Game machine

JP2023154600A5Inactive Publication Date: 2025-05-14SANYO BUSSAN KK
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Patent Information

Application Number
JP2022064034
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-04-07
Publication Date
2025-05-14
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、遊技者に対する報知を好適に行うことが可能となる。

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Abstract

To provide a game machine capable of suitably performing notification to players.SOLUTION: A game machine collects a ball entry history to a general winning hole 61, a first operation hole 62, a second operation hole 63, a variable winning device 65, and an out port 68, derives the difference number of balls and the number of remaining balls up to the number of balls for stopping on the basis of the collected ball entry history, and is shifted to a game stop state on the basis that the derived remaining number of balls reaches 0 or smaller. Before shifting to the game stop state, notification for stop notice for notifying the shift is executed. The notification for stop notice is started on the basis that the remaining number of balls reaches a notification start ball number. When the remaining number of balls reaches a notification start ball number during an opening / closing execution mode, a round game is completed, and notification for stop notice is started after waiting for an ending period in which the variable winning device 65 is maintained in a closed state.SELECTED DRAWING: Figure 4
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Description

[Technical field]

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

[0002] Pachinko games and slot machines are known as gaming machines. For example, in a pachinko game machine, a game ball is fired towards the game area in response to a player's firing operation, and, for example, when the game ball enters the ball into the ball provided in the game area, the game value such as a prize ball is given (for example, see Patent Document 1).

[0003] In the slot machine, the lottery process is executed by operating the start lever, and the reel rotation is started, and the reel rotation is stopped when the stop button is operated while the reel is rotated. If the stop result after the reel has stopped rotating corresponds to a winning role in the lottery process, the player is given the game value corresponding to the winning role. [Prior Art Documents] [Patent Document]

[0004] [Patent Document 1] Japanese Unexamined Patent Publication No. 2004-81853 Summary of the invention [Problems to be solved by the invention]

[0005] Here, in the game machines and the like shown above, there is still room for improvement in notification to players.

[0006] The present invention was made in consideration of the above-mentioned circumstances and the like, and an object of the present invention is to provide a game machine capable of appropriately notifying players. Means for solving the problem

[0007] The present invention is a variable ball insertion means that can be switched between a first aspect that allows game balls to enter or are more likely to enter, and a second aspect that allows game balls to not enter or is less likely to enter than the first aspect; A transition means that allows the user to transition to a specific state in a given case; Equipped with In the specific state, the variable inlet sphere means is configured such that the switching control according to the second aspect to the first aspect, and then the second aspect can be executed, When a specific event occurs, the specific notification can be performed by a specified notification means, The feature is that, when the trigger for the execution of the specified notification is established in the specified state, the variable injector means includes a specification means that enables the specified notification to be executed in the specified situation as defined in the second mode. [Effects of the invention]

[0008] According to the present invention, it is possible to appropriately inform the player. [Brief description of the drawing]

[0009] [Figure 1] 1 is a front view showing a pachinko machine according to the first embodiment. [Figure 2] 1 is a perspective view showing the main structure of a pachinko machine in a developed perspective view. [Figure 3] 1 is a perspective view showing the main structure of a pachinko machine in a developed perspective view. [Figure 4] 1 is a front view showing the structure of a game board. [Figure 5] 1A and 1B are schematic diagrams of the second operating port when the closed state, and 1B are schematic diagrams of the second operating port when the open state. [Figure 6] 1A and 1B are cross-sectional views of the variable winning device when the state is closed, and 1B are cross-sectional views of the variable winning device when the state is open. [Figure 7] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 8] 10 is a diagram for explaining the display contents on the display screen of the pattern display device. [Figure 9] 10 is a diagram for explaining the display contents on the display screen of the pattern display device. [Figure 10] 10 is a diagram for explaining the display contents on the display screen of the pattern display device. [Figure 11] 14 is an explanatory diagram for explaining the contents of various counters used in winning or not winning lottery, etc.; FIG. [Figure 12] 10 is a diagram showing an example of a validity table; [Figure 13] 1A and 1B are diagrams showing an example of a jackpot type table for the first special chart, and 1B are diagrams showing an example of a jackpot type table for the second special chart. [Figure 14] 1A and 1B are diagrams showing an example of a variable display time table for jackpots, and 1B are diagrams showing an example of a variable display time table for jackpots. [Figure 15] 10 is a flow chart showing NMI interrupt processing in the MPU of the main controller. [Figure 16] 10 is a flow chart showing timer interrupt processing. [Figure 17] 10 is a flow chart showing a winning process for the operating port. [Figure 18] 11 is a flow chart showing information acquisition processing. [Figure 19] 10 is a flow chart showing the main process. [Figure 20] 10 is a flow chart showing normal processing. [Figure 21] 10 is a flow chart showing game times control processing. [Figure 22] 10 is a flow chart showing data setting processing. [Figure 23] 10 is a flow chart showing a change initiation process. [Figure 24] 10 is a flow chart showing a process for setting a variable display time. [Figure 25] 11 is a flow chart showing a game state transition process. [Figure 26] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 27] 10 is a flow chart showing the transition process when the opening / closing execution mode is completed. [Figure 28] 10 is a flow chart showing a pending read-ahead process. [Figure 29] 1 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Figure 30] 10 is a flow chart showing performance setting processing in the MPU of the performance control device. [Figure 31] 10 is a flow chart showing a process for dealing with a hold command. [Figure 32] 10 is a diagram showing the configuration of a storage area for hold. [Figure 33] (a) An explanatory diagram for explaining the hold-up preview performance, and (b) is an explanatory diagram for explaining the hold-up change points during a game episode. [Figure 34] 10 is a flow chart showing a setting process for a hold notification. [Figure 35] 14 is an explanatory diagram for explaining the performance mode. [Figure 36] 10 is a diagram showing an example of a lottery table for the final display mode; FIG. [Figure 37] 10 is a diagram showing an example of a performance scenario lottery table. [Figure 38] 1A and 1B are flowcharts showing the first execution process of the hold notification, and 1B are diagrams showing the configuration of the display mode storage area. [Figure 39] 10 is a diagram for explaining the change suggestion presentation. [Figure 40] 10A is a flow chart showing the shift command correspondence process, and 10B is a diagram for explaining the shift process of the pending image. [Figure 41] 10 is a flow chart showing processing for displaying special charts. [Figure 42] 10 is a flow chart showing the process for switching the presentation mode. [Figure 43] 10 is a flow chart showing a setting process for returning to the preview. [Figure 44] 10 is a flow chart showing a second execution process of a pending notice. [Figure 45] 10 is a flow chart showing a third execution process of a pending notice. [Figure 46] 10 is a flow chart showing a process for promoting a hold notification; [Figure 47] 14 is a diagram showing an example of a table for determining promotion; [Figure 48] 10 is a diagram showing an example of display of a pending image; [Figure 49] 10 is a diagram showing an example of display of a pending image; [Figure 50] 10 is a diagram showing an example of display of a pending image; [Figure 51] 10 is a flow chart showing a pending command correspondence process according to the first modification of the first embodiment. [Figure 52] 10 is a flow chart showing the process for switching the presentation mode. [Figure 53] 10 is a flow chart showing a second setting process for a hold notification. [Figure 54] 10 is a flow chart showing processing for displaying special charts. [Figure 55] 10 is a diagram showing an example of display of a pending image; [Figure 56] 11 is a flow chart showing the performance mode switching process according to the second modification of the first embodiment. [Figure 57] 14 is a diagram showing an example of a table for determining a return; FIG. [Figure 58] 10 is a diagram showing an example of display of a pending image; [Figure 59] 10 is a diagram showing an example of a variable display time table according to a third modification of the first embodiment. [Figure 60] 10 is a flow chart showing a setting process for a hold notification. [Figure 61] 10 is a diagram showing an example of a lottery table for the final display mode; FIG. [Figure 62] 10 is a diagram showing an example of a lottery table for the final display mode; FIG. [Figure 63] 10 is a flow chart showing the process for opening and closing execution mode. [Figure 64] 10 is a flow chart showing a setting process for returning to the preview. [Figure 65] 14 is a diagram showing an example of a table for determining a return; FIG. [Figure 66] 10 is a diagram showing an example of display of a pending image; [Figure 67] 10 is a diagram showing an example of display of a pending image; [Figure 68] 10 is a flow chart showing the information acquisition process according to the fourth modification of the first embodiment, and (b) is a flow chart showing the process of setting a hold command. [Figure 69] 10 is a flow chart showing a process for dealing with a hold command. [Figure 70] 10 is a flow chart showing the first pending read-ahead process. [Figure 71] 10 is a flow chart showing the process for opening and closing execution mode. [Figure 72] 10 is a flow chart showing a second pending read-ahead process. [Figure 73] 10 is a flow chart showing a setting process for returning to the preview. [Figure 74] 10 is a diagram showing an example of an upper limit display mode table. [Figure 75] 10 is a diagram showing an example of display of a pending image; [Figure 76] 10 is a diagram showing an example of display of a pending image; [Figure 77] 1 is a block diagram showing an electrical configuration according to a fifth modification of the first embodiment. [Figure 78] 10 is a flow chart showing main processing in the MPU of the performance control device. [Figure 79] 10 is a flow chart showing normal processing. [Figure 80] 10 is a flow chart showing a process for restoring a pending notice; [Figure 81] 10 is a flow chart showing a display mode setting process. [Figure 82] 10 is a flow chart showing processing for displaying special charts. [Figure 83] 10 is a flow chart showing a fourth execution process of a pending notice. [Figure 84] 10 is a flow chart showing a process for promoting a hold notification; [Figure 85] 10 is a diagram showing an example of display of a pending image; [Figure 86] 10 is a diagram showing an example of display of a pending image; [Figure 87] 1A and 1B are flowcharts showing the main processing according to the sixth modification of the first embodiment, and 1B are flowcharts showing the normal processing. [Figure 88] 11 is a flow chart showing the performance setting process. [Figure 89] 10 is a flow chart showing a display mode setting process. [Figure 90] 10 is a diagram showing an example of display of a pending image; [Figure 91] 10 is a diagram showing an example of display of a pending image; [Figure 92] 11 is a flow chart showing the performance mode switching process according to the seventh modification of the first embodiment. [Figure 93] 11 is a flow chart showing a mode switching determination process. [Figure 94] 10 is a diagram showing a mode of switching restriction in the performance mode. [Figure 95] 10 is a diagram showing a switching mode of the performance mode according to the eighth modified example of the first embodiment. [Figure 96] 10 is a flow chart showing the process for switching the presentation mode. [Figure 97] 10 is a flow chart showing a process for dealing with a hold command. [Figure 98] 10 is a flow chart showing a second setting process for a hold notification. [Figure 99] 10 is a diagram showing an example of display of a pending image; [Figure 100] 14 is an explanatory diagram for explaining the contents of various counters used in the winning or not winning lottery according to the second embodiment. [Figure 101] 1A and 1B are diagrams showing an example of a winning or not table for a low probability mode, and 1B are diagrams showing an example of a winning or not table for a high probability mode. [Figure 102] 1A and 1B are diagrams showing an example of a jackpot type table for the first special chart, 1B is diagrams showing an example of a jackpot type table for the second special chart, 1B is diagrams showing an example of a second time-saving game state. [Figure 103] 1A and 1B are diagrams showing an example of a support lottery table for the low-frequency support mode, 1B are diagrams showing an example of a support lottery table for the high-frequency support mode, and 1B are diagrams showing an example of a game where the player is open / closed. [Figure 104] 10 is a flow chart showing timer interrupt processing in the MPU of the main control device. [Figure 105] 10 is a flow chart showing a winning process for the operating port. [Figure 106] 11 is a flow chart showing information acquisition processing. [Figure 107] 10 is a flow chart showing normal processing. [Figure 108] 10 is a flow chart showing the special chart game episode control process. [Figure 109] 10 is a flow chart showing data setting processing. [Figure 110] 10 is a flow chart showing a change initiation process. [Figure 111] 10 is a flow chart showing a process for setting a variable display time. [Figure 112] 10 is a diagram showing an example of a variable display time table. [Figure 113] 10 is a diagram showing an example of a variable display time table. [Figure 114] 11 is a flow chart showing a game state transition process. [Figure 115] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 116] 10 is a flow chart showing the transition process when the opening / closing execution mode is completed. [Figure 117] 10 is a flow chart showing processes for updating and termination of high probability mode. [Figure 118] 10 is a flow chart showing processes for updating and termination of high-frequency support mode. [Figure 119] 10 is a flow chart showing a process for transitioning a second time-saving game state. [Figure 120] 10 is a flow chart showing the process for starting a definitive display, and (b) is a flow chart showing the process for ending a definitive display. [Figure 121] 10 is a flow chart showing a general-picture game episode control process. [Figure 122] 10 is a flow chart showing a general map change start process. [Figure 123] 10 is a flow chart showing the process for supporting electric power. [Figure 124] 10 is a flow chart showing the role opening / closing process. [Figure 125] 1 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Figure 126] 10 is a flow chart showing performance setting processing in the MPU of the performance control device. [Figure 127] 10 is a flow chart showing a first transition performance setting process. [Figure 128] 1 is a diagram showing an example of a display of a design display device. [Figure 129] 11 is a flow chart showing a second transition performance setting process. [Figure 130] 1 is a diagram showing an example of a display of a design display device. [Figure 131] 10 is a flow chart showing the end performance setting process. [Figure 132] 10 is a flow chart showing processing for displaying special charts. [Figure 133] 10 is a flow chart showing the process for updating the remaining number of times, and 10 is a flow chart showing the process for updating the number of times of missed number of times of missed number of times of missed number of times of missed number of times of missed number of times of missed. [Figure 134] 1 is an explanatory diagram for explaining the flow of transition to the second time-saving game state. [Figure 135] 1 is an explanatory diagram for explaining the flow of transition to the second time-saving game state. [Figure 136] 1 is an explanatory diagram for explaining the flow of transition to the second time-saving game state. [Figure 137] 10 is an explanatory diagram for explaining the flow of transition to the second time-saving game state in the first modified example of the second embodiment. [Figure 138] 1 is a diagram showing an example of a display of a design display device. [Figure 139]12 is a diagram for explaining a second time-saving game state according to a second modification example 2 of the second embodiment. [Figure 140] 10 is a flow chart showing a process for transitioning a second time-saving game state. [Figure 141] 1 is an explanatory diagram for explaining the flow of transition to the second time-saving game state. [Figure 142] 10 is a diagram showing an example of an acceptance table according to a third modification of the second embodiment. [Figure 143] 1 is a diagram showing an example of a type table for a jackpot. [Figure 144] 1A and 1B are diagrams showing an example of a type table for special misses, and 1B are diagrams showing an example of a third time-saving game state. [Figure 145] 10 is a flow chart showing the special chart game episode control process. [Figure 146] 10 is a flow chart showing a change initiation process. [Figure 147] 10 is a diagram showing an example of a variable display time table. [Figure 148] 10 is a flow chart showing a process for transitioning a third time-saving game state. [Figure 149] 10 is a flow chart showing a process for starting a confirmed display. [Figure 150] 11 is a flow chart showing the performance setting process. [Figure 151] 10 is a flow chart showing processing for displaying special charts. [Figure 152] 10 is a flow chart showing a process for starting a change. [Figure 153] 1 is a diagram showing an example of a display of a design display device. [Figure 154] 14 is an explanatory diagram for explaining the flow of transition to the third time-saving game state. [Figure 155] 14 is an explanatory diagram for explaining the flow of transition to the third time-saving game state. [Figure 156] 1 is an explanatory diagram for explaining the flow of a general-picture game episode in the final game episode. [Figure 157] 10 is a diagram showing an example of the acceptance table according to the fourth modification of the second embodiment. [Figure 158] 10A and 10B are diagrams showing an example of a type table for jackpots, and 10B are diagrams showing an example of a third time-saving game state. [Figure 159] 10 is a flow chart showing a process for transitioning a third time-saving game state. [Figure 160] 10 is a diagram showing an example of a variable display time table. [Figure 161] 10 is a diagram showing an example of a variable display time table. [Figure 162] 11 is a flow chart showing the performance setting process. [Figure 163] 1A is a flow chart showing the first transition performance setting process, and (b) is a diagram showing an example of the performance for the first time-saving game. [Figure 164] 10 is a flow chart showing the third transition performance setting process, and (b) is a diagram showing an example of the third time-saving game performance. [Figure 165] 10 is a flow chart showing processing for displaying special charts. [Figure 166] 10A is a flow chart showing the process for starting the fluctuation, and 10B is an explanatory diagram for explaining the correspondence between the fluctuation display pattern and the game cycle performance. [Figure 167] 10 is a diagram showing an example of a specific performance A to a specific performance E. FIG. [Figure 168] 14 is an explanatory diagram for explaining the flow of a game state. [Figure 169] 10 is a diagram showing an example of an acceptance table according to a fifth modification of the second embodiment. [Figure 170] 10A and 10B are diagrams showing an example of a type table for jackpots, and 10B are diagrams showing an example of a third time-saving game state. [Figure 171] 10 is a flow chart showing a process for transitioning a third time-saving game state. [Figure 172] 10 is a diagram showing an example of a variable display time table. [Figure 173] 10 is a diagram showing an example of a variable display time table. [Figure 174] 1 is a diagram showing an example of a display of a design display device. [Figure 175] 14 is an explanatory diagram for explaining the flow of a game state. [Figure 176] 14 is an explanatory diagram for explaining the flow of a game state. [Figure 177] 14 is an explanatory diagram for explaining the flow of a game state. [Figure 178] 10 is a diagram showing an example of an acceptance table according to a sixth modification of the second embodiment. [Figure 179] 10A and 10B are diagrams showing an example of a type table for jackpots, 10C is a diagram showing an example of a second time-saving game state, and 10C is a diagram showing an example of a third time-saving game state. [Figure 180] 10 is a flow chart showing the transition process when the opening / closing execution mode is completed. [Figure 181] 10 is a flow chart showing the special chart game episode control process. [Figure 182] 10 is a flow chart showing a change initiation process. [Figure 183] 10 is a diagram showing an example of a variable display time table. [Figure 184] 10 is a flow chart showing a process for updating a high-frequency support mode. [Figure 185] 10 is a flow chart showing a process for determining the transition of the second time-saving game state. [Figure 186] 10 is a flow chart showing a process for determining the transition of the third time-saving game state. [Figure 187] 10 is a flow chart showing processing for ending high-frequency support mode. [Figure 188] 10 is a flow chart showing a time-saving game state transition process. [Figure 189] 10 is a flow chart showing a process for starting a confirmed display. [Figure 190] 14 is an explanatory diagram for explaining the flow of a game state. [Figure 191] 11 is a flow chart showing a variation start process according to a seventh modification of the second embodiment. [Figure 192] 10 is a flow chart showing a process for determining the transition of the third time-saving game state. [Figure 193] 10 is a flow chart showing a process for determining the transition of the second time-saving game state. [Figure 194] 14 is an explanatory diagram for explaining the flow of a game state. [Figure 195] 1A and 1B are diagrams showing an example of a special miss-off type table according to the eighth modified example of the second embodiment, and (b) shows an example of a third time-saving game state. [Figure 196] 10 is a flow chart showing a change initiation process. [Figure 197] 10 is a flow chart showing a process B for determining the transition of the third time-saving game state. [Figure 198] 10 is a flow chart showing a process B for determining the transition of the second time-saving game state. [Figure 199] 10 is a flow chart showing a time-saving game state transition process. [Figure 200] 14 is an explanatory diagram for explaining the flow of a game state. [Figure 201] 11 is a flow chart showing a variation start process according to a modification example 9 of the second embodiment. [Figure 202] 14 is an explanatory diagram for explaining the flow of a game state. [Figure 203] 10 is a flow chart showing a variation start process according to a modification 10th of the second embodiment. [Figure 204] 10 is a flow chart showing a process for determining the transition of the second time-saving game state. [Figure 205] 14 is an explanatory diagram for explaining the flow of a game state. [Figure 206] 14 is an explanatory diagram for explaining the flow of a game state. [Figure 207] 11 is an explanatory diagram for explaining an external signal according to a modification example 11 of the second embodiment. [Figure 208] 12 is an explanatory diagram for explaining an external signal according to a modification example 12 of the second embodiment. [Figure 209] 1 is an explanatory diagram for explaining external signals. [Figure 210] 1A and 1B are diagrams for explaining the connection terminals, and 1B are diagrams for explaining the characteristics of external signals. [Figure 211] 14 is an explanatory diagram for explaining the contents of various counters used in the winning or not winning lottery, etc. according to the third embodiment. [Figure 212] 1A and 1B are diagrams showing an example of a winning or not table for a low probability mode, and 1B are diagrams showing an example of a winning or not table for a high probability mode. [Figure 213] 1A and 1B are diagrams showing an example of a jackpot type table for the first special chart, and 1B are diagrams showing an example of a jackpot type table for the second special chart. [Figure 214] 1A and 1B are diagrams showing an example of the type of special missed game, and 1B are diagrams showing an example of the type of sudden time-saving game. [Figure 215] 10 is a diagram showing an example of a support lottery table. [Figure 216] 10 is a flow chart showing timer interrupt processing in the MPU of the main control device. [Figure 217] 10 is a flow chart showing a winning process for the operating port. [Figure 218]11 is a flow chart showing information acquisition processing. [Figure 219] 10 is a flow chart showing normal processing. [Figure 220] 10 is a flow chart showing the special chart game episode control process. [Figure 221] 10 is a flow chart showing data setting processing. [Figure 222] 10 is a flow chart showing a change initiation process. [Figure 223] 11 is a flow chart showing a game state transition process. [Figure 224] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 225] 10 is a flow chart showing the transition process when the opening / closing execution mode is completed. [Figure 226] 10 is a flow chart showing a process for updating a high-frequency support mode. [Figure 227] 1A is a flow chart showing a process for determining the transition of a sudden time-saving game state, and (b) is a diagram showing the structure of the RAM. [Figure 228] 10 is a flow chart showing a reservation process. [Figure 229] 10 is a flow chart showing a process for setting a variable display time. [Figure 230] 10 is a diagram showing an example of a variable display time table. [Figure 231] 10 is a diagram showing an example of a variable display time table. [Figure 232] 10 is a diagram showing an example of a variable display time table. [Figure 233] 10 is a diagram for explaining the special reach missing A-effect and special reach missing B-effect. [Figure 234] 10 is a flow chart showing processing for ending high-frequency support mode. [Figure 235] 10 is a flow chart showing a first transition process in a sudden time-saving game state. [Figure 236] 10 is a flow chart showing a process for a second transition in a sudden time-saving game state. [Figure 237] 10 is a flow chart showing a general-picture game episode control process. [Figure 238] 1A and 1B are flowcharts showing the general map fluctuation start processing, and (b) are diagrams showing an example of the variation display time. [Figure 239] 1A is a flow chart showing the electric support process, and 1B is a diagram showing an example of the mode of a game for opening and closing the role. [Figure 240] 10 is a flow chart showing the role opening / closing process. [Figure 241] 1 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Figure 242] 10 is a flow chart showing performance setting processing in the MPU of the performance control device. [Figure 243] 10 is a flow chart showing a first transition performance setting process. [Figure 244] 1 is a diagram showing an example of a display of a design display device. [Figure 245] 10 is a flow chart showing processing for displaying special charts. [Figure 246] 10A is a flow chart showing the second transition performance setting process, and (b) is a diagram showing an example of the display of the design display device. [Figure 247] 1A and 1B are flowcharts showing the reservation performance setting process, and 1B are diagrams showing an example of the reserved image. [Figure 248] 1 is a diagram showing an example of a display of a design display device. [Figure 249] 1A and 1B are flowcharts showing the end performance setting process, and 1B are diagrams showing an example of the display of the design display device. [Figure 250] 10 is an explanatory diagram for explaining the flow of a case in which a special miss occurs during a time-saving game state. [Figure 251] 10 is a flow chart showing a process for determining the transition of a sudden time-saving game state according to the first modification of the third embodiment. [Figure 252] 10 is a flow chart showing a process for updating reserves; [Figure 253] 10 is a flow chart showing the performance setting process, and 10 is a flow chart showing the update process of the reserved image. [Figure 254] 10 is an explanatory diagram for explaining the flow of a case in which a special miss occurs during a time-saving game state. [Figure 255] 1 is a diagram showing an example of a display of a design display device. [Figure 256] 1A and 1B are diagrams showing an example of a sudden time-saving game state according to the second modification of the third embodiment, and 1B are diagrams showing a priority information storage area. [Figure 257] 1A and 1B are diagrams showing an example of a game of a common game in a sudden time-saving game state, and (b) is diagrams showing an example of a game of opening and closing the game. [Figure 258] 10 is a flow chart showing a process for updating reserves; [Figure 259] 10 is an explanatory diagram for explaining the flow of a case in which a special miss occurs during a time-saving game state. [Figure 260] 1A and 1B are diagrams showing an example of a sudden time-saving game state according to the third modification example 3 of the third embodiment, and (b) shows a counter area for time-saving game states. [Figure 261] 10 is a flow chart showing a process for determining the transition of a sudden time-saving game state, and (b) shows an occurrence order information storage area. [Figure 262] 10 is a flow chart showing a reservation process. [Figure 263] 10 is a flow chart showing a process for setting a variable display time. [Figure 264] 10 is a flow chart showing a process for updating a high-frequency support mode. [Figure 265] 10 is a flow chart showing a first transition process in a sudden time-saving game state. [Figure 266] 10 is a flow chart showing a process for a second transition in a sudden time-saving game state. [Figure 267] 10 is an explanatory diagram for explaining the flow of a case in which a special miss occurs during a time-saving game state. [Figure 268] 10 is a diagram showing the state of a counter area for time-saving game states; FIG. [Figure 269] 1A and 1B are diagrams showing counter areas for time-saving games states according to the fourth modification of the third embodiment, and 1B are diagrams showing information storage areas in order of occurrence. [Figure 270] 10 is a flow chart showing a reservation process. [Figure 271] 10 is a flow chart showing a process for updating a high-frequency support mode. [Figure 272] 10 is a flow chart showing a process for a second transition in a sudden time-saving game state. [Figure 273] 10 is a flow chart showing the end performance setting process. [Figure 274] 1 is a diagram showing an example of a display of a design display device. [Figure 275] 10A and 10B are diagrams showing counter areas for time-saving games states according to the fifth modification of the third embodiment, and 10B are diagrams showing an example of priority for each time-saving games state. [Figure 276] 10 is a flow chart showing a process for determining the transition of a sudden time-saving game state, and (b) shows a state of a counter area for a time-saving game state. [Figure 277] 10 is a flow chart showing the reservation process, and 10 is a diagram showing the state of the counter area for the time-saving game state. [Figure 278] 10 is a flow chart showing a process for updating a high-frequency support mode. [Figure 279] 10 is a flow chart showing a first transition process in a sudden time-saving game state. [Figure 280] 10 is a flow chart showing the process for the second transition of a sudden time-saving game state, and (b) shows the state of the counter area for the time-saving game state. [Figure 281] 10 is an explanatory diagram for explaining the flow of a case in which a special miss occurs during a time-saving game state. [Figure 282] 10 is a diagram showing the state of a counter area for time-saving game states; FIG. [Figure 283] 10A and 10B are diagrams showing an example of a time-saving game state according to the sixth modification of the third embodiment, and 10B are diagrams showing an example of priority for each time-saving game state. [Figure 284] 1A and 1B are diagrams showing an example of a game of a general-picture game in a time-saving game state, and 1B are diagrams showing an example of a game of opening and closing the game. [Figure 285] 10 is a flow chart showing a process for determining the transition of a sudden time-saving game state. [Figure 286] 10 is a flow chart showing a process for setting a variable display time. [Figure 287] 10 is a flow chart showing a first transition process in a sudden time-saving game state. [Figure 288] 10 is an explanatory diagram for explaining the flow of a case in which a special miss occurs during a time-saving game state. [Figure 289] 1 is a diagram showing an example of a display of a design display device. [Figure 290] 10 is an explanatory diagram for explaining the flow of a case in which a special miss occurs during a time-saving game state. [Figure 291] 10 is an explanatory diagram for explaining the flow of a case in which a special miss occurs during a time-saving game state. [Figure 292] 10 is an explanatory diagram for explaining the flow of a case in which a special miss occurs during a time-saving game state. [Figure 293]1A and 1B are diagrams showing an example of the ceiling time-saving game state according to the seventh modification of the third embodiment, (b) shows an example of the type of time-saving game state, and (c) shows an example of the priority of each time-saving game state. [Figure 294] 10 is a flow chart showing the variation start processing, and 10 is a flow chart showing the special chart game times control processing. [Figure 295] 10 is a flow chart showing a process for determining the transition of a ceiling-time-saving game state. [Figure 296] 1 is a diagram showing an example of a display of a design display device. [Figure 297] 10 is a flow chart showing a process for transitioning a ceiling time-saving game state. [Figure 298] 10 is an explanatory diagram for explaining the flow of a game where the number of missed games reaches the ceiling while the time-saving game state is in progress, or when a special missed game result is achieved. [Figure 299] 1A and 1B are diagrams showing an example of the correctness table for the low probability mode according to the eighth modified example of the third embodiment, and (b) is diagrams showing an example of a special missed result. [Figure 300] 10 is a diagram showing an example of a special missed result. [Figure 301] 10 is a flow chart showing a process for determining the transition of a sudden time-saving game state. [Figure 302] 10 is a flow chart showing a process for canceling reservations. [Figure 303] 10 is a flow chart showing a process for setting a variable display time. [Figure 304] 10 is a diagram showing an example of a variable display time table. [Figure 305] 1 is a diagram showing an example of a display of a design display device. [Figure 306] 11 is a flow chart showing the performance setting process. [Figure 307] 10 is a diagram showing an example of a reservation display unit; FIG. [Figure 308] 1 is a diagram showing an example of a display of a design display device. [Figure 309] 14 is an explanatory diagram for explaining the contents of various counters used in the winning or not winning lottery according to the fourth embodiment. [Figure 310] 1A and 1B are diagrams showing an example of a winning or not table for a low probability mode, and 1B are diagrams showing an example of a winning or not table for a high probability mode. [Figure 311] (a) is a diagram showing an example of a jackpot type table for the first special chart, (b) is a diagram showing an example of a jackpot type table for the second special chart, and (c) is a diagram showing an example of a sudden time-saving game state. [Figure 312] 10 is a diagram showing an example of a support lottery table. [Figure 313] 1A and 1B are diagrams showing an example of a game by opening and closing games for low-winning players. [Figure 314] 1 is a diagram showing an example of a game where a high-winning player opens and closes. [Figure 315] 10 is a flow chart showing timer interrupt processing in the MPU of the main control device. [Figure 316] 10 is a flow chart showing a winning process for the operating port. [Figure 317] 11 is a flow chart showing information acquisition processing. [Figure 318] 10 is a flow chart showing normal processing. [Figure 319] 10 is a flow chart showing the special chart game episode control process. [Figure 320] 10 is a flow chart showing data setting processing. [Figure 321] 10 is a flow chart showing a change initiation process. [Figure 322] 11 is a flow chart showing a game state transition process. [Figure 323] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 324] 10 is a flow chart showing the transition process when the opening / closing execution mode is completed. [Figure 325] 10 is a flow chart showing a process for updating a high-frequency support mode. [Figure 326] 10 is a flow chart showing a process for determining the transition of a sudden time-saving game state. [Figure 327] 10 is a flow chart showing a process for setting a variable display time. [Figure 328] 10 is a diagram showing an example of a variable display time table. [Figure 329] 1 is a diagram showing an example of a display of a design display device. [Figure 330] 10 is a diagram showing an example of a variable display time table. [Figure 331] 10 is a diagram showing an example of a variable display time table. [Figure 332] 10 is a diagram showing an example of a variable display time table. [Figure 333] 10 is a flow chart showing processing for ending high-frequency support mode. [Figure 334] 10 is a flow chart showing a process for suddenly switching a time-saving game state. [Figure 335] 1A and 1B are flowcharts showing the general-picture game times control processing, and (b) are diagrams showing an example of the confirmed display time. [Figure 336] 10 is a flow chart showing a general map change start process. [Figure 337] 1A and 1B are diagrams showing an example of the outage results for a general map, and 1B are diagrams showing an example of the variable display time. [Figure 338] 10 is a flow chart showing the process for supporting electric power. [Figure 339] 10 is a flow chart showing the processing for setting the number of releases, and 10 is a flow chart showing the processing for setting the upper limit release times. [Figure 340] 10 is a flow chart showing the role opening / closing process. [Figure 341] 1 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Figure 342] 10 is a flow chart showing performance setting processing in the MPU of the performance control device. [Figure 343] 10 is a flow chart showing a first transition performance setting process. [Figure 344] 1 is a diagram showing an example of a display of a design display device. [Figure 345] 10 is a flow chart showing processing for displaying special charts. [Figure 346] 10A is a flow chart showing the second transition performance setting process, and (b) is a diagram showing an example of the display of the design display device. [Figure 347] 10 is a flow chart showing the end performance setting process. [Figure 348] 10 is a flow chart showing a process for displaying a general map. [Figure 349] 14 is a diagram for explaining a general diagram display area. [Figure 350] 10 is a diagram for explaining a variable display in a general diagram display area. [Figure 351] 11 is a flow chart showing a stop result setting process. [Figure 352] 10 is a flow chart showing a process for changing the stop result; [Figure 353] 10 is a flow chart showing a process for performing a special light emitting effect. [Figure 354] 14 is a diagram showing an example of a special light-emitting effect. [Figure 355] 11 is a flow chart showing the start timing setting process. [Figure 356] 1 is an explanatory diagram for explaining an example of switching operational modes of games on a common-documented side. [Figure 357] 1 is an explanatory diagram for explaining an example of switching operational modes of games on a common-documented side. [Figure 358] 1 is an explanatory diagram for explaining an example of switching operational modes of games on a common-documented side. [Figure 359] 1 is an explanatory diagram for explaining an example of switching operational modes of games on a common-documented side. [Figure 360] 14 is an explanatory diagram for explaining the start timing of the special light emitting effect. [Figure 361] 10 is a diagram showing an example of a game where a high-winning player opens and closes according to the first modification of the fourth embodiment. [Figure 362] 10 is a flow chart showing the role opening / closing process. [Figure 363] 10 is a flow chart showing the upper limit opening time setting process, and 10 is a flow chart showing the closing time setting process. [Figure 364] 1 is an explanatory diagram for explaining an example of switching operational modes of games on a common-documented side. [Figure 365] 1 is an explanatory diagram for explaining an example of switching operational modes of games on a common-documented side. [Figure 366] 10 is a diagram showing an example of a game where a high-winning player opens and closes according to the second modification of the fourth embodiment. [Figure 367] 10 is a flow chart showing the role opening / closing process. [Figure 368] 10 is a flow chart showing the processing for changing the number of releases. [Figure 369] 1 is an explanatory diagram for explaining an example of switching operational modes of games on a common-documented side. [Figure 370] 10 is a diagram showing the structure of a special chart display unit according to the fifth embodiment. [Figure 371] 14 is an explanatory diagram for explaining the contents of various counters used in winning or not winning lottery, etc.; FIG. [Figure 372] 1A and 1B are diagrams showing an example of a winning or not table for a low probability mode, and 1B are diagrams showing an example of a winning or not table for a high probability mode. [Figure 373]1A and 1B are diagrams showing an example of a jackpot type table for the first special chart, and 1B are diagrams showing an example of a jackpot type table for the second special chart. [Figure 374] 1. (a) is a diagram showing an example of a type of special missed result, (b) is a diagram showing an example of a sudden time-saving game state, and (c) is a diagram showing an example of a ceiling time-saving game state. [Figure 375] 10 is a diagram showing an example of a support lottery table. [Figure 376] 10 is a flow chart showing timer interrupt processing in the MPU of the main control device. [Figure 377] 10 is a flow chart showing a winning process for the operating port. [Figure 378] 11 is a flow chart showing information acquisition processing. [Figure 379] 10 is a flow chart showing normal processing. [Figure 380] 10 is a flow chart showing the special chart game episode control process. [Figure 381] 10 is a flow chart showing data setting processing. [Figure 382] 10 is a flow chart showing a change initiation process. [Figure 383] 10 is a diagram showing an example of a stop result table for jackpots corresponding to the second special chart. [Figure 384] 1A and 1B are diagrams showing an example of a stop result table for a jackpot corresponding to the first special chart, and 1B are diagrams showing an example of a stop result table for a special miss. [Figure 385] 1A and 1B are diagrams showing an example of a stop result table for normal misses corresponding to the second special chart, and (b) are diagrams showing an example of a stop result table for normal misses corresponding to the first special chart. [Figure 386] 11 is a flow chart showing a game state transition process. [Figure 387] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 388] 10 is a flow chart showing the transition process when the opening / closing execution mode is completed. [Figure 389] 10 is a flow chart showing a process for updating a high-frequency support mode. [Figure 390] 10 is a flow chart showing a process for determining the transition of a ceiling-time-saving game state. [Figure 391] 10 is a flow chart showing priority processing. [Figure 392] 10 is a flow chart showing a process for determining the transition of a sudden time-saving game state. [Figure 393] 10 is a flow chart showing a process for setting a variable display time. [Figure 394] 10 is a diagram showing an example of a variable display time table. [Figure 395] 1 is a diagram showing an example of a display of a design display device. [Figure 396] 10 is a diagram showing an example of a variable display time table. [Figure 397] 10 is a diagram showing an example of a variable display time table. [Figure 398] 10 is a flow chart showing processing for ending high-frequency support mode. [Figure 399] 10 is a flow chart showing a process for transitioning a time-saving game state. [Figure 400] 10 is a flow chart showing a general-picture game episode control process. [Figure 401] 1A and 1B are flowcharts showing the general map fluctuation start processing, and (b) are diagrams showing an example of the general map fluctuation display time. [Figure 402] 14 is a diagram showing an example of a role-opening and closing game. [Figure 403] 10 is a flow chart showing the process for supporting electric power. [Figure 404] 10 is a flow chart showing the role opening / closing process. [Figure 405] 1 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Figure 406] 10 is a flow chart showing performance setting processing in the MPU of the performance control device. [Figure 407] 10 is a flow chart showing a first transition performance setting process. [Figure 408] 1 is a diagram showing an example of a display of a design display device. [Figure 409] 10 is a flow chart showing processes for remaining times. [Figure 410] 10 is a flow chart showing processing for displaying special charts. [Figure 411] 10 is a flow chart showing a process for starting a change. [Figure 412] 10 is a flow chart showing the first setting process for the game-circle performance. [Figure 413] 1 is a diagram showing an example of a display of a design display device. [Figure 414] 10 is a flow chart showing the second setting process for the game-circumstance performance. [Figure 415] 10 is a flow chart showing the third setting process for the game-circle performance. [Figure 416] 10 is a flow chart showing the fourth setting process for the game-circumstance performance. [Figure 417] 1 is a diagram showing an example of a display of a design display device. [Figure 418] 10 is a flow chart showing the process for updating the number of missed events. [Figure 419] 10A is a flow chart showing the second transition performance setting process, and (b) is a diagram showing an example of the display of the design display device. [Figure 420] 10 is a flow chart showing the third transition performance setting process, and (b) is a flow chart showing the end performance setting process. [Figure 421] 14 is an explanatory diagram for explaining the flow of a game in a time-saving game state. [Figure 422] 14 is an explanatory diagram for explaining the flow of a game in a time-saving game state. [Figure 423] 14 is an explanatory diagram for explaining the flow of a game in a time-saving game state. [Figure 424] 1 is a diagram showing an example of a display of a design display device. [Figure 425] 10 is a diagram showing an example of a display of a design display device according to a first modification of the fifth embodiment. [Figure 426] 1 is a diagram showing an example of a display of a design display device. [Figure 427] 1 is a diagram showing an example of a display of a design display device. [Figure 428] 11 is a flow chart showing a variation start process according to the second modification of the fifth embodiment. [Figure 429] 10 is a flow chart showing a stop result setting process for special misses. [Figure 430] 10 is a diagram showing an example of a stop result table. [Figure 431] 10 is a diagram showing an example of a variable display time table. [Figure 432] 14 is an explanatory diagram for explaining the flow of a game in a time-saving game state. [Figure 433] 10 is a diagram showing another example of a display unit for a special chart. [Figure 434] 1 is a diagram showing an example of a display of a design display device. [Figure 435] 14 is an explanatory diagram for explaining the structure relating to ejecting a game ball that has flown down the game area according to the sixth embodiment. [Figure 436] 1 is a front view of the main control device. [Figure 437] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 438] 10 is a diagram for explaining the display contents on the display screen of the pattern display device. [Figure 439] 10 is a diagram for explaining the display contents on the display screen of the pattern display device. [Figure 440] 10 is a diagram for explaining the display contents on the display screen of the pattern display device. [Figure 441] 14 is an explanatory diagram for explaining the contents of various counters used in winning or not winning lottery, etc.; FIG. [Figure 442] 14 is an explanatory diagram for explaining various tables stored in the main ROM. FIG. [Figure 443] 1 is an explanatory diagram for explaining the display contents of the notification display device. [Figure 444] 14 is an explanatory diagram for explaining the setting mode of the program and data of the main ROM. FIG. [Figure 445] 14 is an explanatory diagram for explaining the setting mode of each area in the main RAM. FIG. [Figure 446] 10 is a flow chart showing main processing in the MPU of the main control device. [Figure 447] 10 is a flow chart showing a setting value update process. [Figure 448] 10 is a flow chart showing a setting confirmation process. [Figure 449] 10 is a flow chart showing timer interrupt processing. [Figure 450] 10 is a flow chart showing special chart special power control processing. [Figure 451] 10 is a flow chart showing the special chart fluctuation start process. [Figure 452] 1 is an explanatory diagram for explaining a configuration in which detection results of the incoming ball detection sensor are input. [Figure 453] 10 is a flow chart showing the incoming ball detection process. [Figure 454] 1 is a block diagram for explaining the electrical configuration of various devices that communicate with the dispensing control device and the dispensing control device. [Figure 455] 10 is a flow chart showing timer interrupt processing in the MPU of the payout control device. [Figure 456] 10 is a flow chart showing the base value and the difference ball count processing. [Figure 457] 10 is a flow chart showing execution processing for base values ​​and difference ball counts. [Figure 458] 10 is a flow chart showing the base value calculation process. [Figure 459] 14 is an explanatory diagram for explaining the setting mode of each area in the work area for non-specific control. [Figure 460] 10 is a flow chart showing an overrun determination process. [Figure 461] 10A and 10B are explanatory diagrams for explaining the correspondence between the value of the display type counter and the display type. [Figure 462] 10 is a flow chart showing an announcement display process. [Figure 463] 1 is an explanatory diagram for explaining the display contents of the notification display device. [Figure 464] 11 is a flow chart showing a game stop determination process. [Figure 465] 10 is a flow chart showing the process for starting up when the excess is exceeded, and (b) is a flow chart showing the process for clearing partially. [Figure 466] 10 is a flow chart showing partial clearing execution processing. [Figure 467] 1. (a) is an explanatory diagram for explaining the flow of processing in game restriction using the difference ball count, and (b) is a diagram showing changes in the difference ball count. [Figure 468] (a) an explanatory diagram for explaining the mode of a game stopped state, and (b) is an explanatory diagram for explaining the mode of initialization processing when power is restored. [Figure 469] 10 is a diagram showing a change in the number of different balls according to the first modification of the sixth embodiment. [Figure 470] (a) An explanatory diagram for explaining the setting mode of a work area for non-specific control, and (b) is an explanatory diagram for explaining the lowest point determination process. [Figure 471] 10 is a flow chart showing an overrun determination process. [Figure 472] 11 is a flow chart showing power outage information storage processing according to the second modification of the sixth embodiment. [Figure 473] 10 is a flow chart showing a process for clearing when electric power is turned off. [Figure 474] 10 is a flow chart showing the execution process for clearing when power is turned off. [Figure 475] 14 is an explanatory diagram for explaining the contents of various counters used in the winning or not winning lottery according to the seventh embodiment. [Figure 476] 10 is a diagram showing an example of a validity table; [Figure 477] (a) is a diagram showing an example of a jackpot type table for the first special chart, (b) is a diagram showing an example of a jackpot type table for the second special chart, and (c) is a diagram showing an example of a sudden time-saving game state. [Figure 478] 10 is a diagram showing an example of a support lottery table. [Figure 479] 10 is a flow chart showing timer interrupt processing in the MPU of the main control device. [Figure 480] 10 is a flow chart showing a winning process for the operating port. [Figure 481] 11 is a flow chart showing information acquisition processing. [Figure 482] 10 is a flow chart showing normal processing. [Figure 483] 10 is a flow chart showing the special chart game episode control process. [Figure 484] 10 is a flow chart showing data setting processing. [Figure 485] 10 is a flow chart showing a change initiation process. [Figure 486] 11 is a flow chart showing a game state transition process. [Figure 487] 10 is a flow chart showing the opening / closing process for large prize openings. [Figure 488] 10 is a flow chart showing the transition process when the opening / closing execution mode is completed. [Figure 489] 10 is a flow chart showing a process for updating a high probability mode. [Figure 490] 10 is a flow chart showing a process for updating a high-frequency support mode. [Figure 491] (a) A flow chart showing a process for determining the transition of a sudden time-saving game state, and (b) is an explanatory diagram for explaining the relationship between the game state when a special missed result is achieved and whether or not the game state suddenly changes to a time-saving game state. [Figure 492] 10 is a flow chart showing a process for setting a variable display time. [Figure 493] 14 is an explanatory diagram for explaining the corresponding variable display time table. [Figure 494] 10 is a diagram showing an example of a variable display time table. [Figure 495] 10 is a diagram showing an example of a variable display time table. [Figure 496] 10 is a diagram showing an example of a variable display time table. [Figure 497] 1 is a diagram showing an example of a display of a design display device. [Figure 498] 1 is a diagram showing an example of a display of a design display device. [Figure 499] 1 is a diagram showing an example of a display of a design display device. [Figure 500] 1 is a diagram showing an example of a display of a design display device. [Figure 501] 10 is a diagram showing an example of a variable display time table. [Figure 502] 1 is a diagram showing an example of a display of a design display device. [Figure 503] 10 is a flow chart showing a process for ending a high probability mode. [Figure 504] 10 is a flow chart showing processing for ending high-frequency support mode. [Figure 505] 10 is a flow chart showing a process for suddenly switching a time-saving game state. [Figure 506] 10 is a flow chart showing a general-picture game episode control process. [Figure 507] 1A and 1B are flowcharts showing the general map fluctuation start processing, and (b) are diagrams showing an example of the variation display time. [Figure 508] 1A is a flow chart showing the electric support process, and 1B is a diagram showing an example of the mode of a game for opening and closing the role. [Figure 509] 10 is a flow chart showing the role opening / closing process. [Figure 510] 1 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Figure 511] 10 is a flow chart showing performance setting processing in the MPU of the performance control device. [Figure 512] 10 is a flow chart showing a first transition performance setting process. [Figure 513] 1 is a diagram showing an example of a display of a design display device. [Figure 514] 10 is a flow chart showing processing for displaying special charts. [Figure 515] 10A is a flow chart showing the process for starting the fluctuation, and 10B is an explanatory diagram for explaining the correspondence between the fluctuation display pattern and the game cycle performance. [Figure 516] 11 is a flow chart showing a second transition performance setting process. [Figure 517] 1 is a diagram showing an example of a display of a design display device. [Figure 518] 10 is a flow chart showing the end performance setting process. [Figure 519] 1 is an explanatory diagram for explaining the flow of a game. [Figure 520] 1 is an explanatory diagram for explaining the flow of a game. [Figure 521] 1 is an explanatory diagram for explaining the flow of a game. [Figure 522] 10 is a diagram showing an example of a jackpot type table for the second special chart according to the first modification of the seventh embodiment. [Figure 523] 10 is a flow chart showing the transition process when the opening / closing execution mode is completed. [Figure 524] 1 is an explanatory diagram for explaining the flow of a game. [Figure 525] 11 is a flow chart showing a process for determining the transition of a sudden time-saving game state according to the second modification of the seventh embodiment. [Figure 526] 10 is a diagram showing an example of a variable display time table. [Figure 527] 10 is a flow chart showing a process for executing a guide performance. [Figure 528] 1 is a diagram showing an example of a display of a design display device. [Figure 529] 10 is a diagram showing an example of a variable display time table. [Figure 530] 1 is an explanatory diagram for explaining the flow of a game. [Figure 531] 14 is an explanatory diagram for explaining a configuration relating to ejecting a game ball that has flown down the game area according to the eighth embodiment. [Figure 532] 1 is a front view of the main control device. [Figure 533] 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 534] 10 is a diagram for explaining the display contents on the display screen of the pattern display device. [Figure 535] 10 is a diagram for explaining the display contents on the display screen of the pattern display device. [Figure 536] 10 is a diagram for explaining the display contents on the display screen of the pattern display device. [Figure 537] 14 is an explanatory diagram for explaining the contents of various counters used in winning or not winning lottery, etc.; FIG. [Figure 538] 14 is an explanatory diagram for explaining various tables stored in the main ROM. FIG. [Figure 539] 1A and 1B are diagrams showing an example of a jackpot type table for the first special chart, and 1B are diagrams showing an example of a jackpot type table for the second special chart. [Figure 540] 1 is an explanatory diagram for explaining the display contents of the notification display device. [Figure 541] 14 is an explanatory diagram for explaining the setting mode of the program and data of the main ROM. FIG. [Figure 542] 14 is an explanatory diagram for explaining the setting mode of each area in the main RAM. FIG. [Figure 543] 10 is a flow chart showing main processing in the MPU of the main control device. [Figure 544] 10 is a flow chart showing a setting value update process. [Figure 545] 10 is a flow chart showing a setting confirmation process. [Figure 546] 10 is a flow chart showing timer interrupt processing. [Figure 547] 10 is a flow chart showing special chart special power control processing. [Figure 548] 10 is a flow chart showing the special chart fluctuation start process. [Figure 549] 10 is a flow chart showing processing during special chart fluctuations. [Figure 550] 10 is a flow chart showing a special power start process. [Figure 551] 10 is a flow chart showing the special power termination process. [Figure 552] 10 is a flow chart showing the transition process when the opening / closing execution mode is completed. [Figure 553] 10 is a flow chart showing a process for updating a high probability mode and a high frequency support mode. [Figure 554] 10 is a flow chart showing processing for termination of high probability mode and high frequency support mode. [Figure 555] 1 is an explanatory diagram for explaining a configuration in which detection results of the incoming ball detection sensor are input. [Figure 556] 10 is a flow chart showing the incoming ball detection process. [Figure 557] 1 is a block diagram for explaining the electrical configuration of various devices that communicate with the dispensing control device and the dispensing control device. [Figure 558] 10 is a flow chart showing timer interrupt processing in the MPU of the payout control device. [Figure 559] 10 is a flow chart showing the base value and the difference ball count processing. [Figure 560] 10 is a flow chart showing execution processing for base values ​​and difference ball counts. [Figure 561] 10 is a flow chart showing the base value calculation process. [Figure 562] 14 is an explanatory diagram for explaining the setting mode of each area in the work area for non-specific control. [Figure 563] 10 is a flow chart showing an overrun determination process. [Figure 564] 10 is a diagram showing changes in the difference in the number of balls. [Figure 565] (a) An explanatory diagram for explaining the setting mode of a work area for non-specific control, and (b) is an explanatory diagram for explaining the lowest point determination process. [Figure 566] 10A and 10B are explanatory diagrams for explaining the correspondence between the value of the display type counter and the display type. [Figure 567] 10 is a flow chart showing an announcement display process. [Figure 568] 1 is an explanatory diagram for explaining the display contents of the notification display device. [Figure 569] 11 is a flow chart showing a game stop determination process. [Figure 570] 10 is a flow chart showing the process for starting up when the excess is exceeded, and (b) is a flow chart showing the process for clearing partially. [Figure 571] 10 is a flow chart showing partial clearing execution processing. [Figure 572] 1. (a) is an explanatory diagram for explaining the flow of processing in game restriction using the difference ball count, and (b) is a diagram showing changes in the difference ball count. [Figure 573] (a) an explanatory diagram for explaining the mode of a game stopped state, and (b) is an explanatory diagram for explaining the mode of initialization processing when power is restored. [Figure 574] 1 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Figure 575] 10 is a flow chart showing performance setting processing in the MPU of the performance control device. [Figure 576] 10 is a flow chart showing processing for displaying special charts. [Figure 577] 10 is a flow chart showing a process for starting a change. [Figure 578] 10 is a flow chart showing command correspondence processing. [Figure 579] 10 is a flow chart showing a first stop notice process. [Figure 580] 1 is a diagram showing an example of a display of a design display device. [Figure 581] 14 is an explanatory diagram for explaining the update contents and timing of the first stop notice process; FIG. [Figure 582] 10 is a flow chart showing a process for notifying a second stop; [Figure 583] 1 is a diagram showing an example of a display of a design display device. [Figure 584] 1 is a diagram showing an example of a display of a design display device. [Figure 585] 14 is an explanatory diagram for explaining whether or not a stop notice is started in each game state and the start conditions. [Figure 586] 14 is an explanatory diagram for explaining the relationship between the game state and whether or not there is a notification for a stop notice. [Figure 587] 10 is a diagram showing an example of a display of a pattern display device according to a first modification of the eighth embodiment. [Figure 588] 1 is a diagram showing an example of a display of a design display device. [Figure 589] 11 is a flow chart showing command correspondence processing according to the second modification of the eighth embodiment. [Figure 590] 10 is a flow chart showing the setting process for the opening / closing execution mode. [Figure 591] 1 is a diagram showing an example of a display of a design display device. [Figure 592] 1 is a diagram showing an example of a display of a design display device. [Figure 593] 14 is an explanatory diagram for explaining the relationship between the opening / closing execution mode presentation and the second stop notice. FIG. [Figure 594] 10 is a flow chart showing the first stop notice process according to the third modification of the eighth embodiment. [Figure 595] 14 is an explanatory diagram for explaining the relationship between the game state and whether or not a first stop notice is notified. [Figure 596] 1 is a diagram showing an example of a display of a design display device. [Figure 597] 10 is a diagram showing another example of a stop notice. FIG. [Figure 598] 10 is a diagram showing another example of a stop notice. FIG. [Figure 599] 10 is a diagram showing another example of a stop notice. FIG. [Figure 600] 10 is a diagram showing another example of a stop notice. FIG. [Form for implementing the invention]

[0010] <First embodiment> Below, a first embodiment of a pachinko gaming machine (hereinafter referred to as a "pachinko machine") which is a type of gaming machine will be described in detail based on the drawings. 1 is a perspective view of the pachinko machine 10 seen from the front, and FIG. 2 and FIG. 3 are perspective views showing the main structure of the pachinko machine 10 in a developed manner. Note that, for convenience, the structure within the game area PE of the pachinko machine 10 is omitted in FIG. 2.

[0011] As shown in FIG. 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 attached to the outer frame 11.

[0012] The outer frame 11 is formed by connecting plate materials to four sides and is in the shape of a rectangular frame. By attaching and fixing the outer frame 11 to the island equipment, the pachinko machine 10 is installed in the gaming hall. Note that the outer frame 11 is not a necessary configuration for the pachinko machine 10, but may be configured such that the outer frame 11 is provided in the island equipment of the amusement venue.

[0013] The gaming machine main body 12 is supported by the outer frame 11 in a state that can be opened and closed. Specifically, the upper support metal fitting 17 is fixed to the connecting portion of the outer frame 11 between the upper frame and the left frame, and the lower support metal fitting 18 is further provided at the connecting portion of the outer frame 11 between the lower frame and the left frame. The upper support metal fittings 17 and the lower support metal fittings 18 form a support mechanism, and the support mechanism allows the gaming machine main body 12 to be rotated forward of the pachinko machine 10 relative to the outer frame 11 on the left side as the rotating base end side and the right side as the rotating tip side when viewed in front of the pachinko machine 10 (see Figures 2 and 3).

[0014] As shown in FIG. 2, the gaming machine main body 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed in rear of the inner frame 13. In addition, the inner frame 13 of the gaming machine main body 12 is supported so as to be rotatably supported with respect to the outer frame 11 . In particular, when viewed from the front, the inner frame 13 is rotatably rotated forward with the left side as the rotating base end side and the right side as the rotating tip side.

[0015] The front door frame 14 is supported in a rotatably on the inner frame 13, and the left side is the rotatable base end side when viewed in front, and the right side is the rotatable tip side, allowing it to rotate forward. Furthermore, the back pack unit 15 is supported on the inner frame 13 so as to be rotatably supported, and the left side is the rotatable base end side when viewed from the front, and the right side is the rotatable tip side, which is capable of rotating rearwardly (see FIG. 3).

[0016] Next, the front door frame 14 will be described. As shown in FIG. 2, the front door frame 14 is mainly composed of a frame 20 made of synthetic resin, which has an outer shape almost the same as the outer frame 11, and covers almost the entire front surface of the inner frame 13. In the center of the frame 20, a substantially elliptical window 21 is formed so that almost the entire area of ​​the game area PE, described later, can be viewed from the front, and the window 21 is blocked from the rear side of the front door frame 14 by a glass unit 22.

[0017] The glass unit 22 includes a plurality of glass panels 23 having transparency and a glass holder for holding the glass panels 23 . The glass holder has partitions that divide the holding area of ​​the glass panel 23 in front and back, and both glass panels 23 are opposed to each other by sandwiching the partition. In other words, by ensuring a predetermined gap between the glass panels 23, interference between the glass panels 23 is prevented, and the game area PE is double covered from the front side of the pachinko machine 10 by the glass panels 23.

[0018] It is not necessarily necessary to unitize both glass panels 23 using glass holders, and each glass panel 23 may be attached individually to the frame 20 . Furthermore, the number of glass panels is optional, and may be one or three or more. However, from the viewpoint of improving safety and security, it is preferred that a plurality of glass panels be employed, and each of these glass panels is opposed to each other by sandwiching a predetermined gap. Incidentally, it is also possible to use a transparent synthetic resin panel member instead of the glass panel.

[0019] As shown in FIG. 1, various lamps and other light emitting means are provided around the glass unit 22 (for more detail, window portion 21). For example, a lamp portion (annular electric decoration portion) 26 is provided along the periphery of the window portion 21 with a light emitting means such as an LED. The lamp section 26 lights and flashes in response to changes in the game state during a jackpot or a specified reach. In addition, at the center of the lamp portion 26 and the top of the pachinko machine 10, an error display lamp portion 27 is provided that lights up when a given error occurs, and a prize bulb lamp portion 28 is also provided that lights up when a prize ball is fed out on the left and right sides of the lamp portion 28 is provided that lights up when the prize ball is fed out. In addition, a speaker section 29 is provided in a position close to the left and right prize ball lamp sections 28 where sound effects and the like are output according to the game state.

[0020] Below the window portion 21 of the front door frame 14 (frame body 20), an upper bulging portion 31 and a lower bulging portion 32 that bulge towards the front are arranged side by side. An upper plate 33 is provided with an upwardly open inside the upper bulging portion 31, and a lower plate 34 is also provided with an upwardly open inside the lower bulging portion 32. The upper plate 33 has a function for temporarily storing game balls that have been dispensed from a dispensing device described later, and leading them to the game ball firing mechanism described later, while aligning them in a row. Furthermore, the lower plate 34 has the function of storing excess game balls in the upper plate 33 .

[0021] Furthermore, the upper surface of the upper bulging portion 31 is provided with a performance operation unit 36 ​​(for example, a push operation button) that is manually operated by the player. For example, by manually operating the performance operation unit 36 ​​in accordance with the suggestions displayed on the display screen G of the pattern display device 75, which will be described later, the performance content on the display screen G and the like becomes a predetermined performance content corresponding to the same operation.

[0022] A game ball firing handle 41 is provided to the right of the lower bulging portion 32 so as to protrude towards the front. By operating the game ball firing handle 41, the game ball is fired from the game ball firing mechanism, which will be described later.

[0023] As shown in FIG. 2, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has an upper plate passage on the front door leading to the upper plate 33 and a lower plate passage on the front door leading to the lower plate 34. In the passage forming unit 45, a receiving portion protrudes rearwardly and opens upwardly is formed at the upper corner of the passageway, and by partitioning the receiving portions left and right by partitioning the opening portions on the front door side and the entrance portions on the lower plate passages on the front door side are formed. The game ball that enters the upper plate passage on the front door is guided to the upper plate 33, and the game ball that enters the lower plate passage on the front door is guided to the lower plate 34.

[0024] On the rotating base end side of the rear surface of the front door frame 14, protruding shafts are provided at the upper and lower ends thereof. These protruding shafts form an assembly mechanism for the inner frame 13. Furthermore, as shown in FIG. 2, a plurality of rearward hook fittings 49 are arranged in parallel in the vertical direction on the rotating tip side of the front door frame 14. These hook fittings 49 form a locking mechanism for the inner frame 13 .

[0025] Next, the inner frame 13 will be described in detail based on FIG. 2 and FIG. 3. The inner frame 13 is mainly composed of a resin base 50 having a substantially rectangular shape, similar to the outer frame 11. The height of the resin base 50 is set slightly smaller than the height of the outer frame 11. Furthermore, the resin base 50 is arranged closer to the upper frame portion of the outer frame 11, and a slight gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. The outer frame 11 is equipped with a curtain board to cover the gap. The curtain board is disposed below the resin base 50 (specifically, the lower end portion of the resin base 50), and when the inner frame 13 is closed relative to the outer frame 11, the resin base 50 is placed on the curtain board.

[0026] On the front surface of the resin base 50, support brackets 51 and 52 are attached to the upper and lower ends of the resin base 50. The support brackets 51 and 52 have shaft holes, and by inserting the protruding shaft of the front door frame 14 into these shaft holes, the front door frame 14 is supported rotatably with respect to the inner frame 13.

[0027] The front surface of the resin base 50 is provided at the tip end of the rotating part, and insertion holes for inserting the hook fittings 49 provided on the back surface of the front door frame 14. As shown in FIG. 3, in this pachinko machine 10, a locking device 55 for locking the inner frame 13 and the front door frame 14 is arranged hidden on the back side of the inner frame 13. Therefore, the hook fitting 49 is locked to the locking device 55 (specifically, the hook receiving member for the front door) via the insertion hole, thereby locking the front door frame 14 in a non-openable manner to the inner frame 13 . The locking device 55 also includes a plurality of inner frame hook members 57 extending backward of the inner frame 13 . The inner frame hook member 57 is caught on the hook receiving member 19 of the outer frame 11, and the gaming machine main body 12 is locked with the outer frame 11 closed.

[0028] A cylinder lock 58 for unlocking the locking device 55 is installed in the lower right corner of the resin base 50. The cylinder lock 58 is integrated into the locking device 55, and the locking device 55 is configured so that when the key inserted into the keyhole of the cylinder lock 58 is turned to the right, the front door frame 14 is unlocked with respect to the inner frame 13, and when the key inserted into the keyhole of the cylinder lock 58 is turned to the left, the locking device 55 is unlocked with respect to the outer frame 11.

[0029] A window hole 54 is formed in the center of the resin base 50, which is generally elliptical in shape, and is blocked from the rear by a game board 60 attached to the resin base 50. The game board 60 includes a wooden plywood and a sheet material covering the front plate surface of the same plywood, and the front surface of the resin base 50 is exposed to the front side of the resin base 50 through the window hole 54. On this exposed portion, that is, on the front of the game board 60, a game area PE in which the game ball flows down is formed. The game board 60 is not limited to wood, but may be made of synthetic resin.

[0030] Below, the game board 60 (particularly various configurations arranged in the game area PE) will be described based on FIG. 4. FIG. 4 is a front view of the game board 60.

[0031] The game board 60 has a plurality of openings of large and small that penetrate in the thickness direction (front and back direction). Each opening is provided with a general prize entry port 61, a first operation port 62, a second operation port 63, a through gate 64, a variable prize entry device 65, a variable display unit 67, and the like.

[0032] When a ball is entered into the general prize entry port 61, the variable prize entry device 65, the first and second actuator ports 62, the ball is detected by the prize sensor (detection sensor), and based on the detection result, the ball is given a bonus such as paying out a prescribed number of prize balls. In this case, if a ball enters the general prize opening 61, 10 game balls are fed out, and if a ball enters the variable prize winning device 65, 15 game balls are fed out. Furthermore, when a ball enters the first operating port 62, three game balls are fed out, and when a ball enters the second operating port 63, one game ball is fed out. Incidentally, even if a ball enters through gate 64, the game ball will not be paid out.

[0033] The number of prize balls is optional, and for example, the number of prize balls related to the first operating port 62 and the number of prize balls related to the second operating port 63 may be the same, or the number of prize balls related to the second operating port 63 may be greater than the number of prize balls related to the first operating port 62. Furthermore, the number of prize balls related to the variable winning device 65 may be the same or small as the number of prize balls related to the other operating ports, etc. Furthermore, a certain number of game balls may be fed out when a ball enters the through gate 64.

[0034] At the bottom of the game board 60, there is an out port 68, and game balls that do not enter the various ball parts are ejected through the out port 68 and from the game area PE. Here, the term "entering ball" means that the game ball passes through a predetermined opening portion, and includes not only the mode in which the game ball is ejected from the game area PE after passing through the opening portion, but also includes modes in which the game ball is not ejected from the game area PE after passing through the opening portion. However, in the following explanation, in order to clearly distinguish the ball from the entry of the game ball into the out port 68, the entry of the general prize opening 61, the entry of the operating ports 62, 63, the variable prize winning device 65 or the through gate 64 is also referred to as a prize winning.

[0035] In addition, many nails 69 are planted in the game board 60 to appropriately distribute and adjust the flow path of the game ball, and various other components (vectors) such as wind turbines are provided. The flow of the game ball is diversified by the various configurations such as the nails 69 and the wind turbine, and the like, and is adjusted so that the above-mentioned winnings at the general prize opening 61 and the like are moderately likely to occur.

[0036] The variable display unit 67 is disposed in the center of the game board 60. The variable display unit 67 is installed on the back side of the game board 60 (FIG. 3), and the display screen G can be visually recognized through an opening provided in the center of the game board 60. A frame-shaped center frame 76 is attached to the front of the game board 60 to correspond to the periphery of the opening.

[0037] The center frame 76 protrudes forward from the front of the game board 60, and the gap between the front of the center frame 76 and the glass unit 22 is smaller than the diameter of the game ball. This prevents the game ball flowing down the game area PE from flowing into the inner area of ​​the center frame 76 and coming into contact with the display screen G. Furthermore, the center frame 76 disperses the flow paths when the game ball flows down the game area PE to the left and right, and forms a left route passing through the left side of the center frame 76 and a right route passing through the right side.

[0038] Whether a game ball flows down (passes) the left or right route is determined by the amount of rotation of the game ball launch handle 41, that is, the amount of fire force of the game ball. The fired game ball enters the game area PE from the top left side of the game board 60, so the stronger the game ball fires, the more likely it is for the game ball to flow down the right route.

[0039] More specifically, when the player rotates the game ball firing handle 41 with a rotational operation amount in the first range that is equal to or greater than the specified rotational amount and is less than the reference rotational amount, the fired game ball flows down the left route, and when the player rotates the game ball firing handle 41 with a rotational operation amount in the second range that is equal to or greater than the reference rotational amount, the fired game ball flows down the right route. The predetermined rotation amount is the rotation operation amount that allows the fired game ball to pass through the guidance rail 100 described later and enter the game area PE, and the reference rotation amount is the rotation operation amount that allows the fire of the game ball to reach the top of the center frame 76.

[0040] Below the center frame 76 (variable display unit 67), a first operating port 62 is arranged open upward. The first operating port 62 is located in the left and right centers of the game board 60, but game parts such as nails 69 are provided so that the game balls flowing down the right route do not win at the first operating port 62. That is, only the game balls flowing down the left route can be won at the first operating port 62. Therefore, when the player aims to win the first operating port 62, the player will fire the game ball so that the game ball flows down the left route and plays. The first operating port 62 is provided with a first operating port winning sensor 62a (FIG. 7), and the winning sensor 62a detects the game ball that has been won at the first operating port 62.

[0041] A second operating port 63 is located to the right of the center frame 76 (variable display unit 67). The configuration of the second operating port 63 will be described with reference to FIG.

[0042] The second operating port 63 is provided with a general electric power supply 63a (variable receiving means) that is a guide piece (support piece) made up of a pair of left and right movable pieces. Specifically, the pair of movable pieces supported so as to be rotatably rotatably in the left and right direction are arranged so as to clamp the openings as the second operating port 63 from both sides.

[0043] By rotating the movable pieces, the movable pieces can be switched between the closed state (non-supported or non-guided state) shown in FIG. 5(a) and the open state (supported or guided state) shown in FIG. 5(b). Specifically, a protruding portion 63d is provided at the top of the second operating port 63 so as to protrude forward. As shown in FIG. 5(a), when the movable pieces are in a standing position, the gap between the movable pieces and the protruding portion 63d is less than the diameter of the game ball, preventing the game ball from flowing into the second operating port 63. On the other hand, when the movable piece is rotated so as to incline outward as shown in FIG. 5(b), an opening is formed between the projecting portion 63d and the size of the game ball to pass through, allowing the game ball to flow into the second operating port 63. The second operating port 63 is provided with a second operating port winning sensor 63c, and the game ball that has been won at the second operating port 63 is detected by the winning sensor 63c.

[0044] Furthermore, the electric power supply 63a is provided with a drive unit 63b that drives each of the movable pieces. Each movable piece is driven by the drive unit 63b through a link mechanism (not shown), and is switched between an open state (inclined position) and a closed state (instanding position). Incidentally, the first operating port 62 does not have a general electric power supply (opening and closing structure).

[0045] In the above configuration, when the state is closed, winning is not possible to enter the second operating port 63, but it may be possible to enter the winning position. That is, although it is possible to win the second operating port 63 when the state is closed, it may be configured to be less likely to win (or more difficult to win) than when the state is open. In short, it is sufficient that the opening and closing states make it easier to win the second operating port 63 differ in the open state, and the degree of closing or opening is optional. Furthermore, the configuration of the electric power supply 63a is not limited to the above, and for example, the second operating port 63 may be opened and closed by rotating the movable piece forward or backward or slid forward or backward or leftward.

[0046] As shown in FIG. 4, a through gate 64 is disposed above (upstream side) of the second operating port 63 on the right route. The through gate 64 has a through hole not shown, which penetrates vertically, and the game ball that has won in the through gate 64 passes through the through gate 64 and flows down the game area PE again. Therefore, the game ball that has been won in the through gate 64 can also be won in the second operating port 63. The through gate 64 is provided with a through winning sensor 64a (FIG. 7), and the game ball that has been won in the through gate 64 is detected by the winning sensor 64a.

[0047] The through gate 64 serves as a trigger for opening the general electric power supply 63a provided in the second operating port 63. Specifically, an internal lottery is held when the prize is entered into the through gate 64, and the result of the internal lottery is opened (support winning), which causes the electric power operator 63a to be opened from the closed state and then a role opening / closing game (support execution mode) to return to the closed state is performed.

[0048] On the right route, a variable winning device 65 is located below the second operating port 63 (downstream side). The configuration of the variable winning device 65 will be described with reference to FIG.

[0049] The variable winning device 65 has a large winning port 65a that opens forward and an opening / closing door 65b that opens and closes the large winning port 65a. The large prize opening 65a has a horizontal rectangular shape when viewed from the front, and is large enough to allow multiple game balls to win simultaneously. The large prize opening 65a communicates with a guide passage 65e located on the back side of the game board 60, and all game balls that have been won at the large prize opening 65a are guided to the guide passage 65e. The guide passage 65e is provided with a winning sensor 65c for the large prize opening, and the winning sensor 65c detects the game ball that has been won at the large prize opening 65a.

[0050] The variable winning device 65 is also provided with a drive unit 65d that drives the opening / closing door 65b. The opening / closing door 65b is driven by the driving unit 65d through a link mechanism (not shown), and is switched between a closed state where the game ball cannot be won in the large prize opening 65a (FIG. 6(a)) and an open state where the game ball can be won in the large prize opening 65a (FIG. 6(b))). Specifically, the opening and closing door 65b is normally closed, and if you win the opening and closing execution mode (jacket games) in the internal lottery, it can be switched to the open state.

[0051] The opening / closing execution mode is a mode that will be switched when you win a jackpot. The opening / closing execution mode will be explained in detail later. As a way to open the variable winning device 65, when the jackpot is a jackpot, there is a way in which the variable winning device 65 is repeatedly opened with a predetermined period of time (for example, 30 sec) or a given number of winnings (for example, 10) as one round, and with a maximum of multiple rounds (for example, 10 rounds).

[0052] In the above configuration, when the state is closed, it is not possible to win the large prize opening 65a, but it may be possible to win. That is, while it is possible to win the large prize opening 65a when it is in the closed state, it may be possible to have a structure that is less likely to win (or more difficult to win) than when it is in the open state. In short, it is sufficient that the open state and closed state have a different ease of winning the large prize opening 65a, and the degree of closing or opening is optional.

[0053] Here, only game balls flowing down the right route can be won against the second operating port 63, the through gate 64, and the variable winning device 65. Therefore, when the player aims to win the second operating port 63, the through gate 64, and the variable winning device 65, the player will fire the game ball so that the game ball flows down the right route and plays.

[0054] As shown in FIG. 4, a main display unit 81 is provided below the variable winning device 65. The main display unit 81 is disposed along the outer edge of the lower side of the game area PE and protrudes forward from the front of the game board 60. A special display unit 43 and a general map display unit 44 are provided on the front of the main display unit 81 for displaying a specified image or the like. These display units 43, 44 can be visible from the front through the glass unit 22 of the front door frame 14. The gap between the front surface of the main display unit 81 and the glass unit 22 is smaller than the diameter of the game ball. This prevents the game ball from passing in front of the main display unit 81, ensuring visibility of the various display units 43 and 44.

[0055] The special chart display unit 43 is provided with a first special chart display unit AS that displays the lottery results that are made based on winning the first operating port 62, and a second special chart display unit BS that displays the lottery results that are made based on winning the second operating port 63.

[0056] The first special chart display unit AS displays the image variations based on the winning of the first operating port 62 as a trigger, and as a result of the halt of the fluctuation display, the result of the internal lottery conducted based on the winning of the first operating port 62 is clearly indicated. If the result of the internal lottery based on the winnings at the first operating port 62 is a winning result corresponding to a jackpot, the first special chart display unit AS stops the variable display, and after a predetermined picture is displayed as a stop result, the opening / closing execution mode is switched to.

[0057] In the second special chart display section BS, the image variation is displayed with the winning at the second operating port 63 as a trigger, and as a result of the halt of the fluctuation display, the result of the internal lottery conducted based on the winning at the second operating port 63 is clearly indicated. If the result of the internal lottery based on the winnings at the second operating port 63 is a winning result corresponding to a jackpot, the variable display is stopped on the second special chart display unit BS, and after a predetermined image is displayed as a stop result, the opening / closing execution mode is shifted to the above-mentioned opening / closing execution mode.

[0058] In the following, in order to distinguish between a pattern displayed as a changeable result when the winning at the first operating port 62 and a pattern displayed as a changeable result when the winning at the second operating port 63 is reached, the former is referred to as a first special pattern or a first special pattern, and the latter is referred to as a second special pattern or a second special pattern.

[0059] Here, based on the winnings at any of the operating ports 62,63, the corresponding special chart display starts at the corresponding special chart display sections AS, BS, and displays the predetermined stop result and stops the above-mentioned variation display corresponds to one of the game times in the special chart display sections AS, BS. However, one game session is not limited to the above-mentioned content; for example, in a configuration in which a single display area is provided and no matter which operation ports 62, 63 are awarded, a variable display is performed in that single display area, the variable display is started in the single display area, and one game session is set until the above variable display is stopped while the predetermined stop result is displayed.

[0060] The main display unit 81 is also provided with a special chart hold number display unit AM. The number of times a game ball has been awarded at the first operating port 62 or the second operating port 63 is held up to four times, and the number of holds for the first special chart (first operating port 62) and the number of holds for the second special chart (second operating port 63) can be displayed separately on the special chart hold number display unit AM.

[0061] The general map display unit 44 is a display unit for clearly indicating the results of the internal lottery that was held based on winning the through gate 64 . In this case, the general picture display unit 44 displays the image variation with the winning prize at the through gate 64 as a trigger, and as a result of the halt of the fluctuation display, the result of the internal lottery conducted based on the winning prize at the through gate 64 is clearly indicated by the display. If the result of the internal lottery based on the winnings at the through gate 64 is a winning result corresponding to the transition to the support state in which the electric power operator 63a is opened, the predetermined stop result is displayed on the display unit 44 for general maps, and the variable display is stopped, and the switch is moved to the support state. Furthermore, the image displayed varying as a result of winning the through gate 64 is sometimes called a normal or ordinary image.

[0062] Here, based on the winnings at the through gate 64, the general map display unit 44 starts a variable display, and the predetermined stop result is displayed and the above-mentioned variable display is stopped, which corresponds to one of the game times in the general map display unit 44. In the following, in order to distinguish between the game episodes in the general map display section 44 and the game episodes in the special map display section AS and BS, the former is sometimes called the ordinary map game episode, and the latter is sometimes called the special map game episode.

[0063] Furthermore, the general map display unit 44 is provided with a general map hold number display unit FM. The number of times a game ball has been awarded to the Through Gate 64 is suspended up to four times, and the number of holds for the General Map (Through Gate 64) can be displayed in the FM section of the General Map Hold Number Display.

[0064] The special chart display unit 43 and the ordinary chart display unit 44 are composed of a segment display device having a plurality of segments, but the present invention is not limited to this, and may be composed of other display devices such as liquid crystal display devices.

[0065] Although not shown, the main display unit 81 is provided with a round display unit for clearly indicating the number of rounds in the opening / closing execution mode. In the round display section, when the opening / closing execution mode is started or when it is started, the display of the number of rounds is started. This display is continued while the opening / close execution mode is running without changing the display contents, and is terminated when the opening / close execution mode is terminated or terminated.

[0066] Next, the variable display unit 67 will be described. The variable display unit 67 is provided with a design display device 75 that displays (or variable display or switch) a design that is a type of image.

[0067] The pattern display device 75 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display contents are controlled by a display control device, which will be described later. The design display device 75 is not limited to a liquid crystal display device, and may be another display device such as a plasma display device, an organic EL display device, or a CRT.

[0068] The design display device 75 displays patterns arranged in the upper, middle and lower positions, for example, and these patterns are scrolled in the left and right direction to be displayed variablely. In this case, the variation display on the design display device 75 starts based on winning the first or second operating port 62 or 63 . That is, when the special chart display unit 43 performs a variable display, the variable display is also performed on the pattern display device 75 accordingly. When the variable winning device 65 is moved to the jackpot game state (open / close execution mode) in which the variable winning device 65 is set to be opened, the design display device 75 will stop and display the specified design combination on the previously set effective line.

[0069] Furthermore, the pattern display device 75 is provided with a pending display corresponding to the first special chart display section AS and the second special chart display section BS. In this hold display, a predetermined hold image is displayed, and the number of holds for each operating port 63,64 is indicated according to the number of displayed images. The number of pending items is not limited to those shown in the above pending image, but may be one shown in numerical display. Furthermore, the design display device 75 is not limited to the design display device 75, and may be configured to be shown by a display unit (a display unit separate from the respective hold count display units AM and FM of the main display unit 81) or a light emitting unit (a hold lamp unit), etc., separately from the design display device 75.

[0070] The structure of the inner frame 13 will be described again with reference to FIG. The resin base 50 is provided below the mounting area of ​​the game board 60, a game ball firing mechanism 110 that fires a game ball towards the game area PE based on the operation of the game ball firing handle 41. The game ball launching mechanism 110 includes a solenoid 111 that launches a game ball arranged at a predetermined waiting position, a firing rail 112 that defines the launch direction of the game ball launched by the solenoid 111, a ball feeding device 113 that supplies the game ball to the above waiting position, and a base plate 114 that includes the various configurations 111 to 113. The base plate 114 is fixed to the resin base 50, and thus the game ball firing mechanism 110 is integrated with the resin base 50.

[0071] The firing rail 112 is fixed to the base plate 114 in a diagonal tilt so as to be upwardly tilted towards the game board 60 side. A ball stopper is provided at a position near the end (ie, the lower end) of the firing rail 112, which is to be closer to the end (or lower end) of the firing rail 112. The ball stopper is provided for fastening the game ball supplied from the ball feeder 113 to the above-mentioned firing standby position. The solenoid 111 is disposed at a position further downstream of the ball stopper.

[0072] The solenoid 111 is electrically connected to a power source and a launch control device, which will be described later. The output shaft of the solenoid 111 reciprocates in the expandable and contracted direction based on the output of the power source and the electrical signal from the launch control device, and the game ball placed in the firing standby position is launched towards the game board 60 side, specifically towards the guidance rail 100 mounted on the game board 60.

[0073] As shown in FIG. 4, the guidance rail 100 is divided into the game area PE so that the outer shape of the game area PE is approximately circular. In addition, the guidance rail 100 consists of an inner rail 101 and an outer rail 102 arranged to face each other by a gap slightly larger than the diameter of the game ball, and both rails 101 and 102 form a single guide passage 103. The guidance passage 103 has an entrance portion open to the tip side (differently downward) of the firing rail 112 and an outlet portion located at the top of the game area PE. The game ball fired based on the operation of the solenoid 111 is guided to the game area PE by moving in the order of the firing rail 112 → the guidance rail 100 (entrance part → outlet part).

[0074] In addition, in the game board 60, at the end of the exit portion, specifically near the tip of the inner rail 101, a reverse reversal prevention member 106 is attached to prevent the game ball from returning back into the guidance passage 103 of the game ball that has reached the game area PE, preventing the game ball from being prevented from being forced to launch subsequent game balls.

[0075] As shown in FIG. 2, the inlet rail 100 and the launch rail 112 are arranged so that the inlet portion of the inlet rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the play board 60. That is, both rails 100 and 112 are arranged so that the inlet portion of the induction rail 100 and the tip portion of the firing rail 112 are shifted left and right in the vicinity of the lower edge of the game board 60. As a result, both rails 100 and 112 are brought closer to the lower edge of the game board 60, and gaps of a prescribed space are formed between the inlet portion of the induction rail 100 and the firing rail 112.

[0076] A foul ball passage 46 is disposed below the gap formed in this way. The foul ball passage 46 is integrally molded into the passage forming unit 45 of the front door frame 14. If the game ball fired from the game ball launching mechanism 110 does not reach the game area PE and returns backwards through the guidance passage 103 as a foul ball, the foul balls will enter the foul ball passage 46 through the gap. The foul ball passage 46 leads to the lower plate passage on the front door, and the game ball entering the foul ball passage 46 is discharged to the lower plate 34. This suppresses interference between the foul ball and the next game ball fired, and returns the game ball that has become a foul ball to the player.

[0077] In the resin base 50, a through hole is formed on the left side of the firing rail 112 (specifically, the side that supports the front door frame 14) that penetrates the resin base 50 in the front and rear direction, and a passage forming member 121 is disposed in this through hole. The passage forming member 121 is screwed to the resin base 50 and has an upper dish passage on the main body side and a lower dish passage on the main body side. The upper plate passage on the main body side and the upstream side of the lower plate passage on the main body side lead to a game ball distribution section, which will be described later. Furthermore, below the passage forming member 121, the receiving portion of the passage forming unit 45 attached to the front door frame 14 is inserted, and below the upper plate passage on the main body side is a front door side upper plate passage, and below the lower plate passage on the main body side is a front door side upper plate passage on the front door side is a front door side upper plate passage on the front door side.

[0078] In the resin base 50, an opening / closing member 124 is attached below the passage forming member 121 for opening / closing the upper dish passage on the main body side and the lower dish passage on the main body side are provided. The opening / closing member 124 is supported by a support shaft provided at its lower end so as to be rotatably rotatably in the front direction, and furthermore, a biasing member is provided for urging the upper plate passage on the main body side and the lower plate passage on the main body side are closed. Therefore, when the front door frame 14 is opened with respect to the inner frame 13, the opening / closing member 124 rises as shown, closing the upper and lower plate passages on the main body side and the lower plate passages on the main body side. This prevents the inconvenience of the game ball being spilled in the upper plate passage on the main body side or lower plate passage on the main body side, when the front door frame 14 is opened, the storage ball will spill. On the other hand, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by the receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the upper plate passage on the main body side and the upper plate passage on the front door are in communication, and the lower plate passage on the main body side and the lower plate passage on the front door are in communication.

[0079] Next, the rear configuration of the inner frame 13 (the resin base 50 and the game board 60) will be described based on FIG. 3.

[0080] Bearing brackets 132 are arranged in parallel up and downwardly on the rotating base end side of the back surface of the resin base 50. The bearing fitting 132 is formed with a bearing portion separated from the upper and lower portion, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions.

[0081] A plurality of locking metal fittings are provided on the back of the resin base 50, and the game board 60 is attached to the resin base 50 by these locking metal fittings. Here, the structure of the back surface of the game board 60 will be described.

[0082] A display control device is attached to the variable display unit 67 located in the center of the game board 60 so as to cover the variable display unit 67 from behind (not shown). A performance control device unit 142 is mounted behind the display control device so as to overlap with the display control device. The performance control device unit 142 is configured to include a performance control device 143 and a mounting stand 144, and the performance control device 143 is mounted on the mounting stand 144.

[0083] The performance control device 143 is equipped with a performance control board that controls the audio, lamp display, and display of the display control device in accordance with instructions from the main control device described later, and is configured to be housed in a substrate box 145 made of transparent resin material or the like.

[0084] On the back of the game board 60, a collecting plywood 150 is provided below the variable display unit 67, as shown in FIG. The collecting plywood 150 is provided with a game ball collection mechanism for collecting game balls that have been won at various prize openings, and a detection mechanism for detecting game balls entering various prize openings, etc.

[0085] The game ball collection mechanism is described, in the collecting plywood 150, a collection passage is provided for each type of ball entry section, such as the general prize entry port 61, which corresponds to each other. These collection passages descend from the ball entry section along the back of the game board 60, and define the falling path of the game ball. Each collection passage joins the ball near the lower end of the game board 60, and all game balls that have passed through the ball entry section such as the general prize entry port 61 are gathered at the bottom of the game board 60 via the collection passage. The outlet portion of each collection passage is open downward, and an outlet passage is provided on the far side (specifically below the game board 60). The game balls gathered below the game board 60 by the collection passage are guided into the discharge passage. The out port 68 similarly leads to the discharge passage, and game balls that did not win at any of the winning ports are also derived into the discharge passage through the out port 68.

[0086] To explain the detection mechanism, the collecting plywood 150 is provided with a winning sensor (detection sensor) that correspond to various ball parts such as the general prize entry port 61. These various winning sensors are located at intermediate positions of the collection passages that are connected to the entrance sections of the general winning port 61, etc., and detect the passing of the game ball in a state where the falling path of the game ball is defined in the collection passage. That is, the game ball passes through the detection area provided at the middle position of each collection passage, and the ball enters the entrance of the general prize opening 61, etc. The winning sensor is, for example, a magnetic sensor that grasps changes in the magnetic field that occurs when a game ball passes through the detection area.

[0087] These various winning sensors are electrically connected to a main control device unit 160 (specifically, the main control device) provided on the rear side of the game board 60, and the detection signals from these winning sensors are output to the main control device. The main control unit 160 and the associated structure will be described below.

[0088] The main control unit 160 is mounted on the game board 60 with the collecting plywood 150 covered from the rear, and is composed of a mounting base 161 made of synthetic resin and a main control unit 162 mounted on the mounting base 161. The main control device 162 is equipped with a main control board having a function (main control circuit) that controls the main control of the game, and is configured to be housed in a substrate box 163 made of transparent resin material or the like.

[0089] The board box 163 includes a box base (front case body) having a substantially rectangular parallelepiped shape and a box cover (back case body) covering the opening of the box base. The box base and box cover are irreleasably connected by a sealing portion serving as a sealing means, thereby sealing the substrate box 163. A plurality of sealing portions are provided on the long side of the substrate box 163, and at least one of them is used to carry out sealing.

[0090] Any configuration can be applied to the sealing portion as long as it is configured to unopenably connect the box base and the box cover, but by inserting the locking claw into the long hole that constitutes the sealing portion, the box base and the box cover are unopenably bonded. The sealing treatment using the sealing section prevents unauthorized opening after the sealing, and even if an unauthorized opening is performed, such a situation can be detected quickly and easily, and it is possible to carry out the sealing treatment once it has been opened. That is, sealing is performed by inserting the locking claw into at least one long hole of the plurality of sealing portions. When the board box 163 is opened, such as when a defect occurs in the main control board stored therein or when inspection of the main control board, the connecting portion between the sealing portion where the locking claw is inserted and the other sealing portion is cut. This separates the box base and the box cover of the board box 163, and allows the main control board to be removed. After that, when the sealing is performed again, the locking claw is inserted into the long holes of the other sealing portion. If a history of opening the board box 163 is kept in the board box 163, it is easy to detect that an unauthorized opening has been performed by looking at the board box 163.

[0091] One short side of the substrate box 163 is provided with a plurality of bonding pieces protruding from the side. These bonded pieces correspond to a plurality of bonded pieces formed on the mounting base 161 in one direction, and sealing is performed between the board box 163 and the mounting base 161 by the bonded pieces and the bonded pieces.

[0092] Next, the back pack unit 15 will be described based on FIG. 2 and FIG.

[0093] As shown in FIG. 2, the inner frame 13 is covered from the rear by the back pack unit 15. The backpack unit 15 includes a backpack 201, and a dispensing mechanism portion 202, a discharge passage board 203, and a control device collecting unit 204 are attached to the backpack 201.

[0094] The back pack 201 is molded from transparent synthetic resin, and has a base portion 211 on which the dispensing mechanism portion 202 and the like are attached, as shown in FIG. 3, and a protective cover portion 212 protruding backward to the pachinko machine 10 and is generally rectangular parallelepiped. The protective cover portion 212 has a shape with the left and right sides and top surfaces closed and only the bottom surface open, and is large enough to surround the variable display unit 67 at least.

[0095] The base portion 211 has an external output terminal 213 located on the upper right side of the base portion 211. Various output terminals are provided on the external output terminals 213, and various signals are outputted to the hall computer HC (management control device) on the game hall side. Furthermore, a pair of upper and lower hooking pins are provided on the base portion 211 at the right end when viewed from the rear of the pachinko machine 10, and by inserting the hooking pins into the bearing fitting 132 (in particular, the bearing portion) provided on the inner frame 13, the back pack unit 15 is supported so as to be rotatably relative to the inner frame 13. Furthermore, the rotating tip of the base portion 211 is provided with a fastener for fastening to the fastening hole provided in the inner frame 13, and the back pack unit 15 is fixed to the inner frame 13 by fitting the fastener into the fastening hole.

[0096] The base portion 211 is provided with a dispensing mechanism portion 202 so as to bypass the protective cover portion 212 . The dispensing mechanism section 202 is provided with a tank 221 disposed at the top of the back pack 201 and opened upward, and game balls supplied from the island equipment of the game hall are sequentially replenished to the tank 221. Below the tank 221, a tank rail gently inclined towards the downstream side is connected, and a case rail extending in the up and downstream direction is connected to the downstream side of the tank rail. A dispensing device 222 is provided at the most downstream portion of the case rail. The game balls dispensed from the payout device 222 are fed to the game ball distribution section provided on the base portion 211 of the back pack 201 through a payout passage provided downstream of the payout device 222 .

[0097] The game ball distribution section has the function of distributing the game balls dispensed from the dispensing device 222 into either the upper plate 33, the lower plate 34 or the discharge passages described below, and the inner opening is formed so that the upper plate 33 is passed through the upper plate passage on the main body side and upper plate passage on the front door side, and the outer opening is formed so that the lower plate passage on the main body side and lower plate passage on the front door side.

[0098] As shown in FIG. 3, the discharge passage plate 203 and the control device assembly unit 204 are mounted to the lower end of the base portion 211 so that the lower end is held back and forth. The discharge passage plate 203 has a rearwardly opened discharge passage on the surface facing the control device assembly unit 204, and the open portion of the discharge passage is blocked by the control device assembly unit 204. The discharge passage is formed to discharge the game balls to the island equipment of the game hall, and the game balls derived from the above-mentioned collection passages to the discharge passages are discharged outside the pachinko machine 10 by passing through the discharge passages.

[0099] The control device assembly unit 204 has a mounting platform having a horizontally elongated shape, and the dispensing control device 181, a power source and a launch control device 191 are mounted on the mounting platform. The dispensing control device 181, the power supply and the launch control device 191 are arranged in a stacked position in front and back so that the dispensing control device 181 is located at the rear of the pachinko machine 10.

[0100] In the dispensing control device 181, a dispensing control board for controlling the dispensing device 222 is housed in the substrate box, and a state-recovery switch provided on the dispensing control board projects out of the dispensing box. For example, when a dispensing error occurs, such as a ball clogging in the dispensing device 222, when the state return switch is pressed, the blockage of the buckling device 222 can be resolved.

[0101] The power supply and launch control device 191 house the power supply and launch control board in a board box, and the board generates and outputs a specified power supply required by various control devices, etc., and further controls the launch of the game ball as a player operates the game ball launch handle 41.

[0102] The power supply and launch control device 191 are provided with a power outage monitoring unit (power outage monitoring circuit) 315 that monitors the power supply and detects the occurrence of a power outage, such as a power outage. This pachinko machine 10 has a storage and retention function for various data, and even if a power outage occurs, it maintains its state at the time of a power outage, and when it recovers from a power outage, it can return to the state at the time of a power outage. For example, when the game hall is closed, if the power is turned off using the normal procedure, the state before it is cut off is stored. The power supply and launch control device 191 are also provided with a RAM erase switch. When you turn on the power while pressing the RAM erase switch, the RAM data is initialized.

[0103] <Electrical configuration of pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be described based on the block diagram of FIG.

[0104] The main control board 311 of the main control device 162 is mounted with an MPU 312. The MPU 312 includes a ROM 313 that stores various control programs and fixed value data executed by the MPU 312, a RAM 314 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 313, and an interrupt circuit, timer circuit, data input / output circuit, and various counter circuits as random number generators.

[0105] The RAM 314 is configured to hold (back up) data even after an electric interruption occurs by the power supply and the backup voltage from the launch control device 191, and the RAM 314 has a backup area separate from the area for temporarily storing various types of data, etc. The backup area is an area for storing values ​​such as stack pointers, registers, I / O, etc. when a power is shut down when a power is shut down. When the power is restored from a power cutoff state (when power is restored), the state of the pachinko machine 10 can be restored to its state before the power cutoff based on information in the backup area.

[0106] In the configuration shown in FIG. 7, the MPU 312 includes one chip with ROM 313 and RAM 314, but this is not limited to this, and each of them may be made into a chip individually. This also applies to the MPU of the control device other than the main control device 162.

[0107] The MPU 312 is provided with an input port and an output port, respectively. A dispensing control device 181, a power source and a firing control device 191 are connected to the input side of the MPU 312. Various sensors are connected to the input side of the MPU 312. Various sensors include a general prize entry port 61, a first operating port 62, a second operating port 63, a through gate 64, a general prize entry sensor 61a for detecting a winnings into the variable prize entry device 65, a first prize entry sensor 62a, a second prize entry entry prize sensor 63c, a through prize entry sensor 64a, a large prize entry prize sensor 65c, and the like. The MPU 312 performs a winning decision (ball entry decision) to each of the balls, based on the detection results of these sensors 61a, 62a, 63c, 364a, 65c. Furthermore, the MPU 312 executes various lottery tickets based on winning prizes at the first operating port 62, the second operating port 63 and the through gate 64.

[0108] A dispensing control device 181, a performance control device 143, and the like are connected to the output side of the MPU 312. The payout control device 181 outputs a prize ball command based on the result of the winning decision to the winning ball-compatible ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component ball-component

[0109] Various commands such as a variation start command, a type command, a variation end command, an opening command, and an ending command are output to the performance control device 143. In this case, when outputting these various commands, the command information storage area 313e of the ROM 313 is referred to. Details of these various commands will be explained later. Each of the above commands is configured as information about a given number of bytes, and various kinds of information is included as information about a given number of bytes.

[0110] Furthermore, various driving units are connected to the output side of the MPU 312 with a drive unit 63b for the electric power supply 63a and a drive unit 65d for the variable winning device 65. The main control board 311 is provided with various driver circuits, and the MPU 312 executes driving control of various driver units through the driver circuit. Specifically, when the switching to the opening / closing execution mode occurs, the MPU 312 executes driving control of the driving unit 65d so that the opening / closing door 65b of the variable winning device 65 is driven. Furthermore, when the state changes to the support state, the drive unit 63b is controlled to drive the drive unit 63b in the MPU 312 so that each movable piece of the electric power supply 63a is driven. Furthermore, during each special chart game, the display control of the first special chart display unit AS or the second special chart display unit BS in the special chart display unit 43 is executed. Furthermore, during the general-picture game episode, the display control of the general-picture display unit 44 is executed.

[0111] Furthermore, the above-mentioned external output terminal 213 is connected to the output side of the MPU 312, and through this external output terminal 213, information regarding ball entry into various ball entry sections and lottery results such as jackpots are output to the Hall Computer HC. This makes it possible to grasp the status of the pachinko machine 10 and the like using the hall computer HC.

[0112] The power supply and launch control device 191 are, for example, connected to a commercial power supply (external power supply) in an amusement venue or the like. The operating power required for each of the main control board 311, the dispensing control device 181, etc. is generated based on the external power supplied from the commercial power source, and the generated operating power is supplied.

[0113] The power supply and launch control device 191 are provided with a power outage monitoring unit 315, which monitors a DC stable voltage 24 volts output from the power supply and launch control device 191. When the output voltage from the power supply and the firing control unit 191 becomes less than 22 volts, the power outage monitoring unit 315 determines that a power outage (power outage) is generated, and outputs the power outage signal to the NMI terminal (non-maskable interrupt terminal) provided in the MPU 312 of the main control unit 162. As a result, the main control unit 162 recognizes the occurrence of a power outage, and immediately executes NMI interrupt processing, and further executes the power outage processing based on this. Incidentally, the power supply and launch control device 191 are provided with power supply units for power failure, such as a backup capacitor, and when a power outage occurs or when the power supply of the pachinko machine 10 is in the OFF state, the power supply unit for storing storage is supplied to the RAM 314 of the main control device 162 from the power interruption power supply unit. The power supply and launch control device 191 are responsible for the launch control of the game ball launch mechanism 110, and the game ball launch mechanism 110 is driven when a prescribed launch condition is met.

[0114] The dispensing control device 181 controls the dispensing device 222 to dispense the prize ball and the lending ball, based on the prize ball command input from the main control device 162 .

[0115] The performance control device 143 controls the drive and controls the lamp portions 26 to 28 and the speaker portions 29 provided in the front door frame 14, and controls the display control device 350 based on various commands inputted from the main control device 162. The display control device 350 executes display control of the symbol display device 75 based on a command input from the performance control device 143 . In this case, the performance control device 143 determines the time of displaying the pattern for variations and the type of combination of the pattern to be displayed to be stopped and displayed in the pattern display device 75 based on various commands inputted from the main control device 162, and determines whether or not the pattern has been generated and the content of the reach performance.

[0116] Here, the display contents of the design display device 75 will be described with reference to FIG. 8 to FIG.

[0117] As shown in Figures 8(a) to 8(j), the design, which is a type of design, is composed of nine main designs each with numbers "1" to "9" and sub designs made up of shell-shaped illustrations. More specifically, nine types of character designs, such as octopus, are marked with numbers "1" to "9" respectively, to form the main design.

[0118] As shown in FIG. 9(a), three pattern rows Z1, Z2, and Z3 are set on the display screen G of the pattern display device 75, the upper, middle and lower rows. Each of the pattern rows Z1 to Z3 is composed of a main pattern and a sub pattern arranged in a predetermined order. In detail, nine types of main patterns, from "1" to "9", are arranged in descending order of numbers, in the upper pattern row Z1, and one sub-symbol is arranged between each main pattern. In the pattern column Z3 below, nine types of main patterns, from "1" to "9", are arranged in ascending order of numbers, and one sub-symbol is arranged between each main pattern. In other words, the top pattern row Z1 and the bottom pattern row Z3 are made up of 18 patterns. In contrast, in the medium pattern column Z2, nine types of main patterns, from "1" to "9" are arranged in ascending order of numbers, and the main patterns of "4" are additionally arranged between the main patterns of "9" and the main patterns of "1", and one sub-symbol is arranged between each of these main patterns. That is, only the medium pattern row Z2 is composed of 10 main patterns and 20 patterns. On the display screen G, the patterns of each of the symbol sequences Z1 to Z3 are displayed variablely in a predetermined direction with periodicity. Furthermore, as shown in FIG. 9(b), the display screen G has three patterns stopped and displayed for each pattern column, resulting in a total of nine patterns, 3x3, being stopped and displayed.

[0119] The display screen G has five effective lines, namely left line L1, middle line L2, right line L3, right downward line L4, and right upward line L5. Then, the variation display stops in the order of the top pattern row Z1 → bottom pattern row Z3 → middle pattern row Z2, and when the variation display of all pattern rows Z1 to Z3 is finished with the combination of patterns with the same numbers attached to any of the valid lines, the jackpot video will be displayed as the result of the normal 4R jackpot or the 10R special jackpot, which will be described later.

[0120] In this pachinko machine 10, the main design with odd numbers (1, 3, 5, 7, 9) corresponds to "specific designs", and when a 10R special jackpot result occurs, the same specific design combination is stopped and displayed. Furthermore, the main design with even numbers (2, 4, 6, 8) corresponds to "non-specific designs", and when a result of a large 4R usually occurs, the same combination of non-specific designs is stopped and displayed.

[0121] Here, the variation display of each symbol sequence will be described in detail with reference to FIG. 10. When the game episode starts, high-speed variation displays are first started for all pattern rows Z1 to Z3. In this case, it is not possible to recognize which pattern sequence is displayed in a variable manner or is difficult. Subsequently, as shown in FIG. 10(a), the variation display mode of the above pattern row Z1 is switched from the high-speed variation display to the low-speed variation display in which the player can recognize the pattern displayed on which the player is displayed on the variables. As shown in FIG. 10(b), the variation display of the upper symbol Z1 ends, and the variation display mode of the lower symbol Z3 changes from the high speed variation display to the low speed variation display. Then, as shown in FIG. 10(c), the variation display of the pattern sequence Z3 below ends. After the change of all the pattern rows Z1 to Z3 is completed, a stop display period is provided in which the stop display is maintained and the stop display is held for a predetermined period.

[0122] Incidentally, when the design is stopped and displayed on the design display device 75, it is common for the gaming machine to stop the design in the last stop row (in this embodiment, medium pattern row Z2) to be stopped slowly while lowering the variable display speed. In this case, if the design of the medium pattern row Z2 (final stop row) begins to stop in line with the start of the stop display on the special chart display unit 43, the time required for deceleration before the design stops in the pattern display device 75 is shortened, resulting in a substantially shortening of the time when the design is stopped.

[0123] Therefore, before the stop display is started on the special chart display unit 43, the pattern sequences Z1 to Z3, including the final stop row, are stopped (temporarily stopped), and then the temporary stop pattern is stopped (certainly displayed) in line with the start timing of the stop display on the special chart display unit 43. The display mode of the pattern sequences Z1 to Z3 when the temporary stops is different from that when the confirmed display is performed. For example, at least one of the pattern rows Z1 to Z3 moves gently back and forth slightly, and at least a part of the character (FIG. 8) such as the octopus that constitutes the main or sub-signal pattern is moved. In other words, a temporary stop is performed to maintain an incomplete stop state, although the design appears to be stopped at first glance (stop indication). In contrast, the confirmation display is performed so that the reciprocating fine movement or character movement is not performed, and the system is completely stopped.

[0124] The temporary stop display of symbols Z1 to Z3 starts with the results of the winning or not winning lottery or the suspension result corresponding to the jackpot type, and then proceeds to the confirmed display, and after that, the screen is temporarily stopped and displayed with the suspension result that does not correspond to the winning or not winning lottery or the jackpot type, the screen is subject to a change in the suspension result corresponding to the winning or not winning lottery, etc., and then the screen is changed to the confirmed display.

[0125] Incidentally, in the special chart game episodes executed by the special chart display unit 43, the temporary stopping of the image is not displayed, and the image displayed in the variable display is suddenly stopped in accordance with the time of the variable display, and the state (the image displayed in the stopped display) is maintained until the confirmed display time has passed. In other words, the stopping of the image on the special chart display unit 43 becomes a confirmed display. This is the same for the general-scale game episodes executed by the general-scale display unit 44.

[0126] The variations in the pattern display device 75 are not limited to the above, but are optional, and the number of pattern rows, the direction of variations in the pattern row in the pattern row, the number of patterns in each pattern row, the combination of patterns corresponding to jackpots and misses, etc. can be changed as appropriate.

[0127] As shown in FIG. 9(b), at the bottom of the display screen G, a hold display unit 200 is provided for displaying a hold image corresponding to the hold count of the game before execution, and by visually viewing the hold display unit 200, the player can recognize the hold count. The hold display unit 200 has a first hold display area Ga corresponding to the first special chart and a second hold display area Gb corresponding to the second special chart.

[0128] In the first hold display area Ga, unit hold display areas Ga1 to Ga4 of the same number of holds as the maximum hold number of games balls when they win at the first operating port 62 are displayed in parallel in the left and right direction. Specifically, when a game ball wins at the first operating port 62, the maximum number of pending pieces is four, and in correspondence with this, the first hold display area Ga1, the second hold display area Ga2, the third hold display area Ga3, and the fourth hold display area Ga4 are set in the first hold display area Ga.

[0129] For example, when the number of pending games when a game ball wins into the first operating port 62 is 1, a predetermined holding image is displayed only in the first unit hold display area Ga1, and when the number of pending games when a game ball wins into the first operating port 62 is 4, a predetermined holding image is displayed in all of the first unit hold display areas Ga1 to the fourth unit hold display area Ga4.

[0130] Furthermore, in the second hold display area Gb, unit hold display areas Gb1 to Gb4 are arranged in parallel in the left and right direction, the same number of units hold display areas Gb1 to Gb4 as the maximum hold number when the game balls enter the second operating port 63. Specifically, when a game ball wins at the second operating port 63, the maximum number of pending pieces is four, and in correspondence, the second hold display area Gb1, the second hold display area Gb2, the third hold display area Gb3, and the fourth hold display area Gb4 are set in the second hold display area Gb.

[0131] For example, when the number of pending games when a game ball wins in the second operating port 63 is 1, a predetermined holding image is displayed only in the first unit hold display area Gb1, and when the number of pending games when a game ball wins in the second operating port 63 is 4, a predetermined holding image is displayed in all of the first unit hold display areas Gb1 to fourth unit hold display area Gb4.

[0132] Furthermore, the execution display area D is set so as to be sandwiched between the first hold display area Ga and the second hold display area Gb. The execution display area D displays a pending image corresponding to the game (currently running) to be executed is displayed. For example, when the game is finished and the next game is started, the pending image displayed in the first unit hold display area Ga1 of the first hold display area Ga or the first unit hold display area Gb1 of the second hold display area Gb is moved to the execution display area D and displayed. This allows the player to recognize that the game episode that was held is being executed.

[0133] <Electrical configuration for holding various lottery tickets at the MPU312 of the main control device 162> Next, an electrical configuration for conducting various lottery tickets by the MPU 312 of the main control device 162 will be described with reference to FIG.

[0134] When playing, the MPU 312 uses various counter information to perform jackpot lottery, set the display of the special chart display unit 43, and set the display of the general chart display unit 44, and so on. Specifically, as shown in FIG. 11, it uses a jackpot random number counter C1, which is used for lottery for jackpot occurrence, a jackpot type counter C2, which is used when determining the jackpot type, such as the results of a special jackpot or a regular jackpot result, a random number initial value counter CINI, which is used to set the initial value of the jackpot random number counter C1, and a fluctuation type counter CS, which determines the fluctuation display time for each special chart display unit AS and BS in the special chart display unit 43. Furthermore, a random number counter C3 to a general map, which is used in a lottery to decide whether or not the electric power supply 63a of the second operating port 63 is set to be in the support state (open state).

[0135] Each counter C1 to C3, CINI, and CS is a loop counter where 1 is added to the previous value each time it is updated, and after reaching the maximum value, it returns to 0. Each counter is updated at a short time interval, and the updated value is stored appropriately in the lottery counter buffer 314a where the updated value is set in a predetermined area of ​​the RAM 314. In the lottery counter buffer 314a, information corresponding to the jackpot random number counter C1, jackpot type counter C2 and the fluctuation type counter CS is stored in the hold ball storage area 314b as acquiring information storage means when a prize is received at the first or second operating port 62 or 63.

[0136] The hold ball storage area 314b includes a hold area RE, which consists of a hold area Ra for the first special chart and a hold area Rb for the second special chart, and an execution area AE. The hold areas Ra and Rb include a first area, a second area, a third area, and a fourth area, and each numerical information of the jackpot random number counter C1, a jackpot type counter C2, and a change type counter CS stored in the lottery counter buffer 314a is stored as hold information in one of the areas in accordance with the winning history of the first operating port 62 or the second operating port 63. The pending information corresponds to special information.

[0137] In this case, in the first to fourth areas, when prizes are made to the first operating port 62 or the second operating port 63 are successively performed in multiple times, the numerical information is stored in the first area → second area → third area → fourth area in the first area. With four areas in this way, up to four game ball winning history in the first or second operating port 62 and 63 are respectively pending and stored. Furthermore, the holding ball storage area 314b is provided with a total number of pending numbers storage area, and information for identifying the number of winnings to the first or second operating port 62 or 63 is stored in the total number of pending numbers storage area.

[0138] The execution area AE is an area for moving each value stored in the first area of ​​the hold area RE when the special chart display unit 43 starts to display, and when a game starts, a successful or not is determined based on various numerical information stored in the execution area AE.

[0139] For details about each counter, the jackpot random counter C1 is added sequentially in the range of 0 to 199, for example, by one, and the maximum value (i.e., 199) is reached and then returned to zero. In particular, when the jackpot random number counter C1 turns once, the value of the initial random number counter CINI at that time is read as the initial value of the jackpot random number counter C1. Incidentally, the random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (values ​​= 0 to 199). The jackpot random number counter C1 is updated periodically and is stored in the hold ball storage area 314b of the RAM 314 at the time when the game ball has entered the first or second operating port 62 or 63. More specifically, the game ball has been placed in the first special chart hold area Ra of the RAM 314 at the time when the game ball has won in the first operating port 62, and is stored in the second special chart hold area Rb of the RAM 314 at the time when the game ball has won in the second operating port 63.

[0140] The value of the random number that will be selected as a jackpot is stored as a win-win table (affective information group) in the ROM 313a as the acceptance information group storage means. Here, the contents of the acceptance table will be described with reference to FIG.

[0141] The acceptance table is set in a one-to-one correspondence between address information made up of binary number information and jackpot numerical information made up of binary number information. Specifically, five types of address information are expressed in decimal numbers, from "1" to "5" are set, and five types of jackpot information are expressed in decimal numbers, such as "7", "17", "27", "37", and "47" are set, and these address information and jackpot information are tied together in a one-to-one manner. The numbers for each jackpot numerical information are included in the numerical ranges of random number information that can be updated in the jackpot random number counter C1.

[0142] Here, in the pachinko machine 10, a low probability mode (low probability state) and a high probability mode (high probability state) are set as lottery modes in the winning or not lottery means. The number of jackpot numerical information referenced in the low probability mode differs from the number of jackpot numerical information referenced in the high probability mode, with the former being smaller than the latter being. Specifically, in the low probability mode, when the winning or not, only the jackpot numerical information with address information of "1" is referenced, and in the high probability mode, when the winning or not, the jackpot numerical information corresponding to all address information is referenced. In other words, in the low probability mode, there is one numerical information that will win a jackpot, and in the high probability mode, there are five pieces that are more than in the low probability mode. This means that while the probability of winning a jackpot in the low probability mode is 1 / 200, the probability of winning a jackpot in the high probability mode is 1 / 40, and the probability of winning a jackpot in the high probability mode is higher than the low probability mode. In each lottery mode, the lottery results are missed except for the random number values ​​that will win the jackpot. Note that, if the probability of winning is higher in the high probability mode than in the low probability mode, the number and value of the random numbers to be won are arbitrary.

[0143] The jackpot type counter C2 is used to allocate the type when a jackpot is a jackpot, and is added sequentially in the range of 0 to 99, and the maximum value (that is, 99) is reached and then returned to 0. The jackpot type counter C2 is updated periodically and is stored in the hold ball storage area 314b of the RAM 314 at the time when the game ball has entered the first or second operating port 62 or 63. More specifically, the game ball has been placed in the first special chart hold area Ra of the RAM 314 at the time when the game ball has won in the first operating port 62, and is stored in the second special chart hold area Rb of the RAM 314 at the time when the game ball has won in the second operating port 63.

[0144] The distribution destination of game results for the jackpot type counter C2 is stored as a jackpot type table in the type table storage area 313b of the ROM 313. Here, the jackpot type table will be described with reference to FIG. 13.

[0145] The jackpot type tables are set as jackpot type tables for the first special chart (Figure 13(a)) and jackpot type tables for the second special chart (Figure 13(b)). If the jackpot becomes a big jackpot based on a winning prize into the first operating port 62, the jackpot type table for the first special chart is referenced, and if the jackpot becomes a big jackpot based on a winning prize into the second operating port 63, the jackpot type table for the second special chart is referenced.

[0146] As shown in Figure 13(a), the jackpot type table for the first special chart sets the 4R special jackpot results and the 4R regular jackpot results as the jackpot types that can be selected. All of these jackpot results include four round games being performed. Here, the round game involves performing at least one variable winning control in which the variable winning device 65 is set to the closed state from the closed state and then in the closed state. In this embodiment, the above variable winning control is executed once per round game.

[0147] The 4R special jackpot result is a jackpot result in which the lottery mode is set to a high probability mode after the opening / closing execution mode is finished, and the support mode in the general electric power supply 63a of the second operating port 63 is set to a high frequency support mode. In this case, the high probability mode and the high frequency support mode continue until the next jackpot occurs (until the next opening / closing execution mode is started). Incidentally, while the opening / closing execution mode is running, the lottery mode is set to the low probability mode, and the support mode is set to the low frequency support mode.

[0148] Here, in the high-frequency support mode and the low-frequency support mode, the driving mode of the electric power supply 63a is controlled so that the frequency of winning into the second operating port 63 is relatively high and low when compared in a situation in which game balls are fired in the same manner with respect to the game area PE. Specifically, in the high-frequency support mode, the probability of winning a normal winning lottery using the random number counter C3 of a normal winning lottery is higher than in the low-frequency support mode, and the number of times the normal winning lottery of the electric power 63a is opened when a normal winning lottery is won is higher than in the low-frequency support mode, and even the single opening time is longer in the high-frequency support mode than in the low-frequency support mode.

[0149] Therefore, in the high-frequency support mode, the probability of winning the second operating port 63 being higher than in the low-frequency support mode. In other words, in the low-frequency support mode, the probability that a prize will be made to the first operating port 62 is higher than that of the second operating port 63, but in the high-frequency support mode, the probability that a prize will be made to the second operating port 63 is higher than that of the first operating port 62. When a prize is entered into the second operating port 63, a predetermined number of game balls are paid out, and in the high-frequency support mode, the player can play while not reducing the number of balls held.

[0150] The configuration for realizing the high-frequency support mode is not limited to the above, and for example, the probability of winning a winning lottery for a common map winning or not can be made equal in both modes, and the number of times and time for opening of the common electric power 63a in the high-frequency support mode and the opening time of one opening over the low-frequency support mode may be favored over the low-frequency support mode. In other words, it is sufficient to set the high-frequency support mode and the low-frequency support mode by changing any one of the conditions of any combination of the winning frequency of the second operating port 63 per unit time than the low-frequency support mode.

[0151] The 4R normal jackpot result is a jackpot result in which the lottery mode is set to a low probability mode after the opening / closing execution mode is finished, and the support mode in the electric power supply 63a of the second operating port 63 is set to a high frequency support mode. In this case, the high-frequency support mode continues until the number of times of execution of the game after the opening / closing execution mode reaches a predetermined upper limit (for example, 100 times). If the maximum number of times is reached, the high-frequency support mode ends, and the support mode switches to the low-frequency support mode while the lottery mode remains in the low-probability mode. That is, the lottery mode is set to the low probability mode and the support mode is set to the low frequency support mode (normal game state).

[0152] In this embodiment, "0" to "64" in the jackpot type counter C2 correspond to the 4R special jackpot results, while "65" to "99" correspond to the 4R regular jackpot results. In other words, the probability of being allocated to the 4R special jackpot results is set to 65%, and the probability of being allocated to the 4R regular jackpot results is set to 35%.

[0153] As shown in Figure 13(b), the jackpot type table for the second special chart sets the 10R special jackpot results and the 4R regular jackpot results as selectable jackpot types. The 10R special jackpot results in 10 round games being executed. Furthermore, the 10R special jackpot result is a jackpot result in which the lottery mode is set to a high probability mode after the opening / closing execution mode is finished, and the support mode in the general electric power supply 63a of the second operating port 63 is set to a high frequency support mode. In this case, the high probability mode and high frequency support mode continue until the next jackpot occurs.

[0154] The 4R regular jackpot results set in the jackpot type table for the second special chart are the same as the 4R regular jackpot results set in the jackpot type for the first special chart. That is, when the winning goal at the second operating port 63 results in a normal 4R jackpot result, the lottery mode is set to the low probability mode, and the support mode is set to the high frequency support mode, and the state continues until the number of times of execution of the game after the opening / closing execution mode reaches a predetermined upper limit (for example, 100).

[0155] In this embodiment, "0" to "64" of jackpot type counters C2 correspond to the 10R special jackpot results, while "65" to "99" correspond to the 4R regular jackpot results. In other words, the probability of being allocated to the 10R special jackpot results is set to 65%, and the probability of being allocated to the 4R regular jackpot results is set to 35%.

[0156] Thus, whether the type table of the first special chart display unit or the type table of the second special chart display unit, the probability of being allocated to the special chart jackpot results is the same. However, when the special jackpot result is selected, the type table of the 2nd special chart display means that the 16R jackpot result is a 4R jackpot result, while the type table of the 1st special chart display means that the 4R jackpot result is a 16R jackpot result is a 16R jackpot result, while the type table of the 1st special chart display means. In other words, if the result of a special-size jackpot is achieved based on a winning prize into the second operating port 63, the number of rounds in the opening and closing execution mode will be greater than if the result of a successful battle enemy based on the winning prize into the first operating port 62, allowing you to expect to receive more game balls. In other words, the player has an advantage in which the game ball is entered into the second operating port 63 rather than the game in which the game ball is entered into the first operating port 62 .

[0157] As mentioned above, clear differences are provided in the advantages of the first operating port 62 and the second operating port 63 for the player. Therefore, the player will play the game with the expectation that the second operating port 63 will be awarded to the second operating port 63, and as a result, the player will be attracted to the high-frequency support mode, where the frequency of winning the second operating port 63 is increased.

[0158] The jackpot type counter C2 is also used to determine the outage results of the picture to be stopped and displayed on each special chart display unit AS and BS when the result of a winning or not winning lottery based on winnings at the operating ports 62 and 63 becomes a big hit. The stop result is determined by referring to the stop result table stored in the stop result table storage area 313d of the ROM 313. The stop result table has multiple data sets for stop results (jacket pattern displayed on each special chart display unit AS and BS) in correspondence with the value of the jackpot type counter C2, and when determining the stop result, the data corresponding to the acquired jackpot type counter C2 is read out from the data of the multiple stop result. Here, since both the jackpot type counter C2 is used to determine the stop result and the jackpot type, the jackpot type counter C2 is used, so the jackpot pattern that is stopped and displayed on each special chart display unit AS and BS corresponds to the jackpot type that is determined at the time of the jackpot.

[0159] The variation type counter CS is added sequentially in the range of 0 to 99, for example, by one, and the maximum value (ie, 99) is reached and then returned to zero. The variation type counter CS is used to determine the variation display time in the MPU 312 in the first special diagram display unit AS and the second special diagram display unit BS of the special diagram display unit 43.

[0160] The variation type counter CS is updated once every time a normal process described later is executed, and is repeatedly updated within the remaining time within the normal process. The variation type counter CS is then stored in the hold ball storage area 314b of the RAM 314 at the time when the game ball has entered the first or second operating port 62 or 63. More specifically, the game ball has been placed in the first special chart hold area Ra of the RAM 314 at the time when the game ball has won in the first operating port 62, and is stored in the second special chart hold area Rb of the RAM 314 at the time when the game ball has won in the second operating port 63.

[0161] The distribution destination of the variable display time for the variable type counter CS is stored as a variable display time table in the variable display time table storage area 313c of the ROM 313. Here, the variable display time table will be described with reference to FIG.

[0162] The variation display time tables are set as variable display time tables for jackpots (FIG. 14(a)) and variable display time tables for off-line display (FIG. 14(b)). When the result of the winning or not lottery based on winning prizes at the first or second operating port 62 or the second operating port 63 becomes a jackpot, the variable display time table for the jackpot is referenced, and when the result of the winning or not lottery based on winning prizes at the above-mentioned operating ports 62,63 becomes a miss, the variable display time table for the miss is referenced.

[0163] In each variation display time table, the numerical range of the variation type counter CS is associated with information about the variation pattern. In addition, in FIG. 14, information on the variation display time is written along with the variation patterns in order to facilitate understanding, but the information on the variation display time is stored in the ROM 313 separately from the variation display time table as time information corresponding to each variation pattern.

[0164] As shown in FIG. 14(a), in the jackpot variation display time table, selectable variation patterns include variation patterns 1A (15sec), variation pattern 2A (60sec), variation pattern 3A (60sec), variation pattern 4A (120sec), and variation pattern 5A (120sec). When a variation pattern is selected using the variation type counter CS, the variation of the image is displayed on the first special chart display unit AS or the second special chart display unit BS at the variation display time corresponding to the selected variation pattern.

[0165] Furthermore, when a variation pattern is selected, information indicating the variation pattern is transmitted to the performance control device 143 as a variation start command. The performance control device 143 grasps the fluctuation pattern selected by the main control device 162 based on the received fluctuation start command. The display control device 350 is then controlled so that the variations of the above-mentioned pattern sequences Z1 to Z3 are displayed at the variation display time corresponding to the acquired variation pattern. As a result, the pattern rows Z1 to Z3 are displayed variablely on the pattern display device 75 in synchronization with the pattern variation display on the first special chart display unit AS or the second special chart display unit BS.

[0166] Furthermore, each variation pattern also corresponds to game-time performances such as reach effects performed by the pattern display device 75. Specifically, fluctuation pattern 1A corresponds to normal reach hit performance, fluctuation pattern 2A corresponds to SP reach (super reach) A effect, fluctuation pattern 3A corresponds to SP reach B hit performance, fluctuation pattern 4A corresponds to SPSP reach A hit performance, and fluctuation pattern 5A corresponds to SPSP reach B hit performance. That is, when the performance control device 143 grasps the fluctuation pattern from the received fluctuation start command, the display control device 350 is controlled so that the game-time performance corresponding to the fluctuation pattern is performed by the pattern display device 75.

[0167] In each of the above-mentioned reach-winning effects, after the reach display is performed, each of the patterns in the pattern rows Z1 to Z3 is stopped and displayed with the combination of the jackpot designs. Here, the "reach state" refers to a display state for making the player think that the stop display (or variable display) of the pattern (pattern) is in the game machine in which the game state becomes a special game state (open / close execution mode) advantageous to the player, before the stop display result is derived and displayed after the pattern display device 75 is started.

[0168] In other words, this is a display state in which a combination of reach patterns, which may result in the occurrence of a jackpot state, is displayed by stopping and displaying the patterns for some of the multiple pattern rows displayed on the display screen G of the pattern display device 75, and in that state, the pattern changes in the remaining pattern rows are displayed. More specifically, as a step before ending the display of the pattern change, a reach line is formed by stopping and displaying patterns of pattern rows other than the last stop row on the effective line in the display screen G in a manner that constitutes a jackpot design combination, while the patterns of the last stop row are displayed in a state where the patterns of the last stop row are displayed in a state where the patterns of the last stop row are displayed in a state where the patterns of the last stop row are displayed in a state where the patterns of the last stop row are displayed in a state where the patterns of the last stop row are displayed in a state where the patterns of the last stop row are displayed in a state where the patterns of the last stop row are displayed in a manner that constitutes a pattern combination for the jackpot.

[0169] The normal reach hit performance is when the above-mentioned reach display is performed, and the design is stopped and displayed when the jackpot design combination is used. The SP reach effect is a higher reach effect than the normal reach effect, and a given effect is performed in which characters and the like appear after the formation of the reach line, and after the specified effect the design is stopped and displayed by the combination of the jackpot design. Note that the contents of the above-mentioned predetermined performance after the reach line are formed differ between the SP reach A and SP reach B effects. SPSP reach directions are higher reach directions than SP reach directions, and after an evolutionary effect that develops from SP reach directions, the design is stopped and displayed when the combination of the jackpot designs is combined. SPSP Reach A direction develops from SP Reach A direction, while SPSP Reach B direction develops from reach B direction.

[0170] Note that the items in the "Remarks (Presentation Style)" column in FIG. 14(a) are included for convenience and are not set in the variable display time table.

[0171] As shown in FIG. 14(b), in the deviation display time table, selectable variation patterns include variation patterns 1H, variation pattern 2H (15sec), variation pattern 3H (60sec), variation pattern 4H (60sec), variation pattern 5A (120sec), and variation pattern 6H (120sec). The variable display time is determined in correspondence to each variation pattern, similar to the variable display time table for jackpots, but the variable display time corresponding to the variable pattern 1H varies depending on the number of pending points on the first or second special chart at that time. Specifically, when the fluctuation pattern 1H is selected in a situation where the number of holds is 2 or less, the variation display time is 8 sec, and when the fluctuation pattern 1H is selected in a situation where the number of holds is 3 or more, the variation display time is 4 sec, which is shorter than 8 sec.

[0172] Variation pattern 1H corresponds to a completely off-off effect on the pattern display device 75, Variation pattern 2H corresponds to a normal reach miss-off effect, Variation pattern 3H corresponds to a SP Reach A return miss-off effect, Variation pattern 4H corresponds to a SP Reach B return miss-off effect, Variation pattern 5H corresponds to a SPSP Reach A out-off effect, Variation pattern 6H corresponds to a SPSP Reach B out-off effect.

[0173] A completely missed effect means that the pattern is stopped and displayed by combining the missed designs without a reach display. Furthermore, the above-mentioned each of the reach missed effects is stopped and displayed in a combination of patterns in the pattern rows Z1 to Z3, which are incorrectly displayed (the pattern in the last stop row that is stopped on the reach line becomes a pattern other than a pattern that forms a jackpot when combined with the reach pattern). The SP Reach A missed performance corresponds to the SP Reach A hit performance, and after a specified performance of the same type as the SP Reach A hit performance, the pattern is stopped and displayed when the combination of the pattern with the missed reach is combined. In addition, SP Reach B missed, SPSP Reach A missed, and SPSP Reach B missed, respectively, correspond to SP Reach B hit performance, SPSP Reach A hit performance, and SPSP Reach B hit performance, respectively.

[0174] In the variation display time table for jackpots, "0" in the variation type counter CS corresponds to fluctuation pattern 1A, "1" to "12" corresponds to fluctuation pattern 2A, "13" to "28" corresponds to fluctuation pattern 3A, "29" to "63" corresponds to fluctuation pattern 4A, and "64" to "99" corresponds to fluctuation pattern 5A. On the other hand, in the variable display time table for missed variations, "0" to "59" in the variable type counter CS corresponds to the variable pattern 1H, "60" to "79" corresponds to the variable pattern 2H, "80" to "89" corresponds to the variable pattern 3H, "90" to "96" corresponds to the variable pattern 4H, "97" to "98" corresponds to the variable pattern 5H, and "99" corresponds to the variable pattern 6H.

[0175] If the result of the winning or not lottery based on winning or winning at the operating ports 62 and 63 is a jackpot result, the variation pattern 5A corresponding to the SPSP reach B presentation is the easiest to be selected, and if the result of the winning or not winning or losing is the result, the variation pattern 6H corresponding to the SPSP reach B presentation is the easiest to be selected. In other words, the SPSP reach B performance is the most easiest to execute when a jackpot is a jackpot, and the most easiest to execute when a jackpot is a jackpot, so it functions as the highest reach performance with the highest expectations of a jackpot.

[0176] Variation patterns other than fluctuation patterns 5A and fluctuation patterns 6H are also more likely to be selected when the jackpot is a big hit, and less likely to be selected when the swing pattern is wrong. In other words, the expectations for a big jackpot are high in order of normal reach performance, SP reach A performance, SP reach B performance, and SPSP reach A performance.

[0177] The random number counter C3 per map is, for example, added 1 in order within the range of 0 to 250, and after reaching the maximum value (that is, 250), it is configured to return to 0. The random number counter C3 of the ordinary map is updated periodically and is stored in the ordinary map hold area 314c of the RAM 314 when the game ball has won in the through gate 64. Then, at a given timing, a lottery is held to determine whether or not the electric power supply 63a is controlled to be opened based on the stored value of the random number counter C3 per ordinary map. For example, if C4 is 0 to 190, the electric power supply 63a is controlled to be open, and if C4 is 191 to 250, the electric power supply 63a is not controlled to be open.

[0178] <About various processes executed by the main control device 162> Next, each control process executed by the MPU 312 of the main control device 162 will be described. The processes of the MPU 312 can be roughly divided into main processes that are started when the power is turned on, timer interrupt processing and normal processing that are executed to allow the game to proceed, and NMI interrupt processing that is started by inputting a power outage signal to the NMI terminal. For convenience of explanation, the NMI interrupt processing and the timer interrupt processing will be explained first, and then the main processing and normal processing will be explained.

[0179] <NMI Interrupt Processing> The NMI interrupt processing will be described with reference to the flow chart of FIG. This process is carried out when the power supply of the pachinko machine 10 is cut off due to a power outage or the like. That is, when the power supply of the pachinko machine 10 is cut off due to a power outage or the like, the power outage monitoring unit 315 of the power supply and launch control device 191 outputs a power outage signal to the NMI terminal of the MPU 312, and the MPU 312 interrupts the current control and starts the NMI interruption process.

[0180] In the NMI interrupt process, first, in step Sa11, data from the used registers provided in the MPU 312 is saved to the backup area of ​​the RAM 314. In step Sa12, a power outage flag (information information about the electric power outage state) is set in the backup area. In step Sa13, the data saved in the backup area is returned to the use register of the MPU 312, and then the NMI interrupt processing is terminated. In addition, if the power outage flag can be set without destroying the data in the register used by the MPU 312, the processing in steps Sa11 and Sa13 can be omitted.

[0181] After the NMI interruption process is executed, the power outage flag is confirmed in the normal process described below, and the power outage processing is executed. This process will be explained later.

[0182] <Timer Interrupt Processing> The timer interrupt processing will be described with reference to the flow chart of FIG. This process is started periodically by the MPU 312 (for example, in a 2 msec cycle).

[0183] In step Sa101, various winning sensors are read. That is, the states of various winning sensors connected to the main control device 162 are read, and the state of the winning sensor (detection information from the winning sensor) is determined, and detection information (prize detection information) is saved. For example, when it is determined that a winning has occurred in the first operating port 62, the winning detection flag for the first special chart is stored in the various flag storage area 314e of the RAM 314, and when it is determined that a winning has occurred in the second operating port 63, the winning detection flag for the second special chart is stored in the various flag storage area 314e. Furthermore, when it is determined that the game ball has passed through the through gate 64, the winning detection flag for the through gate is stored in the various flag storage area 314e of the RAM 314.

[0184] In step Sa102, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches the maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of ​​the RAM 314.

[0185] In step Sa103, updates of the jackpot random number counter C1, the jackpot type counter C2, and the general map random number counter C3 are performed. Specifically, the jackpot random number counter C1, jackpot type counter C2, and the general map random number counter C3 are incremented by 1, and when these counter values ​​reach the maximum value, they are cleared to 0. The updated values ​​of each counter C1 to C3 are then stored in the corresponding buffer area of ​​the RAM 314.

[0186] In step Sa104, a winning process for passing is executed in conjunction with the winning of the through gate 64. In the through winning process, it is determined whether or not a winning detection flag for a thru gate is stored in the various flag storage area 314e of the RAM 314, and if the flag is stored, the value of the random number counter C3 per ordinary map updated in the above-mentioned step Sa103 is stored in the general map hold area 314c, provided that the number of characters held storage stored in the general map hold area 314c is less than 4. Furthermore, if the winning detection flag for a thru gate is stored in the various flag storage area 314e, the winning detection flag is erased and the winning process for the thru gate is completed.

[0187] After the winning process for thru-gate in step Sa104 is executed, the process proceeds to step Sa105, where the winning process for the operating ports 62 and 63 is executed, and the timer interrupt process is completed.

[0188] <Prize processing for operating port> The winning process for the operating port in step Sa105 will be described with reference to the flow chart in FIG. 17.

[0189] First, in step Sa201, it is determined whether or not the game ball has won (start-in) into the first operating port 62 based on the detection state of the first operating port prize sensor 62a. If it is determined that the game ball has won at the first operating port 62, in step Sa202, a prize ball command is set to the payout control device 181 to pay out three game balls.

[0190] In step Sa203, external signal setting processing is performed to output a signal to the management control device on the game hall side that the game ball has won the first operating port 62. In step Sa204, the value stored in the hold number storage area of ​​the first special chart hold area Ra is read out, and the start pending storage number RaN is set that is stored in the first special chart hold area Ra (hereinafter also referred to as the first start pending storage number RaN). Thereafter, in step Sa205, information acquisition processing is performed to store the values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the fluctuation type counter CS, and this winning process is completed.

[0191] Furthermore, if the negative judgment is made in step Sa201 (if no prize has been made to the first operating port 62), the process proceeds to step Sa206, and it is determined based on the detection state of the second operating port prize sensor 63c for the second operating port whether or not the game ball has won (start-in) into the second operating port 63. If it is determined that the game ball has won at the second operating port 63, in step Sa207, a prize ball command is set to the payout control device 181 for making one game ball pay out.

[0192] In step Sa208, external signal setting processing is performed to output a signal to the management control device on the game hall side that the game ball has won the second operating port 63. In step Sa209, the value stored in the hold number storage area of ​​the second special chart hold area Rb is read out, and the start pending storage number RbN, which is stored in the second special chart hold area Rb, is set (hereinafter also referred to as the second start pending storage number RbN). Thereafter, information acquisition processing is performed in step Sa205, and this winning process is completed.

[0193] Furthermore, if the negative judgment is made in step Sa206 (if no prize has been made to the second operating port 63), the winning process is completed as is.

[0194] The prize ball command set in step Sa202 or step Sa207 is transmitted to the payout control device 181 in the external output process of the normal processing, which will be described later.

[0195] Here, the information acquisition process in step Sa205 will be described with reference to the flow chart of FIG.

[0196] First, in step Sa301, it is determined whether or not the number of start-up pending memory N (RaN or RbN) set in step Sa204 or step Sa209 described above is less than the upper limit value (4 in this embodiment). If the start pending memory number N is the upper limit value, the information acquisition process is terminated as is, and if the start pending memory number N of the corresponding pending memory areas Ra and Rb for special charts is incremented by 1 in step Sa302. In step Sa303, the value stored in the total pending number storage area (hereinafter referred to as the common pending number CRN) is incremented by 1.

[0197] In step Sa304, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the fluctuation type counter CS are stored in the first memory area of ​​the corresponding free storage area for the special chart display unit, that is, the memory area corresponding to the number of pending storage incremented by 1 in step Sa302 above.

[0198] That is, when the start-up pending memory number RaN for the first special chart is set, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the fluctuation type counter CS are stored in the first memory area of ​​the vacant storage area Ra for the first special chart, that is, the hold area Ra that corresponds to the start-up pending memory number RaN for the first special chart, which is incremented by 1 in step Sa302 above.

[0199] Furthermore, when the start-up pending memory number RbN for the second special chart is set, the values ​​of the jackpot random number counter C1, the jackpot type counter C2, and the fluctuation type counter CS are stored in the first memory area of ​​the vacant storage area Rb for the second special chart, that is, the hold area RbN corresponding to the start-up pending memory number RbN for the second special chart, which is incremented by 1 in step Sa302 above.

[0200] In step Sa305, a hold-ahead reading process is executed to perform the hold-ahead preview performance, which will be described later. Details of the pending read-ahead processing will be described later. After step Sa305 is executed, this information acquisition process is completed.

[0201] <Main Process> The main processing will be described with reference to the flow chart of FIG. The main processing is performed when the power of the pachinko machine 10 is turned on (when the power switch of the pachinko machine 10 is turned on while the external power is supplied, or when the external power is supplied while the power switch of the pachinko machine 10 is turned on while the power switch of the pachinko machine 10 is turned on).

[0202] First, in step Sa2001, initial setting processing is executed in conjunction with the power-on. Specifically, a wait process is performed, for example, for about one second, to wait for the sub-side control device (paste control device 181, etc.) to be in operation. In the next step Sa2002, access to RAM314 is permitted.

[0203] In step Sa2003, it is determined whether the RAM erase switch of the power supply and the firing control device 191 is turned on, and in step Sa2004, it is determined whether a power outage flag is stored in the backup area of ​​the RAM 314. In step Sa2005, the RAM determination value is calculated, and in step Sa2006, it is determined whether the RAM determination value is normal or not. Specifically, the RAM determination value calculated in step Sa2005 is compared with the RAM determination value stored when the electric power is interrupted, and it is determined whether or not the two match. If the two match, the RAM determination value is normal and the data stored and stored in the RAM 314 is recognized as valid. Conversely, if the two do not match, the RAM determination value is considered to be abnormal and the data stored and stored in the RAM 314 is recognized as invalid. The RAM determination value is, for example, a checksum value at the work area address of the RAM 314. It is also possible to determine the validity of stored data based on whether or not the keywords written in a given area of ​​the RAM 314 are correctly saved.

[0204] If the RAM determination value is normal, the process proceeds to step Sa2007, and the value of the stack pointer saved in the backup area is written to the stack pointer of the MPU 312, and the stack state is restored to the state before the power supply was cut off. In step Sa2008, a power recovery command is output to restore the sub-side control device (paste control device 181, etc.) to the game state before the power is turned off. In step Sa2009, the power outage flag stored in the backup area is erased. After that, interrupt is enabled in step Sa2010, and the process proceeds to normal processing, which will be described later.

[0205] If a positive determination is made in step Sa2003 (if the RAM erase switch is pressed) or if a negative determination is made in step Sa2006 (if the RAM determination value is not normal), the process proceeds to step Sa2011, and an initialization command is output to initialize the sub-side control device (paste control device 181, etc.). In step Sa2012, the RAM 314 is used is cleared to 0, and in step Sa2013, the RAM 314 is initialized. After that, interrupt is enabled in step Sa2010, and the process proceeds to normal processing, which will be described later.

[0206] <Normal processing> Next, the flow of the normal processing will be described with reference to the flow chart of FIG. The normal processing is a process that starts after the main processing is executed that is started when the power is turned on, and the normal processing executes the main processing of the game. In summary, the processes of steps Sa401 to Sa408 are executed as periodic processes with a 4 msec period, and counter update processes of steps Sa409 and Sa410 are executed at the remaining time.

[0207] In the normal processing, first, external signal output processing is executed in step Sa401. In the external signal output processing in step Sa401, output data such as a command set in the timer interrupt processing or the previous normal processing is transmitted to each control device on the sub-side. Specifically, it is determined whether or not a prize ball command is present, and if a prize ball command is set, it is transmitted to the payout control device 181. Furthermore, if a performance command such as a change start command, type command, or change end command is set, it is transmitted to the performance control device 143.

[0208] In step Sa402, the variation type counter CS is updated. Specifically, the variation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. The updated value of the variation type counter CS is then stored in the corresponding buffer area of ​​the RAM 314.

[0209] In step Sa403, game-time control processing is performed to control the games in each game-time. This game-time control process involves jackpot determination, display control of the special chart display unit 43, and the like.

[0210] In step Sa404, game state transition processing is executed. This game state transition process causes the game state to transition to the open / close execution mode, high probability mode, high frequency support mode, etc. Details of the game-time control processing in step Sa403 and the game-state transition processing in step Sa404 will be described later.

[0211] In step Sa405, an electric support process is performed to control the driving of the electric power supply 63a provided in the second operating port 63. In this electric power support process, numerical information obtained from the random number counter C3 per map stored in the holding area 314c of the RAM 314 is used to hold a general map winning or not, and in the case of a winning operation, a general map winning or not, is used to set the general map winning or not, and in the event of a winning operation, the general electricity power turning 63a is opened or closed. Furthermore, display control of the display unit 44 for general maps is carried out, as instructed about the lottery results of the lottery for a general map win or not.

[0212] As already explained, as the support modes by the electric power supply 63a are set as low-frequency support modes and high-frequency support modes, and one of the support modes is shifted to the game state transition process described later. After this process, if a high-frequency support flag is set in the various flag storage area 314e of the RAM 314, the high-frequency support mode is entered, and if the flag is not set, the low-frequency support mode is entered.

[0213] In the electric support process, it is determined whether or not a high-frequency support flag is set in the various flag storage area 314e of the RAM 314, and it is determined whether or not the high-frequency support mode is in the high-frequency support mode. In the case of the high-frequency support mode, the number of times the electric power supply 63a is set to open when the electric power supply is won in the open state is set to be greater than in the case of the low-frequency support mode, and the opening time for one time is set to be longer. Furthermore, in the case of the high-frequency support mode, when the electric power supply open state is won and the electric power supply 63a is opened multiple times, the closing time from the end of the one open state until the next open state is started is set to be shorter than the one open time.

[0214] In step Sa406, game ball firing control processing is executed. In the game ball firing control processing, the solenoid of the game ball firing mechanism 110 is excited once every specified period (for example, 0.6 sec) on the condition that a firing permit signal has been inputted from the power source and the launch control device 191. This causes the game ball to be launched towards the game area PE.

[0215] In step Sa407, it is determined whether or not a power outage flag is stored in the backup area of ​​the RAM 314. The power outage flag is set in the NMI interrupt process (FIG. 15) executed when the electric power outage occurs, and is used to allow the MPU 312 to grasp the occurrence of the electric power outage.

[0216] If the power outage flag is not stored (if no power interruption occurs), it is determined in step Sa408 whether or not the next normal processing has reached the timing of execution, that is, whether a predetermined time (4 msec in this embodiment) has passed since the start of the current normal processing. Then, within the remaining time until the next normal processing is executed, the random number initial value counter CINI and the variation type counter CS are repeatedly updated.

[0217] That is, in step Sa409, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is added by 1, and when the counter value reaches the maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding area of ​​the RAM 314. In addition, in step Sa410, the variation type counter CS is updated. Specifically, the variation type counter CS is added by 1, and when these counter values ​​reach the maximum value, it is cleared to 0. The updated value of the variation type counter CS is then stored in the corresponding area of ​​the RAM 314.

[0218] Here, the execution time of each of the processes in steps Sa401 to Sa408 changes depending on the state of the game, and therefore the remaining time until the next normal process is executed is not constant and varies. Therefore, by repeatedly updating the random number initial value counter CINI using the remaining time, the random number initial value counter CINI (that is, the initial value of the jackpot random number counter C1) can be updated randomly, and similarly, the variation type counter CS can be updated randomly.

[0219] If the determination is made in the above step Sa407 (if a power outage flag is stored), the process proceeds to step Sa411, where the occurrence of each interrupt processing is prohibited. In step Sa412, the value of the stack pointer of the MPU 312 is stored in the backup area of ​​the RAM 314, and in step Sa413, a power outage flag is set in the backup area.

[0220] In step Sa414, the RAM determination value is calculated and saved in the backup area. The RAM determination value is, for example, a checksum value at the work area address of the RAM 314. In step Sa415, access to RAM 314 is prohibited, and after that, the infinite loop continues until the power supply is completely shut down and processing cannot be executed. Even after the power supply is completely shut down, the power supply for data storage and storage of the RAM 314 is supplied from the power supply and the launch control device 191, so the information stored in the RAM 314 before the power supply is turned off is kept in its original state for a specified period (for example, one day or two days).

[0221] <Game times control processing> The game-time control process in step Sa403 will be described with reference to the flow chart in FIG.

[0222] First, in step Sa501, it is determined whether or not the opening / closing execution mode is in progress. Specifically, it is determined whether or not the opening / closing execution mode flags are stored (stored) in the various flag storage area 314e of the RAM 314. The opening / close execution mode flag is stored when the game state is switched to the opening / close execution mode in the game state transition process described below, and is erased when the game state transition process ends the opening / close execution mode.

[0223] If the opening / close execution mode is in progress mode, the game-time control processing is completed without executing any of the processes from step Sa502 and subsequent processes, namely the game-time start processing from steps Sa502 to Sa505, ​​the game-time progress processing from steps Sa506 to Sa507, and the game-time end processing from steps Sa508 to Sa509. That is, when the opening / closing execution mode is in progress, the special chart game episode will not be started regardless of whether or not a prize is generated at the operating ports 62 and 63.

[0224] Furthermore, games (common game episodes) based on a winning or not winning lottery that is triggered by winning the through gate 64 are executed regardless of whether or not the game is in the opening / closing execution mode. That is, although the execution of special chart game times is restricted during the opening / close execution mode, the execution of the general chart game times is performed in the same way as when the opening / close execution mode is not in the opening / close execution mode. Therefore, if the result of the winning or not winning lottery in the opening / closing mode is a winning result, the second operating port 63 (general electric power supply 63a) is set to the open state.

[0225] If the opening / closing execution mode is not in progress, it is determined in step Sa502 whether the special chart display unit 43 is currently undergoing variable display. Specifically, it is determined whether or not either the first special chart display unit AS or the second special chart display unit BS is undergoing variable display. This determination is made by determining whether or not a variable display flag is stored (stored) in the various flag storage area 314e of the RAM 314. The variable display flag is stored when either the first special chart display unit AS or the second special chart display unit BS is started, and is erased when the variable display unit termination.

[0226] If the special chart display unit 43 is not in the variable display, the process proceeds to step Sa503 to determine whether the common hold number CRN is "0". When the common hold count CRN is "0", it means that the start pending memory numbers RaN and RbN are "0" for both the first and second operation ports 62 and 63. Therefore, the game-time control process is completed as is.

[0227] If the common hold count CRN is not "0", the data setting process for setting the data stored in the first special chart hold area Ra or the second special chart hold area Rb is executed for variation display in step Sa504, and the fluctuation start process for starting the variation display in the special chart display unit 43 and the fluctuation display in the pattern display device 75 is executed in step Sa505, ​​and the game-time control process is completed.

[0228] Here, the data setting process in step Sa504 and the fluctuation start process in step Sa505 will be described in detail below.

[0229] First, the data setting process will be described with reference to the flow chart of FIG.

[0230] First, in step Sa601, it is determined whether or not the second start-up pending memory number RbN, which is stored in the hold area Rb for the second special chart, is "0". If the second start-up pending memory number RbN is "0", the data setting process for the first special diagram (first operation port 62) of steps Sa602 to Sa608 is executed, and if the second start-up pending memory number RbN is not "0", the data setting process for the second special diagram (second operation port 63) of steps Sa609 to Sa615 is executed.

[0231] As already explained, when the common pending number CRN is 1 or more, the data setting process is performed, and the status of the data setting process being executed means that the first start-up pending number RaN and the second start-up pending number RbN are small and one of the first start-up pending number RbN is 1 or more. In this case, the data setting process is configured to first determine whether the second start-up pending memory number RbN is "0", and to execute processing relating to pending information for the first special chart, provided that the second start-up pending memory number RbN is "0", that is, there is no pending information for the second special chart. Therefore, when the hold information is stored in both the first special chart hold area Ra and the second special chart hold area Rb, the hold information for the second special chart (second operating port 63) stored in the second special chart hold area Rb is processed with priority.

[0232] In the data setting process for the first special chart, first decrementing the first start pending storage number RaN of the first special chart pending area Ra is decremented by 1 in step Sa602. In step Sa603, the common pending number CRN is decremented by 1. In step Sa604, data stored in the first area of ​​the first special chart hold area Ra is moved to the execution area AE.

[0233] In step Sa605, data (hold information of the jackpot random number counter C1, etc.) stored in the storage area of ​​the first special chart hold area Ra is shifted. In this process, data in the first area is cleared, and data in the second to fourth areas is sequentially moved to the lower area.

[0234] In step Sa606, it is determined whether or not the second special chart flag is stored in the various flag storage area 314e of the RAM 314. The second special chart flag is intended for the MPU 312 to know that there is pending information for the second operating port 63 . If the second special chart flag is stored, the second special chart flag is erased in step Sa607.

[0235] If the negative determination is made after step Sa607 is executed or in step Sa606 (if the second special chart flag is not stored), the process proceeds to step Sa608, and a shift command (shift generation information) is set to notify the performance control device 143 that data in the hold area has been shifted. In this case, a shift command containing information that the holding area that is the subject of shifting data currently corresponds to the holding area Ra for the first special chart, that is, that is, the holding area corresponding to the first operation port 62 is selected from the command information storage area 313e of the ROM 313, and the selected shift command is set as a command to be transmitted to the performance control device 143. After that, this data setting process is completed.

[0236] The shift command set in step Sa608 is transmitted to the performance control device 143 at step Sa401 in normal processing (FIG. 20). The performance control device 143 executes a process for changing the display in the first hold display area Ga of the design display device 75 in response to the decrease in the number of holds.

[0237] In the data setting process for the second special chart, first, in step Sa609, the second start pending storage number RbN of the second special chart pending area Rb is decremented by 1. In step Sa610, the common hold number CRN is decremented by 1. In step Sa611, data stored in the first area of ​​the second special chart hold area Rb is moved to the execution area AE.

[0238] In step Sa612, data (hold information of the jackpot random number counter C1, etc.) stored in the storage area of ​​the second special chart hold area Rb is shifted. In step Sa613, it is determined whether or not the second special chart flag is stored in the various flag storage area 314e. If the second special chart flag is not stored, the second special chart flag is set in step Sa614.

[0239] If the determination is made a positive after step Sa614 is executed or at step Sa613 (if the second special chart flag is stored), the process proceeds to step Sa615, and a shift command (shift generation information) is set, which is information for causing the performance control device 143, which is the sub-side control device, to recognize that the data in the hold area has been shifted. In this case, a shift command containing information that the holding area that is the subject of shifting data currently corresponds to the second special chart hold area Rb, that is, information that corresponds to the second operating port 63, is selected from the command information storage area 313e of the ROM 313, and the selected shift command is set as a command to be transmitted to the performance control device 143. After that, this data setting process is completed.

[0240] The shift command set in step Sa613 is transmitted to the performance control device 143 at step Sa401 in normal processing (FIG. 20). The performance control device 143 executes a process for changing the display in the second hold display area Gb of the design display device 75 in response to the reduction in the number of holds.

[0241] Next, the variation start processing will be described with reference to the flow chart of FIG.

[0242] First, in step Sa701, it is determined whether the winning or not lottery mode is a high probability mode. Specifically, it is determined whether or not a high probability mode flag is stored (stored) in the various flag storage area 314e of the RAM 314. The high probability mode flag is used for the MPU 312 to know that the high probability mode is in progress, and is set when the MPU 312 transitions to the high probability mode.

[0243] If the high probability mode is not in the high probability mode, the accuracy or non-correction table for the low probability mode is referenced in step Sa702 and the accuracy or non-correction determination is made. Specifically, it is determined whether or not the value of the jackpot random number counter C1 stored in the execution area AE coincides with the value set as a jackpot winning for the low probability mode (for example, "7"). On the other hand, when the high probability mode is in the high probability mode, the accuracy or not is determined in step Sa703 by referring to the accuracy or not for the high probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE coincides with the value set as a jackpot win for the high probability mode (for example, "7", "17", "27", "37", "47").

[0244] After the execution of step Sa702 or step Sa703, it is determined in step Sa704 whether the result of the judgment of the accuracy or not in step Sa702 or step Sa703 is a big win. If the jackpot is won, it is determined in step Sa705 whether or not the second special chart flag is stored in the various flag storage area 314e. If the second special chart flag is not stored, in step Sa706, a lottery is held for the jackpot type by referring to the type table for the first special chart display section (FIG. 13(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 4R special-size jackpot results or the numerical range of the 4R regular jackpot results.

[0245] On the other hand, if the second special chart flag is stored, in step Sa707, a lottery is held for the jackpot type by referring to the type table for the second special chart (FIG. 13(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 10R special jackpot result or the numerical range of the 4R regular jackpot result.

[0246] After the execution of step Sa706 or step Sa707, in step Sa708, a type flag indicating the jackpot type selected by the lottery in S706 or step Sa707 is stored in the various flag storage area 314e. For example, if the jackpot type selected in the lottery is a 10R special jackpot, the 10R special jackpot flag is stored.

[0247] In step Sa709, the stop result table stored in the stop result table storage area 313d of the ROM 313 is referred to to set the stop result for the jackpot. Specifically, the stop result corresponding to the jackpot type counter C2 stored in the execution area AE is read from the stop result table and set as the stop result for this game.

[0248] If the negative result is determined in step Sa704 (if the jackpot is not generated), the process proceeds to step Sa710, and the result of stopping the miss is set. In this embodiment, only one type of stop result for the missed stop is provided, and in step Sa710 the stop result is set.

[0249] After the execution of step Sa709 or step Sa710, in step Sa711, a process for setting the variable display time for setting the variable display time for the current game in the first special chart display unit AS or the second special chart display unit BS is executed.

[0250] Here, the process for setting the variable display time will be described with reference to the flow chart of FIG.

[0251] First, in step Sa801, it is determined whether the result of the winning or not in this game episode is a jackpot. If it is a jackpot, the process proceeds to step Sa802, and a jackpot variation display time table (FIG. 14(a)) is obtained as a table for drawing the fluctuating display time (variation pattern). On the other hand, if the result is not a big hit but a miss, the process proceeds to step Sa803 and the change display time table for miss (FIG. 14(b)) is obtained.

[0252] After the execution of step Sa802 or step Sa803, in step Sa804, the lottery process for the variable display time (variation pattern) is executed using the variable display time table obtained in step Sa802 or step Sa803. Specifically, from among the group of variation patterns set in the variation display time table, a variation pattern of 1 corresponding to the variation type counter CS stored in the execution area AE is specified.

[0253] In step Sa805, the variation display time corresponding to the variation pattern specified in step Sa804 is set as the variation display time for this game. In this step, the value of the variable display time corresponding to the specified variable pattern is set in the variable display time counter area provided in the various counter areas 314d of the RAM 314. For example, if the variable display time is 15 sec, 7500 is set to the variable display time counter area as the corresponding value. This set value is decremented by 1 each time the timer interrupt process (FIG. 16) is started. After step Sa805 is executed, the process for setting the variable display time is completed.

[0254] Returning to the explanation of the variation start processing (FIG. 23), after step Sa711 is executed, the variation start command and type command are set in step Sa712. The change start command includes information about the change pattern. As the variation pattern is set separately for the jackpot and the variation pattern for off-roads (FIG. 14), the performance control device 143 can determine the result of the accuracy / no decision made by the main control device 162 by analyzing the fluctuation pattern from the fluctuation start command. In other words, the change start command includes not only information regarding the change display time, but also information regarding the result of the acceptance / disclaimer judgment. Additionally, the type command includes information about the jackpot type. The type command is set only when the result of the winning or not judgment is a jackpot.

[0255] The variation start command and type command set in step Sa712 are transmitted to the performance control device 143 at step Sa401 in the normal processing (FIG. 20). The performance control device 143 determines the performance content for the game time based on the received fluctuation start command and type command, and controls various devices so that the determined performance content is executed. The content of this performance includes a variation display mode of the design on the design display device 75, and the determined variation display mode of the design is output from the presentation control device 143 to the display control device 350 as a display content command. The display control device 350 controls the display display device 75 so that the pattern display device 75 is displayed and controlled so that the pattern corresponding to each game is displayed in a variable display based on the display content command received from the performance control device 143 .

[0256] In step Sa713, the special chart display unit 43 starts to display the variable display. At this time, various flag storage areas 314e of the RAM 314 are referred to, and if the second special chart flag is stored, the pattern on the second special chart display unit BS is displayed in a variable manner, assuming that the current game episode corresponds to the second special chart. On the other hand, if the second special chart flag is not stored, the pattern on the first special chart display unit AS is displayed in a variable manner, assuming that the current game episode corresponds to the first special chart. After step Sa713 is executed, the main change start processing is completed.

[0257] Returning to the explanation of the game-time control process (FIG. 21), if a positive determination is made in step Sa502 (if the special chart display unit 43 is in the process of displaying variables), the process proceeds to step Sa506, where it is determined whether the time for displaying variables for the current game-time has passed. Specifically, it is determined whether or not the value of the variable display time counter area provided in various counter areas of the RAM 314 has reached "0".

[0258] If the time for variation display has not passed, the variable display processing is executed in step Sa507. In the variable display process, the display control (light control of each display segment) is performed so that each display segment is turned on and off in a predetermined order in the special display display section for the current game. After Step Sa507 is executed, the game episode control process is completed.

[0259] If the time for displaying the variation has passed, the variation end processing is executed in step Sa508. In the variation termination process, the special diagram display units AS and BS are controlled so that the image displayed in the variation is stopped and displayed in the stop result set in step Sa709 or step Sa710 above.

[0260] In step Sa509, a change end command is set, and then the game-time control process is completed. The variation end command set in step Sa509 is transmitted to the performance control device 143 at step Sa401 in the normal processing (FIG. 20). The performance control device 143 transmits the received fluctuation end command to the display control device 350 while maintaining the information form. The display control device 350 receives the change end command, and then displays the final stop pattern combination for the game episode (final stop display).

[0261] <Game status transition process> The game state transition process in step Sa404 (FIG. 20) will be described with reference to the flow chart in FIG. 25.

[0262] First, in step Sa901, it is determined whether or not the opening / closing execution mode is in progress. If the mode is not in the open / close execution mode, the process proceeds to step Sa902, and it is determined whether the timing is at the time when the variation display on each special chart display unit AS and BS has ended (the final display is finished). If the timing is not the end of the change display, the game state transition process is terminated as is.

[0263] If the timing of the change display is finished, it is determined in step Sa903 whether the game result of the current game episode corresponds to the transition to the opening / closing execution mode, that is, whether the result of the winning or not is a jackpot or not. In this step, it is determined whether or not a type flag (step Sa708 in FIG. 23) is stored in the various flag storage area 314e of the RAM 314, and whether or not it is a jackpot. If the game result for this game is not compatible with switching to the open / close execution mode, the game state transition process is terminated as is.

[0264] If the determination is made in step Sa903 (if the game result of this game is corresponding to the transition to the opening / close execution mode), the process proceeds to step Sa904, and the start processing of the opening / close execution mode is executed. In this start processing, the open / close execution mode flags are stored in the various flag storage area 314e. Additionally, an opening period is set for waiting for the start of the first round while the variable winning device 65 is in the closed state. Furthermore, when the high probability mode flags and high frequency support flags are stored in the various flag storage area 314e, the processing for erasing these flags is executed.

[0265] In step Sa905, a round display start process is performed to notify the number of rounds in the open / close execution mode. In this step, the type of jackpot is grasped based on the type of jackpot stored in the various flag storage area 314e, and the round display section is controlled so that the number of rounds corresponding to the jackpot type is displayed. Incidentally, the display of the number of rounds on the round display section continues until the opening / closing execution mode is terminated.

[0266] In Step Sa906, it is determined whether the type of jackpot this time is the result of a 10R special jackpot. If the result is not a 10R special jackpot result, that is, if it is either a 4R special jackpot or a 4R regular jackpot result, "4" is set in the round counter area RC provided in various counter areas 314d of the RAM 314 in step Sa907. On the other hand, if the jackpot type this time is the result of the 10R special jackpot, "10" is set in the round counter area RC in step Sa908.

[0267] After the execution of step Sa907 or step Sa908, an opening command is set in step Sa909 for notifying the start of the opening and the opening period to the performance control device 143. This set opening command is sent to the performance control device 143 at step Sa401 in the normal processing (FIG. 20).

[0268] In step Sa910, after performing the external signal setting process, the game state transition process is completed. In the external signal setting process, the output terminal for the jackpot signal provided at the external output terminal 213 is set to the output state. As a result, when the output terminal for the jackpot signal is connected to the management control device on the gaming hall side, the jackpot signal is output to the management control device, and it is possible to grasp that a jackpot has been generated by the pachinko machine 10 in the management control device.

[0269] If the determination is made in the above step Sa901 (when the opening / closing execution mode is in progress), the process proceeds to step Sa911 to determine whether the opening period has passed or not. If the opening period has not passed, the game state transition process is terminated as is. If the opening period has passed, the large prize opening opening opening is performed in step Sa912.

[0270] Here, the opening / closing process for opening / closing the large prize opening will be described with reference to the flow chart of FIG.

[0271] First, in step Sa1001, it is determined whether or not the large prize opening 65a is open. This determination is made based on the driving state of the driving unit 65d. If the large prize opening 65a is not open, it is determined in step Sa1002 whether the value of the round counter area RC is "0". If the value of the round counter area RC is not "0", that is, if there is a round game to be executed, it is determined in step Sa1003 whether or not the value of the timer area T provided in the various counter areas 344b of the RAM 314 is "0". This process determines whether or not the waiting period between rounds (round interval period) has passed.

[0272] If the value of timer area T is "0", the process proceeds to step Sa1004, and "15,000" is set to the timer area T as a value corresponding to the upper limit opening time (30 sec) of the variable winning device 65 in one round game. The value set here is decremented by one each time the timer interrupt processing (FIG. 16) is started. In step Sa1005, "10" is set to the winning counter area PC provided in the various counter areas 344b as a value corresponding to the upper limit number of winnings (10) to the variable winning device 65 in one round game.

[0273] In step Sa1006, the variable winning driving unit 32c is in the driving state in order to open the large winning opening 65a. In step Sa1007, an opening command is set to notify the performance control device 143 that the opening of the large prize opening 65a (variable prize winning device 65) has started, and then the opening / closing process for the large prize winning opening is completed. This set release command is sent to the performance control device 143 at step Sa401 in the normal processing (FIG. 20).

[0274] If the determination is made in the above step Sa1002 (where the value of the round counter area RC is 0) or if the determination is made in the step Sa1003 (where the value of the timer area T is not 0), the opening / closing process for opening / closing the main prize winning opening is completed as is.

[0275] Furthermore, if the determination is made in the above-mentioned step Sa1001 (if the large prize entry port 65a is open), the process proceeds to step Sa1008, where it is determined whether the value of the timer area T is "0". This process determines whether or not the upper limit opening time set in step Sa1004 has passed.

[0276] If the value of the timer area T is not "0", the process proceeds to step Sa1009, and it is determined whether or not a prize has been made to the large prize port 65a based on the detection state of the large prize port prize port prize sensor 65c. If no prizes have been made, the opening / closing process for opening / closing the main prize opening is completed as is. On the other hand, if a winning has occurred, the value of the winning counter area PC is decremented by 1 in step Sa1010, and then, in step Sa1011, it is determined whether the value of the winning counter area PC is "0". If the value of the winning counter area PC is not "0", the opening / closing process of opening / closing the main prize opening is completed as is.

[0277] If the positive determination is made in step Sa1008 (where the value of timer area T is 0) or if the positive determination is made in step Sa1011 (where the value of the winning counter area PC is 0), the process proceeds to step Sa1012, and the drive unit 65d is switched to the non-drive state, and the large winning port 65a is closed. In step Sa1013, the value of the round counter area RC is decremented by 1, and in step Sa1014, it is determined whether the value of the round counter area RC is "0".

[0278] If the value of the round counter area RC is not "0", that is, if there are remaining round games, the process proceeds to step Sa1015, and "1000" is set to the timer area T as a value corresponding to the period (2sec) in which the variable prize winning device 65 is kept closed and the start of the next round game is set.

[0279] In step Sa1016, a closing command is set to notify the performance control device 143 that the variable winning device 65 has been closed (the round game has ended), and then the opening / closing process for the large winning opening is completed. The set closure command is sent to the performance control device 143 at step Sa401 in the normal processing (FIG. 20).

[0280] If the determination is made in the above step Sa1014 (if the value of the round counter area RC is 0), that is, if the final round of the opening / closing execution mode is finished, the process proceeds to step Sa1017, and the ending start processing is executed. In this start processing, an ending period is set to wait for the start of the next game episode (the first game episode after the opening / closing execution mode is completed) while the variable prize winning device 65 is in the closed state. In step Sa1018, an ending command is set to notify the production control device 143 of the start of the ending and the ending period, and then the opening / closing process for the large prize winning opening is completed. The set ending command is sent to the performance control device 143 at step Sa401 in the normal processing (FIG. 20).

[0281] Returning to the explanation of the game state transition process (FIG. 25), after the large prize opening opening opening process in step Sa912 is executed, it is determined in step Sa913 whether or not the value of the round counter area RC is "0". If the value of the round counter area RC is not "0", the game state transition process is terminated as is to continue the opening / closing execution mode.

[0282] If the value of the round counter area RC is "0", the process proceeds to step Sa914 to determine whether the ending has ended (or whether the ending period has passed). If the ending has not finished, the game state transition process is completed in order to continue the ending. On the other hand, if the ending has ended, the process proceeds to step Sa915, and the transition process is executed when the opening / closing execution mode is completed.

[0283] Here, the transition process at the end of the opening / closing execution mode will be described with reference to the flow chart of FIG.

[0284] First, in step Sa1101, the type flags stored in the various flag storage area 314e of the RAM 314 are referred to to determine whether or not the current jackpot is a result of a special jackpot. If the result is a special-mode jackpot, in step Sa1102, a high probability mode flag is set in the various flag storage area 314e, and in step Sa1103, a high frequency support flag is set in the various flag storage area 314e. This moves to a game state (so-called "special game state with electric support) where the winning or not lottery mode is a high probability mode and the support mode is a high frequency support mode. This game state continues until the next jackpot occurs. After step Sa1103 is executed, the transition process at the end of the opening / closing execution mode is completed.

[0285] If the negative judgment is made in step Sa1101 above (if the current jackpot is not the result of a special jackpot), that is, if the current jackpot is the result of a normal jackpot, the process proceeds to step Sa1104, and the high frequency support flag is set in the above-mentioned various flag storage area 314e. If the jackpot this time is the normal jackpot result, the high probability mode flag is not set, and the processing in step Sa1104 shifts to a game state (so-called time-saving game state) in which the lottery mode is a low probability mode and the support mode is a high frequency support mode. In the next step Sa1105, "100" is set to the game count counter area provided in various counter areas 344b of the RAM 314. This set value is decremented by one for each special chart game run in a time-saving game state, and when the value of the game count counter area becomes "0", the high frequency support flag stored in the various flag storage area 314e is erased. Therefore, the time-saving game state is ended when 100 game episodes are performed, and then the game state (normal game state) is moved to the game state in which the lottery mode is a low probability mode and the support mode is a low frequency support mode. After step Sa1105 is executed, the transition process at the end of the opening / closing execution mode is completed.

[0286] Returning to the explanation of the game state transition process (FIG. 25), after the transition process at the time when the opening / closing execution mode of step Sa915 is finished, the round display ending process is executed in step Sa916. In this process, the round display section is controlled so that the round display section of the special chart display section 43 is turned off.

[0287] In step Sa917, the opening / closing execution mode is terminated, and then the game state transition processing is completed. In the process of ending the opening / close execution mode, the type flag and opening / close execution mode flag stored in the various flag storage area 314e are erased.

[0288] <Pressed Read-Ahead Process> The pending read-ahead processing in step Sa305 (FIG. 18) will be described with reference to the flow chart of FIG. 28. This process is executed when the hold information is acquired based on the winnings in the first or second operating port 62 or 63, and the obtained hold information is selected for the presence or absence of a jackpot, type of jackpot, and variation pattern, prior to execution of the fluctuation start processing (FIG. 23) corresponding to the hold information, for the obtained hold information, a lottery is conducted on whether or not a jackpot is present, type of jackpot, and a fluctuation pattern.

[0289] First, in step Sa1201, the start-up pending storage numbers RaN and RbN stored in the respective hold areas Ra and Rb of the hold ball storage area 314b and the common hold number CRN stored in the total hold number storage area of ​​the hold ball storage area 314b are read out, and the information is stored in the register of the MPU 312.

[0290] In step Sa1202, based on the current winnings at the first operating port 62 or the second operating port 63, the value of the jackpot random number counter C1 (random value for determining the accuracy or not) included in the hold information acquired in step Sa304 (FIG. 18) is grasped. In step Sa1203, the accuracy or not is determined using the value of the jackpot random number counter C1 grasped in step Sa1202. In this case, if the lottery mode when the hold information is acquired is a low probability mode, the accuracy or not for the low probability mode is referenced, and if the lottery mode when the hold information is acquired is a high probability mode, the accuracy or not is referenced, and if the lottery mode when the hold information is acquired is a high probability mode, the accuracy or not is determined.

[0291] In step Sa1204, it is determined whether the result of the judgment of the winner or not in step Sa1202 is a big win or not. If the jackpot is won, in step Sa1205, the value of the jackpot type counter C2 (a random number for drawing a jackpot type) included in the hold information obtained based on this award at the first operating port 62 or the second operating port 63 (a random number for drawing a jackpot type).

[0292] In step Sa1206, a lottery is held for the jackpot type using the value of the jackpot type counter C2 found in step Sa1205. In this case, if the information is pending information based on winning the first operating port 62, the type table for the first special chart (FIG. 13(a)) is referred to, and if the information based on winning the second operating port 63, the type table for the second special chart (FIG. 13(b)) is referred to, the type table for the second special chart (FIG. 13(b)) is referred to, the type of jackpot corresponding to the value of the jackpot type counter C2 is specified. The processes in steps Sa1203 to Sa1206 are the same as those in steps Sa701 to Sa707 in the variation start processing (FIG. 23).

[0293] In step Sa1207, jackpot information indicating that the jackpot is a jackpot and type information indicating the jackpot type that was drawn in step Sa1206 are stored in the register of the MPU 312.

[0294] If the negative judgment is made after step Sa1207 is executed or in step Sa1204 (if the jackpot is not won), the value of the variation type counter CS included in the hold information acquired based on the current winnings at the first operating port 62 or the second operating port 63 is grasped in step Sa1208. In step Sa1209, a lottery is conducted for the fluctuation pattern (variation display time) using the value of the fluctuation type counter CS grasped in step Sa1208. In this case, if the acquired hold information corresponds to a jackpot, the variation display time table for jackpot (FIG. 14(a)) is referred to, and if the acquired hold information corresponds to a miss, the variation display time table for miss (FIG. 14(b)) is referred to, the variation pattern corresponding to the value of the variation type counter CS is specified. The processing in this step is the same as steps Sa801 to Sa804 in the process of setting the variable display time.

[0295] In step Sa1210, fluctuation pattern information indicating the fluctuation pattern drawn in step Sa1209 is stored in the register of the MPU 312. In step Sa1211, a hold command is set as an output target to the performance control device 143, and then the hold a read-ahead processing is completed. The hold command includes information indicating whether the current hold information corresponds to the first special chart or the second special chart, as well as various information stored in the register (information of the number of pending storage RaN and RbN, information of the common hold number CRN, jackpot information, type information, and fluctuation pattern information). As already explained, since the presence or absence of a jackpot can be determined from the fluctuation pattern, a pending command may be set so as not to include jackpot information. The hold command set in step Sa1211 is sent to the performance control device 143 at step Sa401 in normal processing (FIG. 20).

[0296] <Electrical configuration of the performance control device 143 and the display control device 350> The electrical configuration of the performance control device 143 and the display control device 350 will be explained below with reference to the block diagram of FIG.

[0297] An MPU 342 is mounted on the performance control board 341 provided in the performance control device 143 . The MPU 342 includes a ROM 343 that stores various control programs and fixed value data executed by the MPU 342, a RAM 344 ​​that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 343, and an interrupt circuit, a timer circuit, a data input / output circuit, and the like.

[0298] The MPU 342 is provided with an input port and an output port, respectively. The main controller 162 is connected to the input side of the MPU 342. The main control device 162 receives various commands such as commands for pending display control such as shift commands and hold commands, as well as commands for controlling game times such as variable start commands, type commands, and variable end commands, and commands for opening and closing execution modes such as opening and closing commands.

[0299] As already explained, the output side of the MPU 342 is connected to the lamp portions 26 to 28 and the speaker portion 29 provided in the front door frame 14, and the display control device 350 is connected to the output side.

[0300] Furthermore, the MPU 342 is connected to the input side of the MPU 342 with a performance operation unit 36 ​​provided in the front door frame 14. The performance operation unit 36 ​​is provided with a detection sensor that detects the operation of the performance operation unit 36, and detection information (detection signal) from the detection sensor is inputted. The MPU 342 determines whether or not the performance operation unit 36 ​​has been operated based on the detection information, and determines the operational manner of what kind of operation was performed.

[0301] The display control device 350 includes an MPU 372 in which the program ROM 373 and the work RAM 374 are combined into a chip, a video display processor (VDP) 375, a character ROM 376, and a video RAM 377 are mounted.

[0302] The MPU 372 analyzes the command received from the performance control device 143 or performs predetermined arithmetic processing based on the received command to control the VDP 375 (specifically, generates internal commands for the VDP 375).

[0303] The program ROM 373 is a memory for storing various control programs and fixed value data executed by the MPU 372, and also stores and holds JPEG image data for the background image.

[0304] The work RAM 374 is a memory for temporarily storing work data, flags, etc. used when the MPU 372 executes various programs. These work data, flags, etc. are stored in each area of ​​the work RAM 374.

[0305] The VDP375 is a type of drawing circuit that directly operates an image processing device as a liquid crystal display unit driver incorporated in the design display device 75. Because the VDP375 is an IC chip, it is also called a "drawing chip", and its substance can be called a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 375 adjusts the timing of the MPU 372, the video RAM 377, etc. to intervenes in reading and writing data, and also reads image data stored in the video RAM 377 from the character ROM 376 at a predetermined timing and displays it on the design display device 75.

[0306] The character ROM 376 plays a role as an image data library for storing character data such as patterns displayed on the design display device 75. The character ROM 376 holds bitmap format image data for various display patterns, a color palette table, etc. that are referenced when determining the color of the bitmap image represented by each dot.

[0307] It is also possible to provide a plurality of character ROMs 376 and share image data and the like with each character ROMs 376. Furthermore, it is also possible to store JPEG format image data for the background image stored in the program ROM 373 in the character ROM 376.

[0308] The video RAM 377 is a memory for storing display data to be displayed on the image display device 75, and by rewriting the contents of the video RAM 377, the display contents of the image display device 75 are changed.

[0309] <About various processes executed by the performance control device 143> Next, each control process executed by the MPU 342 of the performance control device 143 will be described.

[0310] <Present setting process> The performance setting process will be explained with reference to the flow chart in FIG. The performance setting process is performed by the MPU 342 at a specified period (for example, 2 msec period).

[0311] First, in step Sa1301, it is determined whether or not a pending command has been received from the main controller 162. The pending commands received from the main control device 162 are stored in the command storage area 344a provided in the RAM 344 ​​of the performance control device 143. The command storage area 344a is configured as a ring buffer that can store a plurality of commands individually and can be read from the previously stored commands. Therefore, even if a plurality of commands are received at the same time, the processing corresponding to each command can be successfully executed.

[0312] When determining step Sa1301, it is determined whether or not a pending command is stored in the area to be read out in the current read target area in the command storage area 344a. If a hold command is stored (if a hold command is received), in step Sa1302, a hold command correspondence process is executed to display the hold image on the hold display unit 200 (FIG. 9(b)) of the display screen G. Details of the pending command response process will be described later.

[0313] If the negative result is determined after step Sa1302 is executed or at step Sa1301 (if no hold command has been received), it is determined in step Sa1303 whether or not a shift command has been received from the main control device 162. If a shift-time command has been received, in step Sa1304, a shift-time command correspondence process is executed to shift the hold-time image displayed on the hold-time display unit 200. Details of the shift command response process will be described later.

[0314] After Step Sa1304 is executed, or if the negative judgment is made in step Sa1303 (if the shift time command has not been received), special chart variation display processing is executed in step Sa1305 to display variations of the pattern sequences Z1 to Z3 on the display screen G of the pattern display device 75. Details of the processing for displaying special charts will be described later.

[0315] In step Sa1306, the opening / closing execution mode process is executed to perform the performance during the opening / closing execution mode. In the opening / close execution mode processing, in addition to the round effect during opening / close execution mode, processes are performed to perform opening / end effect, and when a winning performance occurs when a winning is performed in the variable winning device 65.

[0316] In step Sa1307, a performance mode switching process is performed to switch the performance mode. Details of the performance mode switching process will be described later.

[0317] In step Sa1308, other processes are executed, and then the performance setting process is completed. In other processes, a demo screen display is performed when a start-up prize is not generated for a specified period, or a switch to a power-saving mode that stops displaying the video on the display screen G of the design display device 75 and aims to reduce power consumption.

[0318] <Processing for pending commands> The command correspondence process in step Sa1302 will be described with reference to the flow chart in FIG. 31.

[0319] First, in step Sa1401, the hold commands from the main control device 162 are analyzed and the hold information (jacket information, type information, fluctuation pattern information, etc.) is stored in the hold storage area 344c of the RAM 344.

[0320] As shown in FIG. 32, the holding storage area 344c is provided with a first special chart hold area SRa and a second special chart hold area SRb in correspondence with the holding ball storage area 314b on the main control device 162 side. Each hold area SRa, SRb has four storage areas: a first area, a second area, a third area, and a fourth area. In addition, the holding storage area 344c is provided with an execution area SAE corresponding to the execution area AE on the main control device 162 side.

[0321] In step Sa1401, based on the holding command, whether the current hold information corresponds to the first special chart or the second special chart, and how many hold information is in the corresponding special chart, and the variation pattern information (or, if it is a jackpot, further jackpot information and type information) are stored in the corresponding storage area of ​​the holding storage area 344c. For example, if the current hold information is the second hold information corresponding to the first special chart, the fluctuation pattern information and the like are stored in the second storage area of ​​the hold area for the first special chart.

[0322] After step Sa1401 is executed, the value of the pending number counter (start pending memory number SN) provided in the various counter areas 344b of the RAM 344 ​​is incremented by 1 in step Sa1402. The various counter areas 344b are provided with a hold count counter for the first special chart and a hold count counter for the second special chart, and in step Sa1402 the start pending storage number SN on the corresponding side is updated.

[0323] In step Sa1403, setting processing for holding notification is executed to perform the holding notification presentation. Here, the holding preview presentation will be explained with reference to FIG. 33.

[0324] In this embodiment, depending on the display mode of the holding image displayed on the hold display unit 200 of the display screen G, a hold preview is performed to notify or suggest the expected level of a jackpot in the game that the holding image corresponds to. The display modes of the holding image are set as normal display modes when the hold preview is not performed, and specific display modes when the hold preview is performed, and multiple display modes are set as the specific display modes.

[0325] In this embodiment, the above-mentioned expected level is indicated by the display color (color) of the pending image. Specifically, as shown in FIG. 33(a), the normal display mode HMa is set as the normal display mode in which the main display color is a normal color (for example, white), and four types are set as the specific display mode: a blue display mode HMb with a main display color being blue, a green display mode HMc with a green, a red display mode HMd with a red, and a rainbow color display mode HMe with a rainbow color. In addition, in FIG. 33(a), different hatching is applied to match the different display colors.

[0326] In the specific display mode, the blue display mode HMb has the lowest expected level of jackpot expectation, and thereafter, the expected level of jackpot expectation is higher in the order of green display mode HMc<red display mode HMd<rainbow color display mode HMe. The rainbow-colored display format HMe suggests a jackpot.

[0327] Furthermore, each specific display mode also suggests an effect in which the pending image is performed in the corresponding game episode. Specifically, the blue display mode HMb suggests that a reach effect with a ranking above the normal reach effect will be performed in the game episode where the pending image is corresponding to the corresponding game, while the green display mode HMc suggests that a reach effect with a ranking above the SP reach effect will be performed, and the red display mode HMd suggests that a SPSP reach effect will be performed.

[0328] The above-mentioned hold preview performance using the hold image is carried out using at least a part of the period from the start of display to the display of the hold image to be performed, in other words, from the time period from the time when the hold information is generated to the time when the hold information is finished. The timing for performing the hold preview presentation during the period (hold period) in which the hold image is displayed in the first hold display area Ga or the second hold display area Gb is set at multiple timings, such as when the hold image is displayed when the hold image starts or when the hold image is shifted. Furthermore, as shown in FIG. 33(b), multiple timings for performing the hold preview presentation during the game episode are set as hold change points. Each hold change point is set according to, for example, the start timing of the game episode (change start timing), the start timing of various reach effects, and the development timing of reach effects.

[0329] Returning to the explanation of the holding command correspondence process (FIG. 31), in the setting process for holding notice in step Sa1403, a lottery is held to decide whether to execute a hold notice presentation for the current hold information, and a processing for setting the display mode of the holding image when the holding notice presentation is performed. Details of the setting process for holding notices will be described later.

[0330] In step Sa1404, the first execution process of the hold notification to be performed is executed. In the first execution process of the hold notice, execution control of the hold notice presentation is carried out based on the setting result in step Sa1403. Details of the first execution process of the hold notice will be described later.

[0331] In step Sa1405, a process for displaying the hold image on the hold display unit 200 of the display screen G is executed. Specifically, a hold display command is created so that the hold image is added to the corresponding unit hold display area in each hold display area, and is set as an output target to the display control device 350 . The hold display command includes information about whether the current hold information corresponds to the first special chart or the second special chart, and information indicating what number of hold information is. After step Sa1405 is executed, the pending command correspondence processing is completed.

[0332] <Setting Processing for Hold Notification> The setting process for the holding notice in step Sa1403 will be described with reference to the flow chart in FIG. 34.

[0333] First, in step Sa1501, the holding storage area 344c of the RAM 344 ​​is referred to and the fluctuation patterns (preview results) in the holding information in this holding information are grasped. In step Sa1502, it is determined whether or not the pending information corresponds to a jackpot based on the fluctuation pattern and the like grasped in step Sa1501.

[0334] If it does not correspond to a jackpot, that is, if the information is pending information corresponding to a miss, the process proceeds to step Sa1503, and it is determined whether the pattern of the pending information is a fluctuation pattern 1H (a fluctuation pattern corresponding to a complete miss). If a negative judgment is made in step Sa1503 (if the variation pattern is a variation other than the fluctuation pattern 1H) or if a positive judgment is made in step Sa1502 (if the pending information corresponds to the jackpot), the current performance mode is grasped in step Sa1504.

[0335] Here, the performance mode will be described with reference to FIG. 35. In this embodiment, performance mode A and performance mode B are set as performance modes for the game performance to be executed on the display screen G. These performance modes A and performance modes B can be distinguished from the player, and for example, the pattern rows Z1 to Z3 and the background image 401 displayed at the back of the hold display unit 200 differ between the performance modes.

[0336] These performance modes can be manually switched by the player, and specifically, they can be switched by performing a prescribed operation on the performance operation unit 36 ​​(FIG. 1) during the effective period of mode switching. For example, when a given operation is performed by the performance operation unit 36 ​​when the performance mode is in the performance mode A, the performance mode is switched to performance mode B, and when a given operation unit 36 ​​when the performance mode B is in the performance mode B, the performance mode is switched to performance mode A.

[0337] Furthermore, the frequency of occurrence of the above-mentioned hold-preview presentations is different between the performance mode A and performance mode B, and the frequency of occurrence of the hold-preview presentations in performance mode A is higher than that of performance mode B. Although there is no particular limitation on the configuration for making the frequency of the pre-reserved notice performance different, for example, it is possible to consider that the pre-reserved notice performance is executed in any of the performance modes via the execution lottery, and the probability of winning the above-mentioned execution lottery when the pre-reserved information corresponds to the missed position in performance mode B is lower than that in performance mode A.

[0338] In this case, in performance mode B, the percentage of the suspended notice performances that are executed that correspond to the pre-reading of the jackpot is higher than in performance mode A, so the expected jackpot expectation when the suspended notice performance is executed is high. That is, for performance mode A, it is easy to perform a hold preview performance, and it is made to function as a mode that is easy to enjoy, and for performance mode B, it is possible to function as a mode that has a high level of anticipation when it is executed, although it is difficult to perform a hold preview performance, it is possible to function as a mode in which the jackpot expectation rate is high when it is executed.

[0339] Although not shown in FIG. 35, for example, in performance mode A, a hold image simulating a game ball is displayed, while in performance mode B, a hold image simulating a star is displayed, so that the base image of the hold image may be different between performance mode A and performance mode B.

[0340] Returning to the explanation of the setting process for holding notice (FIG. 34), after the current presentation mode is grasped in step Sa1504, the corresponding hold notice execution lottery table is obtained from the various table storage areas 343a of the ROM 343 in step Sa1505. Multiple lottery tables for holding preview execution are set to match whether or not there will be a big jackpot and the performance mode. For example, the hold-preview execution lottery table corresponding to the current hold-preview execution lottery table corresponding to the hold-preview execution lottery table corresponding to the hold-preview information is set to have a higher chance of winning than the hold-preview execution lottery table corresponding to the case where the hold-preview information is off. Furthermore, the hold-preview execution lottery table corresponding to performance mode A and when the current hold information is out of stock is set to have a higher chance of winning than the hold-preview execution lottery table corresponding to performance mode B and when the current hold-preview information is out of stock.

[0341] In step Sa1506, an execution lottery is conducted to determine whether or not to execute the hold notification presentation based on the hold notification execution lottery table obtained in step Sa1505 and the lottery counter (random value) obtained from each counter area 344b of the RAM 344. In step Sa1507, it is determined whether the lottery result in step Sa1506 is a winning result.

[0342] If the above lottery result is a winning result, the process proceeds to step Sa1508, where the corresponding number of holds is determined. In this step, the holding storage area 344c of the RAM 344 ​​is referred to to determine whether the current hold information corresponds to the first special chart or the second special chart, and the number of holds for the corresponding special chart is determined. In this case, the number of pending numbers is the number including the pending information for this time. For example, if the current hold information is stored in the third area of ​​the first special chart hold area SRa in the holding storage area 344c, it is understood that the hold information corresponds to the first special chart and that the number of holds is 3. In addition, when the current hold information is stored in the first area of ​​the first special chart hold area SRa (if it is the first hold information), when the hold information is stored in the execution area SAE (when a game episode is being executed), 1 is known as the above hold number, and 0 is known as the above hold number, when the hold information is not being stored in the execution area SAE (when a game episode is not being executed).

[0343] In step Sa1509, the final display mode lottery table is acquired from the various table storage areas 343a of the ROM 343. In this embodiment, the display mode of the holding image is changed only once to perform a hold preview presentation, but it is also possible to perform a hold preview presentation by changing the display mode of the holding image several times to perform a hold preview presentation. The final display mode lottery table is a table for drawing a final display mode of the holding image in the hold preview presentation.

[0344] As shown in FIG. 36, the selection ranges of the final display modes and the selection probability of each display mode are set in correspondence to the respective variation patterns. In FIG. 36, the item "remarks (performance modes)" that indicates the game-time performance corresponding to each variation pattern is included for convenience and is not set in the final display mode lottery table.

[0345] Furthermore, in the final display mode lottery table, a final display mode lottery table for jackpots (FIG. 36(a)) and a final display mode lottery table for misses (FIG. 36(b)) are set, and each of the lottery tables has a selection range of the final display mode and a selection probability of each choice according to the variation patterns.

[0346] In the final display mode lottery table for jackpots, the range of the final display mode of the hold image in the hold preview performance is set as the range of the final display mode of the hold image in the hold preview performance, when the current hold information is variable pattern 1A (per normal reach), the blue display mode HMb and the rainbow display mode HMe, when the current hold information is variable pattern 2A (per SP reach A) or variable pattern 3A (per SP reach B), the blue display mode HMb and the green display mode HMc and the rainbow display mode HMe, when the change pattern 4A (per SPSP reach A) or variable pattern 5A (per SPSP reach B), the blue display mode HMb and the green display mode HMc and the red display mode HMd and the rainbow display mode HMe. Therefore, if a hold image of the blue display mode HMb is displayed as a hold preview effect, it suggests that the hold image has a reach effect that is higher than the normal reach effect in the game episode in which the hold image is supported (the hold information game episode that triggered the hold preview effect), and if a hold image of the green display mode HMc is displayed, it suggests that a reach effect that is higher than the SP reach effect, and if a hold image of the red display mode HMd is displayed, it suggests that a SPSP reach effect will be performed.

[0347] Furthermore, when a hold image of the blue display mode HMb is displayed as a hold preview effect in the final display mode lottery table for misses, a selection range for the final display mode corresponding to each variation pattern is determined, so that when a hold image of the blue display mode HMb is displayed, a reach effect with a ranking greater than the normal reach effect will be performed in the game that corresponds to the game, when a hold image of the green display mode HMc is displayed, a reach effect with a ranking greater than the SP reach effect will be performed, and when a hold image of the red display mode HMd is displayed, a SPSP reach effect will be performed. Therefore, when a hold preview performance is performed and a hold image of either blue, green or red is displayed, the player can predict which level of reach performance will be performed. However, it is not possible to determine whether or not a jackpot is a big hit.

[0348] In the final display mode lottery table for misses, the rainbow color display mode HMe is not set as the option for the final display mode, and the pending image of the rainbow color display mode HMe is displayed only when the jackpot is a big hit. Therefore, the hold image of the rainbow-colored display mode HMe suggests a jackpot, and when the hold image is displayed, the player can predict that a jackpot will occur in the game episode that the hold image corresponds to.

[0349] In the final display mode lottery table for jackpots, the probability of selecting the rainbow color display mode HMe is kept to a small probability (for example, 5%) for any fluctuation pattern. This is because if the probability of selecting the rainbow color display mode HMe is increased, players will frequently be able to recognize the jackpot before the game is executed, and there is a concern that interest in the game performance will be diminished, and such inconveniences will be suppressed. The selection probability of other options is more likely to be selected in each variation pattern than in the lower display mode. For example, when the variation pattern 3A is used, the green display mode HMc is more likely to be selected than the blue display mode HMb.

[0350] On the other hand, in the final display mode lottery table for misses, it is difficult to select a higher-level display mode than in the final display mode lottery table for jackpots. For example, in the variation pattern (variation pattern 4A) corresponding to the SPSP reach A performance in the final display mode lottery table for jackpots, the probability of selecting the red display mode HMd is 55%, whereas in the variation pattern (variation pattern 5H) corresponding to the SPSP reach B performance in the final display mode lottery table for jackpots, the probability of selecting the red display mode HMd is 10%.

[0351] As mentioned above, the trend of selecting the display modes is set in the final display mode lottery tables for jackpots and misses, so even if the type of reach effects performed in the game episode is the same, the expectations for a jackpot are higher when the higher display mode is displayed as the corresponding pending image for the game episode.

[0352] In this embodiment, although a table common to performance mode A and performance mode B are used as the final display mode lottery table for jackpots and the final display mode lottery table for misses, different tables may be set in each of these performance modes.

[0353] Returning to the explanation of the setting process for holding preview (FIG. 34), in step Sa1509, a final display mode lottery table corresponding to the presence or absence of the holding information is obtained based on the fluctuation pattern and the like grasped in step Sa1501. In step Sa1510, the final display mode in the present hold preview performance is selected based on the fluctuation pattern understood in step Sa1501, the final display mode lottery table obtained in step Sa1509, and the lottery counter (random value) obtained from each counter area 344b of the RAM 344.

[0354] The above-mentioned counter for the lottery is acquired when a hold command is received from the main control device 162, in other words, when pending information to be subject to the lottery process is generated. This also applies to counters (random values) used in other lottery processes executed by the performance control device 143.

[0355] In step Sa1511, the presentation scenario lottery table is acquired from the various table storage area 343a of the ROM 343. The performance scenario lottery table is a table for drawing a performance scenario for a hold preview performance.

[0356] In the performance scenario lottery table, as shown in FIG. 37, multiple performance scenarios are set in correspondence with the number of pending and the final display mode of the hold preview performance. For details, groups ranging from the group with performance scenario 0 corresponding to the hold number = 0 to the performance scenario 4 corresponding to the hold number = 4 are set, and in each group, performance scenario groups for each color are set in correspondence with the final display modes of blue, green, red and rainbow colors. Then, random lottery numbers between 0 and 99 are assigned, with a group of presentation scenarios for one color. For example, if the hold number is 0 and the final display mode is the blue display mode HMb, the performance scenario 0 blue (1) and performance scenario 0 blue (2) are selected for the performance scenario, and the performance scenario corresponding to the random number is selected from these.

[0357] Each performance scenario defines which display mode is displayed at what timing and in which display mode the hold image is displayed in the pending preview performance, where the final display mode is determined. When pre-reading of the hold information corresponding to the first special chart, the number of holds in the first special chart is 4, and the final display mode HMd is selected as a final display mode, red (1) is taken as an example, the scenario stipulates that after displaying the hold image in the blue display mode HMb in the fourth unit hold display area Ga4 of the first hold display area Ga (FIG. 9(b)), the holding image is changed to green display mode HMc when the hold image is moved to and displayed in the second unit hold display area Ga2, and then the hold image is changed to green display mode HMc, and then the hold image is changed to red display mode HMd during the period during which the hold image is displayed in the execution display area D (while running the game times corresponding to the hold image).

[0358] Although not shown in FIG. 37, in the performance scenario in which the display mode of the holding image is changed in the execution display area D, the display mode is also defined at which timing (where hold change point) in the game. There is also a performance scenario in which the display mode changes multiple times during a game change. For example, performance scenario 0 green (2) stipulates that the holding image is changed from the normal display mode HMa to the blue display mode HMb at the previous hold change point during a game run, and then the subsequent hold change point is changed from the green display mode HMc.

[0359] Note that "G4 (preparation mode)" in "remarks (presentation mode)" in FIG. 37 show display modes when the hold image is displayed in each unit hold display area of ​​the hold display unit 200. Furthermore, "D (in the game time)" indicates the display mode when the hold image is shifted from the first unit hold display area to the execution display area D, and the display mode when the hold image is displayed in the execution display area D. Incidentally, the items in the "Remarks (Presentation Style)" column are included for convenience and are not set in the performance scenario lottery table.

[0360] Furthermore, the performance scenario lottery table includes a performance scenario lottery table for jackpots and a performance scenario lottery table for misses. In this embodiment, a table common to performance mode A and performance mode B is used as the performance scenario lottery table for jackpots and performance scenario lottery table for misses, but different tables may be set in each of these performance modes. Furthermore, FIG. 37 shows an example of a performance scenario lottery table for a jackpot.

[0361] Returning to the explanation of the setting process for holding preview (FIG. 34), in step Sa1511, a performance scenario lottery table corresponding to whether or not the holding information is jackpot is obtained based on the fluctuation pattern and the like grasped in step Sa1501. In step Sa1512, the performance scenario for the current hold preview performance is selected based on the number of holds understood in step Sa1508, the final display mode determined in step Sa1510, the performance scenario lottery table obtained in step Sa1511, and the lottery counters (random values) obtained from each counter area 344b of the RAM 344.

[0362] In step Sa1513, the performance scenario data is set so that the performance scenario selected in step Sa1512 is executed. In step Sa1514, the holding notice flag is set in the various flag storage area 344d of the RAM 344, and then the setting process for holding notice is completed. The hold notification flag is intended for the MPU 342 to know that the hold notification performance should be performed.

[0363] Furthermore, if the positive determination is made in step Sa1503 (if the fluctuation pattern of the hold information is in the fluctuation pattern 1H (completely off)) or if the negative determination is made in step Sa1507 (if the lottery for executing the hold preview presentation is not accepted), the process proceeds to step Sa1515, and the display mode of the hold image is set to the normal display mode HMa. After that, the setting process for the holding notice is completed.

[0364] <First execution process of pending notice> The first execution process of the hold notification in step Sa1404 will be described with reference to the flow chart of FIG. 38(a).

[0365] First, in step Sa1601, it is determined whether or not a pending notice flag is stored in the various flag storage area 344d of the RAM 344. If the hold notification flag is not stored, that is, if the hold notification performance is not in a situation where the hold notification performance should be performed, the first execution process of the hold notification is terminated as is.

[0366] On the other hand, if the hold notification flag is stored and the hold notification performance is in a situation where the hold notification performance should be performed, the process proceeds to step Sa1602, where it is determined whether the display mode is changed for the hold image corresponding to the hold information that triggered the hold notification performance. That is, it is determined whether or not the pending image should be displayed in a specific display form from the beginning. In this step, the above determination is made by referring to the setting result of the performance scenario for the hold preview performance set in step Sa1513 (FIG. 34). If the display mode is not changed, the first execution process for the hold notification is terminated as is.

[0367] On the other hand, if the display mode is changed, a lottery is held in step Sa1603 to decide whether to execute the change indication presentation. The change suggestion effect is an effect that suggests that the display mode of the pending image changes (rank up). Although the mode of the change suggestion performance is not particularly limited, in this embodiment, the mode of the change suggestion performance is performed in the mode shown in FIG. 39. First, as shown in FIG. 39(a), a predetermined character image 402 is displayed near the hold display unit 200 at a predetermined timing before the hold image changes. When the change suggestion effect is performed according to the timing of the occurrence of the hold information, the holding image is first displayed in a normal display mode, and the character image 402 is displayed immediately or at the same time. Thereafter, an image in which the character performs a predetermined action is displayed, and as shown in FIG. 39(b), the display mode of the pending image is changed to a display mode of the higher-level display mode. Note that the character image 402 is erased after changing the display mode of the pending image.

[0368] In step Sa1603, a change suggestion performance lottery is conducted based on the counter (random value) for lottery obtained from each counter area 344b of the RAM 344, and the execution lottery table stored in the various table storage areas 343a of the ROM 343. In step Sa1604, it is determined whether the lottery result in step Sa1603 is a winning result. If the lottery result is a winning result, the setting is made so that the change suggestion performance is performed on the display screen G of the pattern display device 75 in step Sa1605. Specifically, a command indicating that a change indication performance should be performed is set as an output target to the display control device 350.

[0369] In this embodiment, although the change suggestion performance can be performed only when the display mode of the pending image is changed, the change suggestion performance can be performed even when the display mode of the pending image is not changed. That is, even if the display mode of the pending image is not changed, a lottery may be held to execute the change suggestion presentation.

[0370] As a change suggestion effect in such a case, it is conceivable that, for example, after displaying a predetermined character image 402 as shown in FIG. 39(a), the character does not perform a predetermined action, or after performing an action different from the action, the character image 402 is erased without changing the display mode of the pending image, and the display mode before displaying the character image 402 is maintained as is. However, if such a fake effect occurs frequently, players may lose their expectations for the change suggestion effect, so it is best to keep the frequency of execution low. Specifically, the probability of winning the performance of the change suggestion performance when the display mode is not changed is lower than when the display mode is changed, in other words, when the character image 402 is displayed, the frequency with which the display mode of the pending image does not change is lower than the frequency with which the change mode is changed.

[0371] If the negative judgment is made after step Sa1605 is executed or in step Sa1604 (if the lottery for executing the change suggestion performance is not won), the process proceeds to step Sa1606, and the display mode of the change destination in the current change processing is grasped based on the setting result of the performance scenario. Specifically, it is determined which specific display mode of the blue display mode HMb, green display mode HMc, red display mode HMd, and rainbow display mode HMe are to be displayed.

[0372] In step Sa1607, the display mode of the holding image is changed to the display mode understood in step Sa1606. When this process is performed when a hold command is received (when adding a hold image is displayed), the initial display mode of the hold image to be added is set so that the display mode is understood in step Sa1606 above.

[0373] In this case, if the change suggestion performance is not performed, the pending image is set to be displayed in any of the specific display modes shown by the performance scenario from the beginning. On the other hand, when performing a change suggestion performance, the display is performed in the normal display mode HMa and then the display mode changes to the specific display mode shown in the performance scenario. When the setting process in step Sa1607 is executed, in step Sa1405 of the holding command correspondence processing (FIG. 31), the command is set so that information on the display mode set in step Sa1607 in the holding display command to the display control device 350 is included.

[0374] In step Sa1608, information indicating the display mode of the current pending image is stored in the display mode storage area 344e of the RAM 344. As shown in FIG. 38(b), the display mode storage area 344e has an area corresponding to the hold information (holding image) of each special chart and the hold information during the game session, and the display mode of the hold image can be stored in each area. For example, when the blue display mode HMb is displayed in the second unit hold display area Ga2 of the first hold display area Ga, information that is displayed in the blue display mode HMb in the second area for the first special chart (area corresponding to the second hold information) in the display mode storage area 344e is stored. Incidentally, when performing a change suggestion effect, information indicating the change display mode (display color) is stored. Incidentally, the display mode storage area 344e may not be provided, and the display mode information may be stored in the corresponding area of ​​the hold storage area 344c. After step Sa1608 is executed, the first execution process of the pending notice is completed.

[0375] <SHIFT command support processing> The shift command correspondence process in step Sa1304 (FIG. 30) will be described with reference to the flow chart in FIG. 40(a).

[0376] First, in step Sa1701, the first execution process of the holding notice is executed. This process is intended to change the display mode of the pending image of the pending information that triggered the pending notice presentation when the pending image is shifted. The processing in this step is basically the same as the first execution process (FIG. 38(a)) of the pending notice in step Sa1404 (FIG. 31).

[0377] 38(a), in the first execution process of the hold notification in step Sa1701, when the hold notification flag is stored in the various flag storage area 344d of the RAM 344, and if the hold notification performance is to be executed, it is determined in step Sa1602 whether or not the current shift timing is the timing of changing the display mode (display color) for the hold image corresponding to the hold information that triggered the hold notification performance (preservation images displayed in each hold display area Ga and Gb). This determination is made based on the setting result of the performance scenario for the hold preview presentation set in step Sa1513 (FIG. 34).

[0378] If the display mode is changed, a lottery is held in step Sa1603 to decide whether to execute a change indication performance, and if the lottery is won, the lottery is set in step Sa1605 so that the change indication performance is executed on the display screen G of the symbol display device 75. If the negative judgment is made after step Sa1605 is executed or in step Sa1604 (if the lottery for executing the change suggestion performance is not won), the process proceeds to step Sa1606, and the display mode of the change destination in the current change processing is grasped based on the setting result of the performance scenario.

[0379] In step Sa1607, the display mode of the pending image is changed to the display mode understood in step Sa1606. Specifically, as output commands to the display control device 350, information indicating which display mode of the pending image to be changed and information indicating which display mode (display color) to be changed is included, and a command indicating which display mode of the pending image should be changed at the current shift timing is set. As a result, at this shift timing, the display mode of the holding image is changed to the display mode determined by the setting result of the presentation scenario.

[0380] In step Sa1608, information about the changed display mode is stored in the display mode storage area 344e of the RAM 344 ​​for the pending image for which the display mode is to be changed. For example, when the holding image of the blue display mode HMb displayed in the second unit hold display area Ga2 of the first hold display area Ga1 is changed to the green display mode HMc when shifting to the first unit hold display area Ga1, the blue display information stored in the second area for the first special chart (area corresponding to the second hold information) of the first special chart is erased, and the green display information is stored in the same area.

[0381] Returning to the description of the shift command correspondence process (FIG. 40), after the process in step Sa1701 is executed, the second execution process of the pending notice is executed in step Sa1702. This process is related to the performance mode switching process in step Sa1307 (FIG. 30), and will be described in detail after the description of the switching process.

[0382] In step Sa1703, the value of the pending number counter (start pending memory number SN) provided in various counter areas 344b of the RAM 344 ​​is decremented by 1. Various counter areas 344b are provided with a hold count counter for the first special chart and a hold count counter for the second special chart, and in this step the start-up pending memory number SN on the corresponding side is updated.

[0383] In step Sa1704, shift processing is performed to move and display the pending image, and then the process for dealing with the command at this shift is completed. In the shift processing, the hold information stored in the first area of ​​the hold storage area 344c of the RAM 344 ​​is moved to the execution area SAE, and the hold information stored in the second to fourth areas is sequentially shifted to the lower area side. At this time, information about the display mode stored in each area of ​​the display mode storage area 344e is also shifted in turn to the lower area side.

[0384] Furthermore, in the shift processing, the display control device 350 is controlled so as to change the display position of the hold image on the hold display unit 200 of the display screen G to the lower-order unit hold display area. As the state before the control, for example, when a hold image is displayed in the first unit hold display area Ga1 and the second unit hold display area Ga2 of the first hold display area Ga, as shown in FIG. 40(b1), the display positions of the hold images are changed to the execution display area D and the first hold display area Ga1, as shown in FIG. 40(b2). In addition, when the first execution process of the hold preview in step Sa1701 has set to change the display mode of the hold image, the display position and the display mode are also changed.

[0385] <Processing for displaying special charts> The processing for displaying special charts in step Sa1305 (FIG. 30) will be described with reference to the flow chart of FIG. 41.

[0386] First, in step Sa1801, it is determined whether or not the game is currently being executed. Specifically, it is determined whether or not the game episode of either the first special chart or the second special chart is currently being executed. If none of the game episodes are being executed, the program proceeds to step Sa1802 to determine whether or not the change start command sent from the main control device 162 has been received. The change start command includes information about the change pattern that was drawn in the process of setting the change display time (FIG. 24) in the main control device 162.

[0387] By referring to the information on the variation pattern, it is possible to know which variation display time the special chart game episodes in the special chart display section 43, which is displayed and controlled by the main control device 162, are performed. Furthermore, as already explained, the variation pattern for jackpots and variation patterns for off-offs are set separately, so that the result of the judgment of the accuracy or not can be determined from the variation pattern.

[0388] If the change start command has not been received, the special chart change display process is terminated as is. On the other hand, if the change start command has been received, the process proceeds to step Sa1803, where a change start processing is executed to start the performance for the game cycle, and then the special chart change display processing is completed.

[0389] In the change-initiating process, the change-initiating command from the main control device 162 is analyzed to identify the change-initiating pattern for the current special chart game. The variation display time for this special chart game is determined based on the specified variation pattern. The various table storage area 343a of the ROM 343 stores a performance pattern table in which the variation display time is determined in association with each variation pattern. The variation display time determined in the performance pattern table corresponds to the variation display time corresponding to the variation patterns (FIG. 14) in the main control device 162, and the performance control device 143 and the main control device 162 have a common variation display time allocated to one variation pattern. For example, when the variation pattern is the variation pattern 1A, the corresponding variation display time for both the performance control device 143 and the main control device 162 is 15 seconds. In the change-initiating process, the change display time corresponding to the change pattern analyzed from the change-initiating command is specified by referring to the performance pattern table, and this is set as the change-initiating time for the current special chart game.

[0390] Furthermore, the performance pattern table corresponds to each variable pattern and performs the game-time performance. Each of these performance patterns is set to normal reach, SP reach A, SP reach B, SP reach A, SP reach B, SP reach B, SP reach B, completely off, normal reach, SP reach A, SP reach A, SP reach B, SP reach B, SP reach B, SP reach B, and SPSP reach B. The correspondence between the variation pattern and the presentation pattern has already been described with reference to FIG. 14, and therefore the description will be omitted. In the change-initiating process, the performance pattern corresponding to the current change-in-the-fly pattern is identified by referring to the performance pattern table, and this is set as the performance pattern for the current special chart game episode.

[0391] Furthermore, in the process for starting the fluctuation, if the result of the winning or not judgment regarding the special chart game episode is a jackpot, the jackpot type is specified based on a type command from the main control device 162. If the jackpot type is a special jackpot, the stop result for the special jackpot is set as the stop result of the pattern rows Z1 to Z3 displayed on the display screen G of the design display device 75. Conversely, if the jackpot type is a regular jackpot, the stop result for the normal jackpot is set as the stop result of the pattern sequences Z1 to Z3. In these cases, the valid lines L1 to L5 where the stop results for the jackpot are stopped and displayed are randomly determined by lottery or the like.

[0392] Furthermore, if the result of the accuracy / no judgment regarding the special chart game episode is not correct, the stopping patterns of each of the symbol sequences Z1 to Z3 are randomly determined. However, if the performance pattern corresponding to the fluctuation pattern performs a reach effect, each stopping pattern is determined so that a reach is formed on the effective lines L1 to L5 decided by the lottery. That is, the stop result in which the combination of reach patterns that falls off on the first effective lines L1 to L5 is established is set as the stop result of this time.

[0393] In the process for starting the change, after performing the above-mentioned processes, a command including information about the current stop pattern and information about the performance pattern is set as an output target to the display control device 350. In accordance with the received command, the display control device 350 controls the design display device 75 such that the designs of each design sequence Z1 to Z3 are stopped due to the stop result determined by the presentation control device 143, and the design pattern is performed in the game-time performance using the presentation pattern determined by the presentation control device 143.

[0394] If the determination is made in step Sa1801 (if the game is being executed), the process proceeds to step Sa1804, where it is determined whether a change end command has been received from the main control device 162. If the change end command has not been received, it means that the change display time has not passed in this special chart game episode. In this case, the process for changing is executed in step Sa1805. In the process for changing, the variation display of the symbol sequences Z1 to Z3 started by the variation start processing is continued, the patterns of each symbol sequence Z1 to Z3 are temporarily stopped in order, and the respective reach effects are executed.

[0395] In step Sa1806, it is determined whether or not the special chart game episode is a game episode with the hold information that triggered the hold preview presentation. If the game episode with the hold information that triggered the hold preview presentation is not the game episode, the special chart change display process is terminated as is. On the other hand, if the game time is the game with hold information that triggers the hold preview presentation, the first execution process of the hold preview is executed in step Sa1807. This process is used to change the display mode of the pending image of the pending information that has been triggered by the pending preview presentation during the execution of the game episode of the pending information. The processing in this step is basically the same as the first execution process (FIG. 38(a)) of the pending notice in step Sa1404 (FIG. 31).

[0396] 38(a), in the first execution process of the hold notification in step Sa1807, when the hold notification flag is stored in the various flag storage area 344d of the RAM 344, and if the hold notification performance is to be executed, it is determined in step Sa1602 whether or not the display mode is changed for the hold image (a pending image displayed in the execution display area D) corresponding to the hold information that triggered the hold notification performance. This determination is made based on the setting result of the performance scenario for the hold preview presentation set in step Sa1513 (FIG. 34).

[0397] If the display mode is changed, a lottery is held in step Sa1603 to decide whether to execute a change indication performance, and if the lottery is won, the lottery is set in step Sa1605 so that the change indication performance is executed on the display screen G of the symbol display device 75. If the negative judgment is made after step Sa1605 is executed or in step Sa1604 (if the lottery for executing the change suggestion performance is not won), the process proceeds to step Sa1606, and the display mode of the change destination in the current change processing is grasped based on the setting result of the performance scenario.

[0398] In step Sa1607, the display mode of the pending image is changed to the display mode understood in step Sa1606. As a result, the display mode of the holding image at the predetermined hold change point during the game is changed to the display mode determined by the setting result of the presentation scenario. In the next step Sa1608, information about the changed display mode is stored in the area corresponding to the execution display area D in the display mode storage area 344e of the RAM 344.

[0399] Returning to the explanation of the processing for displaying special charts (FIG. 41), after the processing in step Sa1807 is executed, the third processing for pending notice is executed in step Sa1808. This process is related to the performance mode switching process in step Sa1307 (FIG. 30), and will be described in detail after the description of the switching process. After step Sa1808 is executed, the processing for displaying special charts is completed.

[0400] If the determination is made in step Sa1804 (if a change end command is received), it means that the change display time has passed. In this case, the process proceeds to step Sa1809, and the process for termination for fluctuation is executed. In the process for termination of fluctuations, the variation display of each symbol column Z1 to Z3 and the execution of the displayed effects are ended (the designs of each symbol column Z1 to Z3 are confirmed and stopped).

[0401] In step Sa1810, it is determined whether or not the special chart game episode is a game episode with the hold information that triggered the hold preview presentation. If the game episode with the hold information that triggered the hold preview presentation is not the game episode, the special chart change display process is terminated as is. On the other hand, if the game is a game of the hold information that triggers the hold preview presentation, it is determined in step Sa1811 whether the hold notification flag or the return waiting flag is stored in the various flag storage area 344d. Details of the return wait flag will be described later.

[0402] If either the hold notification flag or the reset wait flag is stored, the flag stored in step Sa1812 is erased. If the negative determination is made after step Sa1812 is executed or at step Sa1811 (if neither the hold notification flag nor the return waiting flag are stored), the special chart change display processing is terminated.

[0403] In this embodiment, although the configuration is made in which the variation display time has elapsed based on whether or not the fluctuation end command has been received from the main control device 162, the variation display time can be grasped from the fluctuation start command sent at the start of the fluctuation, and the variation display time may be determined based on the acquired fluctuation display time, based on the acquired fluctuation display time, whether or not the fluctuation display time for the game being played has elapsed. In this case, the main control device 162 may not transmit a variation end command.

[0404] <Production mode switching process> The performance mode switching process in step Sa1307 (FIG. 30) will be described with reference to the flow chart of FIG. 42. The performance mode switching process is for switching between the performance mode A and performance mode B, which have been described previously.

[0405] First, in step Sa1901, it is determined whether or not the performance mode switching is in validity period. In this embodiment, the period during which the SP reach and SPSP reach are performed in the special chart game episode, or the period during which the opening and closing execution mode is executed is the invalid period, and the other periods are the valid period for switching the performance mode, including the period during the special chart game episode. In step Sa1901, it is determined whether the current timing falls within the validity period. If the effect mode switching is not valid for the period of the effect mode switching, the effect mode switching process is terminated as is.

[0406] If the effect mode switching is in validity period, the process proceeds to step Sa1902, and it is determined whether a predetermined operation for switching the effect mode has been performed in the performance operation unit 36. If no predetermined operation is performed, the performance mode switching process is terminated as is.

[0407] If a predetermined operation is performed, the process proceeds to step Sa1903, and a switching process is executed to switch the presentation mode. For example, if the current performance mode is performance mode A, the performance data is set so that it switches to performance mode B. The performance mode may be switched at the timing when the above-mentioned predetermined operation is performed, or at the timing when the next special chart game episode is started.

[0408] In step Sa1904, the performance mode flag corresponding to the performance mode after switching is set in the various flag storage area 344d of the RAM 344. In this embodiment, mode A flags and mode B flags are provided as flags corresponding to the performance mode A and the performance mode B, and, for example, when switching the performance mode from performance mode A to performance mode B, the mode A flag stored in the above-mentioned various flag storage area 344d is erased, and the mode B flag is stored in the various flag storage area 344d.

[0409] In step Sa1905, it is determined whether or not the return wait flag is stored in the various flag storage area 344d. The return wait flag will be described later.

[0410] If the return wait flag is not stored, the process proceeds to step Sa1906, and it is determined whether or not the hold notification flag is stored in the various flag storage area 344d. If the hold notification flag is not stored, the performance mode switc...

Claims

[Claim 1] A game system having a first game state, a second game state which is more advantageous to a player than the first game state, and a third game state which is more advantageous to a player than the first game state, A means for executing a specific determination based on the establishment of a predetermined determination trigger; A control means for controlling the game to be executed by starting a game operation based on the execution of the specific judgment and making a notification result corresponding to the result of the specific judgment; A first means for enabling a transition to the second gaming state to be executed based on the result of the specific judgment being a specific result; A second means for enabling a transition to the third gaming state to be executed when a specific condition is established; Equipped with The specific condition may be established in a specific state during the game. The specific condition is not satisfied in the second gaming state, The specific state may be transitioned to after the end of the second game state, A configuration is provided in which a case in which the specific condition is satisfied in the specific state and a case in which the specific condition is not satisfied in the specific state can occur, When the specific condition is established in a specific game in the specific state, a first notification corresponding to the establishment of the specific condition can be executed after executing a specific performance. When the specific condition is not satisfied in a predetermined game in the specific state, it is possible to execute a second notification different from the first notification after executing the predetermined performance, a means for enabling a third notification to be executed when the second game state is ended, so that the player can recognize the end of the second game state; A gaming machine characterized in that it is configured to transition to the first gaming state when the specific state ends without the specific condition being satisfied.