rail portion 33 attached to its surface, and is mounted on an inner frame. The above-mentioned game area is formed on the game board 31 so as to be partitioned by the inner rail portion 32 and the outer rail portion 33. Almost the entire game area can be seen from the front through the window portion 21. The inner rail portion 32 and the outer rail portion 33 form a guide rail 34 for game balls to the game area, and this guide rail 34 guides the game balls launched from the game ball launching mechanism 81 when the player rotates the launch handle 27 to the top of the game area.

[0016] The guide rail 34 has an exit portion located on one side of the play area and facing the upper center of the play area. Therefore, the arrival position of the game ball in the upper part of the play area shifts from the side where the exit portion of the guide rail 34 is located to the opposite side as the player rotates the launch handle 27 more. In this embodiment, the exit portion of the guide rail 34 is located on the left side of the play area.

[0017] The game board 31 has a plurality of large and small openings in the play area formed by router processing so as to penetrate the game board in the front-to-back direction. Each opening of the game board 31 has an upper actuation port (first starting ball entry port) 36, a lower actuation port (second starting ball entry port) 37, a variable winning device 38, and an outlet port 39. The game board 31 also has through gates 41 on the left and right sides of the center, a main display device 42 on the upper right side, and a variable display unit 43 in the center. The game board 31 also has various components (apparatuses) in the play area, such as numerous nails 44 planted to appropriately disperse or adjust the direction in which the game balls fall.

[0018] Each of the upper actuation opening 36, the lower actuation opening 37, and the various winning openings of the variable winning device 38 is equipped with detection sensors 40b-40d (see FIG. 4) that detect the entry of game balls, and these detection sensors 40b-40d are disposed on the rear side of the game board 31. Specifically, the upper actuation opening 36 is equipped with detection sensor 40b, the lower actuation opening 37 is equipped with detection sensor 40c, and the variable winning device 38 is equipped with detection sensor 40d. The pachinko machine 10 pays out a predetermined number of prize balls based on the detection results of the detection sensors 40b-40d. Note that the detection sensors 40b-40d may be any type that can individually detect the entry of game balls, and for example, electromagnetic induction proximity sensors or the like may be used.

[0019] Specifically, the pachinko machine 10 pays out three prize balls when a ball lands in the upper actuation port 36 and when a ball lands in the lower actuation port 37. The pachinko machine 10 pays out fifteen prize balls when a ball lands in the variable winning device 38. The number of prize balls is arbitrary, and for example, the number of prize balls in each actuation port 36, 37 may be different.

[0020] The outlet 39 is provided at the bottom of the game area of the game board 31. Game balls that do not enter any of the various winning holes are discharged from the game area through this outlet 39. The outlet 39 is equipped with a detection sensor 40e (see FIG. 4) that detects the entry of game balls, and this detection sensor 40e is disposed on the back side of the game board 31. Note that when a ball enters the outlet 39, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters any of the various winning holes.

[0021] Each through gate 41 is equipped with a detection sensor 40f (see FIG. 4) that detects the entry of a game ball, and this detection sensor 40f is disposed on the rear side of the game board 31. When a ball enters each through gate 41, the pachinko machine 10 does not pay out prize balls, unlike when a ball enters one of the various winning holes.

[0022] Here, "entering a ball" refers to a game ball passing through a specified opening, and includes not only a game ball being discharged from the game area after passing through an opening, but also a game ball continuing to flow down the game area without being discharged after passing through an opening. However, in the following explanation, to clearly distinguish it from a game ball entering the outlet 39, a game ball entering a prize-winning opening will also be referred to as "winning." Furthermore, a game ball entering the through gate 41 refers to a game ball continuing to flow down the game area after passing through a gate provided in the game area without being discharged. A game ball entering the through gate 41 will also be referred to as "winning," just like a game ball entering the various prize-winning openings.

[0023] The upper actuation port 36 and the lower actuation port 37 are united as an actuation port device and installed on the game board 31. The actuation ports 36, 37 both open upward to allow game balls flowing down the game area to enter, and are arranged side by side in the vertical direction with the upper actuation port 36 positioned at the top and the lower actuation port 37 positioned at the bottom. The lower actuation port 37 has an electric device 37a serving as a guide piece (support piece) made up of a pair of left and right movable pieces.

[0024] The electric role device 37a is connected to an electric role device drive unit 37b mounted on the back side of the game board 31. This electric role device 37a is set to either a closed state (non-support state or non-guide state) or an open state (support state or guide state) by being driven by the electric role device drive unit 37b. The closed state is a state in which the lower operating port 37 is closed by bringing the upper ends of the electric role device 37a closer to each other in the left-right direction. The open state is a state in which the lower operating port 37 is opened by moving the upper ends of the electric role device 37a apart in the left-right direction.

[0025] Here, when the electric device 37a is set to the closed state, the distance between the upper end of the electric device 37a and the upper operating port 36 is narrower than the width of one game ball. Also, when the electric device 37a is set to the open state, the distance between the upper end of the electric device 37a and the upper operating port 36 is wider than the width of one game ball. Therefore, when the electric device 37a is set to the closed state, the game ball cannot enter the lower operating port 37, but when it is set to the open state, the game ball can enter the lower operating port 37.

[0026] Incidentally, instead of the closed state and open state described above, the electric device 37a may be configured to switch between a state in which it is difficult for game balls to enter the lower operating port 37 (a state in which game balls can enter, unlike the closed state), and a state in which it is easy for game balls to enter the lower operating port 37. Furthermore, the lower operating port 37 may be configured to perform such switching by displacement of the lower operating port 37, rather than by setting the electric device 37a, and in this case, the lower operating port 37 does not need to be equipped with the electric device 37a.

[0027] The variable winning device 38 is equipped with a large winning opening 38a that opens to allow game balls flowing down the game area to enter, an opening / closing door 38b for opening and closing the large winning opening 38a, and a variable winning drive unit 38c that drives the opening / closing door 38b. The player can guide the game ball to the variable winning device 38 by adjusting the rotation amount of the launch handle 27 and adjusting the position at which the game ball reaches in the upper part of the game area.

[0028] Here, the game board 31 is provided with a cover 381 provided so as to cover the front side of the variable winning device 38. This cover 381 is provided with a transparent portion 381a formed to be transparent (or semi-transparent) so that the variable winning device 38 can be seen from the front side, and an opaque portion 381b provided around this transparent portion 381a and formed to be opaque. Therefore, the player can see the variable winning device 38 from the front through the transparent portion 381a and the window portion 21.

[0029] The special prize opening 38a is located in an opening formed in the game area by a router so as to penetrate the opening in the front-to-rear direction. As mentioned above, the special prize opening 38a is equipped with a detection sensor 40d that detects the entry of game balls. The pachinko machine 10 pays out a predetermined number of prize balls based on the detection result.

[0030] The opening / closing door 38b is formed in the shape of a rectangular plate, and is provided on the game board 31 so as to be rotatable around one of its lower sides as a central axis. The opening / closing door 38b has an open state in which it opens the opening of the big prize opening 38a by rotating toward the window panel 22 and protruding from the game board 31, and a closed state in which it closes the opening of the big prize opening 38a by rotating toward the inside of the game board 31 and sinking into the game board 31. The variable winning drive unit 38c drives the opening and closing door 38b to set the opening and closing door 38b to either an open state or a closed state.

[0031] Specifically, the door 38b is normally set to a closed state in which game balls cannot enter. If the internal lottery results in a win to switch to the open / close execution mode and the mode is switched to, the door 38b is set to an open state in which game balls can enter. The opening and closing execution mode (specific control state) refers to a mode in which the opening and closing door 38b is set to an open state, allowing game balls to enter the big prize opening 38a. In the opening and closing execution mode, the period from when the opening and closing door 38b is set to an open state until when it is set to a closed state again is called one round of play.

[0032] The main display device 42 has a main display section 45 and a display section 46 for special devices, and is configured by arranging multiple display devices such as a segment display (not shown) in which multiple segment light-emitting sections are arranged in a predetermined manner, and a dot display. The main display device 42 is provided on the game board 31 so as to bulge toward the window panel 22 provided on the front side thereof. In other words, the main display device 42 is visible from the front of the pachinko machine 10 through the window panel 22. The distance between the main display device 42 and the window panel 22 is narrower than the width of one game ball. This prevents the pachinko machine 10 from dropping game balls between the main display device 42 and the window panel 22. In other words, the pachinko machine 10 prevents game balls from dropping in front of the main display device 42.

[0033] The main display unit 45 includes a first result display unit 45a for displaying the result of an internal lottery conducted based on a win at the upper operating port 36, and a second result display unit 45b for displaying the result of an internal lottery conducted based on a win at the lower operating port 37 (see FIG. 4). Note that the main display unit 45 may further include a round display unit for indicating the number of rounds of play in the open / close execution mode when the open / close execution mode is selected (or when the open / close execution mode is selected).

[0034] The first result display unit 45a executes a variable display of the image triggered by a winning entry into the upper operating port 36, and displays the result of the internal lottery conducted based on the winning entry into the upper operating port 36 as a result of stopping the variable display. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the first result display unit 45a displays a predetermined stop result. Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode. The second result display unit 45b executes a variable display of the image triggered by a winning entry into the lower actuation port 37, and displays the result of the internal lottery conducted based on the winning entry into the lower actuation port 37 as a result of stopping the variable display. If the result of this internal lottery corresponds to a transition to the opening / closing execution mode, the second result display unit 45b displays a predetermined stop result. Thereafter, the pachinko machine 10 transitions to the opening / closing execution mode.

[0035] In this manner, in this embodiment, the upper actuation port 36 and the lower actuation port 37 function as a starting ball entry means that allows game balls flowing down the game area to enter and that executes an internal lottery when a game ball enters.

[0036] The device display unit 46 executes a variable display of the image triggered by a win at each through gate 41, and displays the result of the internal lottery conducted based on the win at each through gate 41 as a result of stopping the variable display. If the result of the internal lottery corresponds to a transition to an electric role open state, the device display unit 46 displays a predetermined stop result. Thereafter, the pachinko machine 10 transitions to an electric role open state. In this electric role open state, the electric device 37a provided in the lower operating port 37 is opened in a predetermined manner.

[0037] In this embodiment, the main display unit 45 and the accessory display unit 46 are configured with a segment display, a dot display, or the like, but are not limited to these and may be configured with other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix, etc. Furthermore, the pictures variably displayed on the main display unit 45 and the accessory display unit 46 may be configured to variably display multiple types of letters, multiple types of symbols, multiple types of characters, or multiple types of colors that are switched between.

[0038] The variable display unit 43 is equipped with a pattern display device 47 that variably displays (variably displays or switchably displays) a pattern, which is a type of picture. The variable display unit 43 also has a center frame 48 that is arranged to surround the pattern display device 47. The upper part of this center frame 48 is arranged to bulge out towards the window panel 22 provided on the front side thereof. This prevents game balls from falling in front of the display screen G of the pattern display device 47, and is configured to prevent inconvenience such as a decrease in visibility of the display screen G due to falling game balls.

[0039] The symbol display device 47 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 47 starts a variable display of symbols based on a winning entry into the upper actuation port 36 or the lower actuation port 37. That is, when the symbol display device 47 executes a variable display in the first result display section 45a of the main display section 45 and when the symbol display device 47 executes a variable display in the second result display section 45b of the main display section 45, the symbol display device 47 executes a variable display accordingly. The pattern display device 47 is not limited to a liquid crystal display device, but may be a plasma display device, an organic EL display device, a CRT, or other display device.

[0040] The center frame 48 has a first hold lamp section 49a provided in the lower left area of the pattern display device 47, a second hold lamp section 49b provided in the lower right area of the pattern display device 47, and a third hold lamp section 49c provided in the area to the right of the second hold lamp section 49b.

[0041] The first reserve lamp section 49a is a section that displays the number of reserved game balls that have entered the upper operating port 36, and lights up according to the number of reserved game balls. This first reserve lamp section 49a can reserve up to four game balls, and corresponds to the variable display of the first result display section 45a and the pattern display device 47. The second reserve lamp section 49b is a section that displays the number of reserved game balls that have entered the lower operating port 37, and lights up according to the number of reserved game balls. This second reserve lamp section 49b can reserve up to four game balls, and corresponds to the variable display of the second result display section 45b and the symbol display device 47. The third reserve lamp section 49c is a section that displays the number of reserved game balls that have entered each through gate 41, and lights up according to the number of reserved balls. This third reserve lamp section 49c can reserve up to four game balls, and corresponds to the variable display of the accessory display section 46. Each of the reservation lamp sections 49a to 49c may have another configuration, such as being displayed as an image on a part of the pattern display device 47.

[0042] FIG. 3 is a diagram showing a display screen of the pattern display device. As shown in Fig. 3, the display screen G of the symbol display device 47 is divided into three display areas, and in each display area, a left symbol column Z1, a middle symbol column Z2, and a right symbol column Z3 are displayed in order from left to right. Each symbol column Z1 to Z3 is configured by arranging eight types of symbols consisting of the numbers "1" to "8" in ascending order from bottom to top, with "1" following "8". In Fig. 3, the center line of each display area is indicated by a dashed line.

[0043] The symbol display device 47 starts a variable display of symbols by periodically scrolling the symbols of each symbol column Z1 to Z3 in a predetermined direction (upward in this embodiment) based on a winning entry into the upper actuation port 36 or the lower actuation port 37, thereby executing a game-round effect on the display screen G. This game-round effect switches from a variable display to a static display in the order of left symbol column Z1 → right symbol column Z3 → center symbol column Z2, and finally ends with the predetermined symbols statically displayed on the pay line L. That is, a game round refers to the period from when the main display unit 45 and the symbol display unit 47 start to display a variable display based on winnings in the operating ports 36 and 37 until a predetermined stop result is displayed.

[0044] The manner in which the symbols are displayed in a variable manner on the symbol display device 47 is not limited to this and is arbitrary. For example, the number of symbol rows, the direction of scrolling of each symbol row, the number of symbols in each symbol row, etc. can be changed as appropriate. Furthermore, the symbols in each symbol row may be a combination of pictures and numbers, or may be pictures only, instead of numbers only.

[0045] <Electrical configuration of pachinko machine 10> FIG. 4 is a block diagram showing the electrical configuration of the pachinko machine. 4, the pachinko machine 10 is equipped with a main control device 60, an audio / light emitting control device 90, and a display control device 100, which are mounted on the rear side of the inner frame. The pachinko machine 10 also has a payout control device 70 that executes payout control to make the payout device 71 described above pay out game balls, and a power / launch control device 80 that executes launch control to make the game ball launch mechanism 81 described above launch game balls, and these devices are mounted on a back pack unit.

[0046] The main control device 60 includes a main control board 61 that controls the main game (main control) and a power outage monitoring board 65 that monitors the power supply. The main control device 60 also includes a board box that houses the main control board 61 and other components. This board box may be equipped with a trace means for leaving a trace upon opening, or a trace structure for leaving a trace upon opening. Specifically, the trace means may include a structure in which the board box is formed by joining multiple case bodies and a joint (crimped portion) is provided that requires destruction of a predetermined portion when the case bodies are separated, or a structure in which a seal sticker is attached across the boundaries between multiple case bodies, leaving a trace of its removal by leaving an adhesive layer on the bonded object when peeled. Furthermore, the trace structure may include a structure in which an adhesive is applied to the boundaries between these case bodies.

[0047] The main control board 61 includes an MPU 62 mounted on the main control board 61, and a ROM 63 and a RAM 64 that constitute the MPU 62. The MPU 62 is a chip-like device that combines the ROM 63 and RAM 64 with a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit that serves as a random number generator. In this embodiment, the ROM 63 and RAM 64 are integrated into a single chip for the MPU 62, but they may be integrated into individual chips. This also applies to the MPUs of the other control devices other than the main control device 60.

[0048] The ROM 63 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to retain the stored information. The ROM 63 has various areas such as a win / loss table storage area 63a, a distribution table storage area 63b, an electric win / loss table storage area 63c, and a reach table storage area 63d. These areas will be described in detail later. The RAM 64 is a memory for temporarily storing various data when the control program stored in the ROM 63 is executed, and is a volatile storage means that requires an external power supply to retain the stored information. The RAM 64 has various areas such as a counter area 64a, a reserved ball storage area 64b, and an electric role reserved area 64c. These areas will be described in detail later.

[0049] The MPU 62 has an input port and an output port. The input port of the MPU 62 is connected to a power outage monitoring board 65 provided in the main control device 60 and to the plurality of detection sensors 40b to 40f. The output port of the MPU 62 is connected to the power outage monitoring board 65, the payout control device 70, and the sound and light emission control device 90. The output port of the MPU 62 is also connected to an electric accessory drive unit 37b that opens and closes the electric accessory 37a of the lower operating port 37, a variable winning drive unit 38c that opens and closes the opening and closing door 38b of the variable winning device 38, the main display unit 45, and the accessory display unit 46.

[0050] The main control board 61 includes a driver circuit. The MPU 62 controls the operation of various drive units through this driver circuit. Specifically, in the electric role open state, the MPU 62 controls the operation of the electric role drive unit 37b to open and close the electric role 37a. In the opening and closing execution mode, the MPU 62 controls the operation of the variable prize drive unit 38c to open and close the large prize opening 38a. In each game, the MPU 62 controls the display of the main display unit 45 to display the results of an internal lottery based on winnings at the operating openings 36 and 37. Furthermore, the MPU 62 controls the display of the role display unit 46 to display the results of an internal lottery based on winnings at the through gates 41.

[0051] The power failure monitoring board 65 acts as a relay between the main control board 61 and the power supply and launch control device 80, which has the function of supplying operating power, and monitors the stable 24 volt DC voltage output from the power supply and launch control device 80. Therefore, the MPU 62 receives power via the power failure monitoring board 65. The detection sensors 40b to 40f are provided in one-to-one correspondence with the upper operating port 36, the lower operating port 37, and the various winning ports of the variable winning device 38, the outlet port 39, and each through gate 41. Based on the detection results of the detection sensors 40b to 40f, the MPU 62 performs winning determination (ball entry determination) for the various winning ports, the outlet port 39, and each through gate 41. The MPU 62 also performs an internal lottery based on the winning determination for the upper operating port 36 or the lower operating port 37.

[0052] The payout control device 70 performs payout control to cause the payout device 71 to pay out prize balls and loan balls (game balls loaned to players when playing) based on commands (control instructions) sent from the main control device 60.

[0053] The power supply and launch control device 80 is connected to a commercial power source (external power source) in, for example, an amusement facility. The power supply and launch control device 80 generates the operating power required for the main control board 61, payout control device 70, etc. based on the external power supplied from the commercial power source, and supplies the generated operating power. The power supply and launch control device 80 is equipped with a power supply unit for use in the event of a power outage, such as a backup capacitor. This power supply unit for use in the event of a power outage supplies power for maintaining memory to the RAM 64 of the main control device 60 even in the event of a power outage in which the power supply to the pachinko machine 10 is cut off.

[0054] The power supply and launch control device 80 also executes launch control to cause the game ball launch mechanism 81 to launch game balls. Here, the game ball launch mechanism 81 includes a launch rail extending toward the guide rail 34 of the game board 31, a ball feed device that supplies game balls stored in the upper tray 25a onto the launch rail, and a solenoid, which is an electric actuator that launches the game balls supplied onto the launch rail toward the guide rail 34. When predetermined launch conditions are met, the power supply and launch control device 80 supplies a drive signal (launch permission signal) to this solenoid, causing the game balls to be launched.

[0055] <Electrical configuration for executing internal lottery in MPU 62 of main control device 60> FIG. 5 is a diagram showing the contents of each counter used in the internal lottery. As shown in FIG. 5, the MPU 62 performs internal lotteries and the like by using the values (information) of the counters C1-C3, CINI, CS, and C4. Specifically, the MPU 62 uses the jackpot random number counter C1 to determine whether a jackpot occurs, the jackpot type counter C2 to determine the type of jackpot when a jackpot occurs, and the reach random number counter C3 to determine whether or not to generate a reach display. The MPU 62 also uses the random number initial value counter CINI to set the initial value of the jackpot random number counter C1, and the variable type counter CS to determine the display duration on the main display unit 45 and the symbol display device 47. The MPU 62 also uses the electric role release counter C4 to determine whether or not to open the electric role 37a of the lower operating port 37. The counters C1-C3, CINI, CS, and C4 are provided in the various counter area 64a of the RAM 64 (see FIG. 4).

[0056] Each time the counters C1 to C3, CINI, CS, and C4 are updated, 1 is added to the previous value, and the counters are loop counters that return to 0 after reaching their maximum value. Each counter is periodically updated, and the updated value is appropriately stored in a lottery counter buffer set in a predetermined area of RAM 64. Of the values stored in the lottery counter buffer, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are stored in a reserved ball storage area 64b (see FIG. 4) provided as acquired information storage means in RAM 64 when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Furthermore, of the values stored in the lottery counter buffer, the value of the electric role release counter C4 is stored in an electric role reserve area 64c (see FIG. 4) of RAM 64 as electric role reserve information when a gaming ball enters each through gate 41.

[0057] The reserved ball storage area 64b includes a first result display section reserved area Ra, a second result display section reserved area Rb, and an execution area AE.

[0058] The first result display section reserve area Ra provided as the first ball entry section storage means includes four storage areas, a first area Ra1 to a fourth area Ra4. Each of the areas Ra1 to Ra4 has a storage capacity large enough to store a set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 62 stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in each of the areas Ra1 to Ra4 in chronological order as game balls enter the upper actuation port 36. Specifically, when multiple consecutive wins occur in the upper actuation port 36, the MPU 62 stores the reserve information in chronological order in the first area Ra1, the second area Ra2, the third area Ra3, and the fourth area Ra4.

[0059] In this way, the first result display holding area Ra has four memory areas, so that up to four winning game balls can be held in the upper operating port 36. The first result display holding area Ra also has a memory area for writing the number of reserved balls stored in each of the areas Ra1 to Ra4. The number of retained pieces associated with the upper operating port 36 is not limited to four and can be any number, such as two, three, five or more, or it can be single.

[0060] The second result display section reserve area Rb, provided as the second ball entry section storage means, includes four storage areas, a first area Rb1 to a fourth area Rb4. Each of the areas Rb1 to Rb4 has a storage capacity large enough to store a set of values from the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 62 stores the set of values from the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in each of the areas Rb1 to Rb4 in chronological order as game balls enter the lower actuation opening 37. Specifically, when multiple consecutive wins occur in the lower actuation opening 37, the MPU 62 stores the reserve information in chronological order in the first area Rb1, the second area Rb2, the third area Rb3, and the fourth area Rb4.

[0061] In this way, the second result display section reserve area Rb has four memory areas, so that up to four winning game balls can be reserved in the lower operation port 37. The second result display section reserve area Rb also has a memory area for writing the number of reserved balls stored in each of the areas Rb1 to Rb4. The number of retained items related to the lower operating port 37 is not limited to four and can be any number, such as two, three, five or more, or it can be single.

[0062] The execution area AE is an area for moving the reserved information stored in the memory area of the first result display unit reserved area Ra or the second result display unit reserved area Rb when starting the variable display of each result display unit 45a, 45b.

[0063] Thus, in this embodiment, the holding area Ra for the first result display section functions as a memory means for the first ball entry section that stores multiple internal lottery information (holding information) associated with the results of the internal lottery executed in response to the entry of a game ball into the upper operating port 36. In addition, in this embodiment, the holding area Rb for the second result display section functions as a memory means for the second ball entry section, which stores multiple internal lottery information (holding information) associated with the results of the internal lottery executed in response to the entry of a game ball into the lower operating port 37.

[0064] The electric role reserve area 64c has four storage areas, similar to the first result display reserve area Ra and the second result display reserve area Rb. The electric role reserve area 64c also has an electric role execution area (not shown), similar to the reserved ball storage area 64b. Therefore, up to four winning game balls can be reserved in each through gate 41. The number of reserved items for each through gate 41 is not limited to four and is arbitrary, and may be any number such as two, three, five or more, or may be single.

[0065] <Detailed explanation of each counter> Each counter will be described in detail below. First, the electric accessory opening counter C4 will be described. The electric accessory opening counter C4 is a loop counter that loops within the range of 0 to 65535 by adding 1 to the previous value each time it is updated and returning to 0 after reaching the maximum value of 65535. The electric role opening counter C4 is periodically updated, and the updated value is stored in the electric role holding area 64c of the RAM 64 via the lottery counter buffer at the timing when a game ball enters each through gate 41. Then, the MPU 62 executes a lottery (electric role release lottery) to determine whether or not to put the electric role 37a of the lower operating port 37 into an electric role release state based on the value of the electric role release counter C4 stored in the electric role holding area 64c.

[0066] FIG. 6 is a diagram showing an electric role winning / losing table that stores the value of the random number that will win the electric role opening lottery. Among the values of the electric feature opening counter C4, the random number value that wins the electric feature opening lottery is stored as an electric feature win / loss table (electric feature win / loss information group) in the electric feature win / loss table memory area 63c (see Figure 4) of the ROM 63, which is provided as an electric feature win / loss information group storage means, as shown in Figure 6.

[0067] Here, the pachinko machine 10 has a plurality of support modes that differ from each other in the frequency with which the electric device 37a is set to the open state to allow the game ball to enter the lower operating port 37. Specifically, the pachinko machine 10 has a low-frequency support mode (low-frequency guide state) in which the electric device 37a is set to the open state relatively rarely, and a high-frequency support mode (high-frequency guide state) in which the electric device 37a is set to the open state relatively frequently.

[0068] Specifically, the electric role win / loss table includes an electric role win / loss table for the low frequency support mode shown in Figure 6(a) (a group of electric role win / loss information for low frequency) and an electric role win / loss table for the high frequency support mode shown in Figure 6(b) (a group of electric role win / loss information for high frequency). The MPU 62 compares these electric role winning / losing tables with the value of the electric role opening counter C4 stored in the electric role holding area 64c, thereby executing the electric role opening lottery.

[0069] These electric role winning / losing tables contain the results of multiple electric role opening lotteries (electric role winning / losing results), including "electric role opening winning" and "electric role opening losing results." Specifically, in a gaming state where the electric role win / loss table for the low-frequency support mode is referenced when drawing the lottery to open an electric role, the value of the random number that results in "winning the electric role release" is 1, as shown in Figure 6(a). Therefore, in a gaming state where the electric role win / loss table for the low-frequency support mode is referenced when drawing the lottery to open an electric role, the probability of "winning the electric role release" is 1 / 65536. In contrast, in a gaming state where the electric role win / loss table for the high-frequency support mode is referenced when drawing the lottery to open an electric role, the value of the random number that results in an "electric role win" is 65,535, as shown in Figure 6(b). Therefore, in a gaming state where the electric role win / loss table for the high-frequency support mode is referenced when drawing the lottery to open an electric role, the probability of an "electric role win" is 65,535 / 65,536. Here, the value of the random number that results in an "electric role win" stored in the electric role win / loss table for the low-frequency support mode is included in the value of the random number that results in an "electric role win" stored in the electric role win / loss table for the high-frequency support mode.

[0070] The values and numbers of random numbers stored in each electric role hit / miss table are arbitrary, and it is sufficient that the high-frequency support mode has a higher probability of "electric role release winning" compared to the low-frequency support mode. Also, the value of the random number that results in "electric role release winning" stored in the electric role hit / miss table for the high-frequency support mode does not have to include the value of the random number that results in "electric role release winning" stored in the electric role hit / miss table for the low-frequency support mode, and may include a part of the value of the random number that results in "electric role release winning" stored in the electric role hit / miss table for the low-frequency support mode.

[0071] In the high-frequency support mode, when the electric reel opening lottery is won, the electric reel 37a is set to the open state more frequently, and the opening time for each electric reel 37a is set to the open state is longer, compared to the low-frequency support mode. Also, in the high-frequency support mode, the closing time for setting the electric reel 37a to the closed state between each opening in a single electric reel opening state is shorter than the opening time for each single opening. Furthermore, in the high-frequency support mode, the minimum waiting time (the duration of one variable display on the reel display unit 46) between the end of the electric reel opening lottery and the next electric reel opening lottery is shorter, compared to the low-frequency support mode.

[0072] Therefore, in the high frequency support mode, the gaming ball is more likely to enter the lower actuation port 37 than in the low frequency support mode. In other words, in the low frequency support mode, the gaming ball is more likely to enter the upper actuation port 36 than the lower actuation port 37. Also, in the high frequency support mode, the gaming ball is more likely to enter the lower actuation port 37 than the upper actuation port 36. When a winning ball is detected in the lower operating port 37, a predetermined number of prize balls are paid out, so in the high frequency support mode, the player can play without losing too many game balls.

[0073] In this embodiment, the lower operating port 37 has a low-frequency support mode and a high-frequency support mode. The low-frequency support mode functions as a ball-entry-disabled state in which game balls flowing down the game area cannot be entered, and the high-frequency support mode functions as a ball-entry-enabled state in which game balls flowing down the game area can be entered.

[0074] The configurations of the low-frequency support mode and the high-frequency support mode are not limited to this. Specifically, the high-frequency support mode may be configured to set the electric reel 37a to the open state relatively more frequently than the low-frequency support mode, and the low-frequency support mode and the high-frequency support mode may have the same probability of winning the electric reel opening lottery. For example, multiple types of retention times may be prepared, and the high-frequency support mode may be configured to make it easier to select a shorter retention time than the low-frequency support mode, or to shorten the average selected retention time. Furthermore, by combining the conditions of the number of times the electric reel 37a is set to the open state, the opening time, and the retention time, the high-frequency support mode may be configured to set the electric reel 37a to the open state relatively more frequently than the low-frequency support mode.

[0075] Next, the jackpot random number counter C1 will be described. The jackpot random number counter C1 is a loop counter that loops within the range of 0 to 59 by adding 1 to the previous value each time it is updated, and returning to 0 after reaching a maximum value of 59. Furthermore, each time the jackpot random number counter C1 goes through one loop, it reads the value of the random number initial value counter CINI at that time as its initial value. Note that the random number initial value counter CINI is a loop counter that loops within the range of 0 to 59, just like the jackpot random number counter C1.

[0076] The jackpot random number counter C1 is updated periodically, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the jackpot random number counter C1 is stored in the reserved area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserved area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, the MPU 62 executes a lottery for the occurrence of a jackpot (win / lose lottery) based on the value of the jackpot random number counter C1 stored in the reserved ball storage area 64b.

[0077] FIG. 7 is a diagram showing a win / lose table that stores the random number values that will result in a big win. Among the values of the jackpot random number counter C1, the value of the random number that will result in a jackpot is stored as a win / loss table (win / loss information group) in the win / loss table storage area 63a (see Figure 4) of the ROM 63, which is provided as a win / loss information group storage means, as shown in Figure 7.

[0078] Here, the pachinko machine 10 has two winning / losing lottery modes: a low probability mode (low probability state) in which it is difficult to win a jackpot, and a high probability mode (high probability state) in which it is easy to win a jackpot. The winning / losing table includes a winning / losing table for the low probability mode (low probability winning / losing information group) shown in Figure 7(a) and a winning / losing table for the high probability mode (high probability winning / losing information group) shown in Figure 7(b). The MPU 62 compares these winning / losing tables with the value of the jackpot random number counter C1 stored in the reserved ball storage area 64b, thereby executing a lottery to determine whether a jackpot will occur.

[0079] These winning / losing tables have the results (winning / losing results) of the lottery for multiple jackpots, including "jackpot win," "special losing result," and "normal losing result." Specifically, in a gaming state where the winning / losing table for the low probability mode is referenced when drawing the lottery for the jackpot, there are two random numbers that result in a "jackpot win," as shown in Figure 7(a). Therefore, in a gaming state where the winning / losing table for the low probability mode is referenced when drawing the lottery for the jackpot, the probability of a "jackpot win" is 1 / 30. In contrast, in a gaming state in which the hit / miss table for the high probability mode is referenced when drawing the lottery for the occurrence of a jackpot, there are 20 random number values that result in a "jackpot win," as shown in Figure 7(b). Therefore, in a gaming state in which the hit / miss table for the high probability mode is referenced when drawing the lottery for the occurrence of a jackpot, the probability of a "jackpot win" is 1 / 3. Here, the random number value that results in a "jackpot win" stored in the hit / miss table for the low probability mode is included in the random number value that results in a "jackpot win" stored in the hit / miss table for the high probability mode.

[0080] In this way, in this embodiment, the high probability mode (second gaming state) executes an internal lottery with a higher winning probability than the low probability mode (first gaming state).

[0081] The values and numbers of random numbers stored in each hit / miss table are arbitrary, as long as the high probability mode has a higher probability of "winning the jackpot" compared to the low probability mode. Also, the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the high probability mode does not have to include the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the low probability mode, and may include a part of the value of the random number that results in "winning the jackpot" stored in the hit / miss table for the low probability mode.

[0082] In addition, in each win / lose lottery mode, any random number value other than the "jackpot win" will result in a loss and not a jackpot. Here, as mentioned above, the pachinko machine 10 has two types of failure results: a "special failure result (small win result)" and a "normal failure result." These failure results have in common that neither triggers a transition to the win / lose lottery mode or the support mode. However, they differ in that the "special failure result" triggers a transition to the opening / closing execution mode, whereas the "normal failure result" does not trigger a transition to the opening / closing execution mode.

[0083] Next, the jackpot type counter C2 will be described. The jackpot type counter C2 is a loop counter that adds 1 to the previous value each time it is updated, and after reaching a maximum value of 29, returns to 0, thereby looping within the range of 0 to 29. The jackpot type counter C2 is updated periodically, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the jackpot type counter C2 is stored in the reserve area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserve area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, when a jackpot occurs, the MPU 62 executes a lottery (distribution lottery) for the type of the jackpot based on the value of the jackpot type counter C2 stored in the reserved ball storage area 64b.

[0084] FIG. 8 is a diagram showing an allocation table that stores random number values related to allocation destinations for types of big wins. The random number values relating to the allocation destination of each type of jackpot are stored as an allocation table (allocation information group) in an allocation table storage area 63b (see FIG. 4) of the ROM 63 provided as allocation information group storage means, as shown in FIG. 8. The allocation table includes a first allocation table (first allocation information group) shown in FIG. 8(a) and a second allocation table (second allocation information group) shown in FIG. 8(b). The MPU 62 compares these allocation tables with the value of the big win type counter C2 stored in the reserved ball storage area 64b to execute a lottery for determining the type of big win.

[0085] The first allocation table is a table that is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 that has been shifted from the reserve area Ra for the first result display section to the execution area AE, i.e., the value of the jackpot type counter C2 based on winning the upper operating port 36. As shown in Fig. 8(a), the first allocation table allocates multiple allocation results, including "non-explicit few-round high probability result (latent high probability result corresponding to few rounds)", "explicit few-round high probability result (high probability result corresponding to few rounds)", and "most advantageous result (special allocation result corresponding to high probability)". Specifically, in the first allocation table, of the value "0 to 29" of the jackpot type counter C2, "0 to 9" is allocated to "non-explicit few-round high probability result", "10 to 19" is allocated to "explicit few-round high probability result", and "20 to 29" is allocated to "most advantageous result".

[0086] The second allocation table is a table that is referenced when a lottery is conducted to determine the type of jackpot based on the value of the jackpot type counter C2 that has been shifted from the reserve area Rb for the second result display section to the execution area AE, i.e., the value of the jackpot type counter C2 based on winning the lower operating port 37. As shown in Fig. 8(b), the second allocation table allocates only the allocation result of the "most advantageous result." Specifically, in the second allocation table, of the values "0 to 29" of the jackpot type counter C2, "0 to 29" is allocated to the "most advantageous result."

[0087] Next, the reach random number counter C3 will be described. The reach random number counter C3 is a loop counter that loops within the range of 0 to 238 by adding 1 to the previous value each time it is updated and returning to 0 after reaching a maximum value of 238. The reach random number counter C3 is periodically updated, and the updated value is stored in the reserved ball storage area 64b of the RAM 64 via the lottery counter buffer when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Specifically, the value of the reach random number counter C3 is stored in the reserve area Ra for the first result display section of the RAM 64 when a gaming ball enters the upper actuation port 36, and is stored in the reserve area Rb for the second result display section of the RAM 64 when a gaming ball enters the lower actuation port 37. Then, the MPU 62 executes a lottery (reach occurrence lottery) to determine whether or not to generate a reach display based on the value of the reach random number counter C3 stored in the reserved ball storage area 64b.

[0088] The reach display is an expected effect that occurs when the winning / losing lottery results in a "normal miss result" rather than a "jackpot win." Specifically, when the lottery results in a "normal miss" rather than a "jackpot win," the MPU 62 compares the reach table with the value of the reach random number counter C3 stored in the reserved ball storage area 64b to execute a lottery to determine whether or not to generate a reach display, and generates the reach display if the lottery determines that the reach display should be generated. The reach table is a table that stores random number values related to the generation of the reach display, and is stored in the reach table storage area 63d of the ROM 63 (see FIG. 4).

[0089] Here, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in the "most advantageous result," the pattern display device 47 will stop and display, as the stop result, a combination of patterns having the same numbers on the valid line L. Also, if the win / loss lottery results in a "jackpot win" and the allocation lottery results in an "unspecified low-round high-probability result" or an "explicit low-round high-probability result," or if the win / loss lottery results in a "special loss result" without a "jackpot win," the pattern display device 47 will stop and display, as the stop result, a special combination of patterns having different numbers that would not be selected in the case of a "normal loss result" in the win / loss lottery, rather than a combination of patterns having the same numbers, on the valid line L.

[0090] The reach display occurs regardless of the value of the reach random number counter C3 when a combination of symbols having the same numbers is finally displayed (when the win / loss lottery results in a "jackpot win" and the distribution lottery results in the "most favorable result"), and the reach display does not occur regardless of the value of the reach random number counter C3 when a special combination of symbols is finally displayed (when the win / loss lottery results in a "jackpot win" and the distribution lottery results in an "unspecified few rounds high probability result" or an "explicit few rounds high probability result", or when the win / loss lottery results in a "special miss result" without a "jackpot win").

[0091] The reach display mode is such that some of the multiple pattern sequences Z1 to Z3 displayed on the display screen G of the pattern display device 47 (for example, pattern sequence Z1 and pattern sequence Z3) are displayed stopped on the valid line L, thereby displaying the same pattern combination to suggest the stopping result, and in this state, the remaining pattern sequences (for example, pattern sequence Z2) are displayed in a variable manner. Therefore, by generating a reach display, the pachinko machine 10 can make the player hope that after the variable display starts on the pattern display device 47 and before the predetermined stop result is displayed, the player will have won the jackpot in the win / lose lottery and been allocated the most advantageous result in the allocation lottery.

[0092] The manner of reach display is not limited to this, and some of the pattern rows may be displayed statically and the remaining pattern rows may be displayed in a variable manner, with predetermined characters or the like displayed as animation in the background, or each pattern row may be displayed in a reduced size or hidden and predetermined characters or the like displayed as animation across almost the entire display screen G.

[0093] Here, the pachinko machine 10 has an expectation effect as a type of variable display of the symbol display device 47. The expectation effect is an effect that makes the player expect that he or she may have won the jackpot in the win / loss lottery after the variable display starts on the symbol display device 47 and before the predetermined stop result is displayed. Specifically, the pachinko machine 10 has two types of expectation effects: the reach display and the advance notice display.

[0094] The advance notice display is an expected effect that makes it easier for an effect to occur when the winning / losing lottery results in a "jackpot win" or when the winning / losing lottery results in a "special miss" rather than a "jackpot win" than when the winning / losing lottery results in a "normal miss" rather than a "jackpot win." Instead of making the effect more likely to occur, this advance notice display may make it easier to select an effect with a low appearance rate, or these may be combined. The lottery as to whether or not to generate a reach display is executed by the main control device 60, whereas the lottery as to whether or not to generate a notice display is executed by the sound and light emission control device 90.

[0095] The mode of the advance notice display is such that, among the multiple symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 47, all of the symbol sequences Z1 to Z3 are displayed in a variable manner, a portion of the symbol sequences (for example, the symbol sequence Z1) is displayed stationary on the activated line L and then multiple symbol sequences (for example, the symbol sequences Z2 and Z3) are displayed in a variable manner, or a reach display is generated, a predetermined character or the like is displayed as a moving image on the display screen G. This advance notice display occurs both when a reach display is generated and when a reach display is not generated, but is set to occur more easily when a reach display is generated than when a reach display is not generated. The preview display is not limited to this, and for example, the background may be changed, or the shape of the symbol strings Z1 to Z3 may be changed.

[0096] Finally, we will explain the fluctuation type counter CS. The fluctuation type counter CS is a loop counter that loops within the range of 0 to 198, for example, by adding 1 to the previous value each time it is updated, and after reaching a maximum value of 198, it returns to 0. The fluctuation type counter CS is updated at least once each time the normal processing described below is executed, and each time it is updated, it is stored in the lottery counter buffer. Then, the MPU 62 determines the display duration of the patterns on the main display unit 45 and the pattern display device 47 based on the value of the variation type counter CS stored in the lottery counter buffer.

[0097] <Regarding various processes executed by the main control device 60> The MPU 62 of the main control device 60 executes timer interrupt processing and normal processing for progressing the game, as well as main processing that starts when the power is turned on. The timer interrupt processing, normal processing, and main processing will be described below in order. In addition to timer interrupt processing, normal processing, and main processing, the MPU 62 also executes NMI interrupt processing that is activated by input of a power outage signal to an NMI terminal (non-maskable terminal), but a description of this processing will be omitted.

[0098] <Timer interrupt processing> FIG. 9 is a flowchart illustrating the timer interrupt process. In the timer interrupt process, the MPU 62 executes steps S101 to S105 periodically (for example, every 2 msec) as shown in FIG.

[0099] In step S101, the MPU 62 executes a read process for the plurality of detection sensors 40b-40f. In this read process, the MPU 62 reads the states of the plurality of detection sensors 40b-40f, determines the states, and stores the results in the RAM 64 as winning detection information. When the MPU 62 determines that the detection sensors 40b-40d corresponding to the various winning ports have detected the entry of a game ball, the MPU 62 sets a prize ball command for issuing a payout instruction for the prize balls, and transmits this set command to the payout control device 70. For example, when the MPU 62 determines that the detection sensor 40d corresponding to the variable winning device 38 has detected the entry of a game ball, the MPU 62 transmits a prize ball command for issuing a payout instruction for the specific unit number of 15 prize balls to the payout control device 70. In addition, the payout control device 70 performs payout control to cause the payout device 71 to pay out prize balls based on the prize ball command sent from the MPU 62.

[0100] In step S102, the MPU 62 updates the random number initial value counter CINI. Specifically, as described above, the MPU 62 updates the previous value of the random number initial value counter CINI by adding 1 to it, and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM 64. Note that if the previous value of the random number initial value counter CINI has reached its maximum value when the MPU 62 adds 1 to it, the MPU 62 clears the value of the random number initial value counter CINI by returning it to 0.

[0101] In step S103, the MPU 62 executes updates of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4. Specifically, as described above, the MPU 62 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory release counter C4 by adding 1 to each of their previous values, and stores the updated values in a lottery counter buffer set in a predetermined area of the RAM 64. Note that if the maximum value has been reached when the MPU 62 adds 1 to each of the previous values of the counters C1 to C4, the MPU 62 clears the values of the counters C1 to C4 by resetting them to 0.

[0102] In step S104, the MPU 62 executes a winning process for through play. In this winning process for through play, if the MPU 62 determines that the detection sensor 40f corresponding to each through gate 41 has detected the winning of a game ball, the MPU 62 stores the value of the electric role opening counter C4 updated in step S103 in the electric role holding area 64c. In addition, the MPU 62 sets a command for turning on the third holding lamp unit 49c and transmits this set command to the sound and light emission control device 90. The sound and light emission control device 90 lights up the third reserve lamp unit 49c based on a command sent from the MPU 62. As mentioned above, the maximum number of game balls that enter the through gate 41 can be reserved is four, and the third reserve lamp unit 49c lights up in a number corresponding to this number of reserved balls.

[0103] In step S105, the MPU 62 executes the winning process for the operation port. The winning process for the operating port will be explained in detail below.

[0104] <Winning process for operating port> FIG. 10 is a diagram showing a flowchart of the winning process for the operating port. In the winning process for the operating port, the MPU 62 executes steps S201 to S207 as shown in FIG.

[0105] In step S201, the MPU 62 determines whether a gaming ball has entered the upper actuation port 36 (start entry) by determining whether the detection sensor 40b corresponding to the upper actuation port 36 has detected the entry of a gaming ball. If the MPU 62 determines in step S201 that a gaming ball has entered the upper actuation port 36, in step S202, the MPU 62 determines the number of reserved balls stored in the first result display unit reserve area Ra and sets the reserved number as a first start reserve memory number RaN in a predetermined memory area in the first result display unit reserve area Ra. Thereafter, the MPU 62 executes the processes from step S205 onwards.

[0106] In contrast, if the MPU 62 determines in step S201 that a game ball has not entered the upper operating port 36, it determines in step S203 whether a game ball has entered the lower operating port 37 (initial entry) by determining whether the detection sensor 40c corresponding to the lower operating port 37 has detected the entry of a game ball. If the MPU 62 determines in step S203 that a gaming ball has not entered the lower actuation port 37, it terminates the winning process for the actuation port. If the MPU 62 determines in step S203 that a gaming ball has entered the lower actuation port 37, it determines the number of reserved balls stored in the second result display unit reserve area Rb in step S204, and sets the number of reserved balls as the second start reserve memory number RbN in a predetermined memory area in the second result display unit reserve area Rb. After that, the MPU 62 executes the processes from step S205 onward.

[0107] After executing the processing of step S202 or step S204, in step S205, MPU 62 determines whether the start pending memory number N (RaN or RbN) set in step S202 or step S204 is less than the upper limit value (4 in this embodiment). If the MPU 62 determines in step S205 that the start pending memory number N is not less than the upper limit, it ends the winning process for the operating port. Also, if the MPU 62 determines in step S205 that the start pending memory number N is less than the upper limit, it updates the value of the start pending memory number N by adding 1 to it in step S206.

[0108] In step S207, MPU62 stores the sets of values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt processing as reserve information in the first free memory area in the reserve area for the result display section, i.e., the memory area corresponding to the start reserve memory number N updated in step S206.

[0109] For example, when the MPU 62 sets the first start pending memory number RaN in step S202, it stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process as pending information in the first free memory area of the first result display unit reserve area Ra, i.e., the memory area corresponding to the first start pending memory number RaN updated in step S206. For example, when the MPU 62 sets the first start pending memory number RaN to "3" in step S202, it stores the pending information in the fourth area Ra4, which is the memory area corresponding to the first start pending memory number RaN updated in step S206, "4".

[0110] Furthermore, for example, when the MPU 62 sets the second start pending memory number RbN in step S204, it stores the set of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 of the timer interrupt process as pending information in the first free memory area of the second result display unit reserve area Rb, i.e., the memory area corresponding to the second start pending memory number RbN updated in step S206. For example, when the MPU 62 sets the second start pending memory number RbN to "3" in step S204, it stores the pending information in the fourth area Rb4, which is the memory area corresponding to the second start pending memory number RbN updated in step S206, "4."

[0111] In step S207, the MPU 62 sets a command for turning on the first reserved lamp unit 49a or the second reserved lamp unit 49b, and transmits the set command to the sound and light emission control device 90. After that, the MPU 62 ends the winning process for the operating port. The sound and light emission control device 90 lights up the first reserve lamp unit 49a or the second reserve lamp unit 49b based on a command sent from the MPU 62. As mentioned above, the maximum number of game balls that can be reserved in the upper actuation port 36 or the lower actuation port 37 is four, and the first reserve lamp unit 49a or the second reserve lamp unit 49b lights up in a number corresponding to this number of reserved balls.

[0112] <Normal processing> FIG. 11 is a flowchart of the normal process. The MPU 62 executes a main process (described later) that starts when the power is turned on, and then executes a normal process, which is the main process for progressing a game. In this normal process, the MPU 62 executes steps S301 to S314, as shown in Fig. 11. Specifically, the MPU 62 executes steps S301 to S309 periodically at 4 msec intervals, repeatedly executes steps S308 to S311 when remaining time occurs, and executes step S312 and subsequent steps depending on the determination result of step S308.

[0113] In step S301, the MPU 62 executes an external output process for transmitting the command set in the timer interrupt process or the previous normal process to each control device on the sub-side. In this external output process, for example, the MPU 62 determines whether or not a prize ball command is set, and if it is determined that a prize ball command is set, it transmits the prize ball command to the payout control device 70. Also, for example, the MPU 62 determines whether or not a command for a presentation, such as a command corresponding to a presentation for a game round or a command corresponding to a presentation for an open / close execution mode, is set, and if it is determined that a command for a presentation is set, it transmits the command for the presentation to the sound and light emission control device 90.

[0114] In step S302, the MPU 62 updates the fluctuation type counter CS. Specifically, as described above, the MPU 62 updates the previous value of the fluctuation type counter CS by adding 1, and stores the updated value in a lottery counter buffer set in a predetermined area of the RAM 64. Note that if the maximum value has been reached when the MPU 62 adds 1 to the previous value of the fluctuation type counter CS, the MPU 62 clears the value of the fluctuation type counter CS by returning it to 0.

[0115] In step S303, the MPU 62 executes a game round control process for progressing the game round. In the game round control process, the MPU 62 executes a win / lose lottery and an allocation lottery, and also determines information related to the patterns to be finally stopped and displayed on the pattern display device 47 and the main display unit 45. In step S304, the MPU 62 executes a game state transition process for transitioning the game state. In the game state transition process, the MPU 62 executes a transition process to each game state such as an open / close execution mode, a high probability mode, and a high frequency support mode. The game number control process in step S303 and the game state transition process in step S304 will be explained in detail later.

[0116] In step S305, the MPU 62 executes a demo display execution determination process. In this demo display execution determination process, the MPU 62 determines whether or not a predetermined start waiting period (e.g., 30 seconds) for starting a demo has elapsed after the end of a game round without starting a new game round, and if it determines that the start waiting period has elapsed, it transmits a demo command to the sound and light emission control device 90 to start the demo display. The audio and light emission control device 90 starts the demo display execution process based on the demo command sent from the MPU 62.

[0117] Here, the MPU 62 determines whether the start waiting period has elapsed by counting the number of times the process of step S305 is executed. For example, if the start waiting period is 30 seconds and the interval at which the process of step S305 is repeatedly executed is 4 msec, the MPU 62 counts the number of times the process of step S305 is executed and determines that the start waiting period has elapsed when the number of times reaches 7,500. Note that the configuration for measuring the start waiting period is arbitrary, and for example, the start waiting period may be measured using a real-time clock. Furthermore, if a new game round is started while the MPU 62 is counting the number of times the process of step S305 is executed, the MPU 62 resets the count value.

[0118] In step S306, the MPU 62 executes an electric role support process for executing drive control of the electric role 37a provided in the lower operating port 37. In this electric role support process, the MPU 62 executes an electric role release lottery based on the value of the electric role release counter C4 stored in the electric role reserve area 64c of the RAM 64, and executes opening and closing processing of the electric role 37a if the electric role release lottery is won. In addition, the MPU 62 executes display control of the role display unit 46 so as to display the result of the electric role release lottery. The electric support process in step S306 will be explained in detail later.

[0119] In step S307, the MPU 62 executes a game ball launch control process. In this game ball launch control process, the MPU 62 causes the power supply and launch control device 80 to execute launch control to launch the game ball based on the player's rotation of the launch handle 27. Specifically, the power supply and launch control device 80 excites the solenoid of the game ball launch mechanism 81 at a predetermined cycle (0.6 seconds in this embodiment), thereby causing the game ball launch mechanism 81 to launch the game ball. The solenoid is excited so as to launch the game ball with a launch intensity corresponding to the amount of rotation of the launch handle 27. Furthermore, when predetermined launch conditions are met, the power supply and launch control device 80 supplies a drive signal to the solenoid of the game ball launch mechanism 81 to launch the game ball.

[0120] In step S308, the MPU 62 determines whether a power outage flag is set in a power outage flag storage area (not shown) of the RAM 64. This power outage flag is set in the RAM 64 when a power outage signal is input from the power outage monitoring board 65 to the NMI terminal of the MPU 62. The power outage monitoring board 65 outputs this power outage signal when it confirms the occurrence of a power outage. Note that this power outage flag is cleared the next time the main process is executed.

[0121] Here, the pachinko machine 10 sets various flags by assigning 1 to predetermined areas such as the RAM 64, and clears various flags by assigning 0. For example, the pachinko machine 10 sets a power outage flag by assigning 1 to a power outage flag storage area of the RAM 64, and clears the power outage flag by assigning 0 to the power outage flag storage area of the RAM 64.

[0122] If the MPU 62 determines in step S308 that the power failure flag is set, it executes the power failure processing from step S312 onwards without executing the processing from step S309 onwards. Specifically, in step S312, the MPU 62 prohibits the occurrence of timer interrupt processing. In step S313, the MPU 62 calculates and stores a RAM determination value (a checksum of the RAM 64). In step S314, the MPU 62 prohibits access to the RAM 64. Thereafter, the MPU 62 continues the infinite loop until the power is completely cut off and processing can no longer be executed.

[0123] On the other hand, if the MPU 62 determines in step S308 that the power outage flag is not set, it determines in step S309 whether the timing has come to execute the next normal processing, i.e., whether a predetermined time (4 msec in this embodiment) has elapsed since the current normal processing started. If the MPU 62 determines in step S309 that it is not yet time to execute the next normal process, that is, if remaining time has occurred, it updates the random number initial value counter CINI in step S310 and updates the fluctuation type counter CS in step S311. Note that the MPU 62 repeatedly executes steps S308 to S311 until it determines in step S309 that it is time to execute the next normal process.

[0124] On the other hand, if the MPU 62 determines in step S309 that it is time to execute the next normal processing, i.e., if there is no remaining time, it starts the next normal processing by executing step S301 again.

[0125] <Main processing> FIG. 12 is a flowchart of the main process. In the main processing, the MPU 62 executes steps S401 to S412 as shown in FIG. In step S401, the MPU 62 executes a startup process when power is turned on. In this startup process, the MPU 62 waits until a predetermined time (for example, about 500 msec) has elapsed after power is turned on, in order to wait for the sub-side control board (such as the control board of the audio and light emission control device 90) to become operable.

[0126] In step S402, the MPU 62 determines whether or not the permission / prohibition period of 1 second has elapsed. If the MPU 62 determines in step S402 that 1 second has not elapsed, it repeats the process of step S402. If the MPU 62 determines in step S402 that 1 second has elapsed, it executes the processes of step S403 and onward.

[0127] Here, the MPU 62 determines whether 1 second has elapsed by counting the number of times the process of step S402 is executed. For example, if the interval at which the process of step S402 is repeatedly executed is 0.1 msec, the MPU 62 counts the number of times the process of step S402 is executed and determines that 1 second has elapsed when the count reaches 10,000. Note that the configuration for measuring the permission / prohibition period is arbitrary, and for example, the permission / prohibition period may be measured using a real-time clock.

[0128] In step S403, the MPU 62 permits access to the RAM 64. In step S404, the MPU 62 determines whether or not a RAM erase switch (not shown) provided in the power supply / launch control device 80 is on. If the MPU 62 determines in step S404 that the RAM erase switch is on, it executes the processes in and after step S409. On the other hand, if the MPU 62 determines in step S404 that the RAM erase switch is not on, it determines in step S405 whether or not a power outage flag is set in the power outage flag storage area of the RAM 64.

[0129] If the MPU 62 determines in step S405 that the power outage flag is not set, it executes the processes in and after step S409. On the other hand, if the MPU 62 determines in step S405 that the power outage flag is set, the MPU 62 calculates a RAM determination value in step S406. In step S407, the MPU 62 determines whether the RAM judgment value calculated in step S406 is normal or not, thereby confirming the validity of the data stored in the RAM 64. Specifically, the MPU 62 compares the RAM judgment value calculated in step S406 with the RAM judgment value saved in step S313 (processing during power outage) of the normal processing, and if they match, determines that the RAM judgment value is normal, and if they do not match, determines that the RAM judgment value is abnormal.

[0130] If the MPU 62 determines in step S407 that the RAM determination value is not normal, it executes the processes in and after step S409. On the other hand, if the MPU 62 determines in step S407 that the RAM determination value is normal, the MPU 62 clears the power outage flag stored in the power outage flag storage area of the RAM 64 in step S408.

[0131] The validity of the data stored in RAM 64 may be determined by a method other than the method of confirming the consistency of the RAM judgment value. For example, the validity of the data stored in RAM 64 may be confirmed by writing a keyword to a specified area of RAM 64 during power outage processing and determining whether or not this keyword has been written correctly during main processing.

[0132] As described above, if the MPU 62 determines in step S404 that the RAM erase switch is on, if it determines in step S405 that the power outage flag is not set, or if it determines in step S407 that the RAM judgment value is not normal, it executes the processing from step S409 onwards. Specifically, the MPU 62 clears the work area of the RAM 64 in step S409, and initializes the RAM 64 in step S410.

[0133] Therefore, for example, the manager of the gaming facility can initialize the data stored in RAM 64 by turning on the power to the pachinko machine 10 while pressing the RAM erase switch when the gaming facility opens for business. Also, the pachinko machine 10 initializes the data stored in RAM 64 if the power outage monitoring board 65 does not confirm the occurrence of a power outage or if the RAM determination value is abnormal.

[0134] After executing the processing of step S408 or step S410, MPU 62 sends an initial command to the sub-side control board (such as the control board of the audio and light emission control device 90) in step S411, and in step S412 allows timer interrupt processing to occur and proceeds to the normal processing described above. By receiving the initial command sent in step S411, the sub-side control board recognizes that communication with the main control board 61 is normal, and performs its own initialization.

[0135] <Game Play Control Processing> FIG. 13 is a diagram showing a flowchart of the game play control process. In the game play control process, the MPU 62 executes steps S501 to S509 as shown in FIG. In step S501, the MPU 62 determines whether or not the MPU 62 is in the opening / closing execution mode. If the MPU 62 determines in step S501 that the MPU 62 is in the opening / closing execution mode, the MPU 62 ends the game round control process without executing the processes in step S502 and thereafter. Therefore, if the MPU 62 determines that the MPU 62 is in the opening / closing execution mode, the MPU 62 does not start the progress of the game round regardless of whether or not the entry of a game ball into each of the actuation ports 36, 37 is detected. The MPU 62 determines whether or not the open / close execution mode is in progress by referencing the open / close execution mode flag stored in the RAM 64. This also applies to the following processes. The MPU 62 sets the open / close execution mode flag when transitioning to the open / close execution mode, and clears the open / close execution mode flag when the open / close execution mode ends.

[0136] On the other hand, if the MPU 62 determines in step S501 that the mode is not the open / close execution mode, it determines in step S502 whether the main display unit 45 is performing a variable display, that is, whether a game round is in progress. If it is determined in step S502 that the main display unit 45 is not in the process of changing display, the MPU 62 executes a game round start process in steps S503 to S505. On the other hand, when the MPU 62 determines in step S502 that the main display unit 45 is performing a variable display, it executes a game round progression process in steps S506 to S509.

[0137] First, the game start process of steps S503 to S505 will be described. In step S503, the MPU 62 grasps the number of reserved items stored in the reserve area Ra for the first result display section and the number of reserved items stored in the reserve area Rb for the second result display section, and determines whether the total number CRN of these reserved items is equal to or less than 0. If the MPU 62 determines in step S503 that the total number CRN is equal to or less than 0, it terminates the game play control process.

[0138] On the other hand, if the MPU 62 determines in step S503 that the total number CRN is not equal to or less than "0", it executes a data setting process in step S504 to set the reserved information stored in the first result display unit reserved area Ra or the second result display unit reserved area Rb for consumption of a game round. After that, in step S505, the MPU 62 executes a variation start process to start variable display on the main display unit 45 and the symbol display device 47 to consume a game round, and ends the game round control process. The data setting process in step S504 and the fluctuation start process in step S505 will be described in detail below.

[0139] FIG. 14 is a flowchart illustrating the data setting process. In the data setting process, the MPU 62 executes steps S601 to S611 as shown in FIG. In step S601, the MPU 62 determines whether the second start pending memory count RbN in the reserve area Rb for the second result display unit, which was set in step S204 of the winning process for the activation port, is equal to or less than "0." If the MPU 62 determines in step S601 that the second start pending memory count RbN is equal to or less than "0," it executes data setting processing for the first result display unit in steps S602 to S606, and if it determines in step S601 that the second start pending memory count RbN is not equal to or less than "0," it executes data setting processing for the second result display unit in steps S607 to S611.

[0140] In this way, the data setting process includes a data setting process for the first result display unit that sets the reserved information stored in the reserved area Ra for the first result display unit for consumption of a game round, and a data setting process for the second result display unit that sets the reserved information stored in the reserved area Rb for the second result display unit for consumption of a game round. Then, if the MPU 62 determines in step S601 that the second start pending memory number RbN is not equal to or less than "0," it executes the data setting process for the second result display unit without executing the data setting process for the first result display unit. In other words, if the MPU 62 determines that there is pending information stored in the second result display unit pending area Rb based on the winning of a gaming ball into the lower actuation port 37, it preferentially sets the pending information stored in the second result display unit pending area Rb for consumption of a game round, regardless of whether there is pending information stored in the first result display unit pending area Ra based on the winning of a gaming ball into the upper actuation port 36.

[0141] First, the data setting process for the first result display section in steps S602 to S606 will be described. In step S602, the MPU 62 subtracts 1 from the value of the first start pending memory number RaN in the first result display section pending area Ra to update it. In step S603, the MPU 62 moves the reserved information stored in the first area Ra1 of the first result display section reserved area Ra to the execution area AE. In step S604, the MPU 62 executes a data shift process to shift the reserved information stored in the storage area of the first result display section reserved area Ra. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Ra1 to Ra4 toward the first area Ra1. Specifically, the MPU 62 shifts the reserved information in the second area Ra2 to the first area Ra1, shifts the reserved information in the third area Ra3 to the second area Ra2, and shifts the reserved information in the fourth area Ra4 to the third area Ra3.

[0142] In step S605, the MPU 62 clears the second result display unit flag stored in the RAM 64. This second result display unit flag is a flag for specifying which of the first result display unit 45a and the second result display unit 45b is to start a variable display when a game round is completed. In step S605, the MPU 62 clears the second result display unit flag, which indicates that when a game round is completed, the first result display unit 45a is to start a variable display based on the winning of a game ball into the upper actuation port 36 (first variable display).

[0143] In step S606, the MPU 62 sets a shift command for recognizing that a shift of reserved information has been executed, transmits this set shift command to the audio and light emitting control device 90, and ends the data setting process. This shift command includes information for recognizing that a shift of reserved information has been executed for the reserved information stored in the first result display unit reserved area Ra based on the entry of a gaming ball into the upper actuation port 36. The sound and light emitting control device 90 changes the lighting state of the first reserved lamp unit 49a based on the shift command transmitted from the MPU 62. Specifically, the sound and light emitting control device 90 reduces the number of lit first reserved lamp units 49a as the number of reserved game balls that have entered the upper operating port 36 decreases.

[0144] Next, the data setting process for the second result display section in steps S607 to S611 will be described. In step S607, the MPU 62 subtracts 1 from the value of the second start pending memory number RbN in the second result display section pending area Rb to update it. In step S608, the MPU 62 moves the reserved information stored in the second area Rb1 of the second result display section reserved area Rb to the execution area AE. In step S609, the MPU 62 executes a data shift process to shift the reserved information stored in the storage area of the second result display section reserved area Rb. This data shift process is a process to sequentially shift the reserved information stored in each of the areas Rb1 to Rb4 toward the first area Rb1. Specifically, the MPU 62 shifts the reserved information in the second area Rb2 to the first area Rb1, the reserved information in the third area Rb3 to the second area Rb2, and the reserved information in the fourth area Rb4 to the third area Rb3.

[0145] In step S610, the MPU 62 sets a second result display unit flag in the RAM 64. In this step S610, the MPU 62 sets the second result display unit flag, which indicates that a variable display will be started on the second result display unit 45b based on the winning of a gaming ball into the lower actuation port 37 when a game round is played (second variable display).

[0146] In step S611, the MPU 62 sets a shift command for recognizing that a shift of reserved information has been executed, transmits this set shift command to the audio and light emitting control device 90, and ends the data setting process. This shift command includes information for recognizing that a shift of reserved information has been executed for the reserved information stored in the second result display unit reserved area Rb based on the entry of a gaming ball into the lower actuation port 37. The sound and light emitting control device 90 changes the lighting state of the second reserved lamp unit 49b based on the shift command transmitted from the MPU 62. Specifically, the sound and light emitting control device 90 reduces the number of lit second reserved lamp units 49b as the number of reserved game balls that have entered the lower actuation port 37 decreases.

[0147] FIG. 15 is a diagram showing a flowchart of the fluctuation start process. In the fluctuation start processing, the MPU 62 executes steps S701 to S718 as shown in FIG. In step S701, the MPU 62 determines whether the win / loss lottery mode is the high probability mode. If MPU62 determines in step S701 that the win / loss lottery mode is not the high probability mode, then in step S702 it reads out the win / loss table for the low probability mode (see Figure 7(a)) from the win / loss table memory area 63a of ROM63, and if it determines in step S701 that the win / loss lottery mode is the high probability mode, then in step S703 it reads out the win / loss table for the high probability mode (see Figure 7(b)) from the win / loss table memory area 63a of ROM63.

[0148] After executing the processing of step S702 or step S703, the MPU 62 executes a win / lose determination process in step S704. In this win / lose determination process, the MPU 62 determines the result of the win / lose lottery (win / lose result) by comparing the value of the jackpot random number counter C1 stored in the execution area AE with the win / lose table read out in step S702 or step S703. As mentioned above, the win / lose result is one of "jackpot win," "special loss result," and "normal loss result," and this is the same whether the win / lose lottery mode is the low probability mode or the high probability mode.

[0149] In step S705, the MPU 62 determines whether the result determined in step S704 is a "jackpot win." If the MPU 62 determines in step S705 that the result is a "jackpot win," it executes the processes from step S706 onward, and if the MPU 62 determines in step S705 that the result is not a "jackpot win," it executes the processes from step S712 onward.

[0150] First, the process (the process from step S706 onwards) when the MPU 62 determines in step S705 that the result is a "jackpot win" will be described. In step S706, the MPU 62 determines whether the second result display section flag is set in the RAM 64.

[0151] If the MPU 62 determines in step S706 that the second result display unit flag is not set in the RAM 64, this indicates that the first result display unit 45a should start displaying a variable value based on the entry of the game ball into the upper operating port 36, and therefore in step S707, the first allocation table (see Figure 8(a)) is read from the allocation table memory area 63b of the ROM 63. In contrast, if the MPU 62 determines in step S706 that the second result display unit flag is set in RAM 64, this indicates that the second result display unit 45b should start displaying a variable value based on the entry of a game ball into the lower operating port 37, and therefore in step S708, the second allocation table (see Figure 8(b)) is read from the allocation table memory area 63b of ROM 63.

[0152] After executing the process of step S707 or step S708, the MPU 62 executes allocation determination processing in step S709. In this allocation determination processing, the MPU 62 determines the result of the allocation lottery (allocation result) by comparing the value of the jackpot type counter C2 stored in the execution area AE with the allocation table read out in step S707 or step S708.

[0153] In step S710, the MPU 62 executes a stop result setting process for a jackpot result. In this stop result setting process for a jackpot result, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the first result display section 45a or the second result display section 45b of the main display unit 45 according to the allocation result determined in step S709, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the main display unit 45 by comparing the allocation result determined in step S709 with a stop result table for a jackpot result stored in advance in the ROM 63. This stop result table for a jackpot result specifies different patterns to be stopped and displayed in the main display unit 45 for each allocation result.

[0154] In step S711, the MPU 62 sets a flag corresponding to the allocation result determined in step S709 in the RAM 64. Specifically, if the MPU 62 determines that the allocation result is an "unspecified few-round high-probability result," it sets an unspecified few-round high-probability result flag; if the MPU 62 determines that the allocation result is an "explicit few-round high-probability result," it sets an explicit few-round high-probability result flag; and if the MPU 62 determines that the allocation result is a "most advantageous result," it sets a most advantageous result flag. Thereafter, the MPU 62 executes the processing from step S716 onward. In each of the following processes, the MPU 62 determines the allocation result by referring to these flags.

[0155] Next, the process (the process from step S712 onwards) when the MPU 62 determines in step S705 that the result is not a "jackpot win" will be described. In step S712, the MPU 62 determines whether the winning / losing result determined in step S704 is a "special losing result." If MPU62 determines in step S712 that the pass / fail result is a "special failure result," it executes the processing from step S713 onwards, and if it determines in step S712 that the pass / fail result is not a "special failure result," it executes the processing from step S715 onwards.

[0156] In step S713, the MPU 62 executes a stop result setting process for a special losing result. In this stop result setting process for a special losing result, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the first result display section 45a or the second result display section 45b of the main display section 45, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the main display section 45 by referring to a stop result table for a special losing result stored in the ROM 63 in advance. The pattern of the symbols set in this stop result table for a special losing result is different from the pattern of the symbols set in the stop result table for a jackpot result. In step S714, the MPU 62 sets a special miss flag in the RAM 64. In each of the following processes, the MPU 62 determines whether the winning / losing result is a "special losing result" by referring to this special losing flag.

[0157] In response to this, in step S715, the MPU 62 executes a stop result setting process for a normal loss result. In this stop result setting process for a normal loss result, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the first result display section 45a or the second result display section 45b of the main display section 45, and stores the determined information in the RAM 64. Here, the MPU 62 determines information related to the symbols to be finally stopped and displayed in the main display section 45 by referring to a stop result table for a normal loss result stored in advance in the ROM 63. The pattern of the symbols set in this stop result table for a normal loss result is different from the pattern of the symbols set in the stop result table for a jackpot result and the stop result table for a special loss result.

[0158] After executing the process of any one of steps S711, S714, and S715, the MPU 62 executes a process of setting the display duration (display duration period) in step S716. In the display duration setting process, the MPU 62 acquires the value of the fluctuation type counter CS stored in the fluctuation type counter buffer in the lottery counter buffer of the RAM 64.

[0159] Furthermore, in the display duration setting process, the MPU 62 determines whether or not a reach display will occur on the symbol display device 47. Specifically, the MPU 62 determines that a reach display will occur when the allocation result determined in step S709 is the "most advantageous result," and when the win / loss result determined in step S704 is the "normal loss result" and the reach occurrence lottery is won. As described above, the MPU 62 executes the reach occurrence lottery by comparing the reach table stored in advance in the reach table storage area 63d of the ROM 63 with the value of the reach random number counter C3 stored in the reserved ball storage area 64b.

[0160] When the MPU 62 determines that a reach display will occur, it determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer by referring to the display duration table for reach occurrence stored in the reach table memory area 63d of the ROM 63, and sets the determined display duration in the display duration counter provided in the various counter area 64a of the RAM 64. In contrast, when the MPU 62 determines that a reach display will not occur, it determines the display duration corresponding to the value of the variation type counter CS obtained from the variation type counter buffer by referring to the display duration table for non-reach occurrence stored in the reach table memory area 63d of the ROM 63, and sets the determined display duration in the display duration counter provided in the various counter area 64a of the RAM 64.

[0161] Specifically, the display duration table for when a reach does not occur is set so that the display duration shortens as the number of reserved items increases. Therefore, the display duration when the reserved information related to the upper actuation port 36 is consumed is set so that the display duration shortens as the number of reserved items related to the upper actuation port 36 increases. And the display duration when the reserved information related to the lower actuation port 37 is consumed is set so that the display duration shortens as the number of reserved items related to the lower actuation port 37 increases. Also, the display duration table for when a reach does not occur is set so that the display duration shortens when the support mode is the high-frequency support mode compared to when it is the low-frequency support mode. In other words, if the number of reserved items is the same, the display duration in the high-frequency support mode is shorter than that in the low-frequency support mode. Furthermore, the display duration determined by referring to the reach occurrence display duration table is different from the display duration determined by referring to the reach non-occurrence display duration table.

[0162] The display duration table for non-reach occurrence may be set to the opposite relationship to the above, such that the display duration becomes longer as the number of reserved items increases, or may be configured not to change depending on the number of reserved items or support mode. Also, separate display duration tables may be set for the win / fail result and the allocation result.

[0163] In step S717, the MPU 62 sets a variation command and a type command. In step S301 of the normal process, the MPU 62 transmits the variation command and type command set in step S717 to the audio and light emission control device 90. The audio and light emission control device 90 executes a predetermined process based on the variation command and the type command transmitted from the MPU 62. This process will be described in detail later.

[0164] The variation command includes information regarding the display duration time, and does not include information regarding whether or not a reach display will occur. As described above, the display duration determined by referring to the display duration table for reach occurrence and the display duration determined by referring to the display duration table for reach non-occurrence are different from each other. Therefore, even if the information on whether or not a reach display will occur is not included in the variation command, it is possible for the audio and light emission control device 90, which is the sub-side control device, to determine whether or not a reach display will occur based on information related to the display duration. In this sense, it can be said that the variation command indirectly includes information on whether or not a reach display will occur. Note that the variation command may directly include information on whether or not a reach display will occur.

[0165] The variation command also includes information on the win / lose lottery mode (low probability mode or high probability mode) and information on the support mode (low frequency support mode or high frequency support mode). Furthermore, the variation command includes variable display information (first variable display or second variable display) for specifying which of the first result display unit 45a and the second result display unit 45b has started variable display when a game round is played.

[0166] The type command includes information related to the win / loss result. In other words, the type command includes information related to the "jackpot win," "special loss result," and "normal loss result" as information related to the win / loss result. The type command also includes information related to the allocation result. In other words, the type command includes information related to the "non-explicit low-round high-probability result," "explicit low-round high-probability result," and "most advantageous result" as information related to the allocation result. In the following description, the win / loss result and the allocation result are collectively referred to as the game result. In other words, the type command includes information related to the game result.

[0167] In step S718, the MPU 62 determines whether the second result display unit flag is set in the RAM 64, and based on the determination result, starts a variable display on the main display unit 45. Thereafter, the MPU 62 ends the variable start process. Specifically, when the MPU 62 determines that the second result display unit flag is not set in the RAM 64, this indicates that the first result display unit 45a should start displaying a changing value based on the entry of a game ball into the upper operating port 36 when a game round is played, and so the MPU 62 causes the first result display unit 45a to start displaying a changing value. On the other hand, when the MPU 62 determines that the second result display unit flag is set in the RAM 64, this indicates that the second result display unit 45b should start displaying a changing value based on the entry of a game ball into the lower operating port 37 when a game round is played, and so the MPU 62 causes the second result display unit 45b to start displaying a changing value.

[0168] Returning to the explanation of the game round control process, the game round progress process in steps S506 to S509 will be explained with reference to FIG. In step S502, the MPU 62 determines whether or not the main display unit 45 is performing a variable display, and if it determines that the main display unit 45 is performing a variable display, it executes a game round progression process in steps S506 to S509.

[0169] In step S506, the MPU 62 determines whether the display duration time set in step S716 of the variation start processing has elapsed. Specifically, the MPU 62 determines whether the value set in the display duration time counter of the RAM 64 has become equal to or less than "0." Note that the value of this display duration time counter is updated by subtracting 1 from the previous value each time the timer interrupt processing is executed.

[0170] If the MPU 62 determines in step S506 that the display duration time has not elapsed, it executes a variable display process in step S507. In this variable display process, the MPU 62 updates the display of the main display unit 45 during the variable display. Thereafter, the MPU 62 ends the game number control process.

[0171] On the other hand, if the MPU 62 determines in step S506 that the display duration time has elapsed, it executes a variation end process in step S508. In this variation end process, the MPU 62 identifies information (information related to the image to be finally stopped and displayed on the main display unit 45) stored in the RAM 64 in any one of steps S710, S713, and S715 of the variation start process executed when starting the variable display on the main display unit 45. Then, at the end of a game round, the MPU 62 executes display control of the main display unit 45 so that the image corresponding to this identified information is displayed on the main display unit 45 during the variable display (variation end execution process). The variation end process will be described in detail later.

[0172] Here, the image that is finally stopped and displayed on the main display unit 45 differs depending on the type of game result. Therefore, the manager of the gaming facility or the like can check the game result by visually checking the main display unit 45 at the end of a game round. This allows the manager of the gaming facility or the like to easily check whether or not fraudulent activity is being committed, for example, by attempting to make the pachinko machine 10 behave in the same way as if it had won a lottery for a jackpot. Furthermore, the main display unit 45 has a smaller display area than the display screen G of the symbol display device 47, and the symbols displayed in a stopped state on the main display unit 45 are harder for the player to recognize than the symbol strings Z1 to Z3 displayed in a stopped state on the display screen G of the symbol display device 47. Therefore, when a round of play ends, the player will determine whether or not they have won a jackpot by checking the display screen G of the symbol display device 47 rather than the main display unit 45, which can increase the attention paid to the display screen G.

[0173] In step S509, the MPU 62 sets a fluctuation end command. In step S301 of the normal processing, the MPU 62 transmits the fluctuation end command set in step S509 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the game number control processing. The sound and light emitting control device 90 executes processing to end the presentation of the game round based on the variation end command transmitted from the MPU 62. Here, the sound and light emitting control device 90 may be configured to end the presentation of the game round independently without needing to receive the variation end command.

[0174] As described above, in this embodiment, the MPU 62 notifies the results of the internal lottery associated with the plurality of pieces of reserved information stored in the first result display reserve area Ra or the second result display reserve area Rb. Furthermore, as described above, when the MPU 62 determines that there is reserved information stored in the second result display reserve area Rb based on the entry of a gaming ball into the lower actuation port 37, it preferentially sets the reserved information stored in the second result display reserve area Rb for consumption of a game round, regardless of whether there is reserved information stored in the first result display reserve area Ra based on the entry of a gaming ball into the upper actuation port 36. In other words, the MPU 62 announces the result of the internal lottery associated with the plurality of reserved information stored in the second result display reserve area Rb in preference to the result of the internal lottery associated with the plurality of reserved information stored in the first result display reserve area Ra.

[0175] <Electricity support processing> FIG. 16 is a flowchart of the electric support process. In the electric utility support process, the MPU 62 executes steps S801 to S809 as shown in FIG. In step S801, the MPU 62 determines whether or not the display unit 46 for the accessory is performing a variable display, that is, whether or not an electric role game is in progress.

[0176] If the MPU 62 determines in step S801 that the bonus object display unit 46 is not performing a variable display, it executes the processes from step S802 onwards. On the other hand, if the MPU 62 determines in step S801 that the bonus object display unit 46 is performing a variable display, it executes the processes from step S806 onwards.

[0177] First, the process (the process from step S802 onwards) when it is determined in step S801 that the bonus item display unit 46 is not in a variable display state will be described. In step S802, the MPU 62 determines whether or not the opening / closing execution mode is in progress.

[0178] If the MPU 62 determines in step S802 that the opening and closing execution mode is in progress, it terminates the electric role support processing without executing the processing from step S803 onwards. Therefore, if it determines that the opening and closing execution mode is in progress, the MPU 62 does not start the progress of the electric role game round regardless of whether or not the entry of a game ball into each through gate 41 is detected. The MPU 62 determines whether or not the opening / closing execution mode is in progress by referring to the opening / closing execution mode flag stored in the RAM 64.

[0179] On the other hand, if it is determined in step S802 that the MPU 62 is not in the opening / closing execution mode, it determines in step S803 whether the number of reserved electric roles RcN is "0" or less. If the MPU 62 determines in step S803 that the number of reserved electric roles RcN is "0" or less, it terminates the electric role support processing without executing the processing from step S804 onwards. On the other hand, if the MPU 62 determines in step S803 that the number of reserved electric roles RcN is not "0" or less, in step S804, it executes an electric role data setting process for setting the reserved electric role information stored in the electric role reserve area 64c for consumption of the number of electric role games. After that, in step S805, the MPU 62 starts variable display on the device display unit 46, executes an electric role variation start process for consuming the number of electric role games, and ends the electric role support process. The electric role data setting process in step S804 and the electric role variation start process in step S805 will be described in detail below.

[0180] FIG. 17 is a flowchart showing the electric device data setting process. In the electric combination data setting process, the MPU 62 executes steps S901 to S904 as shown in FIG. In step S901, the MPU 62 subtracts 1 from the value of the number of reserved electric roles RcN in the electric role reservation area 64c to update it. In step S902, the MPU 62 moves the electric role reserve information stored in the memory area of the electric role reserve area 64c to the electric role execution area. In step S903, the MPU 62 executes a data shift process to shift the electric role reserve information stored in the storage area of the electric role reserve area 64c. This data shift process is a process to shift the electric role reserve information stored in each storage area of the electric role reserve area 64c to the electric role execution area side in order.

[0181] In step S904, the MPU 62 sets a shift command to recognize that the electric role reserve information has been shifted, and transmits this set shift command to the sound and light emitting control device 90, terminating the electric role data setting process. This shift command includes information to make the sound and light emitting control device 90 recognize that the electric role reserve information stored in the memory area of the electric role reserve area 64c has been shifted based on the winning of the game ball into each through gate 41. The sound and light emitting control device 90 changes the lighting state of the third reserved lamp unit 49c based on the shift command transmitted from the MPU 62. Specifically, the sound and light emitting control device 90 reduces the number of lit third reserved lamp units 49c as the number of electric reserved game balls that have entered each through gate 41 decreases.

[0182] FIG. 18 is a diagram showing a flowchart of the electric role fluctuation start process. In the electric utility fluctuation start processing, the MPU 62 executes steps S1001 to S1010 as shown in FIG. In step S1001, the MPU 62 determines whether the support mode is the high frequency support mode. The MPU 62 determines whether the support mode is the high frequency support mode by determining whether a high frequency support flag is set in the RAM 64. This high frequency support flag will be described in detail later.

[0183] If MPU62 determines in step S1001 that the support mode is not high-frequency support mode (if it determines that the support mode is low-frequency support mode), it reads out the electric role win / loss table for low-frequency support mode (see Figure 6(a)) from the electric role win / loss table memory area 63c of ROM63 in step S1002, and if it determines in step S1001 that the support mode is high-frequency support mode, it reads out the electric role win / loss table for high-frequency support mode (see Figure 6(b)) from the electric role win / loss table memory area 63c of ROM63 in step S1003.

[0184] After executing the processing of step S1002 or step S1003, the MPU 62 executes an electric role win / loss determination process in step S1004. In this electric role win / loss determination process, the MPU 62 determines the result of the electric role release lottery (electric role win / loss result) by comparing the value of the electric role release counter C4 stored in the lottery counter buffer of the RAM 64 with the electric role win / loss table read out in step S1002 or step S1003. As mentioned above, the electric role win / loss result is either an "electric role release win" or an "electric role release miss result," and this is the same whether the support mode is the low frequency support mode or the high frequency support mode.

[0185] In step S1005, the MPU 62 determines whether the result of the electric role determined in step S1004 is "electric role opening win" or not. When the MPU 62 determines in step S1005 that the electric role win result is "electric role release win", in step S1006, it executes a stop result setting process for winning the electric role release. In this stop result setting process for winning the electric role release, the MPU 62 stores information related to the pattern to be finally stopped and displayed on the combination display unit 46 in the RAM 64. Here, the MPU 62 determines information related to the pattern to be finally stopped and displayed on the combination display unit 46 by referring to a stop result table for winning the electric role release stored in advance in the ROM 63.

[0186] On the other hand, if the MPU 62 determines in step S1005 that the electric role win / loss result is not "electric role release win" (if it determines that it is "electric role release miss result"), it executes a stop result setting process for the electric role release miss result in step S1007. In this stop result setting process for the electric role release miss result, the MPU 62 stores information related to the pattern to be finally stopped and displayed on the combination display unit 46 in the RAM 64. Here, the MPU 62 determines information related to the pattern to be finally stopped and displayed on the combination display unit 46 by referring to a stop result table for the electric role release miss result stored in advance in the ROM 63.

[0187] After executing the process of step S1006 or step S1007, the MPU 62 executes the setting process of the electric role display duration (electric role display duration) in step S1008. In the process of setting the electric role display duration, the MPU 62 determines whether the support mode is the high frequency support mode.

[0188] When the MPU 62 determines that the support mode is the high frequency support mode, it determines the electric role display duration by referring to the electric role display duration table for the high frequency support mode stored in the ROM 63, and sets the determined electric role display duration in an electric role display duration counter provided in the various counter area 64a of the RAM 64. On the other hand, when the MPU 62 determines that the support mode is not the high frequency support mode (when the MPU 62 determines that the support mode is the low frequency support mode), it determines the electric role display duration by referring to the electric role display duration table for the low frequency support mode stored in the ROM 63, and sets the determined electric role display duration in the electric role display duration counter provided in the various counter area 64a of the RAM 64.

[0189] Here, the high-frequency support mode electric role display duration table is set to shorten the electric role display duration compared to the low-frequency support mode electric role display duration table. In other words, the electric role display duration in the high-frequency support mode is shorter than that in the low-frequency support mode. In addition, the electric role display duration determined by referring to the electric role display duration table for the high frequency support mode is different from the electric role display duration determined by referring to the electric role display duration table for the low frequency support mode. The electric role display duration may be configured not to change depending on the support mode. Also, the electric role display duration table for the high frequency support mode and the electric role display duration table for the low frequency support mode may be the same.

[0190] In step S1009, the MPU 62 sets a command for the electric role fluctuation. This command for the electric role fluctuation includes information related to the electric role display duration. In step S301 of the normal processing, the MPU 62 transmits the command for the electric role fluctuation set in step S1009 to the sound and light emission control device 90. The audio and light emission control device 90 executes predetermined processing based on the electric utility fluctuation command transmitted from the MPU 62.

[0191] In step S1010, the MPU 62 starts variable display on the role display unit 46. After that, the MPU 62 ends the electric role variation start processing.

[0192] Returning to the explanation of the electric utility support process, the process from step S806 onwards will be described with reference to FIG. In step S801, the MPU 62 determines whether the reel display unit 46 is performing a variable display or not, and if it determines that the reel display unit 46 is performing a variable display, it executes the processing from step S806 onwards.

[0193] In step S806, the MPU 62 determines whether the electric role display duration time set in step S1008 of the electric role variation start processing has elapsed. Specifically, the MPU 62 determines whether the value set in the electric role display duration counter of the RAM 64 has become "0" or less. The value of this electric role display duration counter is updated by subtracting 1 from the previous value each time the timer interrupt processing is executed.

[0194] If the MPU 62 determines in step S806 that the electric role display duration time has not elapsed, it executes electric role variation display processing in step S807. In this electric role variation display processing, the MPU 62 updates the display of the role display unit 46 during the variable display. After that, the MPU 62 ends the electric role support processing.

[0195] On the other hand, if the MPU 62 determines in step S806 that the electric role display duration has elapsed, it executes electric role variation termination processing in step S808. In this electric role variation termination processing, the MPU 62 identifies information (information related to the image to be finally stopped and displayed on the role display unit 46) stored in the RAM 64 in the processing of step S1006 or step S1007 of the electric role variation start processing executed when starting variable display on the role display unit 46. Then, at the end of the electric role game, the MPU 62 executes display control of the role display unit 46 so that the image corresponding to this identified information is displayed on the role display unit 46 during variable display (electric role variation termination execution processing). The electric role variation termination processing will be described in detail later.

[0196] In step S809, the MPU 62 sets an electric role fluctuation end command. In step S301 of the normal processing, the MPU 62 transmits the electric role fluctuation end command set in step S809 to the sound light emission control device 90. After that, the MPU 62 ends the electric role support processing. The sound and light emitting control device 90 executes a process for ending the presentation of the electric role game round based on the electric role variation end command transmitted from the MPU 62. Here, the sound and light emitting control device 90 may be configured to end the presentation of the electric role game round independently without needing to receive the electric role variation end command.

[0197] <Game state transition processing> FIG. 19 is a diagram showing a flowchart of the game state transition process. In the gaming state transition process, the MPU 62 executes steps S1101 to S1114 as shown in FIG. In step S1101, the MPU 62 determines whether or not the opening / closing execution mode is in progress. If it is determined in step S1101 that the MPU 62 is not in the opening / closing execution mode, it executes the processes in step S1102 and thereafter. On the other hand, if the MPU 62 determines in step S1101 that the opening / closing execution mode is in progress, it executes the processes in and after step S1111.

[0198] First, the process (the process from step S1102 onwards) when it is determined in step S1101 that the MPU 62 is not in the opening / closing execution mode will be described. In step S1102, the MPU 62 determines whether or not the variable display has ended on the main display unit 45. If the MPU 62 determines in step S1102 that the variable display on the main display unit 45 has not ended, the MPU 62 ends the game state transition process. On the other hand, when the MPU 62 determines in step S1102 that the variable display of the main display unit 45 has ended, it determines in step S1103 whether the winning / losing result corresponds to a transition to the open / close execution mode. Specifically, the MPU 62 determines whether the winning / losing result is a "jackpot win" or a "special loss result."

[0199] If the MPU 62 determines in step S1103 that the pass / fail result corresponds to a transition to the opening / closing execution mode, it sets an opening / closing execution mode flag in the RAM 64 and then executes the processing from step S1104 onwards. In contrast, if MPU62 determines in step S1103 that the win / loss result does not correspond to transition to the opening / closing execution mode (if it determines that the win / loss result is a "normal miss result"), it terminates the game state transition process.

[0200] In step S1104, the MPU 62 determines whether the winning / losing result is a "special losing result." If the MPU 62 determines in step S1104 that the win / loss result is a "special loss result," then in step S1105, it sets "2" to the opening / closing counter SOC provided in the various counter area 64a of the RAM 64. This opening / closing counter SOC is a counter that allows the MPU 62 to determine the total number of times the large winning opening 38a of the variable winning device 38 is opened and closed when transitioning to the opening / closing execution mode.

[0201] In contrast, if MPU62 determines in step S1104 that the win / loss result is not a "special miss result," i.e., if it determines that the win / loss result is a "jackpot win," it determines in step S1106 whether the allocation result is a low-round high-probability result (an "unspecified low-round high-probability result" or an "explicit low-round high-probability result").

[0202] If the MPU 62 determines in step S1106 that the allocation result is a low-round high-probability result, then in step S1107, it sets "2" to the round counter RC provided in the various counter area 64a of the RAM 64. If the MPU 62 determines in step S1106 that the allocation result is not a low-round high-probability result, that is, if it determines that the allocation result is the "most advantageous result," then in step S1108, it sets "4" to the round counter RC. This round counter RC is a counter that allows the MPU 62 to specify the number of rounds of play when transitioning to the open / close execution mode.

[0203] Here, the pachinko machine 10 has a plurality of opening / closing execution modes with different ending conditions. Specifically, the pachinko machine 10 has, as opening / closing execution modes, a round number-defined mode to which the machine shifts when the win / loss result is a "jackpot win" and an opening / closing number-defined mode to which the machine shifts when the win / loss result is a "special loss result."

[0204] The round number setting mode ends when a predetermined number of round games have been played, where the number of round games corresponds to the value set in the round counter RC. The opening / closing count-defined mode ends when the large prize opening 38a has been opened and closed a predetermined total number of times, or when a predetermined number of game balls have entered the large prize opening 38a. Here, the total number of times the large prize opening 38a has been opened and closed corresponds to the value set in the opening / closing counter SOC. This opening / closing count-defined mode does not end when the number of rounds has been completed.

[0205] The pachinko machine 10 opens and closes the big prize opening 38a once per round of play. One round of play continues until one of the following two conditions is met. In other words, after the pachinko machine 10 sets the opening / closing door 38b to the open state, the pachinko machine 10 sets the opening / closing door 38b to the closed state again by meeting one of the following two conditions: (1) The predetermined maximum duration (maximum duration) has elapsed. (2) The total number of game balls entering the major prize slot 38a reaches a predetermined upper limit.

[0206] After executing any one of the processes in steps S1105, S1107, and S1108, the MPU 62 sets "1000" in a timer counter T provided in the various counter area 64a of the RAM 64 as the waiting time (waiting period) for opening in step S1109. The value set in this timer counter T is updated by subtracting 1 from the previous value each time a timer interrupt process is executed. Therefore, the waiting time for opening is 2 seconds. Note that the waiting time for opening is not limited to this and can be any value.

[0207] In this way, when the MPU 62 determines in step S1103 that the win / loss result corresponds to the transition to the opening / closing execution mode, it sets the waiting time for opening in the timer counter T regardless of the type of game result. In other words, the waiting time for opening is the same regardless of the type of game result. The opening waiting time is not limited to this, and may be configured to be slightly different depending on the type of game result, to the extent that the player perceives them as similar. Also, for example, the opening waiting time may be configured to be significantly different depending on the type of game result, such as being significantly different for a "most advantageous result" game result and a game result other than this.

[0208] In step S1110, the MPU 62 sets an opening command. Thereafter, the MPU 62 ends the game state transition process. This opening command includes information on the game result that triggered the transition to the open / close execution mode. In step S301 of the normal process, the MPU 62 transmits the opening command set in step S1110 to the sound and light-emitting control device 90. The audio and light emission control device 90 recognizes the transition to the open / close execution mode based on the opening command sent from the MPU 62, and executes a predetermined process, which will be described in detail later.

[0209] Next, the process (the process from step S1111 onwards) when it is determined in step S1101 that the MPU 62 is in the opening / closing execution mode will be described. In step S1111, the MPU 62 executes the big prize opening opening / closing process.

[0210] FIG. 20 is a diagram showing a flowchart of the big prize opening / closing process. In the special prize opening opening / closing process, the MPU 62 executes steps S1201 to S1224 as shown in FIG. In step S1201, the MPU 62 determines whether or not the special prize opening 38a is open. If it is determined in step S1201 that the special prize opening 38a is not open, the MPU 62 executes the processes in step S1202 and thereafter. On the other hand, if the MPU 62 determines in step S1201 that the special prize opening 38a is open, it executes the processes in and after step S1206.

[0211] First, the process (the process from step S1202 onwards) when it is determined in step S1201 that the special prize opening 38a is not open by the MPU 62 will be described. In step S1202, the MPU 62 determines whether the value of the open / close counter SOC is equal to or less than "0" and the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1202 that both the value of the open / close counter SOC and the value of the round counter RC are equal to or less than "0", it ends the big prize opening open / close process.

[0212] In contrast, if the MPU 62 determines in step S1202 that at least one of the values of the opening / closing counter SOC and the round counter RC is not less than "0", it determines in step S1203 whether the value of the timer counter T is less than "0". If the MPU 62 determines in step S1203 that the value of the timer counter T is not equal to or less than "0", it terminates the big prize opening opening / closing process.

[0213] On the other hand, if the MPU 62 determines in step S1203 that the value of the timer counter T is equal to or less than "0", it executes a process for opening the big prize opening in step S1204. The process of opening the big prize slot in step S1204 will be explained in detail below.

[0214] FIG. 21 is a diagram showing a flowchart of the big prize opening process. In the special prize opening process, the MPU 62 executes steps S1301 to S1307 as shown in FIG. In step S1301, the MPU 62 determines whether the winning / losing result is a "special losing result."

[0215] If the MPU 62 determines in step S1301 that the winning result is a "special losing result," it sets "8" in the winning counter PC provided in the various counter area 64a of the RAM 64 in step S1302, and sets "85" in the timer counter T in step S1303. As mentioned above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 0.17 seconds.

[0216] In contrast, if the MPU62 determines in step S1301 that the winning / losing result is not a "special losing result," it sets the winning counter PC to "8" in step S1304, and determines in step S1305 whether the allocation result is a low-round high-probability result (an "unspecified low-round high-probability result" or an "explicit low-round high-probability result").

[0217] If the MPU 62 determines in step S1305 that the allocation result is a high probability result in a small number of rounds, it sets the timer counter T to "85" in step S1303 described above. On the other hand, if the MPU 62 determines in step S1305 that the allocation result is not a low-round high-probability result, it sets the timer counter T to "15000" in step S1306. As described above, the timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the time set in the timer counter T is 30 seconds.

[0218] After executing the process of step S1303 or step S1306, the MPU 62 executes the opening execution process of the special prize opening 38a in step S1307. In this opening execution process, the MPU 62 executes the drive control of the variable prize driving unit 38c to set the opening / closing door 38b to the open state. Thereafter, the MPU 62 ends the special prize opening opening process.

[0219] The value set in the winning counter PC in step S1302 or step S1304 defines the upper limit of the total number of game balls that can be won into the big winning opening 38a. Furthermore, the value set in the timer counter T in step S1303 or step S1306 specifies the upper limit duration time from when the opening / closing door 38b is set to the open state until it is set to the closed state again. Therefore, as described above, the MPU 62 sets two types of upper limit duration times with different lengths by setting the timer counter T to "85" or "15000." Specifically, the MPU 62 sets a long-term mode (long-term mode) in which the upper limit duration time is set to 30 seconds, and a short-term mode (short-term mode) in which the upper limit duration time is set to 0.17 seconds, which is shorter than the long-term mode.

[0220] As described above, the pachinko machine 10 excites the solenoid of the game ball launching mechanism 81 at a cycle of 0.6 seconds, thereby causing the game ball launching mechanism 81 to launch game balls. Also, as described above, the MPU 62 sets the winning counter PC to "8," thereby setting the upper limit of the total number of game balls that can win into the big winning opening 38a to eight. Therefore, since the upper limit duration of the long-time mode is sufficiently longer than the product of the upper limit of the total number of game balls that can enter the large prize opening 38a and the game ball launch period, it is easy to get the upper limit of eight game balls to enter the large prize opening 38a. In contrast, the upper limit duration of the short-time mode is shorter than the product of the upper limit of the total number of game balls that can enter the large prize opening 38a and the game ball launch cycle (more specifically, shorter than the game ball launch cycle), so it is difficult to get a game ball to enter the large prize opening 38a. However, depending on the timing, it is possible to get about one game ball to enter the large prize opening 38a.

[0221] Returning to the explanation of the big prize opening / closing process, the process from step S1205 onwards will be explained with reference to FIG. After executing the special prize opening process in step S1204, the MPU 62 sets an opening command in step S1205. Furthermore, in step S301 of the normal process, the MPU 62 transmits the opening command set in step S1205 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the special prize opening opening and closing process. The audio and light emission control device 90 recognizes that the opening and closing door 38b has been set to the open state based on the open command sent from the MPU 62, and executes a predetermined process.

[0222] Next, the process (the process from step S1206 onwards) when it is determined in step S1201 by the MPU 62 that the special prize opening 38a is open will be described. In step S1206, the MPU 62 determines whether the value of the timer counter T is equal to or less than 0. That is, the MPU 62 determines whether the upper limit duration set in the timer counter T in step S1303 or step S1306 of the special prize opening process has elapsed.

[0223] If the MPU 62 determines in step S1206 that the value of the timer counter T is not equal to or less than "0", it executes the processes in step S1207 and thereafter. On the other hand, if the MPU 62 determines in step S1206 that the value of the timer counter T is equal to or less than "0", it executes the processes in and after step S1218.

[0224] First, the process (the process from step S1207 onwards) when it is determined in step S1206 that the value of the timer counter T is not equal to or less than "0" in the MPU 62 will be described. In step S1207, the MPU 62 determines whether or not a prize has been won in the special prize opening 38a. The determination of whether or not a prize has been won in the special prize opening 38a is made based on the detection result of the detection sensor 40d corresponding to the special prize opening 38a.

[0225] If the MPU 62 determines in step S1207 that no win has been made in the special prize opening 38a, it ends the special prize opening opening opening process. On the other hand, if the MPU 62 determines in step S1207 that a win has occurred in the special win port 38a, then in step S1208, it updates the value of the win counter PC by subtracting 1 from the value.

[0226] In step S1209, the MPU 62 determines whether the value of the prize counter PC is equal to or less than "0". If the MPU 62 determines in step S1209 that the value of the prize counter PC is not equal to or less than "0", it ends the big prize opening opening process. On the other hand, if the MPU 62 determines in step S1209 that the value of the winning counter PC is equal to or less than "0," it executes a closing execution process in step S1210. In this closing execution process, the MPU 62 executes drive control of the variable winning drive unit 38c to set the opening / closing door 38b to a closed state.

[0227] In step S1211, the MPU 62 sets a close command. In step S301 of the normal processing, the MPU 62 transmits the close command set in step S1211 to the audio and light emission control device 90. The audio and light emission control device 90 recognizes that the opening and closing door 38b has been set to the closed state based on the close command sent from the MPU 62, and executes a predetermined process.

[0228] In step S1212, the MPU 62 determines whether the winning / losing result is a "special losing result." If the MPU 62 determines in step S1212 that the winning / losing result is a "special losing result," it executes the processing from step S1223 onwards, which will be described later.

[0229] On the other hand, if the MPU 62 determines in step S1212 that the winning / losing result is not a "special losing result," it executes the processing from step S1213 onwards. In step S1213, the MPU 62 updates the value of the round counter RC by subtracting 1 from the value.

[0230] In step S1214, the MPU 62 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1214 that the value of the round counter RC is not equal to or less than "0," then in step S1215, the MPU 62 sets the value of the timer counter T to "500." Thereafter, the MPU 62 ends the big prize opening opening process.

[0231] Here, the value set in the timer counter T in step S1215 specifies the waiting time for opening the door 38b after it has been set to the open state, and after it has been set to the closed state again, until it is set to the open state again. In this embodiment, the waiting time for opening is 1 second. This waiting time for opening is the same regardless of the type or progress of the opening / closing execution mode.

[0232] On the other hand, if the MPU 62 determines in step S1214 that the value of the round counter RC is equal to or less than "0", it executes the processes from step S1216 onwards. In step S1216, the MPU 62 sets "2000" in the timer counter T as the waiting time (waiting period) for the ending. As described above, the value set in this timer counter T is updated by subtracting 1 from the previous value each time the timer interrupt process is executed. Therefore, the waiting time for the ending is 4 seconds. Note that the waiting time for the ending is not limited to this and can be any value.

[0233] The waiting time for the ending is the same regardless of the type of game result, as with the waiting time for the opening, i.e., the waiting time for the ending is the same regardless of the type of opening / closing execution mode. The waiting time for the ending is not limited to this, and may be configured to be slightly different depending on the type of game result, to the extent that the player perceives them as similar. Also, for example, the waiting time for the ending may be configured to be significantly different depending on the type of game result, such as being significantly different for the "most advantageous result" game result and for other game results.

[0234] In step S1217, the MPU 62 sets an ending command. In step S301 of the normal processing, the MPU 62 transmits the ending command set in step S1217 to the sound and light emission control device 90. Thereafter, the MPU 62 ends the big prize opening and closing processing. The audio and light emission control device 90 recognizes the end of the opening and closing execution mode based on the ending command sent from the MPU 62, and executes a predetermined process.

[0235] Next, the process (the process from step S1218 onwards) when it is determined in step S1206 that the value of the timer counter T is equal to or less than "0" by the MPU 62 will be described. In step S1218, the MPU 62 executes the closing execution process in the same manner as in step S1210 described above. In step S1219, the MPU 62 sets a close command in the same manner as in step S1211 described above.

[0236] In step S1220, the MPU 62 determines whether the winning / losing result is a "special losing result." If the MPU 62 determines in step S1220 that the result is not a "special miss result," that is, if it determines that the result is a "jackpot win," it executes the processes from step S1221 onwards. On the other hand, if the MPU 62 determines in step S1220 that the winning / losing result is a "special losing result," it executes the processing from step S1223 onwards.

[0237] First, the process (the process from step S1221 onwards) when the MPU 62 determines in step S1220 that the winning / losing result is not a "special losing result" will be described. In step S1221, the MPU 62 updates the value of the round counter RC by subtracting 1 from the value.

[0238] In step S1222, the MPU 62 determines whether the value of the round counter RC is equal to or less than "0". If the MPU 62 determines in step S1222 that the value of the round counter RC is not equal to or less than "0", it executes the processes from step S1215 onwards. On the other hand, if the MPU 62 determines in step S1222 that the value of the round counter RC is equal to or less than "0", it executes the above-mentioned processing from S1216 onwards.

[0239] Next, the process (the process from step S1223 onwards) when the MPU 62 determines in step S1212 or step S1220 that the winning / losing result is a "special losing result" will be described. In step S1223, the MPU 62 updates the value of the open / close counter SOC by subtracting 1 from the value of the open / close counter SOC.

[0240] In step S1224, the MPU 62 determines whether the value of the open / close counter SOC is equal to or less than "0". If the MPU 62 determines in step S1224 that the value of the open / close counter SOC is not equal to or less than "0", it executes the processes from step S1215 onwards. On the other hand, if the MPU 62 determines in step S1224 that the value of the open / close counter SOC is equal to or less than "0", it executes the above-described processing from S1216 onwards.

[0241] Returning to the explanation of the game state transition process, the process from step S1112 onwards will be explained with reference to FIG. After executing the big prize opening opening / closing process in step S1111, the MPU 62 determines in step S1112 whether the value of the opening / closing counter SOC is "0" or less and the value of the round counter RC is "0" or less.

[0242] If the MPU 62 determines in step S1112 that at least one of the value of the opening / closing counter SOC and the value of the round counter RC is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 62 determines in step S1112 that both the value of the opening / closing counter SOC and the value of the round counter RC are less than or equal to "0", then in step S1113 it determines whether the value of the timer counter T is less than or equal to "0".

[0243] If the MPU 62 determines in step S1113 that the value of the timer counter T is not equal to or less than "0", it ends the game state transition process. On the other hand, if the MPU 62 determines in step S1113 that the value of the timer counter T is equal to or less than "0," then in step S1114, it clears the open / close execution mode in progress flag stored in the RAM 64, and then executes transition processing at the end of the open / close execution mode. Thereafter, the MPU 62 ends the game state transition processing. The transition process when the opening / closing execution mode ends will be described in detail below.

[0244] FIG. 22 is a flowchart showing the transition process when the opening and closing execution mode is ended. In the transition process at the end of the open / close execution mode, the MPU 62 executes steps S1401 to S1406 as shown in FIG. In step S1401, the MPU 62 determines whether the game result is a "special losing result."

[0245] If the MPU 62 determines in step S1401 that the game result is a "special losing result," it terminates the transition process at the end of the open / close execution mode without executing the processes in and after step S1402. In contrast, if MPU62 determines in step S1401 that the game result is not a "special miss result" (if it determines that the game result is a "jackpot win"), it determines in step S1402 whether the second result display unit flag is set in RAM64.

[0246] If the MPU 62 determines in step S1402 that the second result display unit flag is not set in the RAM 64, this indicates that a variable display should be started on the first result display unit 45a based on the winning of a gaming ball into the upper operating port 36, and so the MPU 62 executes a first support mode setting process in step S1403. This first support mode setting process is a process for setting the support mode to the low frequency support mode or the high frequency support mode after the end of the open / close execution mode to which the system is switched in response to the winning of a gaming ball into the upper operating port 36.

[0247] On the other hand, if the MPU 62 determines in step S1402 that the second result display unit flag is set in the RAM 64, this indicates that a variable display should be started on the second result display unit 45b based on the winning of a gaming ball into the lower operating port 37, and so the MPU 62 executes a second support mode setting process in step S1404. This second support mode setting process is a process for setting the support mode to the low frequency support mode or the high frequency support mode after the end of the open / close execution mode to which the MPU 62 shifts in response to the winning of a gaming ball into the lower operating port 37. The first support mode setting process in step S1403 and the second support mode setting process in step S1404 will be described in detail below.

[0248] FIG. 23 is a flowchart illustrating the first support mode setting process. In the first support mode setting process, the MPU 62 executes steps S1501 to S1512 as shown in FIG. In step S1501, the MPU 62 determines whether the win / loss lottery mode is the high probability mode. If the MPU 62 determines in step S1501 that the win / loss lottery mode is the high probability mode, it executes support mode setting processing for the high probability mode in steps S1502 to S1507, and if the MPU 62 determines in step S1501 that the win / loss lottery mode is not the high probability mode, it executes support mode setting processing for the low probability mode in steps S1508 to S1512.

[0249] First, the support mode setting process for the high-probability mode in steps S1502 to S1507 will be described. In step S1502, the MPU 62 determines whether the support mode is the high frequency support mode.

[0250] If the MPU 62 determines in step S1502 that the support mode is the high-frequency support mode, then in step S1503, the MPU 62 clears the high-frequency support flag stored in the RAM 64. As a result, the MPU 62 sets the support mode to the low-frequency support mode. In step S1504, the MPU 62 sets the value of the game play counter RTC provided in the various counter area 64a of the RAM 64 to "0".

[0251] On the other hand, if the MPU 62 determines in step S1502 that the support mode is not the high-frequency support mode (if the support mode is the low-frequency support mode), then in step S1505 it sets a high-frequency support flag in the RAM 64. If the high-frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high-frequency support mode. In step S1506, the MPU 62 sets the value of the game play counter RTC provided in the various counter area 64a of the RAM 64 to "1". In step S1507, the MPU 62 sets a short-term high frequency support mode command. In step S301 of the normal process, the MPU 62 transmits the short-term high frequency support mode command set in step S1507 to the audio and light emission control device 90. The audio and light emission control device 90 executes a predetermined process based on the short-term high frequency support mode command transmitted from the MPU 62. This process will be described in detail later.

[0252] After executing the process of step S1504 or the process of step S1507, the MPU 62 ends the first support mode setting process.

[0253] Next, the support mode setting process for the low probability mode in steps S1508 to S1512 will be described. In step S1508, the MPU 62 determines whether the support mode is the high frequency support mode.

[0254] If the MPU 62 determines in step S1508 that the support mode is the high-frequency support mode, then in step S1509 it sets a high-frequency support flag in the RAM 64. If the high-frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high-frequency support mode. In step S1510, the MPU 62 sets the value of the game play counter RTC provided in the various counter area 64a of the RAM 64 to "34".

[0255] On the other hand, if the MPU 62 determines in step S1508 that the support mode is not the high-frequency support mode (if the support mode is the low-frequency support mode), then in step S1511, the MPU 62 clears the high-frequency support flag stored in the RAM 64. As a result, the MPU 62 sets the support mode to the low-frequency support mode. In step S1512, the MPU 62 sets the value of the game play counter RTC provided in the various counter area 64a of the RAM 64 to "0".

[0256] After executing the process of step S1510 or the process of step S1512, the MPU 62 ends the first support mode setting process.

[0257] FIG. 24 is a flowchart illustrating the second support mode setting process. In the second support mode setting process, the MPU 62 executes steps S1601 to S1611 as shown in FIG. In step S1601, the MPU 62 determines whether the win / loss lottery mode is the high probability mode. If the MPU 62 determines in step S1601 that the win / loss lottery mode is the high probability mode, it executes support mode setting processing for the high probability mode in steps S1602 to S1606, and if the MPU 62 determines in step S1601 that the win / loss lottery mode is not the high probability mode, it executes support mode setting processing for the low probability mode in steps S1607 to S1611.

[0258] First, the support mode setting process for the high-probability mode in steps S1602 to S1606 will be described. In step S1602, the MPU 62 determines whether the support mode is the high frequency support mode.

[0259] If the MPU 62 determines in step S1602 that the support mode is the high-frequency support mode, then in step S1603 it sets a high-frequency support flag in the RAM 64. If the high-frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high-frequency support mode. In step S1604, the MPU 62 sets the value of the game play counter RTC provided in the various counter area 64a of the RAM 64 to "34".

[0260] On the other hand, if the MPU 62 determines in step S1602 that the support mode is not the high-frequency support mode (if the support mode is the low-frequency support mode), then in step S1605, the MPU 62 clears the high-frequency support flag stored in the RAM 64. As a result, the MPU 62 sets the support mode to the low-frequency support mode. In step S1606, the MPU 62 sets the value of the game play counter RTC provided in the various counter area 64a of the RAM 64 to "0".

[0261] After executing the process of step S1604 or the process of step S1606, the MPU 62 ends the second support mode setting process.

[0262] Next, the support mode setting process for the low probability mode in steps S1607 to S1611 will be described. In step S1607, the MPU 62 determines whether the support mode is the high frequency support mode.

[0263] If the MPU 62 determines in step S1607 that the support mode is the high-frequency support mode, then in step S1608 it sets a high-frequency support flag in the RAM 64. If the high-frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high-frequency support mode. In step S1609, the MPU 62 sets the value of the game play counter RTC provided in the various counter area 64a of the RAM 64 to "34".

[0264] On the other hand, if the MPU 62 determines in step S1607 that the support mode is not the high-frequency support mode (if the support mode is the low-frequency support mode), then in step S1610 it sets a high-frequency support flag in the RAM 64. If the high-frequency support flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the support mode to the high-frequency support mode. In step S1611, the MPU 62 sets the value of the game play counter RTC provided in the various counter area 64a of the RAM 64 to "34".

[0265] After executing the process of step S1609 or the process of step S1611, the MPU 62 ends the second support mode setting process.

[0266] Fig. 25 is a diagram showing the value of the play count counter set in the first support mode setting process or the second support mode setting process. Specifically, Fig. 25 is a diagram showing the relationship between the first and second variable displays that trigger the transition to the open / close execution mode, the win / lose lottery mode and support mode at the time of transition to the open / close execution mode, and the value of the play count counter RTC set in the first support mode setting process or the second support mode setting process.

[0267] The value of the play count counter RTC set in the first support mode setting process (processing when the opening / closing execution mode is entered upon the entry of a game ball into the upper operating port 36) differs depending on the combination of the win / lose lottery mode and the support mode, as shown in the left column of Figure 25. In the case of a combination of the low probability mode and the high frequency support mode, the value of the game play counter RTC is 34 times. In the case of a combination of the high probability mode and the low frequency support mode, the value of the game play counter RTC is 1. In the case of any other combination, the value of the game counter RTC is 0. In this case, the high frequency support flag stored in RAM 64 is cleared, so the support mode is set to the low frequency support mode.

[0268] In addition, the value of the play count counter RTC set in the second support mode setting process (processing when the opening / closing execution mode is entered as a result of a game ball entering the lower operating port 37) differs depending on the combination of the win / lose lottery mode and the support mode, as shown in the right column of Figure 25. In the case of a combination of the high probability mode and the low frequency support mode, the value of the game counter RTC is 0. In this case, since the high frequency support flag stored in RAM 64 is cleared, the support mode is set to the low frequency support mode. In the case of any other combination, the value of the game play counter RTC will be 34 times.

[0269] Here, the high frequency support mode continues until 1 or 34 games have been played, which is the termination reference number set in the game play counter RTC. When 1 or 34 games have been played, the MPU 62 clears the high frequency support flag. This causes the MPU 62 to set the support mode to the low frequency support mode. In the following explanation, the high-frequency support mode that continues until one game play, which is the termination reference number set in the game play counter RTC, is completed, is also referred to as the short-term high-frequency support mode, and the high-frequency support mode that continues until 34 game play times, which is the termination reference number set in the game play counter RTC, is completed, is also referred to as the long-term high-frequency support mode.

[0270] The MPU 62 executes these processes in the electric role fluctuation end process in step S808 described above. The electric role fluctuation end process in step S808 will be described in detail later.

[0271] Returning to the explanation of the transition process when the opening / closing execution mode ends, the process from step S1405 onwards will be described with reference to FIG. After executing the first support mode setting process in step S1403 or the second support mode setting process in step S1404, the MPU 62 sets a high-probability mode flag in the RAM 64 in step S1405. If the high-probability mode flag has already been set in the RAM 64, the MPU 62 maintains it. As a result, the MPU 62 sets the win / loss lottery mode to the high-probability mode. In step S1406, the MPU 62 sets "3" to the value of the high probability count counter STC provided in the various counter area 64a of the RAM 64. Thereafter, the MPU 62 ends the transition process at the end of the opening / closing execution mode.

[0272] When the transition process at the end of the open / close execution mode is completed, the MPU 62 clears the flags (non-expressed few rounds high probability result flag, expressed few rounds high probability result flag, and most advantageous result flag) set in the RAM 64 according to the allocation result and the special loss flag. Also, in step S701 of the above-mentioned fluctuation start process, the MPU 62 determines whether the win / loss lottery mode is the high probability mode by determining whether the high probability mode flag is set in the RAM 64.

[0273] Here, the high probability mode continues until three games, which is the termination reference number set in the high probability counter STC, are consumed. When three games have been consumed, the MPU 62 clears the high probability mode flag. As a result, the MPU 62 sets the win / loss lottery mode to the low probability mode. The MPU 62 executes these processes in the fluctuation end process in step S508 described above. The fluctuation end process in step S508 will be described in detail below.

[0274] FIG. 26 is a diagram showing a flowchart of the fluctuation end process. In the fluctuation end process, the MPU 62 executes steps S1701 to S1709 as shown in FIG. In step S1701, the MPU 62 identifies information (information related to the image to be finally stopped and displayed on the main display unit 45) stored in the RAM 64 in any one of steps S710, S713, and S715 of the fluctuation start processing executed when starting the fluctuation display on the main display unit 45. Then, at the end of a game round, the MPU 62 executes display control of the main display unit 45 so that the image corresponding to this identified information is displayed on the main display unit 45 during the fluctuation display (fluctuation end execution processing).

[0275] In step S1702, the MPU 62 determines whether the win / loss lottery mode is the high probability mode. If the MPU 62 determines in step S1702 that the win / lose lottery mode is not the high probability mode, it executes the processes from step S1706 onwards. On the other hand, when the MPU 62 determines in step S1702 that the win / lose lottery mode is the high probability mode, in step S1703, it updates the value of the high probability count counter STC set in step S1406 of the transition process at the end of the open / close execution mode by subtracting 1. Here, the variable command set in the above-mentioned step S717 includes the value of the high probability count counter STC. In step S1704, the MPU 62 determines whether the high probability count counter STC is equal to or less than "0".

[0276] If the MPU 62 determines in step S1704 that the high probability count counter STC is not equal to or less than "0", it executes the processing from step S1706 onwards. On the other hand, if the MPU 62 determines in step S1704 that the high probability count counter STC is equal to or less than "0", then in step S1705, the MPU 62 clears the high probability mode flag stored in the RAM 64. As a result, the MPU 62 sets the win / loss lottery mode to the low probability mode.

[0277] In this way, if the lottery results in a "jackpot win," the game state will transition to high probability mode after the end of the open / close execution mode (i.e., the round number setting mode) regardless of the current game state. The high probability mode will continue until three game rounds, which is the end reference number set in the high probability counter STC, have been played. Also, if the result of the lottery is not a "jackpot win," that is, if the result of the lottery is a "special miss result" or a "normal miss result," the game state will not change.

[0278] After executing the processing of step S1705, if it is determined in step S1702 that the win / lose lottery mode is not the high probability mode, or if it is determined in step S1704 that the high probability count counter STC is not equal to or less than "0", MPU62 determines in step S1706 whether the support mode is the high frequency support mode. If the MPU 62 determines in step S1706 that the support mode is not the high-frequency support mode (if the MPU 62 determines that the support mode is the low-frequency support mode), it terminates the fluctuation termination process without executing the processes from step S1707 onwards. On the other hand, if the MPU 62 determines in step S1706 that the support mode is the high frequency support mode, it updates the value of the game count counter RTC set in the first support mode setting process or the second support mode setting process by subtracting 1 from the value. Here, the variation command set in the above-mentioned step S717 includes the value of the game count counter RTC.

[0279] In step S1708, the MPU 62 determines whether the game number counter RTC is equal to or less than "0". If the MPU 62 determines in step S1708 that the game play counter RTC is not equal to or less than "0", it ends the variation end process without executing the processes in and after step S1709. On the other hand, if the MPU 62 determines in step S1708 that the game play counter RTC is equal to or less than "0," then in step S1709, the MPU 62 clears the high frequency support flag stored in the RAM 64. As a result, the MPU 62 sets the support mode to the low frequency support mode. Thereafter, the MPU 62 ends the variation end process.

[0280] In this way, if the lottery results in a "jackpot win" and the high frequency support flag is set in RAM 64, the game state will transition to the high frequency support mode after the opening / closing execution mode (i.e., the round number setting mode) ends, regardless of the current game state. The high frequency support mode will continue until the end reference number of times set in the game number counter RTC, which is either 1 or 34 times, has been played.

[0281] Therefore, in this embodiment, the transition processing and fluctuation end processing at the end of the opening / closing execution mode function as a game state switching unit that switches between the low probability mode and the high probability mode. Specifically, the transition process and the fluctuation end process at the end of the opening / closing execution mode switch to the high probability mode if the result of the internal lottery executed in response to the entry of a game ball into the upper operating port 36 or the lower operating port 37 is won. In addition, the transition processing and fluctuation end processing at the end of the opening / closing execution mode switches from the high probability mode to the low probability mode after switching to the high probability mode, triggered by the announcement of the results of an internal lottery associated with a predetermined number (3 in this embodiment) of pending information that is less than the number of pending information (4 in this embodiment) stored in the pending area Rb for the second result display section.

[0282] In this embodiment, the transition process and variation end process at the end of the open / close execution mode switches to the high probability mode when the result of the internal lottery executed in response to the entry of a gaming ball into the upper actuation port 36 or the lower actuation port 37 is won, and switches from the high probability mode to the low probability mode in response to the notification of the result of the internal lottery associated with a predetermined number of pieces of pending information (three in this embodiment), but the low probability mode and the high probability mode may be switched based on conditions other than these. In short, the gaming state switching unit only needs to switch between the first gaming state and the second gaming state.

[0283] In addition, in this embodiment, the transition processing and fluctuation end processing at the end of the opening / closing execution mode also function as a ball entry state switching unit that temporarily switches the lower operating port 37 from low frequency support mode to high frequency support mode after switching to high probability mode.

[0284] In addition, in this embodiment, the main control device 60 functions as a game state transition means that transitions the game state from the normal control state (low probability mode and high probability mode) to an opening / closing execution mode that is advantageous to the player based on the results of an internal lottery executed in response to the entry of a game ball into the upper operating port 36 and the lower operating port 37.

[0285] FIG. 27 is a diagram showing a flowchart of the electric role variation end processing. In the electric utility fluctuation end process, the MPU 62 executes steps S1801 to S1805 as shown in FIG. In step S1801, the information (information relating to the pattern to be finally stopped and displayed on the device display unit 46) stored in the RAM 64 in the processing of step S1006 or step S1007 of the electric role variation start processing executed when starting the variable display on the device display unit 46 is specified. Then, at the end of the electric role game, the MPU 62 executes display control of the device display unit 46 so that the pattern corresponding to this specified information is displayed on the device display unit 46 during the variable display (electric role variation end execution processing).

[0286] In step S1802, the MPU 62 determines whether the result of the electric role win is "electric role open win." If the MPU 62 determines in step S1802 that the electric role win result is not "electric role open win", it ends the electric role variation end processing without executing the processing from step S1803 onwards. On the other hand, if the MPU 62 determines in step S1802 that the electric role win result is "electric role open win", it determines in step S1803 whether the support mode is the high frequency support mode.

[0287] If the MPU 62 determines in step S1803 that the support mode is the high-frequency support mode, it executes a high-frequency electric role opening execution process in step S1804. In the high-frequency electric role opening execution process, the MPU 62 executes drive control of the electric role drive unit 37b to open and close the electric role 37a. On the other hand, if the MPU 62 determines in step S1803 that the support mode is not the high-frequency support mode (if the support mode is the low-frequency support mode), it executes a low-frequency electric role release execution process in step S1805. In the low-frequency electric role release execution process, the MPU 62 executes drive control of the electric role drive unit 37b to open and close the electric role 37a. After executing the high frequency electric role release execution process in step S1804 or the low frequency electric role release execution process in step S1805, the MPU 62 ends the electric role variation end process.

[0288] Here, in the high frequency electric role release execution process, when the electric role release lottery is won, the electric role 37a is set to the open state more times and the opening time of each time the electric role 37a is set to the open state is longer than in the low frequency electric role release execution process. Also, in the high frequency electric role release execution process, the closing time of setting the electric role 37a to the closed state during each opening in one electric role open state is shorter than one opening time.

[0289] Therefore, in the high frequency support mode, the gaming ball is more likely to enter the lower actuation port 37 than in the low frequency support mode. In other words, in the low frequency support mode, the gaming ball is more likely to enter the upper actuation port 36 than the lower actuation port 37. Also, in the high frequency support mode, the gaming ball is more likely to enter the lower actuation port 37 than the upper actuation port 36. When a winning ball is detected in the lower operating port 37, a predetermined number of prize balls are paid out, so in the high frequency support mode, the player can play without losing too many game balls.

[0290] <Electrical configuration of the audio and light emission control device 90 and the display control device 100> FIG. 28 is a block diagram showing the electrical configuration of the audio and light emission control device and the display control device. 28, the audio and light emission control device 90 includes an audio and light emission control board 91, an MPU 92 mounted on the audio and light emission control board 91, and a ROM 93 and a RAM 94 that constitute the MPU 92. Here, the MPU 92 is an element that combines the ROM 93 and RAM 94, as well as a CPU, an interrupt circuit, a timer circuit, and a data input / output circuit, all on one chip.

[0291] The ROM 93 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The RAM 94 is a volatile memory that temporarily stores various data and the like when executing the control program stored in the ROM 93. The RAM 94 requires an external power supply to retain the stored information. The RAM 94 has various areas, such as a command list storage area 94a.

[0292] The MPU 92 has an input port and an output port. As described above, the input port of the MPU 92 is connected to the main control device 60. The output port of the MPU 92 is connected to the various lamp units 23, 49a to 49c, the speaker unit 24, and the display control device 100. The MPU 92 controls the driving of the various lamp units 23, 49a to 49c and the speaker unit 24 based on commands sent from the main control device 60. Furthermore, the MPU 92 transmits commands resulting from the analysis of these commands to the display control device 100. The audio and light emission control device 90 is electrically connected to the display control device 100 via a connector unit (connection unit) having connectors on both ends of a signal line.

[0293] The display control device 100 includes a display control board 101, an MPU 102, a program ROM 103 and a work RAM 104 that constitute the MPU 102, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. The MPU 102 is a chip that combines a CPU, an interrupt circuit, a timer circuit, a data input / output circuit, and the like in addition to the program ROM 103 and the work RAM 104. The MPU 102, the VDP 105, the character ROM 106, and the video RAM 107 are mounted on the display control board 101.

[0294] The MPU 102 analyzes the command transmitted from the audio and light emission control device 90, and performs predetermined calculations based on the command to control the VDP 105. Specifically, the MPU 102 controls the VDP 105 by generating a command for the VDP 105.

[0295] The program ROM 103 is a memory for storing various control programs and fixed value data, and is a non-volatile storage means that does not require an external power supply to hold the stored information. The work RAM 104 is a memory for temporarily storing various data etc. when executing the control program stored in the program ROM 103, and is a volatile storage means that requires an external power supply to retain the stored information.

[0296] VDP 105 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in pattern display device 47. Because VDP 105 is an IC chip, it is also called a "drawing chip," and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. Based on the contents of commands generated by MPU 102, VDP 105 reads image data from character ROM 106 and stores this image data in video RAM 107.

[0297] The character ROM 106 functions as an image data library for storing character data such as designs to be displayed on the design display device 47. The character ROM 106 stores bitmap format image data of various designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like. The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 47, and the display contents of the pattern display device 47 can be changed by rewriting the contents of this video RAM 107.

[0298] <Regarding the timer interrupt process executed by the audio and light emission control device 90> FIG. 29 is a flowchart illustrating a timer interrupt process executed by the audio and light emission control device. The MPU 92 of the sound and light emission control device 90 executes a timer interrupt process to progress the game. In this timer interrupt process, the MPU 92 executes steps S2001 to S2005 periodically (for example, every 2 msec) as shown in Fig. 29.

[0299] In step S2001, the MPU 92 executes a command storage process. In this command storage process, when the MPU 92 receives a command from the MPU 62, the MPU 92 stores the command in the RAM 94. Specifically, the RAM 94 has a ring buffer for storing and reading commands received from the MPU 62, and the MPU 92 stores the commands in the ring buffer in the order in which they were received from the MPU 62. The MPU 92 reads the commands from the ring buffer in the order in which they were stored in the ring buffer.

[0300] In step S2002, the MPU 92 executes an effect determination process based on the command received from the MPU 62. In the effect determination process, the MPU 92 determines an effect for a game round, an effect for an open / close execution mode, and the like. In step S2003, the MPU 92 executes a performance execution process based on the content of the performance determination process in step S2002. Specifically, in the performance execution process, the MPU 92 executes light emission control of the various lamp units 23, 49a to 49c and executes audio control of the speaker unit 24.

[0301] In step S2004, the MPU 92 executes a demo display execution process based on the demo command received from the MPU 62. In the demo display execution process, the MPU 92 executes a demo display when a predetermined start waiting period (e.g., 30 seconds) for starting a demo has elapsed after a game has ended without a new game being started. Specifically, in the demo display execution process, the MPU 92 executes light emission control of the various lamp units 23 and audio control of the speaker unit 24.

[0302] In step S2005, a command transmission process is executed to transmit the commands set in the effect determination process in step S2002 to the display control device 100. In this command transmission process, the MPU 92 determines whether or not it is time to transmit the various commands stored as a command list in the command list storage area 94a of the RAM 94 to the display control device 100. If it is determined that it is time to transmit the various commands to the display control device 100, the MPU 92 transmits the commands to the display control device 100. Thereafter, the MPU 92 ends the timer interrupt process.

[0303] <Regarding the rendering determination process executed by the audio and light emission control device 90> FIG. 30 is a diagram showing a flowchart of the effect determination process. The MPU 92 of the sound and light emission control device 90 executes a performance determination process to execute a performance for a game round, a performance for an open / close execution mode, etc. In this performance determination process, the MPU 92 executes steps S2101 to S2116 as shown in FIG.

[0304] In step S2101, the MPU 92 determines whether or not the variation command and the type command transmitted from the MPU 62 have been received. If the MPU 92 determines in step S2101 that it has not received any of the commands, it executes the processes in and after step S2109. On the other hand, if it is determined in step S2101 that each command has been received, the MPU 92 determines in step S2102 whether the game result is the "most advantageous result" or not based on the content of the type command.

[0305] If the MPU 92 determines in step S2102 that the gaming result is the "most advantageous result," it executes a symbol determination process corresponding to the type of gaming result in step S2103. In this symbol determination process, if the MPU 92 determines that the gaming result is the "most advantageous result," it determines information related to a combination of symbols having the same numbers as the stop result to be finally displayed on the pay line L. The numbers are determined randomly by lottery or the like.

[0306] On the other hand, if the MPU 92 determines in step S2102 that the game result is not the "most advantageous result," then in step S2104 it determines whether the game result is a "normal losing result" or not based on the content of the type command. If the MPU 92 determines in step S2104 that the game result is not a "normal losing result," i.e., if the game result is any of a "special losing result," an "unspecified low-round high-probability result," or an "explicit low-round high-probability result," it executes a common symbol determination process in step S2105. In this common symbol determination process, the MPU 92 determines information related to a special symbol combination as a stop result to be finally displayed on the pay line L. Specifically, the MPU 92 determines a special symbol combination (e.g., "3, 4, 1") having different numbers that will not be selected in the case of a "normal losing result" in the lottery, rather than a symbol combination having the same number. Note that this special symbol combination is the same regardless of the type of game result.

[0307] On the other hand, if the MPU 92 determines in step S2104 that the game result is a "normal miss result," it executes a symbol determination process for a normal miss in step S2106. In this symbol determination process for a normal miss, the MPU 92 determines whether or not a reach display will occur based on the content of the variation command.

[0308] When it is determined that a reach display will occur, the MPU 92 determines information relating to the combination of symbols in the reach display as a stop result to be finally displayed on the activated line L. The combination of symbols in the reach display is determined randomly by drawing lots or the like. On the other hand, when the MPU 92 determines that a reach display will not occur, it determines information relating to a combination of symbols different from the combinations of symbols described above as a stop result to be finally displayed on the activated line L. Specifically, the MPU 92 randomly determines, by lottery or the like, a combination of symbols different from any of a combination of symbols having the same number, a combination of special symbols, and a combination of symbols in a reach display.

[0309] After executing any one of the processes of step S2103, step S2105, and step S2106, the MPU 92 executes a process of determining a presentation pattern in step S2107. In this process of determining a presentation pattern, the MPU 92 selects a presentation pattern corresponding to the variation command and the type command by referring to a presentation table pre-stored in the ROM 93. Specifically, the MPU 92 selects a presentation duration (presentation duration period) and a presentation content as the presentation pattern. In step S2107, the MPU 92 also executes a lottery to determine whether or not to generate a preview display.

[0310] Furthermore, the MPU 92 controls the light emission of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S2003 described above, based on the selected performance pattern. The process of determining the effect pattern in step S2107 will be described in detail below.

[0311] <Decision process for effect pattern> FIG. 31 is a diagram showing a flowchart of the effect pattern determination process. In the process of determining the effect pattern, the MPU 92 executes steps S2201 to S2210 as shown in FIG. In step S2201, the MPU 92 determines whether the win / loss lottery mode is the high probability mode based on the content of the variation command.

[0312] If the MPU 92 determines in step S2201 that the win / loss lottery mode is the high probability mode, it determines in step S2202 whether a high probability suggestion flag has been set in the RAM 94. This high probability suggestion flag is a flag for specifying whether to suggest to the player that the mode is the high probability mode. The MPU 92 sets the high probability suggestion flag in the RAM 94 if the game result that triggered the transition to the open / close execution mode was the "most advantageous result" or an "explicit few-round high probability result," and clears the high probability suggestion flag stored in the RAM 94 if the game result was an "unexplicit few-round high probability result." The process of setting or clearing the high probability suggestion flag will be described later.

[0313] When it is determined in step S2202 that the high probability suggestion flag is set in the RAM 94, the MPU 92 executes a high probability count notification determination process in step S2203. In this high probability count notification determination process, the MPU 92 determines the notification of the value of the high probability count counter STC based on the contents of the variable command. On the other hand, if the MPU 92 determines in step S2202 that the high probability suggestion flag is not set in the RAM 94, then in step S2204 it determines whether the support mode is the high frequency support mode based on the contents of the fluctuation command.

[0314] If the MPU 92 determines in step S2204 that the support mode is the high frequency support mode, in step S2205, it sets a high probability suggestion flag in the RAM 94, and then executes the high probability number notification determination process of step S2203 described above. In this way, even if the game result that triggered the transition to the opening / closing execution mode was an "unspecified few rounds high probability result," if the support mode is a high frequency support mode, the MPU92 sets a high probability suggestion flag in RAM94 and executes the high probability number notification determination process of step S2203.

[0315] After executing the high probability number notification determination process in step S2203, if MPU92 determines in step S2201 that the win / lose lottery mode is not the high probability mode (if it determines that it is the low probability mode), or if it determines in step S2204 that the support mode is not the high frequency support mode, then in step S2206 it determines whether the support mode is the high frequency support mode based on the contents of the variation command.

[0316] If the MPU 92 determines in step S2206 that the support mode is the high frequency support mode, it executes a game count notification determination process in step S2207. In this game count notification determination process, the MPU 92 determines the notification of the value of the game count counter RTC based on the content of the variable command. After executing the number of games notified determination process in step S2207, or if MPU92 determines in step S2206 that the support mode is not the high frequency support mode (if it determines that it is the low frequency support mode), it determines in step S2208 whether the variable display information is the second variable display.

[0317] If the MPU 92 determines in step S2208 that the variable display information is the second variable display, it executes the processing from step S2209 onwards. On the other hand, if the MPU 92 determines in step S2208 that the variable display information is not the second variable display (if it is determined to be the first variable display), it executes the processing from step S2212 onwards. The MPU 92 determines whether or not it has received the short-term high-frequency support mode command sent from the MPU 62, and if it determines that it has been received, it reads out and clears the short-term high-frequency support mode command from the ring buffer before executing the processing from step S2212 onwards.

[0318] In step S2209, the MPU 92 determines whether or not the short-term high frequency support mode command transmitted from the MPU 62 has been received. If the MPU 92 determines in step S2209 that it has received the short-term high-frequency support mode command, it executes a special game state notification determination process in step S2210. In this special game state notification determination process, the MPU 92 determines whether to notify the special game state. This special game state will be described in detail later. In contrast, if the MPU92 determines in step S2209 that it has not received a short-term high-frequency support mode command, it determines in step S2211 whether the win / lose lottery mode is a low-probability mode and whether the support mode is a low-frequency support mode.

[0319] If the MPU 92 determines in step S2211 that the win / loss lottery mode is the low probability mode and that the support mode is the low frequency support mode, it executes the special game state notification determination process of step S2210 described above. On the other hand, if the MPU 92 determines in step S2211 that the win / lose lottery mode is the low probability mode and the support mode is not the low frequency support mode, it executes the processes from step S2212 onwards. In this way, when the MPU92 determines in step S2208 that the variable display information is the second variable display while in the short-term high-frequency support mode, or while in the low-probability mode and low-frequency support mode, it executes the special game state notification determination process in step S2210.

[0320] After executing the special game state notification determination process in step S2210, if the MPU92 determines in step S2208 that the variable display information is not the second variable display (if it determines that it is the first variable display), or if it determines in step S2211 that the win / lose lottery mode is the low probability mode and the support mode is not the low frequency support mode, it executes the reach display setting process in step S2212. In this reach display setting process, the MPU 92 determines whether or not to generate a reach display, and if it determines to generate a reach display, sets the type of reach display, duration of the effect, and the like. Thereafter, the MPU 92 ends the process of determining the effect pattern.

[0321] Returning to the explanation of the effect determination process, the process from step S2108 onwards will be described with reference to FIG. In step S2108, the MPU 92 sets a fluctuation start command including the value of the high probability count counter STC, the value of the game count counter RTC, and information related to the special game state, and a stop result command including information related to the stop result determined in any one of the processes of steps S2103, S2105, and S2106. Then, the MPU 92 stores the fluctuation start command and the stop result command in the command list stored in the command list storage area 94a of the RAM 94. These fluctuation start command and the stop result command are transmitted to the display control device 100 in the command transmission process of step S2005 described above.

[0322] The MPU 102 of the display control device 100 reads from the program ROM 103 a data table for starting the variable display and displaying the stop result on the pattern display device 47 based on the variable start command and the stop result command sent from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the pattern display device 47 starts the variable display and then finally stops and displays the stop result determined by the MPU 92 on the active line L.

[0323] After executing the process of step S2108, or when it is determined in step S2101 that the variation command and the type command have not been received, the MPU 92 executes the processes of step S2109 and subsequent steps. In step S2109, the MPU 92 determines whether or not an opening command has been received.

[0324] If it is determined in step S2109 that the opening command has not been received, the MPU 92 executes the processes in and after step S2116. On the other hand, if it is determined in step S2109 that an opening command has been received, the MPU 92 determines the type of game result based on the content of the opening command in step S2110.

[0325] In step S2111, the MPU 92 executes a process for determining an effect for the open / close execution mode corresponding to the type of game result determined in step S2110. In the process for determining an effect for the open / close execution mode, if the MPU 92 determines in step S2110 that the game result is a "special miss result" or a "non-expressed few-round high-probability result," it selects effect A as the effect for the open / close execution mode. Also, if the MPU 92 determines that the game result is a "expressed few-round high-probability result," it selects effect B as the effect for the open / close execution mode. Also, if the MPU 92 determines that the game result is a "most advantageous result," it selects effect C as the effect for the open / close execution mode. The duration of effects A and B corresponds to the time it takes for the special prize opening 38a to be opened and closed twice in a short time in the opening and closing execution mode. The duration of effect C corresponds to the time it takes for the special prize opening 38a to be opened and closed four times in a long time in the opening and closing execution mode.

[0326] Furthermore, the MPU 92 controls the light emission of the display lamp unit 23 and controls the sound of the speaker unit 24 in the performance execution process of step S2003 described above, based on the results of the selection of performances A to C.

[0327] In step S2112, the MPU 92 sets an open / close execution mode command including information related to the effect for the open / close execution mode selected in step S2111. Then, the MPU 92 stores the open / close execution mode command in the command list stored in the command list storage area 94a of the RAM 94. This open / close execution mode command is transmitted to the display control device 100 in the command transmission process in step S2005 described above.

[0328] The MPU 102 of the display control device 100 reads out from the program ROM 103 a data table for executing the effects for the open / close execution mode on the pattern display device 47 based on the command for the open / close execution mode transmitted from the MPU 92. Then, the MPU 102 outputs a command to the VDP 105 based on this data table every time a predetermined image update timing (for example, every 20 msec) occurs. As a result, the pattern display device 47 executes the effects for the open / close execution mode selected by the MPU 92 of the sound and light emission control device 90.

[0329] In step S2113, the MPU 92 determines whether the game result is the "most advantageous result" or the "explicit few-round high-probability result" based on the content of the opening command.

[0330] If the MPU 92 determines in step S2113 that the game result is the "most advantageous result" or the "explicit few-round high-probability result," it sets a high-probability suggestion flag in the RAM 94 in step S2114. In contrast, if the MPU92 determines in step S2113 that the game result is not the "most advantageous result" or the "explicit few-round high-probability result" (if it determines that the game result is the "non-explicit few-round high-probability result"), it clears the high-probability suggestion flag stored in RAM94 in step S2115.

[0331] After executing the process of step S2114 or step S2115, or if it is determined in step S2109 that an opening command has not been received, the MPU 92 executes the processes of step S2116 and subsequent steps. In step S2116, the MPU 92 executes other processing. In the other processing, the MPU 92 executes processing for progressing the effects for the opening / closing execution mode, for example, based on the opening command, closing command, and ending command transmitted from the MPU 62. Thereafter, the MPU 92 ends the effect determination processing.

[0332] <Relationship between game results and game status, etc.> The relationship between the game result and the game state based on the execution of various processes will be explained below. Fig. 32 is a diagram showing the relationship between game results and game states, etc. Specifically, Fig. 32 is a diagram showing the relationship between game results excluding "normal miss results" and game states, etc., with game results arranged in columns and game states, etc. arranged in rows. As shown in Figure 32, the pachinko machine 10 has, as game results excluding the "normal miss result," the win / loss results of the "jackpot win" and the "special miss result," as well as distribution results of the "non-explicit low-round high-probability result," the "explicit low-round high-probability result," and the "most advantageous result."

[0333] Here, the "special losing result" is the game result that is selected when the winning / losing lottery does not result in a "jackpot win" (symbol × in the figure), as shown in the second column of the table in Figure 32. Also, the allocation result is the game result that is selected when the winning / losing lottery results in a "jackpot win" (symbol ○ in the figure). The following describes the relationship between game results, excluding "normal miss results," and game states, etc. In this embodiment, the pachinko machine 10 sets the relationship between game results and game states, etc. as follows, but the combination of game results and game states, etc., the content of the game results, and the content of the game states, etc. are arbitrary.

[0334] In the "special losing result", the opening / closing execution mode is switched to the opening / closing number specified mode instead of the round number specified mode, and the opening and closing of the big prize opening 38a is executed twice in a short time mode. Also, in the "special losing result", the winning / losing lottery mode is not switched. In the "non-disclosed few rounds high probability result", the opening / closing execution mode shifts to the round number specified mode in which round play is performed with two times as the upper limit, and the opening and closing of the large prize opening 38a is executed twice in a short time mode. Also, in the "non-disclosed few rounds high probability result", the winning / losing lottery mode shifts to the high probability mode. In this way, although the "special miss result" and the "non-disclosed short round high probability result" have different types of opening and closing execution modes, they have in common that the opening and closing of the large prize opening 38a is executed twice in a short period of time.

[0335] Furthermore, in the "special miss result" and "non-disclosed few round high probability result", the stopping result will be a special combination of symbols, and the presentation for the open / close execution mode will be presentation A. Furthermore, in the "non-disclosed few round high probability result", the high probability suggestion flag stored in RAM94 is cleared in step S2115, so in the game round after the open / close execution mode ends, the symbol display device 47 will not display an image on the display screen G indicating that it is a high probability mode.

[0336] Therefore, by checking the stop result or the effects for the open / close execution mode, the player cannot know whether the game result is a "special miss result" or a "non-disclosed few rounds high probability result." In other words, even if the allocation lottery results in a "non-disclosed few rounds high probability result" and the game moves to the high probability mode, the symbol display device 47 disguises the game as if the game had not moved to the win / lose lottery mode in the game round after the open / close execution mode ends. Therefore, the player can enjoy playing the game while predicting whether or not the win / lose lottery mode has shifted to the high probability mode. In addition, in the "high frequency support mode," a high probability suggestion flag is set in RAM94 in step S2205, so even if the allocation lottery results in an "unspecified few rounds high probability result" and the mode transitions to the high probability mode, the player can exceptionally understand that the win / loss lottery mode has transitioned to the high probability mode.

[0337] In the "expressed few rounds high probability result", the opening / closing execution mode transitions to a round number specified mode in which rounds of play are played with a maximum of two times, and the opening and closing of the large prize opening 38a is executed twice in a short period of time. Also, in the "expressed few rounds high probability result", the win / lose lottery mode transitions to a high probability mode. Also, in the "expressed few rounds high probability result", the stopping result is a special combination of symbols, and the presentation for the opening / closing execution mode is Presentation B. Furthermore, in the "expressed few rounds high probability result", since the high probability suggestion flag is set in RAM94 in step S2114, in the game round after the opening / closing execution mode ends, the symbol display device 47 displays an image on the display screen G indicating that it is in the high probability mode. Therefore, by checking the stop result and the effects for the opening and closing execution mode, the player can understand that the game result is an "explicit few-round high-probability result."

[0338] In the "most advantageous result", the opening / closing execution mode shifts to a round number specified mode in which rounds of play are played with a maximum of four times, and the opening and closing of the large prize opening 38a is executed four times in a long-term manner. Also, in the "most advantageous result", the win / lose lottery mode shifts to a high probability mode. Also, in the "most advantageous result", the stopping result is a combination of symbols having the same number, the win / lose lottery mode shifts to a high probability mode, and the presentation for the opening / closing execution mode becomes presentation C. Furthermore, in the "most advantageous result", since the high probability suggestion flag is set in RAM 94 in step S2114, in the game round after the opening / closing execution mode ends, the symbol display device 47 displays an image on the display screen G indicating that it is in the high probability mode. Therefore, the player can understand that the game result is the "most advantageous result" by checking the stop result and the effects for the opening and closing execution mode.

[0339] As described above, the support mode is set in the first support mode setting process or the second support mode setting process based on the combination of the win / lose lottery mode, the support mode, and the variable display information (see FIG. 25).

[0340] <About the transition between lottery mode and support mode> FIG. 33 is a diagram showing a flowchart for transitioning between the win / lose lottery mode and the support mode. As shown in Figure 33, the pachinko machine 10 switches to the win / lose lottery mode and the support mode when a "jackpot win" is achieved (see the solid arrow in the figure) or when the specified number of plays has been played without a "jackpot win" being achieved (see the dotted arrow in the figure). In addition, Figure 33 shows the win / loss lottery modes of high probability mode (high probability) and low probability mode (low probability), the support modes of high frequency support mode (high frequency) and low frequency support mode (low frequency), and the number of game spins spent in the high probability mode and high frequency support mode in blocks BL11 to BL17.

[0341] FIG. 34 is a diagram showing the display screen of the symbol display device, the first reserved lamp unit, and the second reserved lamp unit when the transition between the win / lose lottery mode and the support mode occurs. Specifically, FIG. 34(A) is a diagram showing the display screen G during the first variable display when the second reserved lamp unit is not lit and the low probability mode and low frequency support mode are in effect. FIG. 34(B) is a diagram showing the display screen G when the "most favorable result" is obtained in the first variable display of FIG. 34(A). FIG. 34(C) is a diagram showing the display screen G during the first variable display when the high probability mode and low frequency support mode are in effect after FIG. 34(B). FIG. 34(D) is a diagram showing the display screen G when the "most favorable result" is obtained in the first variable display of FIG. 34(C). FIG. 34(E) is a diagram showing the display screen G during the first variable display when the high probability mode and high frequency support mode are in effect after FIG. 34(D). Below, the flow of transition between the win / lose lottery mode and the support mode will be explained with reference to Figures 33 and 34.

[0342] After executing the aforementioned main processing that starts upon power-on, the pachinko machine 10 enters the low-probability mode and low-frequency support mode (block BL11), as shown in FIG. 33. In the low-frequency support mode, game balls are more likely to land in the upper actuation port 36 than in the lower actuation port 37. Therefore, game balls launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 will land in the upper actuation port 36. Therefore, as shown in FIG. 34(A), the first reserve lamp unit 49a lights up in accordance with the number of game balls that have landed in the upper actuation port 36, and the first variable display is displayed for the game. In contrast, game balls rarely land in the lower actuation port 37, so the second reserve lamp unit 49b is not lit. Note that in FIG. 34(A), the maximum number of lit first reserve lamp units 49a is four.

[0343] In block BL11, when the first variable display results in the "most advantageous result" (see the solid arrow in the figure), the symbol display device 47 displays a combination of symbols having the same numbers (for example, 7·7·7) stopped on the activated line L as the stopping result, as shown in Figure 34(B). Then, the pachinko machine 10 executes the performance for the open / close execution mode selected by the MPU 92 based on the open / close execution mode command transmitted from the MPU 92. In the open / close execution mode, the open / close door 38b is set to an open state that allows game balls to enter, so that game balls launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 will enter the large prize opening 38a. Here, the upper operating port 36 is provided on the path that allows game balls to enter the large prize opening 38a, so that game balls launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 will also enter the upper operating port 36.

[0344] On the other hand, in the case where the first variable display does not result in the "most advantageous result" in the block BL11 (see the dotted arrow in the figure), the pachinko machine 10 remains in the block BL11.

[0345] Thereafter, the pachinko machine 10 enters the high probability mode and the low frequency support mode as shown in Fig. 33 (block BL12). In block BL12, the MPU 92 executes a high probability count notification determination process in step S2203, and the MPU 102 notifies the value of the high probability count counter STC based on the contents of the variation start command transmitted from the MPU 92. Specifically, as shown in Fig. 34(C), the MPU 102 notifies that the number of game spins remaining in the high probability mode is three by displaying "3 spins remaining in high probability mode" in the upper left of the display screen G of the symbol display device 47. Note that the number of game spins remaining in the high probability mode decreases as the value of the high probability count counter STC decreases.

[0346] In the case where the "most advantageous result" is obtained in the first variable display in block BL12 (see the solid arrow in the figure), as shown in FIG. 34(D), the symbol display device 47 displays a combination of symbols having the same numbers (for example, 7·7·7) stopped on the activated line L as the stopping result. Then, the pachinko machine 10 executes the effect for the opening and closing execution mode selected by the MPU 92 based on the opening and closing execution mode command sent from the MPU 92. Note that, since FIG. 34(D) shows the case where the "most advantageous result" is obtained in the first variable display on the first spin after moving to block BL12, the MPU 102 displays "2 spins left in high probability" in the upper left corner of the display screen G of the symbol display device 47. On the other hand, when three game spins are played in block BL12 without a "jackpot win" (see the dotted arrow in the figure), the pachinko machine 10 moves to block BL11.

[0347] Thereafter, the pachinko machine 10 enters the high probability mode and the high frequency support mode as shown in FIG. 33 (block BL13). In block BL13, the MPU 92 executes a high probability count notification determination process in step S2203 and a game count notification determination process in step S2207. Therefore, the MPU 102 notifies the value of the high probability count counter STC and the value of the game count counter RTC based on the content of the fluctuation start command transmitted from the MPU 92. Specifically, as shown in FIG. 34(E), the MPU 102 notifies the player that the number of game spins remaining in the high probability mode is three by displaying "3 spins remaining in high probability mode" in the upper left corner of the display screen G of the symbol display device 47. Furthermore, the MPU 102 notifies the player that the number of game spins remaining in the high frequency support mode (short-term high frequency support mode) is one by displaying "1 spin remaining in chance time" below the display screen G of the symbol display device 47. The number of game rotations while in the high probability mode decreases as the value of the high probability count counter STC decreases, and the number of game rotations while in the high frequency support mode decreases as the value of the game count counter RTC decreases.

[0348] In the high-frequency support mode, game balls are more likely to land in the lower actuation port 37 than in the upper actuation port 36. Therefore, game balls launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 will land in the lower actuation port 37. Therefore, the second reserve lamp 49b lights up in accordance with the number of game balls that have landed in the lower actuation port 37. Also, in the high-frequency support mode, game balls launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 will also land in the upper actuation port 36. In other words, the upper actuation port 36 and the lower actuation port 37 are arranged on the same path. Therefore, the first reserve lamp 49a lights up in accordance with the number of game balls that have landed in the upper actuation port 36. In FIG. 34(E), the maximum number of lit first reserve lamps 49a and second reserve lamps 49b is four.

[0349] FIG. 35 shows the display screen of the symbol display device, the first reserved lamp unit, and the second reserved lamp unit when switching between the win / lose lottery mode and the support mode after the "most favorable result" is achieved during the short-term high-frequency support mode. Specifically, FIG. 35(A) shows the display screen G when the "most favorable result" is achieved in the first variable display on the first spin after transitioning to block BL13. FIG. 35(B) shows the display screen G during the second variable display in the high-probability mode and low-frequency support mode after FIG. 35(A). FIG. 35(C) shows the display screen G when three spins are played without achieving the "most favorable result." FIG. 35(D) shows the display screen G when the "most favorable result" is achieved in the second variable display of FIG. 35(C). FIG. 35(E) shows the display screen G during the first variable display in the high-probability mode and high-frequency support mode after FIG. 35(D). Below, the flow of transition between the win / lose lottery mode and the support mode will be explained with reference to Figures 33 and 35.

[0350] In the case where the "most advantageous result" is obtained in the first variable display in block BL13 (see the solid arrow in the figure), as shown in FIG. 35(A), the symbol display device 47 displays a combination of symbols having the same numbers (for example, 7·7·7) stopped on the activated line L as the stopping result. Then, the pachinko machine 10 executes the effect for the opening and closing execution mode selected by the MPU 92 based on the opening and closing execution mode command sent from the MPU 92. Note that, since FIG. 35(A) shows the case where the "most advantageous result" is obtained in the first variable display on the first spin after moving to block BL13, the MPU 102 displays "2 spins left in high probability" in the upper left of the display screen G of the symbol display device 47.

[0351] Thereafter, the pachinko machine 10 enters the high probability mode and the low frequency support mode as shown in FIG. 33 (block BL14). In block BL14, the MPU 92 executes a high probability count notification determination process in step S2203, and the MPU 102 notifies the value of the high probability count counter STC based on the contents of the variation start command transmitted from the MPU 92. Specifically, as shown in FIG. 35(B), the MPU 102 notifies that the number of game spins remaining in the high probability mode is three by displaying "3 spins remaining in high probability mode" in the upper left of the display screen G of the symbol display device 47. Note that the number of game spins remaining in the high probability mode decreases as the value of the high probability count counter STC decreases.

[0352] Here, when the MPU 62 determines that there is reserved information stored in the reserve area Rb for the second result display unit based on the entry of a gaming ball into the lower actuation port 37, it prioritizes the reserved information stored in the reserve area Rb for the second result display unit for use in the consumption of the game round, regardless of whether there is reserved information stored in the reserve area Ra for the first result display unit based on the entry of a gaming ball into the upper actuation port 36. Therefore, the game round is in the second variable display mode.

[0353] When three game spins are played without a "jackpot win" in block BL14 (see the dotted arrow in the figure), the pachinko machine 10 enters the low probability mode and low frequency support mode (block BL15) as shown in Figure 33. In block BL15, if the reserved information stored in the second result display reserve area Rb based on the entry of a game ball into the lower actuation port 37 remains, i.e., if the second variable display is in progress, the MPU 102 notifies the player that a special game state is in progress based on the content of the variable start command transmitted from the MPU 92. Specifically, in block BL15, the MPU 92 executes a special game state notification determination process in step S2210, and the MPU 102 notifies the player that a special game state is in progress by displaying "Big Chance Zone!!" in the upper left corner of the display screen G of the symbol display device 47, as shown in Figure 35(C). In addition, in FIG. 35(C), the remaining pending information stored in the second result display section pending area Rb is one item in the second variable display, so the second pending lamp section 49b is not lit. On the other hand, when a "jackpot win" occurs in block BL14 (see the solid arrow in the figure), the pachinko machine 10 moves back to block BL12.

[0354] In block BL15, when the second variable display results in the "most advantageous result" (see the solid arrow in the figure), as shown in Figure 35(D), the symbol display device 47 displays a combination of symbols having the same numbers (for example, 7·7·7) stopped on the activated line L as the stopping result. Then, the pachinko machine 10 executes the performance for the open / close execution mode selected by the MPU 92 based on the open / close execution mode command transmitted from the MPU 92.

[0355] Thereafter, the pachinko machine 10 enters the high probability mode and the high frequency support mode as shown in FIG. 33 (block BL16). In block BL16, the MPU 92 executes a high probability count notification determination process in step S2203 and a game count notification determination process in step S2207. Therefore, the MPU 102 notifies the value of the high probability count counter STC and the value of the game count counter RTC based on the content of the fluctuation start command transmitted from the MPU 92. Specifically, as shown in FIG. 35(E), the MPU 102 notifies the player that the number of game spins remaining in the high probability mode is three by displaying "3 spins remaining in high probability" in the upper left corner of the display screen G of the symbol display device 47. Furthermore, the MPU 102 notifies the player that the number of game spins remaining in the high frequency support mode (long-term high frequency support mode) is 34 by displaying "34 spins remaining in chance time" below the display screen G of the symbol display device 47. The number of game rotations while in the high probability mode decreases as the value of the high probability count counter STC decreases, and the number of game rotations while in the high frequency support mode decreases as the value of the game count counter RTC decreases.

[0356] Then, in the case where the first or second variable display indicates a "jackpot win" in block BL16 (see the solid arrow in the figure), the pachinko machine 10 moves to block BL16 again. In contrast, the pachinko machine 10 moves to block BL11 if the second variable display in block BL15 does not result in the "most advantageous result" (see dotted arrow in the figure), or if 34 game spins are played in block BL16 without a "jackpot win" in the first or second variable display (see dotted arrow in the figure).

[0357] In this way, when the "most advantageous result" is obtained in the second variable display in the special game state of block BL15 (see the solid arrow in the figure), the pachinko machine 10 transitions to the long-term high frequency support mode. Therefore, the special game state is a state in which the transition to the long-term high frequency support mode occurs when the "most advantageous result" is obtained in the second variable display. In addition, in Figure 34 (E), the number of lights on the second reservation lamp section 49b is the maximum of four, so in the example of Figure 35, the number of rotations of the second variable display in the special game state is one rotation. Therefore, the probability of winning the second variable display in the special game state is 1 / 30 per rotation. In other words, in the example of Figure 35, the pachinko machine 10 will not transition to the special game state unless the number of lights on the second reservation lamp section 49b becomes four or more while the pachinko machine 10 is in the short-term high-frequency support mode.

[0358] FIG. 36 is a diagram showing the display screen of the symbol display device, the first reserved lamp section, and the second reserved lamp section when switching between the win / lose lottery mode and the support mode in the case where the "most advantageous result" is not obtained during the short-term high-frequency support mode. Specifically, FIG. 36(A) is a diagram showing the display screen G when the "most advantageous result" is not obtained in the first variable display of the first spin after switching to block BL13. FIG. 36(B) is a diagram showing the display screen G when two spins are played without obtaining the "most advantageous result." FIG. 36(C) is a diagram showing the display screen G when the "most advantageous result" is obtained in the second variable display of FIG. 36(B). FIG. 36(D) is a diagram showing the display screen G during the second variable display in the case where the high probability mode and high-frequency support mode are in effect after FIG. 36(C). Below, the flow of transition between the win / lose lottery mode and the support mode will be explained with reference to Figures 33 and 36.

[0359] As shown in FIG. 33, if the first variable display does not result in the "most favorable result" in block BL13 (see the dotted arrow in the figure), the pachinko machine 10 enters the high probability mode and low frequency support mode (block BL17). In block BL17, the MPU 92 executes a high probability count notification determination process in step S2203, and the MPU 102 notifies the value of the high probability count counter STC based on the content of the variable start command transmitted from the MPU 92. Specifically, as shown in FIG. 36(A), the MPU 102 notifies the player that the number of game spins remaining in the high probability mode is two by displaying "2 spins remaining in high probability mode" in the upper left corner of the display screen G of the symbol display device 47. The number of game spins remaining in the high probability mode decreases as the value of the high probability count counter STC decreases.

[0360] Here, when the MPU 62 determines that there is reserved information stored in the reserve area Rb for the second result display unit based on the entry of a gaming ball into the lower actuation port 37, it prioritizes the reserved information stored in the reserve area Rb for the second result display unit for use in the consumption of the game round, regardless of whether there is reserved information stored in the reserve area Ra for the first result display unit based on the entry of a gaming ball into the upper actuation port 36. Therefore, the game round is in the second variable display mode.

[0361] When two game spins are completed without a "jackpot win" in block BL17 (see the dotted arrow in the figure), the pachinko machine 10 enters the low probability mode and low frequency support mode (block BL15) as shown in Figure 33. In block BL15, if the reserved information stored in the reserved area Rb for the second result display unit based on the entry of a game ball into the lower actuation port 37 remains, i.e., if the second variable display is in progress, the MPU 102 notifies the player that a special game state is in progress based on the content of the variable start command transmitted from the MPU 92. Specifically, in block BL15, the MPU 92 executes a special game state notification determination process in step S2210, and the MPU 102 notifies the player that a special game state is in progress by displaying "Big Chance Zone!!" in the upper left corner of the display screen G of the symbol display device 47, as shown in Figure 35(C). In addition, in Figure 36 (B), the remaining pending information stored in the pending area Rb for the second result display section is two, including the one currently being displayed in the second variable display, so the number of lights lit in the second pending lamp section 49b is one. On the other hand, if a "jackpot win" occurs in block BL17 (see the solid arrow in the figure), the pachinko machine 10 moves to block BL12 again.

[0362] In block BL15, when the second variable display results in the "most advantageous result" (see the solid arrow in the figure), as shown in Figure 36(C), the symbol display device 47 displays a combination of symbols having the same numbers (for example, 7·7·7) stopped on the activated line L as the stopping result. Then, the pachinko machine 10 executes the performance for the open / close execution mode selected by the MPU 92 based on the open / close execution mode command transmitted from the MPU 92.

[0363] Thereafter, the pachinko machine 10 enters the high probability mode and the high frequency support mode as shown in FIG. 33 (block BL16). In block BL16, the MPU 92 executes a high probability count notification determination process in step S2203 and a game count notification determination process in step S2207. Therefore, the MPU 102 notifies the value of the high probability count counter STC and the value of the game count counter RTC based on the content of the fluctuation start command transmitted from the MPU 92. Specifically, as shown in FIG. 36(D), the MPU 102 notifies the player that the number of game spins remaining in the high probability mode is three by displaying "3 spins remaining in high probability mode" in the upper left corner of the display screen G of the symbol display device 47. Furthermore, the MPU 102 notifies the player that the number of game spins remaining in the high frequency support mode (long-term high frequency support mode) is 34 by displaying "34 spins remaining in chance time" below the display screen G of the symbol display device 47. The number of game rotations while in the high probability mode decreases as the value of the high probability count counter STC decreases, and the number of game rotations while in the high frequency support mode decreases as the value of the game count counter RTC decreases.

[0364] Then, in the case where the first or second variable display indicates a "jackpot win" in block BL16 (see the solid arrow in the figure), the pachinko machine 10 moves to block BL16 again. In contrast, the pachinko machine 10 moves to block BL11 if the second variable display in block BL15 does not result in the "most advantageous result" (see dotted arrow in the figure), or if 34 game spins are played in block BL16 without a "jackpot win" in the first or second variable display (see dotted arrow in the figure).

[0365] In this way, when the "most advantageous result" is obtained in the second variable display in the special game state of block BL15 (see the solid arrow in the figure), the pachinko machine 10 transitions to the long-term high frequency support mode. Therefore, the special game state is a state in which the transition to the long-term high frequency support mode occurs when the "most advantageous result" is obtained in the second variable display. In addition, in Figure 34 (E), the number of lights on the second reservation lamp section 49b is the maximum of four, so in the example of Figure 36, the number of rotations of the second variable display in the special game state is two. Therefore, the probability of winning the second variable display in the special game state is 1 / 30 per rotation. In other words, in the example of Figure 36, the pachinko machine 10 will not transition to the special game state unless the number of lights on the second reservation lamp section 49b becomes three or more while the pachinko machine 10 is in the short-term high-frequency support mode.

[0366] In this way, in this embodiment, the game state transition processing functions as a most advantageous game state transition section that transitions the game state to a long-term high-frequency support mode (most advantageous game state) that is advantageous to the player if the result of the internal lottery associated with the pending information stored in the pending area Rb for the second result display section is won after switching from the high probability mode to the low probability mode in the transition processing at the end of the opening / closing execution mode and the fluctuation end processing. In other words, the game state transition process functions as a most advantageous game state transition section that transitions the game state to a long-term high-frequency support mode (most advantageous game state) that is more advantageous to the player than the low probability mode and high probability mode, if the result of the internal lottery executed in response to the game ball entering the lower operating port 37 is successful after switching from the high probability mode to the low probability mode in the transition process at the end of the opening / closing execution mode and the fluctuation end process.

[0367] In this embodiment, the game state transition process switches from the high probability mode to the low probability mode in the transition process at the end of the open / close execution mode and the fluctuation end process, and then transitions the game state to the long-term high-frequency support mode (the most advantageous game state) that is more advantageous to the player than the low probability mode and the high probability mode if the result of the internal lottery executed in response to the entry of a game ball into the lower actuation port 37 is successful. However, the game state may be transitioned to the long-term high-frequency support mode that is more advantageous to the player than the low probability mode and the high probability mode based on other conditions. In short, the game state transition process transitions the game state to the long-term high-frequency support mode that is more advantageous to the player than the low probability mode and the high probability mode based on the combination of the upper actuation port 36 and the lower actuation port 37 and the low probability mode and the high probability mode when the result of the internal lottery executed in response to the entry of a game ball into the upper actuation port 36 and the lower actuation port 37 is successful.

[0368] In addition, in this embodiment, the continuation rate of the long-term high-frequency support mode is set to be higher than the continuation rate of the high-probability mode. Here, the continuation rate refers to the probability of remaining in that gaming state. The transition process and fluctuation end process at the end of the open / close execution mode switch to the high probability mode if the result of the internal lottery executed in response to the entry of a gaming ball into the upper actuation port 36 or the lower actuation port 37 is won. The high probability mode is switched from the high probability mode to the low probability mode in response to the announcement of the results of the internal lottery associated with a predetermined number (three in this embodiment) of reserved information items that are less than the number of reserved information items stored in the second result display unit reserve area Rb. Therefore, the continuation rate of the high probability mode is the probability of winning the result of the internal lottery executed in response to the entry of a gaming ball into the upper actuation port 36 or the lower actuation port 37 by the time the result of the internal lottery associated with a predetermined number (three in this embodiment) of reserved information items that are less than the number of reserved information items stored in the second result display unit reserve area Rb is announced ... lottery within three spins.

[0369] In contrast, the continuation rate of the long-term high-frequency support mode is the sum of the 1 / 3 probability of winning the lottery within 3 spins and the 1 / 30 probability of winning the lottery within the remaining 31 spins, so the continuation rate of the long-term high-frequency support mode is set to be higher than the continuation rate of the high probability mode.

[0370] In this embodiment, by setting the continuation rate of the long-term high-frequency support mode to be higher than the continuation rate of the high-probability mode, the long-term high-frequency support mode becomes a game state that is more advantageous to the player than the low-probability mode and the high-probability mode, but a game state that is more advantageous to the player may also be made by setting conditions other than the continuation rate. In short, the most advantageous game state only needs to be a game state that is more advantageous to the player than the first game state and the second game state.

[0371] FIG. 37 is a diagram showing a flowchart for transitioning between the win / lose lottery mode and the support mode when the first pending lamp unit is not turned on. As shown in Figure 37, the pachinko machine 10 switches to the win / lose lottery mode and the support mode when a "jackpot win" is achieved (see the solid arrow in the figure) or when the specified number of plays has been played without a "jackpot win" being achieved (see the dotted arrow in the figure). In addition, Figure 37 shows the win / lose lottery modes of high probability mode (high probability) and low probability mode (low probability), the support modes of high frequency support mode (high frequency) and low frequency support mode (low frequency), and the number of game spins spent in the high probability mode and high frequency support mode in blocks BL21 to BL26.

[0372] FIG. 38 is a diagram showing the display screen of the symbol display device, the first reserved lamp unit, and the second reserved lamp unit when the transition between the win / lose lottery mode and the support mode occurs when the first reserved lamp unit is not lit. Specifically, FIG. 38(A) is a diagram showing the display screen G during the first variable display when the second reserved lamp unit is not lit and the low probability mode and low frequency support mode are in effect. FIG. 38(B) is a diagram showing the display screen G when the "most favorable result" is achieved in the first variable display of FIG. 38(A). FIG. 38(C) is a diagram showing the display screen G during the first variable display when the high probability mode and low frequency support mode are in effect after FIG. 38(B). FIG. 38(D) is a diagram showing the display screen G when the "most favorable result" is achieved in the first variable display of FIG. 38(C). FIG. 38(E) is a diagram showing the display screen G during the first variable display when the high probability mode and high frequency support mode are in effect after FIG. 38(D). Below, the flow of transition between the win / lose lottery mode and the support mode will be explained with reference to Figures 37 and 38.

[0373] After executing the aforementioned main processing that starts upon power-on, the pachinko machine 10 enters the low-probability mode and low-frequency support mode (block BL21), as shown in FIG. 37. In the low-frequency support mode, game balls have a higher probability of landing in the upper actuation port 36 than in the lower actuation port 37. Therefore, game balls launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 will land in the upper actuation port 36. Therefore, as shown in FIG. 38(A), the first reserve lamp unit 49a lights up according to the number of game balls that have landed in the upper actuation port 36, and the game number is displayed as a first variable. In contrast, game balls rarely land in the lower actuation port 37, so the second reserve lamp unit 49b is not lit. Note that in FIG. 38(A), the number of lit first reserve lamp units 49a is 0.

[0374] In block BL21, when the first variable display results in the "most advantageous result" (see the solid arrow in the figure), the symbol display device 47 displays a combination of symbols having the same numbers (for example, 7·7·7) stopped on the activated line L as the stopping result, as shown in Figure 38(B). Then, the pachinko machine 10 executes the performance for the opening and closing execution mode selected by the MPU 92 based on the opening and closing execution mode command transmitted from the MPU 92. In the open / close execution mode, the open / close door 38b is set to an open state that allows game balls to enter, so that game balls launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 will enter the large prize opening 38a. Here, the upper operating port 36 is provided on the path that allows game balls to enter the large prize opening 38a, so that game balls launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 will also enter the upper operating port 36.

[0375] On the other hand, in the case where the first variable display does not result in the "most advantageous result" in block BL21 (see the dotted arrow in the figure), the pachinko machine 10 remains in block BL21.

[0376] Thereafter, the pachinko machine 10 enters the high probability mode and the low frequency support mode as shown in FIG. 37 (block BL22). In block BL22, the MPU 92 executes a high probability count notification determination process in step S2203, and the MPU 102 notifies the value of the high probability count counter STC based on the content of the variation start command transmitted from the MPU 92. Specifically, as shown in FIG. 38(C), the MPU 102 notifies that the number of game spins remaining in the high probability mode is three by displaying "3 spins remaining in high probability mode" in the upper left of the display screen G of the symbol display device 47. Note that the number of game spins remaining in the high probability mode decreases as the value of the high probability count counter STC decreases. In addition, in FIG. 38(C), in the opening and closing execution mode of FIG. 38(B), the gaming ball did not enter the upper operating port 36, so the number of lit first reserve lamp portions 49a is 0.

[0377] In the case where the "most advantageous result" is obtained in the first variable display in block BL22 (see the solid arrow in the figure), as shown in Figure 38(D), the symbol display device 47 displays a combination of symbols having the same numbers (for example, 7·7·7) stopped on the activated line L as the stopping result. Then, the pachinko machine 10 executes the effect for the opening and closing execution mode selected by the MPU 92 based on the opening and closing execution mode command sent from the MPU 92. Note that Figure 38(D) shows the case where the "most advantageous result" is obtained in the first variable display on the first spin after moving to block BL22, so the MPU 102 displays "2 spins left in high probability" in the upper left corner of the display screen G of the symbol display device 47. On the other hand, when three game spins are played in block BL22 without a "jackpot win" (see the dotted arrow in the figure), the pachinko machine 10 moves to block BL21.

[0378] Thereafter, the pachinko machine 10 enters the high probability mode and the high frequency support mode as shown in FIG. 37 (block BL23). In block BL23, the MPU 92 executes a high probability count notification determination process in step S2203 and a game count notification determination process in step S2207. Therefore, the MPU 102 notifies the value of the high probability count counter STC and the value of the game count counter RTC based on the content of the fluctuation start command transmitted from the MPU 92. Specifically, as shown in FIG. 38(E), the MPU 102 notifies the player that the number of game spins remaining in the high probability mode is three by displaying "3 spins remaining in high probability mode" in the upper left corner of the display screen G of the symbol display device 47. Furthermore, the MPU 102 notifies the player that the number of game spins remaining in the high frequency support mode (short-term high frequency support mode) is one by displaying "1 spin remaining in chance time" below the display screen G of the symbol display device 47. The number of game rotations while in the high probability mode decreases as the value of the high probability count counter STC decreases, and the number of game rotations while in the high frequency support mode decreases as the value of the game count counter RTC decreases.

[0379] In the high frequency support mode, the probability that a game ball will land in the lower actuation port 37 is higher than that in the upper actuation port 36, so that game balls launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 will land in the lower actuation port 37. Therefore, the second reserve lamp unit 49b lights up in accordance with the number of game balls that have landed in the lower actuation port 37. Also, in the high frequency support mode, game balls launched from the game ball launching mechanism 81 by the player rotating the launch handle 27 will also land in the upper actuation port 36. In other words, the upper actuation port 36 and the lower actuation port 37 are arranged on the same path. Therefore, the first reserve lamp unit 49a lights up in accordance with the number of game balls that have landed in the upper actuation port 36. In Fig. 38(E), during the short-term high frequency support mode and the opening / closing execution mode in Fig. 38(D), the game ball did not enter the upper operating port 36, so the number of lights on the first reserve lamp section 49a is 0. Also, the number of lights on the second reserve lamp section 49b is the maximum of 4.

[0380] Here, when the MPU 62 determines that there is reserved information stored in the reserve area Rb for the second result display unit based on the entry of a gaming ball into the lower actuation port 37, it prioritizes the reserved information stored in the reserve area Rb for the second result display unit for use in the consumption of the game round, regardless of whether there is reserved information stored in the reserve area Ra for the first result display unit based on the entry of a gaming ball into the upper actuation port 36. Therefore, the game round is in the second variable display mode.

[0381] In block BL23, when the reserved information stored in the reserved area Rb for the second result display unit based on the winning of the gaming ball into the lower actuation port 37 remains, that is, when the second variable display is in progress, the MPU 102 notifies that a special gaming state is in progress based on the content of the variable start command transmitted from the MPU 92. Specifically, in block BL23, the MPU 92 executes a special gaming state notification determination process in step S2210, and therefore the MPU 102 notifies that a special gaming state is in progress by displaying "Big Chance Zone!!" in the upper left corner of the display screen G of the symbol display device 47, as shown in FIG. 38(E).

[0382] Figure 39 is a diagram showing the display screen of the symbol display device, the first reserved lamp section, and the second reserved lamp section when switching between the win / lose lottery mode and the support mode in the event of a "most favorable result" during a stay in the short-term high-frequency support mode. Specifically, Figure 39(A) is a diagram showing the display screen G when the "most favorable result" is achieved in the second variable display on the first spin after switching to block BL23. Figure 39(B) is a diagram showing the display screen G during the second variable display when in the high probability mode and high-frequency support mode after Figure 39(A). Below, the flow of transition between the win / lose lottery mode and the support mode will be explained with reference to Figures 37 and 39.

[0383] In block BL23, when the second variable display results in the "most advantageous result" (see the solid arrow in the figure), as shown in Figure 39(A), the symbol display device 47 displays a combination of symbols having the same numbers (for example, 7·7·7) stopped on the activated line L as the stopping result. Then, the pachinko machine 10 executes the performance for the open / close execution mode selected by the MPU 92 based on the open / close execution mode command transmitted from the MPU 92.

[0384] Thereafter, the pachinko machine 10 enters the high probability mode and the high frequency support mode as shown in FIG. 37 (block BL24). In block BL24, the MPU 92 executes a high probability count notification determination process in step S2203 and a game count notification determination process in step S2207. Therefore, the MPU 102 notifies the value of the high probability count counter STC and the value of the game count counter RTC based on the content of the fluctuation start command transmitted from the MPU 92. Specifically, as shown in FIG. 39(B), the MPU 102 notifies the player that the number of game spins remaining in the high probability mode is three by displaying "3 spins remaining in high probability mode" in the upper left corner of the display screen G of the symbol display device 47. Furthermore, the MPU 102 notifies the player that the number of game spins remaining in the high frequency support mode (long-term high frequency support mode) is 34 by displaying "34 spins remaining in chance time" below the display screen G of the symbol display device 47. The number of game rotations while in the high probability mode decreases as the value of the high probability count counter STC decreases, and the number of game rotations while in the high frequency support mode decreases as the value of the game count counter RTC decreases.

[0385] Then, in the case where the first or second variable display indicates a "jackpot win" in block BL24 (see the solid arrow in the figure), the pachinko machine 10 moves to block BL24 again. In contrast, if 34 spins of play are played in block BL24 without a "jackpot win" being achieved in the first or second variable display (see dotted arrow in the figure), the pachinko machine 10 transitions to block BL21.

[0386] In this way, when the "most advantageous result" is obtained in the second variable display in the special game state of block BL23 (see the solid arrow in the figure), the pachinko machine 10 transitions to the long-term high frequency support mode. Therefore, the special game state is a state in which the transition to the long-term high frequency support mode occurs when the "most advantageous result" is obtained in the second variable display. In addition, the probability of winning the second variable display during the special game state while in the short-term high-frequency support mode is 1 / 3.

[0387] FIG. 40 is a diagram showing the display screen of the symbol display device, the first reserved lamp section, and the second reserved lamp section when switching between the win / lose lottery mode and the support mode when the "most advantageous result" is not obtained while in the short-term high-frequency support mode. Specifically, FIG. 40(A) is a diagram showing the display screen G when the "most advantageous result" is not obtained in the second variable display of the first spin after switching to block BL23. FIG. 40(B) is a diagram showing the display screen G when two spins of play are completed without the "most advantageous result" being obtained. FIG. 40(C) is a diagram showing the display screen G when the "most advantageous result" is obtained in the second variable display of FIG. 40(B). FIG. 40(D) is a diagram showing the display screen G during the second variable display when the high probability mode and high-frequency support mode are in effect after FIG. 40(C). Below, the flow of transition between the win / lose lottery mode and the support mode will be explained with reference to Figures 37 and 40.

[0388] In block BL23, if the second variable display does not result in the "most advantageous result" (see the dotted arrow in the figure), the pachinko machine 10 enters the high probability mode and low frequency support mode as shown in FIG. 37 (block BL25). In block BL25, the MPU 92 executes a high probability count notification determination process in step S2203, and the MPU 102 notifies the value of the high probability count counter STC based on the content of the variable start command transmitted from the MPU 92. Specifically, as shown in FIG. 40(A), the MPU 102 notifies that the number of game spins remaining in the high probability mode is two by displaying "2 spins remaining in high probability mode." Note that the number of game spins remaining in the high probability mode decreases as the value of the high probability count counter STC decreases.

[0389] When two game spins are completed without a "jackpot win" in block BL25 (see the dotted arrow in the figure), the pachinko machine 10 enters the low probability mode and low frequency support mode (block BL26) as shown in Figure 33. In block BL26, if the reserved information stored in the second result display reserve area Rb based on the entry of a game ball into the lower actuation port 37 remains, i.e., if the second variable display is in progress, the MPU 102 notifies the player that a special game state is in progress based on the content of the variable start command transmitted from the MPU 92. Specifically, in block BL26, the MPU 92 executes a special game state notification determination process in step S2210, and the MPU 102 notifies the player that a special game state is in progress by displaying "Big Chance Zone!!" in the upper left corner of the display screen G of the symbol display device 47, as shown in Figure 40(B). In addition, in Figure 40 (B), the remaining pending information stored in the pending area Rb for the second result display section is two, including the one currently being displayed in the second variable display, so the number of lit items in the second pending lamp section 49b is one. On the other hand, when a "jackpot win" occurs in block BL25 (see the solid arrow in the figure), the pachinko machine 10 moves to block BL22 again.

[0390] In block BL26, when the second variable display results in the "most advantageous result" (see the solid arrow in the figure), as shown in Figure 40(C), the symbol display device 47 displays a combination of symbols having the same numbers (for example, 7·7·7) stopped on the activated line L as the stopping result. Then, the pachinko machine 10 executes the performance for the open / close execution mode selected by the MPU 92 based on the open / close execution mode command transmitted from the MPU 92.

[0391] Thereafter, the pachinko machine 10 enters the high probability mode and the high frequency support mode as shown in FIG. 37 (block BL24). In block BL24, the MPU 92 executes a high probability count notification determination process in step S2203 and a game count notification determination process in step S2207. Therefore, the MPU 102 notifies the value of the high probability count counter STC and the value of the game count counter RTC based on the content of the fluctuation start command transmitted from the MPU 92. Specifically, as shown in FIG. 40(D), the MPU 102 notifies the player that the number of game spins remaining in the high probability mode is three by displaying "3 spins remaining in high probability" in the upper left of the display screen G of the symbol display device 47. Furthermore, the MPU 102 notifies the player that the number of game spins remaining in the high frequency support mode (long-term high frequency support mode) is 34 by displaying "34 spins remaining in chance time" to the right of the display screen G of the symbol display device 47. The number of game rotations while in the high probability mode decreases as the value of the high probability count counter STC decreases, and the number of game rotations while in the high frequency support mode decreases as the value of the game count counter RTC decreases.

[0392] Then, in the case where the first or second variable display indicates a "jackpot win" in block BL24 (see the solid arrow in the figure), the pachinko machine 10 moves to block BL24 again. In contrast, the pachinko machine 10 transitions to block BL21 if the second variable display in block BL26 does not result in the "most advantageous result" (see dotted arrow in the figure), or if 34 game spins are played in block BL24 without a "jackpot win" in the first or second variable display (see dotted arrow in the figure).

[0393] In this way, when the "most advantageous result" is obtained in the second variable display in the special game state of block BL26 (see the solid arrow in the figure), the pachinko machine 10 transitions to the long-term high frequency support mode. Therefore, the special game state is a state in which the transition to the long-term high frequency support mode occurs when the "most advantageous result" is obtained in the second variable display. In addition, in Figure 38 (E), the number of lights on the second reservation lamp section 49b is the maximum of four, so in the example of Figure 40, the number of rotations of the second variable display in the special game state is two. Therefore, the probability of winning the second variable display in the special game state is 1 / 30 per rotation. In other words, in the example of Figure 40, the pachinko machine 10 will not transition to the special game state of block BL26 unless the number of lights on the second reservation lamp section 49b is three or more while in the short-term high-frequency support mode.

[0394] Thus, in this embodiment, when the first pending lamp unit 49a is not lit, the game state transition process switches to the high probability mode in the transition process at the end of the opening / closing execution mode and the fluctuation end process, and then functions as a most advantageous game state transition unit that transitions the game state to a long-term high-frequency support mode (most advantageous game state) that is advantageous to the player if the result of the internal lottery associated with the pending information stored in the pending area Rb for the second result display unit is first won.

[0395] Here, as described above, the high probability mode executes an internal lottery with a higher winning probability than the low probability mode, so that the winning probability is higher when the results of the internal lotteries associated with the second or subsequent predetermined number of reserved information are announced in the high probability mode (block BL25), and the winning probability is lower when the results of the internal lotteries associated with the remaining reserved information are announced in the subsequent low probability mode (block BL26). Also, the winning probability is higher when the results of the internal lottery associated with the first reserved information are announced in the high probability mode (block BL23). According to this, the player will most likely expect to win when the results of the internal lottery associated with the first reserved information are announced in the high probability mode.

[0396] According to this embodiment, the following actions and effects can be achieved. (1) In the game state transition process, after switching from the high probability mode to the low probability mode in the transition process at the end of the open / close execution mode and the fluctuation end process, if the result of the internal lottery executed in response to the entry of a game ball into the lower actuation port 37 is won, the game state transition process transitions to the long-term high-frequency support mode, which is more advantageous to the player than the low probability mode and the high probability mode. This causes the player to pay attention to the result of the internal lottery executed in response to the entry of a game ball into the lower actuation port 37. Therefore, the pachinko machine 10 can increase the player's attention to the game.

[0397] (2) The transition process and the fluctuation end process at the end of the opening / closing execution mode are triggered by switching to the high probability mode and then switching from the high probability mode to the low probability mode when the result of the internal lottery associated with a predetermined number of reserved information items that is less than the number of reserved information items stored in the second result display unit reserved area Rb is announced. In this way, the player expects to lose when the result of the internal lottery associated with the predetermined number of reserved information items is announced in the high probability mode, and then expects to win when the result of the internal lottery associated with the remaining reserved information items is announced in the low probability mode. Therefore, the pachinko machine 10 can increase the player's attention to the game.

[0398] (3) The pachinko machine 10 gives priority to announcing the result of the internal lottery associated with the plurality of reserved information stored in the reserve area Rb for the second result display unit over the result of the internal lottery associated with the plurality of reserved information stored in the reserve area Ra for the first result display unit, so that the result of the internal lottery associated with the plurality of reserved information stored in the reserve area Rb for the second result display unit can be given priority to announcing, regardless of whether reserved information is stored in the reserve area Ra for the first result display unit. Therefore, the player will only pay attention to the result of the internal lottery executed in response to the entry of a gaming ball into the lower actuation port 37, so the pachinko machine 10 can increase the player's attention to the game.

[0399] (4) In the high-probability mode, an internal lottery with a higher winning probability is executed than in the low-probability mode, so that the winning probability is higher when the results of the internal lottery associated with a predetermined number of reserved information are announced in the high-probability mode, and the winning probability is lower when the results of the internal lottery associated with the remaining reserved information are announced in the subsequent low-probability mode. Therefore, the pachinko machine 10 can increase the player's attention to the game. (5) Because the continuation rate of the long-term high-frequency support mode is higher than that of the high-probability mode, the player will pay more attention to the results of the internal lottery that is executed when the gaming ball enters the lower operating port 37. Therefore, the pachinko machine 10 can increase the player's attention to the game. (6) The upper actuation port 36 and the lower actuation port 37 are arranged on the same path, so that a player can shoot game balls along the same path to make the game balls enter the upper actuation port 36 and the lower actuation port 37. Therefore, the pachinko machine 10 allows a player to play comfortably.

[0400] (7) The game state transition process transitions the game state to a long-term high-frequency support mode, which is more advantageous to the player than the low-probability mode and the high-probability mode, based on the combination of the upper and lower actuation ports 36 and 37 and the low-probability mode and the high-probability mode, when the result of the internal lottery triggered by the entry of a game ball into the upper actuation port 36 or the lower actuation port 37 is successful. According to this, when the result of the internal lottery triggered by the entry of a game ball into the upper actuation port 36 or the lower actuation port 37 is successful, the player will pay attention to the combination of the upper and lower actuation ports 36 and 37 and the low-probability mode and the high-probability mode. Therefore, the pachinko machine 10 can increase the player's attention to the game.

[0401] (8) When the first reserve lamp unit 49a is not lit, the game state transition process transitions the game state to the long-term high-frequency support mode, which is more advantageous to the player than the low-probability mode or the high-probability mode, if the player wins the result of the internal lottery associated with the reserve information stored in the second result display unit reserve area Rb after switching to the high-probability mode in the transition process at the end of the open / close execution mode and the fluctuation end process, or if the player wins the result of the internal lottery executed in response to a game ball entering the lower actuation port 37 after switching from the high-probability mode to the low-probability mode in the transition process at the end of the open / close execution mode and the fluctuation end process. This allows the player to pay attention to the result of the internal lottery executed in response to a game ball entering the lower actuation port 37. Therefore, the pachinko machine 10 can increase the player's attention to the game.

[0402] (9) When the first reserved lamp unit 49a is not lit, the transition process and the variable end process at the end of the open / close execution mode switch from the high probability mode to the low probability mode when the result of the internal lottery associated with a predetermined number of reserved information items that is less than the number of reserved information items stored in the second result display unit reserved area Rb is announced. In this way, the player expects to lose when the result of the internal lottery associated with the second or subsequent predetermined number of reserved information items is announced in the high probability mode, and to win when the result of the internal lottery associated with the remaining reserved information items is announced in the subsequent low probability mode, or when the result of the internal lottery associated with the first reserved information item is announced in the high probability mode. Therefore, the pachinko machine 10 can increase the player's attention to the game.

[0403] Second Embodiment A second embodiment of the present invention will now be described with reference to the drawings. In the following description, parts that have already been described will be given the same reference numerals and their description will be omitted.

[0404] FIG. 41 is a front view of a game board according to the second embodiment of the present invention. In the first embodiment, the game board 31 is provided with the first reservation lamp portion 49a. In contrast, in this embodiment, the game board 31A is different from the first embodiment in that it does not have the first reservation lamp portion 49a. In the description of the game board 31A, components that have the same functions as those in the first embodiment but differ in shape and arrangement will be described using the same reference numerals.

[0405] The variable winning device 38 is equipped with a large winning opening 38a that opens upward to allow game balls flowing down the game area to enter, an opening / closing door 38b for opening and closing the large winning opening 38a, and a variable winning drive unit 38c that drives the opening / closing door 38b. Furthermore, the player can hit the game ball to the right by rotating the launch handle 27 to the maximum extent, thereby shifting the arrival position of the game ball at the top of the game area from the side where the exit portion of the guide rail 34 is formed to the opposite side, thereby avoiding the variable display unit 43, etc. and directing the game ball to the variable winning device 38 (right-hit route).

[0406] Here, the game board 31A is provided with a first path (left-hand hitting route) that makes it easier for game balls to enter the upper operating port 36 but makes it harder for game balls to enter the lower operating port 37, and a second path (right-hand hitting route) that makes it easier for game balls to enter the lower operating port 37 but makes it harder for game balls to enter the upper operating port 36.

[0407] Here, the game board 31A is provided with a cover 381 provided so as to cover the front side of the variable winning device 38. This cover 381 is provided with a transparent portion 381a formed to be transparent (or semi-transparent) so that the variable winning device 38 can be seen from the front side, and an opaque portion 381b provided around this transparent portion 381a and formed to be opaque. Therefore, the player can see the variable winning device 38 from the front through the transparent portion 381a and the window portion 21.

[0408] The special prize opening 38a is located in an opening formed in the game area by a router so as to penetrate the opening in the front-to-rear direction. As mentioned above, the special prize opening 38a is equipped with a detection sensor 40d that detects the entry of game balls. The pachinko machine 10 pays out a predetermined number of prize balls based on the detection result.

[0409] The opening / closing door 38b is formed in a rectangular plate shape and is provided on the gaming board 31A so as to close the opening of the special prize opening 38a. The opening / closing door 38b has a closed state in which it advances toward the window panel 22 and protrudes from the gaming board 31A to close the opening of the special prize opening 38a, and an open state in which it retreats toward the inside of the gaming board 31A and sinks into the gaming board 31A to open the opening of the special prize opening 38a. The variable winning drive unit 38c drives the opening and closing door 38b to set the opening and closing door 38b to either an open state or a closed state.

[0410] Specifically, the door 38b is normally set to a closed state in which game balls cannot enter. If the internal lottery results in a win to switch to the open / close execution mode and the mode is switched to, the door 38b is set to an open state in which game balls can enter. The opening and closing execution mode (specific control state) refers to a mode in which the opening and closing door 38b is set to an open state, allowing game balls to enter the big prize opening 38a. In the opening and closing execution mode, the period from when the opening and closing door 38b is set to an open state until when it is set to a closed state again is called one round of play.

[0411] The variable display unit 43 is equipped with a pattern display device 47 that variably displays (variably displays or switchably displays) a pattern, which is a type of picture. The variable display unit 43 also has a center frame 48 that is arranged to surround the pattern display device 47. The upper part of this center frame 48 is arranged to bulge out towards the window panel 22 provided on the front side thereof. This prevents game balls from falling in front of the display screen G of the pattern display device 47, and is configured to prevent inconvenience such as a decrease in visibility of the display screen G due to falling game balls.

[0412] The symbol display device 47 is configured as a liquid crystal display device equipped with a liquid crystal display. This symbol display device 47 starts a variable display of symbols based on a winning entry into the upper actuation port 36 or the lower actuation port 37. That is, when the symbol display device 47 executes a variable display in the first result display section 45a of the main display section 45 and when the symbol display device 47 executes a variable display in the second result display section 45b of the main display section 45, the symbol display device 47 executes a variable display accordingly. The pattern display device 47 is not limited to a liquid crystal display device, but may be a plasma display device, an organic EL display device, a CRT, or other display device.

[0413] The center frame 48 has a second hold lamp section 49b provided in the lower right area of the pattern display device 47 and a third hold lamp section 49c provided in the upper area of the pattern display device 47.

[0414] The second reserve lamp section 49b is a section that displays the number of reserved game balls that have entered the lower operating port 37, and lights up according to the number of reserved game balls. This second reserve lamp section 49b can reserve up to four game balls, and corresponds to the variable display of the second result display section 45b and the symbol display device 47. The third reserve lamp section 49c is a section that displays the number of reserved game balls that have entered each through gate 41, and lights up according to the number of reserved balls. This third reserve lamp section 49c can reserve up to four game balls, and corresponds to the variable display of the accessory display section 46. The reservation lamp sections 49b and 49c may have other configurations, such as being displayed as an image on a part of the pattern display device 47 described later.

[0415] <Electrical configuration for executing internal lottery in MPU 62 of main control device 60> FIG. 42 shows the contents of each counter used in the internal lottery. As shown in FIG. 42, the MPU 62 performs internal lotteries and the like by using the values (information) of the counters C1 to C3, CINI, CS, and C4. Specifically, the MPU 62 uses the jackpot random number counter C1 to determine whether a jackpot occurs, the jackpot type counter C2 to determine the type of jackpot when a jackpot occurs, and the reach random number counter C3 to determine whether or not to generate a reach display. The MPU 62 also uses the random number initial value counter CINI to set the initial value of the jackpot random number counter C1, and the variable type counter CS to determine the display duration on the main display unit 45 and the symbol display device 47. The MPU 62 also uses the electric role release counter C4 to determine whether or not to open the electric role 37a of the lower operating port 37. The counters C1 to C3, CINI, CS, and C4 are provided in the various counter area 64a of the RAM 64 (see FIG. 4).

[0416] Each time the counters C1 to C3, CINI, CS, and C4 are updated, 1 is added to the previous value, and the counters are loop counters that return to 0 after reaching their maximum value. Each counter is periodically updated, and the updated value is appropriately stored in a lottery counter buffer set in a predetermined area of RAM 64. Of the values stored in the lottery counter buffer, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 are stored in a reserved ball storage area 64b (see FIG. 4) provided as acquired information storage means in RAM 64 when a gaming ball enters the upper actuation port 36 or the lower actuation port 37. Furthermore, of the values stored in the lottery counter buffer, the value of the electric role release counter C4 is stored in an electric role reserve area 64c (see FIG. 4) of RAM 64 when a gaming ball enters each through gate 41.

[0417] The reserved ball storage area 64b includes a first result display section reserved area Ra, a second result display section reserved area Rb, and an execution area AE.

[0418] The first result display unit reserve area Ra, provided as the first ball entry unit storage means, comprises one storage area. The first result display unit reserve area Ra is set to a storage capacity capable of storing sets of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 62 stores the sets of values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in the first result display unit reserve area Ra in accordance with the entry of a gaming ball into the upper actuation port 36.

[0419] The second result display section reserve area Rb, provided as the second ball entry section storage means, includes four storage areas, a first area Rb1 to a fourth area Rb4. Each of the areas Rb1 to Rb4 has a storage capacity large enough to store a set of values from the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3. The MPU 62 stores the set of values from the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 as reserve information in each of the areas Rb1 to Rb4 in chronological order as game balls enter the lower actuation opening 37. Specifically, when multiple consecutive wins occur in the lower actuation opening 37, the MPU 62 stores the reserve information in chronological order in the first area Rb1, the second area Rb2, the third area Rb3, and the fourth area Rb4.

[0420] In this way, the second result display section reserve area Rb has four memory areas, so that up to four winning game balls can be reserved in the lower operation port 37. The second result display section reserve area Rb also has a memory area for writing the number of reserved balls stored in each of the areas Rb1 to Rb4. The number of retained items related to the lower operating port 37 is not limited to four and can be any number, such as two, three, five or more, or it can be single.

[0421] The execution area AE is an area for moving the reserved information stored in the memory area of the first result display unit reserved area Ra or the second result display unit reserved area Rb when starting the variable display of each result display unit 45a, 45b.

[0422] The electric role reserve area 64c has four storage areas, similar to the first result display reserve area Ra and the second result display reserve area Rb. The electric role reserve area 64c also has an electric role execution area (not shown), similar to the reserved ball storage area 64b. Therefore, up to four winning game balls can be reserved in each through gate 41. The number of reserved items for each through gate 41 is not limited to four and is arbitrary, and may be any number such as two, three, five or more, or may be single.

[0423] In addition, in this embodiment, the main control device 60 executes processing different from that in the first embodiment. Specifically, in this embodiment, the winning processing and game number control processing for the actuation port are different from those in the first embodiment. The contents of the winning processing and game number control processing for the actuation port in this embodiment will be described below.

[0424] <Winning process for operating port> FIG. 43 is a flowchart showing the winning process for the operating port. In the winning process for the operating port, the MPU 62 executes steps S201 to S208A as shown in FIG.

[0425] In step S201, the MPU 62 determines whether a game ball has entered the upper actuation port 36 (initial entry) by determining whether the detection sensor 40b corresponding to the upper actuation port 36 has detected the entry of a game ball. If the MPU 62 determines in step S201 that a game ball has entered the upper actuation port 36, in step S208A, the MPU 62 stores the sets of values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt processing as reserved information in the first result display reserve area Ra. Thereafter, the MPU 62 ends the winning process for the actuation port.

[0426] In contrast, if the MPU 62 determines in step S201 that a game ball has not entered the upper operating port 36, it determines in step S203 whether a game ball has entered the lower operating port 37 (initial entry) by determining whether the detection sensor 40c corresponding to the lower operating port 37 has detected the entry of a game ball. If the MPU 62 determines in step S203 that a gaming ball has not entered the lower actuation port 37, it terminates the winning process for the actuation port. If the MPU 62 determines in step S203 that a gaming ball has entered the lower actuation port 37, it determines in step S204 the number of reserved balls stored in the second result display unit reserve area Rb, and sets that reserved number as the second start reserve memory number RbN in a predetermined memory area in the second result display unit reserve area Rb.

[0427] In step S205A, the MPU 62 determines whether the second start pending memory number RbN set in step S204 is less than the upper limit value (4 in this embodiment). If the MPU 62 determines in step S205A that the second start-up pending memory number RbN is not less than the upper limit, it ends the winning process for the operating port. Also, if the MPU 62 determines in step S205A that the second start-up pending memory number RbN is less than the upper limit, it updates the value of the second start-up pending memory number RbN by adding 1 to it in step S206A.

[0428] In step S207, MPU62 stores the sets of values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3 updated in step S103 of the timer interrupt processing as reserve information in the first free memory area of the reserve area Rb for the second result display section, i.e., the memory area corresponding to the second start reserve memory number RbN updated in step S206. For example, when the MPU 62 sets the second start-up pending memory number RbN to "3" in step S204, it stores the pending information in the fourth area Rb4, which is the memory area corresponding to the second start-up pending memory number RbN updated to "4" in step S206.

[0429] Also, in step S207, the MPU 62 sets a command for turning on the second reservation lamp unit 49b, and transmits this set command to the sound and light emission control device 90. After that, the MPU 62 ends the winning process for the operation port. The sound and light emission control device 90 lights up the second reserve lamp unit 49b based on a command sent from the MPU 62. As mentioned above, the maximum number of game balls that can be reserved in the lower actuation port 37 is four, and the second reserve lamp unit 49b lights up in a number corresponding to this number of balls.

[0430] <Game Play Control Processing> FIG. 44 is a diagram showing a flowchart of the game play control process. In the game play control process, the MPU 62 executes steps S501 to S509 as shown in FIG. In step S501, the MPU 62 determines whether or not the MPU 62 is in the opening / closing execution mode. If the MPU 62 determines in step S501 that the MPU 62 is in the opening / closing execution mode, the MPU 62 ends the game round control process without executing the processes in step S502 and thereafter. Therefore, if the MPU 62 determines that the MPU 62 is in the opening / closing execution mode, the MPU 62 does not start the progress of the game round regardless of whether or not the entry of a game ball into each of the actuation ports 36, 37 is detected. The MPU 62 determines whether or not the open / close execution mode is in progress by referencing the open / close execution mode flag stored in the RAM 64. This also applies to the following processes. The MPU 62 sets the open / close...

Claims

[Claim 1] A gaming machine comprising: a launching means for launching gaming balls toward a gaming area formed in front of a gaming board; a starting ball entry means into which a gaming ball flowing down the gaming area can enter and which can execute a predetermined lottery based on the entered ball; and a gaming state transition means for transitioning the gaming state from a predetermined control state to a specific control state that is advantageous to a player based on the result of the predetermined lottery, The predetermined control state is a first gaming state; a second gaming state in which the predetermined lottery is more likely to be executed than the first gaming state; a third gaming state having a continuation rate higher than that of the second gaming state and being more advantageous to the player than the second gaming state; The starting ball entry means is A first starting ball entry means; a second starting ball entry means different from the first starting ball entry means, The second starting ball entry means is A ball entry impossible state in which a game ball flowing down the game area cannot enter the ball entry; A ball entry state in which a game ball flowing down the game area can be entered is configured, This gaming machine is a first path that makes it easy for the game ball to enter the first starting ball entry means and makes it difficult for the game ball to enter the second starting ball entry means; a second path that makes it easier for the game ball to enter the second starting ball entry means and makes it harder for the game ball to enter the first starting ball entry means; At least after switching from the second gaming state to the first gaming state, the possibility of transitioning to the third gaming state can be suggested to the player, and when a predetermined condition is met by winning the result of the predetermined lottery based on the entry of a gaming ball into the second starting ball entry means, the transition to the third gaming state is made; The gaming machine is characterized in that the number of game rotations during which the second gaming state is maintained can be recognizably notified.

Citation Information

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