Game machine

JP2024177634A5Pending Publication Date: 2026-04-17SANYO BUSSAN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2023-06-09
Publication Date
2026-04-17

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、遊技の興趣向上を図ることが可能となる。

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Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: A non-support mode in which game balls do not enter a special winning device 151 and a support occurrence mode in which game balls enter the special winning device 151 exist. Also, a low-probability mode in which a big win result may occur by winning / losing determination processing and a high-probability mode in which a big win result more easily occurs by winning / losing determination processing than the low-probability mode exist. A first high-probability state STF3 in both of a high-probability mode and a non-support mode occurs on the basis that the number of occurrence times of a second particular small win result in a second high-probability state STF4 in both of a high-probability mode and a support occurrence mode becomes 2.SELECTED DRAWING: Figure 362
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Description

[Technical Field]

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

[0002] Known types of gaming machines include pachinko machines and slot machines, which are known to have a configuration in which an internal lottery is held when predetermined lottery conditions are met, and a bonus is awarded to the player depending on the result of the internal lottery.

[0003] Specifically, known pachinko machines include a configuration in which a game ball enters a special game state when an internal lottery based on the entrance of a game ball into a ball entrance section provided in the game area is won, and a configuration in which a game ball enters a special game state when a game ball enters a predetermined ball entrance section. When the game enters the special game state, for example, a ball entrance device provided in the game area starts opening and closing, and game balls are paid out based on the ball entering the ball entrance device (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-005447 Summary of the Invention [Problem to be solved by the invention]

[0005] Here, in gaming machines such as those exemplified above, it is necessary to improve the entertainment value of the game, and there is still room for improvement in this regard.

[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]

[0007] In order to solve the above problem, the invention described in claim 1 provides a predetermined ball entry means that can be switched between a first state in which the game ball can be entered or is easy to enter, and a second state in which the game ball cannot be entered or is difficult to enter; special information acquisition means for acquiring special information based on a game ball entering the predetermined ball entry means; a predetermined lottery means for executing a predetermined lottery process using the special information acquired by the special information acquisition means; a bonus awarding means for awarding a bonus to a player based on a predetermined result in the predetermined lottery process; Equipped with There exists a first specific state in which a game ball does not enter the predetermined ball entry means or a game ball is unlikely to enter the predetermined ball entry means, and a second specific state in which a game ball does enter the predetermined ball entry means or a game ball is likely to enter the predetermined ball entry means, a first predetermined state in which the predetermined result may occur in the predetermined lottery process, and a second predetermined state in which the predetermined result is more likely to occur in the predetermined lottery process than the first predetermined state; This gaming machine is characterized by having a specific transition means that, based on the occurrence of a specific event in a predetermined situation that is the second predetermined state and the second specific state, causes the gaming machine to transition to a specific situation that is the second predetermined state and the first specific state. [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view showing a pachinko machine according to a first embodiment. [Figure 2] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 3] FIG. 2 is a front view showing the configuration of the game board. [Figure 4]10A and 10B are explanatory diagrams for explaining the display contents of the symbol display device when a game round is executed. [Figure 5] (a) to (j) are explanatory diagrams for explaining the main and sub-patterns that are variably displayed in each pattern row. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 7] FIG. 2 is an explanatory diagram for explaining the contents of various counters and various storage areas. [Figure 8] FIG. 10 is an explanatory diagram for explaining the content of a support mode. [Figure 9] (a) An explanatory diagram for explaining the first success / failure table when the probability is low, (b) An explanatory diagram for explaining the second success / failure table when the probability is low, and (c) An explanatory diagram for explaining the success / failure table when the probability is high. [Figure 10] (a) An explanatory diagram for explaining the jackpot allocation table for the first special chart, (b) An explanatory diagram for explaining the jackpot allocation table for the second special chart, (c) An explanatory diagram for explaining the time-saving allocation table for the first special chart, and (d) An explanatory diagram for explaining the time-saving allocation table for the second special chart. [Figure 11] (a) is an explanatory diagram for explaining the contents of each jackpot result, and (b) is an explanatory diagram for explaining the contents of each time-saving result and ceiling time-saving. [Figure 12] (a) to (e) are time charts showing how the time-saving state is set depending on the time-saving result or ceiling time-saving. [Figure 13] 10 is a flowchart showing main processing in a main MPU. [Figure 14] 10 is a flowchart showing a timer interrupt process in the main MPU. [Figure 15] 10 is a flowchart showing the normal map / normal power control processing in the main MPU. [Figure 16] This is a flowchart showing the process of starting normal map changes in the main MPU. [Figure 17] This is a flowchart showing the processing during general map confirmation in the main MPU. [Figure 18] 10 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 19] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 20] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 21] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 22] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 23] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 24] 10 is a flowchart showing the subtraction process of the high-probability state counter in the main MPU. [Figure 25] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 26] An explanatory diagram to explain the stopping results of the special chart display unit and the pattern display device. [Figure 27] (a) An explanatory diagram for explaining the stopping result of the first special chart display unit and the pattern display device when the first time-saving result is obtained in the final game turn in a normal game state or a time-saving state, which is triggered by the first hold information; (b) An explanatory diagram for explaining the stopping result of the first special chart display unit and the pattern display device when the first time-saving result is obtained in a game turn other than the final game turn in a high probability state or a time-saving state, which is triggered by the first hold information; (c) An explanatory diagram for explaining the stopping result of the first special chart display unit and the pattern display device when a miss result is obtained in the game turn triggered by the first hold information. [Figure 28] 10 is a flowchart showing a process for determining a variation pattern in the sound and light side MPU. [Figure 29] 10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 30]10 is a flowchart showing the subtraction process of the time-shortening state counter in the main MPU. [Figure 31] (a) to (e) are time charts for explaining the order of execution of processes during special chart determination processing. [Figure 32] 10 is a flowchart showing a subtraction process of a variable selection state counter in the main MPU. [Figure 33] (a) to (f) are time charts for explaining the relationship between the execution timing of the high-frequency reach state and the time-saving state triggered by the ceiling time-saving state. [Figure 34] FIG. 10 is a front view of a game board according to a second embodiment. [Figure 35] FIG. 10A is a vertical cross-sectional view of the special prize winning device in a non-guiding state, and FIG. 10B is a vertical cross-sectional view of the special prize winning device in a guiding state. [Figure 36] A vertical cross-sectional view to explain the internal structure of the prize distribution device. [Figure 37] (a) An explanatory diagram for explaining the first win / loss table, (b) An explanatory diagram for explaining the second win / loss table, (c) An explanatory diagram for explaining the big win allocation table, and (d) An explanatory diagram for explaining the small win allocation table. [Figure 38] FIG. 2 is an explanatory diagram for explaining a first support mode and a second support mode. [Figure 39] 10 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 40] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 41] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 42] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 43] 10 is a flowchart showing a process for starting distribution in the main MPU. [Figure 44] 10 is a flowchart showing the distribution process in the main MPU. [Figure 45]10 is a flowchart showing the special call termination processing in the main MPU. [Figure 46] 10 is a flowchart showing the normal map / normal power control processing in the main MPU. [Figure 47] This is a flowchart showing the process of starting normal map changes in the main MPU. [Figure 48] This is a flowchart showing the processing during general map confirmation in the main MPU. [Figure 49] 10 is a flowchart showing a subtraction process of the support state counter in the main MPU. [Figure 50] 10 is a flowchart showing a support end determination process in the main MPU. [Figure 51] 10 is a time chart showing how the support mode changes. [Figure 52] 10 is a flowchart showing the performance control process in the sound and light side MPU. [Figure 53] (a) An explanatory diagram for explaining the display contents of the notification image of the specified number of releases and the time measurement image that are displayed when the effects for the game rounds are being executed, and (b) an explanatory diagram for explaining the display contents of the notification image of the specified number of releases that are displayed when the effects for the allocation execution mode are being executed. [Figure 54] 13 is a flowchart showing a support end determination process for a main MPU in the third embodiment. [Figure 55] FIG. 10 is a front view of the main control device according to the fourth embodiment. [Figure 56] FIG. 2 is an explanatory diagram for explaining how programs and data are set in a main ROM. [Figure 57] FIG. 10 is an explanatory diagram for explaining the setting mode of each area in the main RAM. [Figure 58] 10 is an explanatory diagram for explaining various storage areas provided in a work area for specific control and various storage areas provided in a work area for non-specific control. FIG. [Figure 59] FIG. 10 is an explanatory diagram for explaining the electrical configuration for transmitting commands from the main-side MPU to the acousto-optical-side MPU. [Figure 60] 10A to 10D are time charts showing how commands are transmitted. [Figure 61] 10 is a flowchart showing main processing in a main MPU. [Figure 62] 10 is a flowchart showing a setting confirmation process in the main MPU. [Figure 63] 10 is a flowchart showing a setting value update process in the main MPU. [Figure 64] This is an explanatory diagram for explaining the contents of the processing executed in the main processing when the supply of operating power is resumed after a power outage processing is executed while a setting value update processing or a setting confirmation processing is being executed. [Figure 65] 10 is a flowchart showing a first management process in the main MPU. [Figure 66] 10 is a flowchart showing an initial setting process in the main MPU. [Figure 67] 10 is a flowchart showing a disconnection / short-circuit process in the main MPU. [Figure 68] 10 is a flowchart showing a first timer interrupt process in the main MPU. [Figure 69] FIG. 10 is an explanatory diagram for explaining the configuration for discharging game balls that have flowed down the game area. [Figure 70] FIG. 10 is an explanatory diagram for explaining a configuration in which the detection results of the detection sensors are input to the main MPU. [Figure 71] This is a flowchart showing the ball entry detection process in the main MPU. [Figure 72] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 73] 10 is a flowchart showing a fraud detection process in the main MPU. [Figure 74] 10 is a flowchart showing information clearing processing in the main MPU. [Figure 75] 10 is a flowchart showing fraud detection execution processing in the main MPU. [Figure 76] 10 is a flowchart showing a normal power control process in the main MPU. [Figure 77] (a) is a flowchart showing the special call start processing in the main MPU, (b) is a flowchart showing the special call open processing in the main MPU, and (c) is a flowchart showing the special call closed processing in the main MPU. [Figure 78] 10 is a flowchart showing a magnetic monitoring process in the main MPU. [Figure 79] 10 is a flowchart showing fraud handling processing in the main MPU. [Figure 80] (a) to (h) are time charts showing how winning monitoring is performed using the second operating port detection sensor as an example. [Figure 81] 10 is a flowchart showing security processing in the main MPU. [Figure 82] 10(a) to 10(h) are time charts showing how a security signal is output to the outside. [Figure 83] FIG. 10 is an explanatory diagram illustrating various areas of a work area for non-specific control used to manage game history. [Figure 84] FIG. 2 is an explanatory diagram for explaining various areas of a calculation result storage area. [Figure 85] 5(a) to 5(d) are explanatory diagrams for explaining the display contents of the first to fourth notification display devices. [Figure 86] 5(a) to 5(c) are explanatory diagrams for explaining the display contents of the first to fourth notification display devices. [Figure 87] 10 is a flowchart showing a second management process in the main MPU. [Figure 88] 10 is a flowchart showing a check process in the main MPU. [Figure 89] 10 is a flowchart showing the normal entry management processing in the main MPU. [Figure 90] 10 is a flowchart showing a result calculation process in the main MPU. [Figure 91]FIG. 10 is a block diagram for explaining a configuration for controlling the display of various display circuits by a main MPU. [Figure 92] FIG. 10 is an explanatory diagram for explaining various buffers provided in a work area for specific control. [Figure 93] FIG. 2 is an explanatory diagram for explaining the electrical configuration of a display IC. [Figure 94] 10 is a flowchart showing second timer interrupt processing in the main MPU. [Figure 95] 10 is a flowchart showing a setting process for an eighth display data buffer in the main MPU. [Figure 96] 10 is a flowchart showing a display process in the main MPU. [Figure 97] 10(a) to 10(i) are time charts showing how various displays are made on the first to fourth notification display devices and the setting display device when the supply of operating power to the main MPU is started. [Figure 98] 10 is a flowchart showing RAM clear processing in the main MPU. [Figure 99] 10 is a flowchart showing an information abnormality monitoring process in the main MPU. [Figure 100] FIG. 13 is an explanatory diagram for explaining various areas of a work area for non-specific control in the fifth embodiment. [Figure 101] 10 is a time chart showing how a predetermined difference in the number of balls is measured using a total winning number counter. [Figure 102] 10 is a flowchart showing a first timer interrupt process executed by the main MPU. [Figure 103] 10 is a flowchart showing a check process executed by the main MPU. [Figure 104] 10 is a flowchart showing the total acquisition number management process executed by the main MPU. [Figure 105] This is a flowchart showing the special chart change start processing executed by the main MPU. [Figure 106] This is a flowchart showing the processing during special drawing confirmation executed by the main MPU. [Figure 107] 10 is a flowchart showing the special call termination process executed by the main MPU. [Figure 108] 10 is a flowchart showing an ending control process executed by the sound and light side MPU. [Figure 109] 10 is a flowchart showing a first management process executed by a main MPU. [Figure 110] (a) to (h) are time charts showing how the game state transitions to the normal game state when the predetermined difference in the number of balls measured by the total winning number counter reaches the termination standard number. [Figure 111] 13 is a flowchart showing the process of the main MPU during special line release in the sixth embodiment. [Figure 112] 13 is a flowchart showing the special chart special power control processing of the main MPU in the seventh embodiment. [Figure 113] (a) A flowchart showing the special chart change start processing of the main MPU in the eighth embodiment, (b) a flowchart showing the special chart confirmation processing executed by the main MPU, and (c) a flowchart showing the special call termination processing executed by the main MPU. [Figure 114] 10 is a flowchart showing main processing executed by a main MPU. [Figure 115] 13 is a flowchart showing the special chart special power control processing of the main MPU in the ninth embodiment. [Figure 116] FIG. 22 is a front view showing the configuration of the game board in the tenth embodiment. [Figure 117] (a) A longitudinal cross-sectional view of the first special ball entry device in a non-guiding state, and (b) A longitudinal cross-sectional view of the first special ball entry device in a guiding state. [Figure 118] (a) is an explanatory diagram for explaining the content of the game-time presentation in the normal game state, and (b) is an explanatory diagram for explaining the content of the game-time presentation in the time-saving state. [Figure 119] FIG. 2 is an explanatory diagram for explaining the contents of various counters and various storage areas. [Figure 120](a) An explanatory diagram for explaining the first win / loss table, (b) An explanatory diagram for explaining the second win / loss table, (c) An explanatory diagram for explaining the jackpot distribution table, (d) An explanatory diagram for explaining the combination of opening / closing execution modes corresponding to each jackpot result and the processing after the opening / closing execution mode has ended, (e) An explanatory diagram for explaining the small win distribution table, (f) An explanatory diagram for explaining the opening / closing execution modes corresponding to each small win result and the combination of processing after the opening / closing execution mode has ended. [Figure 121] 10 is a flowchart showing a port output process in the main MPU. [Figure 122] 10 is a flowchart showing launch control processing in the main MPU. [Figure 123] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 124] 10 is a flowchart showing the first special symbol special power control process in the main MPU. [Figure 125] 10 is a flowchart showing the first special chart variation start processing in the main MPU. [Figure 126] This is a flowchart showing the processing during the first special chart change in the main MPU. [Figure 127] 10 is a flowchart showing the processing during determination of the first special chart in the main MPU. [Figure 128] 10 is a flowchart showing a time-saving management process in the main MPU. [Figure 129] 10 is a flowchart showing the first special call termination processing in the main MPU. [Figure 130] 10 is a flowchart showing the second special symbol special power control processing in the main MPU. [Figure 131] 10 is a flowchart showing the second special chart variation start processing in the main MPU. [Figure 132] This is a flowchart showing the processing during the second special chart change in the main MPU. [Figure 133] 10 is a flowchart showing the processing during determination of the second special chart in the main MPU. [Figure 134]10 is a flowchart showing the distribution process in the main MPU. [Figure 135] 10 is a flowchart showing the processing at the end of the second special chart in the main MPU. [Figure 136] 10 is a flowchart showing the second special call termination processing in the main MPU. [Figure 137] (a) to (h) are time charts showing how a game turn in the first special chart display section is temporarily stopped and how a game turn in the first special chart display section is forcibly ended. [Figure 138] (a) to (i) are time charts showing how the second reserved information stored in the second special chart reserved area is consumed when the time-saving state ends. [Figure 139] (a) is an explanatory diagram for explaining the content of the pause effect, and (b) is an explanatory diagram for explaining the content of the effect for the distribution execution mode. [Figure 140] (a) and (b) are explanatory diagrams for explaining the content of the rewind effect that is executed when the period of the changing display of the image in the second special chart display section ends in a state in which the game result becomes the second small win result during the period subject to immediate notification. [Figure 141] (a) is an explanatory diagram for explaining the content of the pseudo-pause effect, and (b) is an explanatory diagram for explaining the content of the rewind effect that is executed when the remaining change time displayed in the remaining change time display area becomes 5 seconds or less. [Figure 142] (a) An explanatory diagram for explaining the variable display period of the image set in the first special symbol display unit or the second special symbol display unit in the time-saving state, and (b) an explanatory diagram for explaining the selection probability of various variable display periods selected as the variable display period of the image in the second special symbol display unit in the time-saving state. [Figure 143] A flowchart showing the process of determining the first variable display period in the main MPU. [Figure 144] A flowchart showing the process of determining the second variable display period in the main MPU. [Figure 145] FIG. 2 is an explanatory diagram for explaining the configuration of the sound-light side RAM. [Figure 146] 10 is a flowchart showing the first performance start setting process in the sound and light side MPU. [Figure 147] 10 is a flowchart showing the second performance start setting process in the sound and light side MPU. [Figure 148] This is a flowchart showing the process of reading out the performance table for the second special chart during time-saving in the sound / light side MPU. [Figure 149] 10 is a flowchart showing the effect adjustment process in the sound and light side MPU. [Figure 150] 10 is a flowchart showing the production-side forced termination response processing in the sound and light side MPU. [Figure 151] 10 is a flowchart showing the rewind effect start setting process in the audio / visual side MPU. [Figure 152] 10 is a flowchart showing the first performance execution processing in the sound and light side MPU. [Figure 153] 10 is a flowchart showing the processing for executing the second performance in the sound and light side MPU. [Fig. 154] 10(a) to 10(k) are time charts showing how the rewind effect is executed. [Figure 155] 16 is a flowchart showing the second special call termination processing of the main MPU in the 11th embodiment. [Figure 156] (a) An explanatory diagram for explaining the contents of the first small win result and the second small win result in the 12th embodiment, and (b) an explanatory diagram for explaining the configuration of the main RAM. [Figure 157] 10 is a flowchart showing the second special chart variation start processing in the main MPU. [Figure 158] This is a flowchart showing the processing during the first special chart change in the main MPU. [Figure 159] 10 is a flowchart showing the second special call termination processing in the main MPU. [Figure 160] 10 is a flowchart showing the processing at the end of the second special chart in the main MPU. [Figure 161] 10A to 10F are time charts showing how the gaming state is set to the time-shortening state. [Figure 162] FIG. 20(a) is an explanatory diagram for explaining a small win distribution table in the thirteenth embodiment, and FIG. 20(b) is an explanatory diagram for explaining the contents of the first to fourth small win results. [Figure 163] This is a flowchart showing the processing during the second special chart change in the main MPU. [Fig. 164] 10 is a flowchart showing the second special call termination processing in the main MPU. [Figure 165] (a) An explanatory diagram for explaining the variable display period of the image set in the first special symbol display unit or the second special symbol display unit in the time-saving state in the 14th embodiment, and (b) an explanatory diagram for explaining the selection probability of various variable display periods selected as the variable display period of the image in the second special symbol display unit in the time-saving state. [Figure 166] A flowchart showing the process of determining the second variable display period of the main MPU. [Figure 167] (a) An explanatory diagram for explaining the contents of the time-saving first variable display period table in the 15th embodiment, and (b) a flowchart showing the process of identifying the first variable display period in the main MPU. [Figure 168] This is a flowchart showing the processing during the second special chart change in the main MPU. [Figure 169] (a) An explanatory diagram for explaining the contents of the rewind effect and double speed update display that are executed when the sound / light side MPU receives the first special chart forced termination command during the time-delay notification period, and (b) an explanatory diagram for explaining the contents of the rewind effect that are executed when the sound / light side MPU receives the first special chart forced termination command during the immediate notification period. [Figure 170] 10 is an explanatory diagram for explaining the configuration of the sound / light side RAM used to execute the rewind effect and double-speed update display. FIG. [Figure 171] 10 is a flowchart showing the effect adjustment process in the sound and light side MPU. [Fig. 172] 10 is a flowchart showing the production-side forced termination response processing in the sound and light side MPU. [Figure 173]10 is a flowchart showing a rewind amount selection process in the audio / video side MPU. [Fig. 174] 10A is a flowchart showing a target time setting process in the sound-and-light side MPU, and FIG. 10B is a flowchart showing a remaining variation time display counter update process in the sound-and-light side MPU. [Figure 175] 10 is a flowchart showing the first performance start setting process in the sound and light side MPU. [Figure 176] A flowchart showing the processing during the second special chart variation of the main MPU in the 16th embodiment. [Figure 177] 10 is a flowchart showing the distribution process in the main MPU. [Figure 178] 10 is a flowchart showing forced termination switching processing in the main MPU. [Figure 179] 10 is a flowchart showing the production-side forced termination response processing in the sound and light side MPU. [Figure 180] FIG. 20 is a front view showing the configuration of the game board in the seventeenth embodiment. [Figure 181] (a) An explanatory diagram for explaining the first closed state and the second closed state of the special electric prize winning device, and (b) an explanatory diagram for explaining the first open state and the second open state of the special electric prize winning device. [Figure 182] This is an explanatory diagram to explain the configuration of the main MPU for performing opening and closing control of the special power prize winning device. [Figure 183] 10 is an explanatory diagram for explaining the contents of a special power opening drive table and a special power closing drive table. FIG. [Figure 184] 10 is a flowchart showing main processing in a main MPU. [Figure 185] (a) is a flowchart showing the special call start processing in the main MPU, and (b) is a flowchart showing the round game start processing in the main MPU. [Figure 186] 10 is a flowchart showing the processing during special call release in the main MPU. [Figure 187] 10 is a flowchart showing the special power switching control process in the main MPU. [Figure 188] This is a flowchart showing the ball entry detection process in the main MPU. [Figure 189] 10 is a flowchart showing the processing during special call closure in the main MPU. [Figure 190] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 191] (a) to (c) are explanatory diagrams for explaining how a state in which game balls remain stuck around the special electric winning device during the execution period of a round of play is resolved. [Figure 192] (a) to (c) are explanatory diagrams to explain how a state in which a game ball remains stuck around the special electric winning device during an interval period or an ending period is resolved. [Figure 193] (a) to (h) are time charts showing how the special power open switching operation and special power closed switching operation of the special power winning device are performed. [Figure 194] (a) to (f) are time charts showing how, after the supply of operating power to the main MPU is stopped while the special line open processing is being executed, the supply of operating power is resumed and the state returns to one in which the special line open processing is being executed. [Figure 195] 18 is a flowchart showing the start processing of a round game by the main MPU in the 18th embodiment. [Figure 196] 10 is a flowchart showing the processing during special call release in the main MPU. [Figure 197] 10 is a flowchart showing the special power switching control process in the main MPU. [Figure 198] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 199] An explanatory diagram to explain the switching operation during opening and closing of the special electric prize winning device. [Figure 200] (a) to (f) are time charts to explain how the switching operation during opening and the switching operation during closing of the special electric prize winning device are performed. [Figure 201] 20 is a flowchart showing the processing during special call release of the main MPU in the 19th embodiment. [Figure 202] 10 is a flowchart showing the special power switching control process in the main MPU. [Figure 203] An explanatory diagram to explain the switching operation during opening and closing of the special electric prize winning device. [Figure 204] (a) An explanatory diagram for explaining the configuration of the main RAM in the 20th embodiment, and (b) a flowchart showing the special call start processing in the main MPU. [Figure 205] 21 is a flowchart showing the special call start processing of the main MPU in the 21st embodiment. [Figure 206] A front view showing the configuration of the game board in the 22nd embodiment. [Figure 207] This is a front view of the game board showing an enlarged view of the area around the normal power device and distribution unit. [Figure 208] (a) is an oblique view of the normal power opening / closing member and the normal power passage forming body in the closed state of the normal power device, and (b) is an oblique view of the normal power opening / closing member and the normal power passage forming body in the open state of the normal power device. [Figure 209] (a) is a cross-sectional view of the game board showing the normal power device in a closed state, and (b) is a cross-sectional view of the game board showing the normal power device in an open state. [Figure 210] FIG. [Figure 211] (a) is a perspective view of the sorting device unit and the sorting opening / closing member in the sorting closed state, and (b) is a perspective view of the sorting device unit and the sorting opening / closing member in the sorting open state. [Figure 212] FIG. 2 is a plan view of the distribution opening / closing member and the distribution drive unit. [Figure 213] (a) is a cross-sectional view of the sorting unit in the sorting closed state, and (b) is a cross-sectional view of the sorting unit in the sorting open state. [Figure 214] (a) A vertical cross-sectional view of the sorting device unit in the V prize closed state, and (b) a vertical cross-sectional view of the sorting device unit in the V prize open state. [Figure 215] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 216] FIG. 10 is an explanatory diagram for explaining the electrical configuration for performing various lotteries in the main MPU. [Figure 217] (a) An explanatory diagram for explaining the first win / loss table and the second win / loss table, (b) an explanatory diagram for explaining the contents of each big win result, and (c) an explanatory diagram for explaining the contents of each small win result. [Figure 218] 10 is an explanatory diagram for explaining the content of each game state. FIG. [Figure 219] (a) An explanatory diagram for explaining the high-frequency termination condition based on the number of occurrences of small win results; (b) An explanatory diagram for explaining the actual occurrence rate of the game results that trigger the transition when a game round is executed in the second special chart display unit in the high-frequency support mode and the transition to one of the game states that is the high-frequency support mode occurs after the end of the open / close execution mode; (c) An explanatory diagram for explaining the probability of the time-saving continuation when the setting value of the target to be used is "Setting 3"; (d) An explanatory diagram for explaining the rate of the number of rounds of play executed in the open / close execution mode, to which the transition occurs when the high-frequency termination condition based on the number of occurrences of small win results is met in the high-frequency support mode and the detection of a game ball occurs in the V winning detection sensor in the distribution execution mode. [Figure 220] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 221] This is a flowchart showing the process of starting normal map changes in the main MPU. [Figure 222] 10 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 223] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 224] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 225] This is a flowchart showing the processing during special chart changes in the main MPU. [Figure 226]This is a flowchart showing the small win result response processing in the main MPU. [Figure 227] 10A is a flowchart showing immediate high-frequency termination processing in the main MPU, and FIG. 10B is a flowchart showing high-frequency termination setting processing in the main MPU. [Figure 228] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 229] 10 is a flowchart showing a process for starting distribution in the main MPU. [Figure 230] 10 is a flowchart showing the distribution process in the main MPU. [Figure 231] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 232] (a) A flowchart showing the process of setting the end preparation state in the main MPU, (b) a flowchart showing the process of setting the first time-shortening state in the main MPU, (c) a flowchart showing the process of setting the third time-shortening state in the main MPU, and (d) a flowchart showing the process of setting the second time-shortening state in the main MPU. [Figure 233] 10 is a flowchart showing the state setting process at the end of a special call in the main MPU. [Figure 234] (a) to (i) are time charts showing how the high frequency support mode ends when the high frequency end condition is met based on the number of times a small win result occurs. [Figure 235] (a)~(h) are time charts showing how the high-frequency support mode ends when the high-frequency termination condition based on the number of times the game is played is met, and how the high-frequency support mode ends when the high-frequency termination condition based on the number of times a small win result occurs in the termination preparation state is met. [Figure 236] (a) to (g) are time charts showing how the number of occurrences of small win results required to end the high frequency support mode differs depending on the type of small win result. [Figure 237](a) An explanatory diagram for explaining the content of the state selection presentation, (b) An explanatory diagram for explaining the content of the selection result notification presentation, (c) An explanatory diagram for explaining the configuration of the sound / light side ROM, and (d) An explanatory diagram for explaining the configuration of the sound / light side RAM. [Figure 238] 10 is a flowchart showing the process for allocation effect in the sound and light side MPU. [Figure 239] 10 is a flowchart showing the process of reading the post-allocation performance table in the audio / visual side MPU. [Figure 240] A flowchart showing the processing during special drawing confirmation by the main MPU in the 23rd embodiment. [Figure 241] (a) A flowchart showing the process of setting the termination preparation state of the main MPU in the 24th embodiment, and (b) a flowchart showing the process of responding to the small win result in the main MPU. [Figure 242] (a) An explanatory diagram for explaining the configuration of the main ROM in the 25th embodiment, (b) an explanatory diagram for explaining the low probability table on the regular side and the high probability table on the regular side, and (c) a flowchart showing the special call termination processing in the main MPU. [Figure 243] (a) An explanatory diagram for explaining the contents of the hold promotion notification in the 26th embodiment, (b) an explanatory diagram for explaining the configuration of the main ROM, and (c) an explanatory diagram for explaining the configuration of the main RAM. [Figure 244] (a) is a flowchart showing the high-frequency termination setting process in the main MPU, and (b) is a flowchart showing the process of specifying the variable display period in the main MPU. [Figure 245] 10 is a flowchart showing the process for holding promotion notification in the audio / visual side MPU. [Figure 246] (a)~(i) is a time chart showing how the game transitions to a ready-to-end state after a hold promotion notification is executed, and how the game transitions to a normal game state when a high-frequency termination condition based on the number of times the game is played is met in the ready-to-end state. [Figure 247](a) to (g) are time charts showing how the high frequency support mode ends after a hold promotion notification is executed, and the distribution execution mode ends without the V winning detection sensor detecting a game ball. [Figure 248] (a) is an explanatory diagram for explaining the contents of each big win result in the 27th embodiment, and (b) is an explanatory diagram for explaining the contents of each small win result. [Figure 249] 10 is an explanatory diagram for explaining the content of each game state. FIG. [Figure 250] (a)~(h) is a time chart showing the situation in which, after the hold promotion notification is executed, the high frequency termination condition is met based on the number of small win results, the high frequency support mode ends, and a game round is executed in normal game mode. [Figure 251] An explanatory diagram for explaining the contents of the time-saving end notice and hold promotion notification in the 28th embodiment. [Figure 252] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 253] (a) is an explanatory diagram for explaining the configuration of the sound and light side RAM, and (b) is a flowchart showing the hold display processing in the sound and light side MPU. [Figure 254] 10 is a flowchart showing the processing for executing effects for game play in the sound and light side MPU. [Figure 255] (a) to (i) are time charts showing how the hold promotion notification is executed and how the hold promotion notification is terminated when the number of second hold information stored on hold reaches the upper limit number. [Figure 256] (a) An explanatory diagram for explaining the contents of each small win result in the 29th embodiment, and (b) an explanatory diagram for explaining the high frequency termination conditions based on the number of times the small win result occurs. [Figure 257] 10 is an explanatory diagram for explaining the content of each game state. FIG. [Figure 258](a) An explanatory diagram to explain the number of rounds of play executed in the opening and closing execution mode to which transition occurs when the high frequency termination condition is met due to the number of small win results and a game ball is detected by the V winning detection sensor, the transition destination after the opening and closing execution mode ends, and the transition probability; (b) A flowchart to explain the small win result response processing in the main MPU. [Figure 259] 10 is a flowchart showing the state setting process at the end of a special call in the main MPU. [Figure 260] (a) An explanatory diagram for explaining the contents of each small win result in the 30th embodiment, and (b) an explanatory diagram for explaining the high frequency termination conditions based on the number of times the small win result occurs. [Figure 261] 10 is an explanatory diagram for explaining the content of each game state. FIG. [Figure 262] (a) An explanatory diagram to explain the number of rounds of play executed in the opening and closing execution mode to which transition occurs when the high frequency termination condition is met due to the number of small win results and a game ball is detected by the V winning detection sensor, the transition destination after the opening and closing execution mode ends, and the transition probability; (b) An explanatory diagram to explain the configuration of the main RAM. [Figure 263] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 264] 10 is a flowchart showing the state setting process at the end of a special call in the main MPU. [Figure 265] (a) An explanatory diagram for explaining the configuration of the main ROM in the 31st embodiment, (b) an explanatory diagram for explaining the first win / loss table and the second win / loss table, and (c) an explanatory diagram for explaining the contents of each jackpot result. [Figure 266] (a) is an explanatory diagram for explaining the contents of each small win result, and (b) is an explanatory diagram for explaining the high frequency end conditions based on the number of times the small win result occurs. [Figure 267] 10 is an explanatory diagram for explaining the content of each game state. FIG. [Figure 268](a) An explanatory diagram to explain the number of rounds of play executed in the opening and closing execution mode to which transition occurs when the high frequency termination condition is met due to the number of small win results and a game ball is detected by the V winning detection sensor, the transition destination after the opening and closing execution mode ends, and the transition probability; (b) An explanatory diagram to explain the configuration of the main RAM. [Figure 269] This is a flowchart showing the small win result response processing in the main MPU. [Figure 270] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 271] 10 is a flowchart showing the state setting process at the end of a special call in the main MPU. [Fig. 272] (a) An explanatory diagram for explaining the configuration of the main ROM in the 32nd embodiment, and (b) an explanatory diagram for explaining the contents of each jackpot result. [Fig. 273] (a) is an explanatory diagram for explaining the contents of each small win result, and (b) is an explanatory diagram for explaining the high frequency end conditions based on the number of times the small win result occurs. [Fig. 274] 10 is an explanatory diagram for explaining the content of each game state. FIG. [Figure 275] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 276] This is a flowchart showing the small win result response processing in the main MPU. [Figure 277] 10 is a flowchart showing the special call termination processing in the main MPU. [Fig. 278] 10 is a flowchart showing the state setting process at the end of a special call in the main MPU. [Figure 279] FIG. 33 is a front view of the management unit according to the thirty-third embodiment. [Figure 280] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 281] FIG. 2 is an explanatory diagram for explaining the configuration of a main CPU. [Figure 282]FIG. 10A is an explanatory diagram for explaining a memory area used by the main MPU, and FIGS. 10B and 10C are explanatory diagrams for explaining the initial values ​​of registers for addressing. [Figure 283] 10 is a flowchart showing main processing in a main MPU. [Fig. 284] FIG. 10A is an explanatory diagram for explaining the configuration of a main ROM, and FIG. 10B is a flowchart showing a register setting process in a main MPU. [Figure 285] 10 is a flowchart showing an initial setting process for non-specific control in the main MPU. [Figure 286] 10 is a flowchart showing a random number initial value update process in the main MPU. [Figure 287] (a) An explanatory diagram for explaining the configuration of a main MPU used to start timer interrupt processing; (b) An explanatory diagram for explaining a start address table of interrupt processing; (c) An explanatory diagram for explaining the data configuration of a start address pointer; and (d) A flowchart showing interrupt start processing in the main MPU. [Figure 288] 10 is a flowchart showing a timer interrupt process in the main MPU. [Figure 289] 10 is a flowchart showing a power outage monitoring process in the main MPU. [Figure 290] This is a flowchart showing the ball entry detection process executed by the main MPU. [Figure 291] This is a flowchart showing the 10 prize ball corresponding processing executed by the main MPU. [Figure 292] 10 is a flowchart showing a fraud detection process in the main MPU. [Figure 293] 10 is a flowchart showing an external output setting process executed by the main MPU. [Fig. 294] 10 is a flowchart showing a magnetic monitoring process executed by the main MPU. [Figure 295]FIG. 10A is an explanatory diagram for explaining the configuration of a work area for non-specific control, and FIG. 10B is a flowchart showing a second management process executed by the main MPU. [Figure 296] 10 is a flowchart showing the management process of the total acquisition number in the main MPU. [Figure 297] 10 is a flowchart showing a base value calculation setting process in a main MPU. [Figure 298] (a) An explanatory diagram for explaining the power monitored by the power outage monitoring board and the voltage monitoring circuit, (b) An explanatory diagram for explaining various voltages, (c) An explanatory diagram for explaining the conditions for starting the power outage signal, the first reset signal, and the second reset signal, and (d) An explanatory diagram for explaining the conditions for falling the power outage signal, the first reset signal, and the second reset signal. [Figure 299] (a) Functional block diagram for explaining the configuration for controlling the power outage signal and the first reset signal in the power outage monitoring board, and (b) Functional block diagram for explaining the configuration for resetting the main MPU. [Figure 300] FIG. 10A is an explanatory diagram for explaining the relationship between the first reset signal and the second reset signal input to the reset circuit and the state of the main MPU, and FIG. 10B is a flowchart showing the main reset release process in the main MPU. [Figure 301] 10(a) to 10(e) are time charts showing how the main CPU is reset after the supply of operating power to the pachinko machine starts. [Figure 302] 10(a) to 10(g) are time charts showing how the main MPU is reset when the reset signal input to the reset circuit goes to a low level. [Figure 303] An explanatory diagram for explaining the electrical configuration of the dispensing control board. [Figure 304] (a) is an explanatory diagram to explain the data that the dispensing side MPU receives from the main side MPU and management unit via asynchronous serial communication, and (b) is a flowchart showing the dispensing side main processing in the dispensing side MPU. [Figure 305] 10 is a flowchart showing the payout side reset release processing in the payout side MPU. [Figure 306] (a)~(h) are time charts showing how the payout side MPU stops operating after the reset release condition of the payout side MPU is met, and how reception of gaming machine information sent from the main side MPU is avoided during the payout side release waiting period. [Figure 307] 13 is a flowchart showing the main processing of the main MPU in the thirty-fourth embodiment. [Figure 308] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 309] (a) An explanatory diagram for explaining the data structure of the low probability first win / loss table, and (b) an explanatory diagram for explaining the data structure of the first jackpot allocation table. [Figure 310] This is a flowchart showing the process for determining whether a result is correct or incorrect, which is executed by the main MPU. [Figure 311] 10 is a flowchart showing a process for determining distribution executed by the main MPU. [Figure 312] FIG. 13A is an explanatory diagram for explaining the contents of resetting the main MPU in the 35th embodiment, and FIG. 13B is an explanatory diagram for explaining the configuration of the main MPU. [Figure 313] FIG. 10 is a functional block diagram showing a configuration for resetting a main MPU. [Figure 314] 10 is a flowchart showing a main-side reset release process executed by the main-side MPU. [Figure 315] FIG. 36 is a functional block diagram showing a configuration for controlling a first reset execution signal and a second reset execution signal output from a reset circuit according to a thirty-sixth embodiment. [Figure 316] 10(a) to 10(f) are time charts showing how the reset of the main MPU is released after the supply of operating power to the main MPU has started. [Figure 317]FIG. 37 is a functional block diagram showing a configuration for controlling a first reset execution signal and a second reset execution signal output from a reset circuit according to a 37th embodiment. [Figure 318] 10(a) to 10(f) are time charts showing how the reset of the main MPU is released after the supply of operating power to the main MPU has started. [Figure 319] A flowchart showing the payout side reset release processing of the main MPU in the 38th embodiment. [Figure 320] A front view showing the configuration of the game board in the 39th embodiment. [Figure 321] (a) A vertical cross-sectional view of the special prize winning device in a non-guiding state, (b) A vertical cross-sectional view of the special prize winning device in a guiding state, and (c) An explanatory diagram for explaining the contents of the support mode. [Figure 322] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 323] FIG. 10 is an explanatory diagram for explaining the electrical configuration for performing various lotteries in the main MPU. [Figure 324] (a) An explanatory diagram for explaining the first win / lose table, (b) An explanatory diagram for explaining the second win / lose table, (c) An explanatory diagram for explaining the jackpot allocation table for the first special chart, (d) An explanatory diagram for explaining the jackpot allocation table for the second special chart, (e) An explanatory diagram for explaining the contents of each jackpot result, (f) An explanatory diagram for explaining the small win allocation table, and (g) An explanatory diagram for explaining the contents of each small win result. [Figure 325] (a) An explanatory diagram for explaining the trigger for transitioning to each time-saving state, (b) An explanatory diagram for explaining the contents of each time-saving state, (c) An explanatory diagram for explaining the time-saving success / failure table, and (d) An explanatory diagram for explaining the time-saving allocation table. [Figure 326] 10 is a flowchart showing main processing in a main MPU. [Figure 327] This is a flowchart showing the process of starting normal map changes in the main MPU. [Figure 328] This is a flowchart showing the processing during general map confirmation in the main MPU. [Figure 329] 1A and 1B are explanatory diagrams for explaining the display contents of the pattern display device. [Figure 330] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 331] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 332] 10 is a flowchart showing the time-saving lottery processing in the main MPU. [Figure 333] (a) A flowchart showing the process of determining the variable display period in the main MPU, and (b) an explanatory diagram for explaining the relationship between the combination of game status and game result and the variable display period of the selected image. [Figure 334] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 335] 10 is a flowchart showing the process of setting the time-shortening state in the main MPU. [Figure 336] 10 is a flowchart showing a subtraction process of a time-saving counter in a main MPU. [Figure 337] 10 is a flowchart showing the distribution process in the main MPU. [Figure 338] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 339] This is a flowchart showing the processing performed when a special call for a small win ends in the main MPU. [Figure 340] (a)~(h) is a time chart showing how the time-saving state is set when the V winning detection sensor detects a game ball in the distribution execution mode triggered by the first small win result and the opening / closing execution mode that was entered is terminated. [Figure 341] (a)~(h) is a time chart showing how the time-saving state is set when the V winning detection sensor detects a game ball in the distribution execution mode triggered by the second small win result and the opening / closing execution mode that was entered is terminated. [Figure 342] (a) is a flowchart showing the display control processing in the main MPU, and (b) is an explanatory diagram for explaining the state of the right-hit lamp and status lamp in various situations. [Figure 343] This is a flowchart showing the processing for the hold expectation presentation in the main MPU. [Figure 344] 10 is a flowchart showing the processing for hold effect in the sound and light side MPU. [Figure 345] (a) to (i) are time charts showing how a bonus is awarded after a time-saving hold expectation effect is executed. [Figure 346] (a) An explanatory diagram for explaining the display contents of the pattern display device when the notification effect for the grant of the 1C time-shortening state is being executed, and (b) An explanatory diagram for explaining the display contents of the pattern display device when the notification effect for the advance notification of the 2A time-shortening state is being executed. [Figure 347] (a) is a flowchart showing the processing for the advance notification effect of the 2A time-shortening state in the main MPU, and (b) is a flowchart showing the processing for the end-of-game notification effect of the 2A time-shortening state in the main MPU. [Figure 348] 10 is a flowchart showing the processing for time-saving effects in the sound / light side MPU. [Figure 349] (a) to (k) are time charts showing how the grant notification effect of the 1C time-shortening state, the advance notification effect of the 2A time-shortening state, and the final notification effect of the 2A time-shortening state are executed. [Figure 350] A flowchart showing the processing during special chart variation of the main MPU in the 40th embodiment. [Figure 351] 10 is a flowchart showing the processing for time-saving effects in the sound / light side MPU. [Figure 352] (a) to (k) are time charts showing how the transition to the 1C time-shortened state occurs without the grant notification effect of the 1C time-shortened state being executed, and how the transition to the 1C time-shortened state occurs after the grant notification effect of the 1C time-shortened state is executed. [Figure 353] A flowchart showing the time-saving lottery processing of the main MPU in the 41st embodiment. [Figure 354] (a) An explanatory diagram for explaining the contents of the winning blue hold expectation display and the winning red hold expectation display in the 42nd embodiment, and (b) a flowchart showing the processing for the hold expectation display in the main MPU. [Figure 355] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 356] A front view showing the configuration of the game board in the 43rd embodiment. [Figure 357] A vertical cross-sectional view to explain the internal structure of the special telephone prize-winning device. [Figure 358] FIG. 2 is a block diagram for explaining the electrical configuration of the pachinko machine. [Figure 359] (a) An explanatory diagram for explaining the win / loss table for low probability, (b) an explanatory diagram for explaining the win / loss table for high probability, and (c) an explanatory diagram for explaining the contents of the game state. [Figure 360] (a) An explanatory diagram for explaining the jackpot distribution table for the first special chart, (b) An explanatory diagram for explaining the jackpot distribution table for the second special chart, (c) An explanatory diagram for explaining the contents of each jackpot result, and (d) An explanatory diagram for explaining the maximum number of plays set at the start of the support generation mode. [Figure 361] (a) An explanatory diagram for explaining the small win distribution table for the first special chart, (b) An explanatory diagram for explaining the small win distribution table for the second special chart, and (c) An explanatory diagram for explaining the number of times each small win result occurs that is required to end the support generation mode. [Figure 362] FIG. 10 is an explanatory diagram for explaining the basic transition patterns of game states. [Figure 363] 10A and 10B are explanatory diagrams for explaining the display contents of the symbol display device when a game round is executed. [Figure 364] 10 is a flowchart showing the normal map / normal power control processing in the main MPU. [Figure 365] 10 is a flowchart showing the first special symbol special power control process in the main MPU. [Figure 366] 10 is a flowchart showing the second special symbol special power control processing in the main MPU. [Figure 367] 10A is a flowchart showing the process of acquiring first pending information in the main MPU, and FIG. 10B is a flowchart showing the process of acquiring second pending information in the main MPU. [Figure 368] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 369] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 370] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 371] 10 is a flowchart showing the special call start processing in the main MPU. [Figure 372] 10 is a flowchart showing the processing during special call release in the main MPU. [Figure 373] 10 is a flowchart showing the processing during special call closure in the main MPU. [Figure 374] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 375] 10 is a flowchart showing a support mode management process in the main MPU. [Figure 376] 10 is a flowchart showing the process for displaying winning history in the sound and light side MPU. [Figure 377] 10A to 10H are time charts showing how the support generation mode is ended and how the first winning history symbol image is changed. [Figure 378] (a) An explanatory diagram for explaining the low probability win / loss table in the 44th embodiment, (b) An explanatory diagram for explaining the high probability win / loss table, (c) An explanatory diagram for explaining the time-saving allocation table, and (d) An explanatory diagram for explaining the maximum number of plays in the support generation mode that is set by the occurrence of each time-saving result. [Figure 379] FIG. 10 is an explanatory diagram for explaining the basic transition patterns of game states. [Figure 380]This is a flowchart showing the special chart change start processing in the main MPU. [Figure 381] 10A and 10B are explanatory diagrams for explaining the display contents of the pattern display device in the countdown performance and the high-speed countdown performance. [Figure 382] 10 is a flowchart showing a support mode management process in the main MPU. [Figure 383] 10 is a flowchart showing the countdown effect processing in the sound and light side MPU. [Figure 384] 10(a) to 10(g) are time charts showing how the countdown effect is executed and how the high-speed countdown effect is executed. [Figure 385] (a) An explanatory diagram for explaining the first low-probability win / loss table in the 45th embodiment, (b) An explanatory diagram for explaining the second low-probability win / loss table, (c) An explanatory diagram for explaining the first high-probability win / loss table, (d) An explanatory diagram for explaining the second high-probability win / loss table, (e) An explanatory diagram for explaining the jackpot allocation table for the first special chart, (f) An explanatory diagram for explaining the jackpot allocation table for the second special chart, and (g) An explanatory diagram for explaining the contents of each jackpot result. [Figure 386] FIG. 10 is an explanatory diagram for explaining the basic transition patterns of game states. [Figure 387] 10 is a flowchart showing the special call termination processing in the main MPU. DETAILED DESCRIPTION OF THE INVENTION

[0010] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a perspective view of the pachinko machine 10, and Fig. 2 is a perspective view showing the main components of the pachinko machine 10 in an exploded form. For convenience, Fig. 2 omits the components within the gaming area.

[0011] As shown in Figure 1, a 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 that is attached to the outer frame 11 so that it can rotate forward. The outer frame 11 is made up of wooden boards connected at all four sides, forming a rectangular frame. The pachinko machine 10 is installed in an amusement hall by attaching and fixing the outer frame 11 to island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may also be attached to island equipment in the amusement hall.

[0012] 2, the gaming machine main body 12 includes an inner frame 13, a front door frame 14 disposed in front of the inner frame 13, and a rear pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main body 12 is supported rotatably relative to the outer frame 11. In detail, the inner frame 13 can be rotated forward with the left side as the base end of rotation and the right side as the tip end of rotation when viewed from the front.

[0013] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side being the base end and the right side being the tip end when viewed from the front. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated rearward with the left side being the base end and the right side being the tip end when viewed from the front.

[0014] The gaming machine main body 12 is provided with a locking device at its rotating tip, which has the function of locking the gaming machine main body 12 so that it cannot be opened relative to the outer frame 11, and also has the function of locking the front door frame 14 so that it cannot be opened relative to the inner frame 13. Each of these locked states can be released by using an unlocking key to perform an unlocking operation on the cylinder lock 17, which is exposed on the front of the pachinko machine 10.

[0015] Next, the configuration of the front side of the gaming machine main body 12 will be described.

[0016] The inner frame 13 is mainly composed of a resin base 21 whose outer shape is substantially the same as that of the outer frame 11. A substantially elliptical window hole 23 is formed in the center of the resin base 21. A game board 24 is detachably attached to the resin base 21. The game board 24 is made of plywood, and a game area PA formed on the front surface of the game board 24 is exposed to the front side of the inner frame 13 through the window hole 23 in the resin base 21.

[0017] The configuration of the game board 24 will be described with reference to Fig. 3. Fig. 3 is a front view of the game board 24.

[0018] An inner rail section 25 and an outer rail section 26 are attached to the game board 24 so as to define a part of the outer edge of the game area PA, and these inner rail section 25 and outer rail section 26 form a guide rail as a guide means. Game balls launched from a game ball launching mechanism 27 (see Figure 2) attached below the window hole 23 in the resin base 21 are guided to the upper part of the game area PA by the guide rail.

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

[0020] A plurality of large and small openings are formed in the game board 24, penetrating in the front-to-rear direction. Each opening is provided with a general winning port 31, a special winning device 32, a first operating port 33, a second operating port 34, a through gate 35, a variable display unit 36, a special symbol unit 37, and a general symbol unit 38.

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

[0022] The number of prize balls is arbitrary, and for example, the second actuation port 34 may have a smaller number of prize balls than the first actuation port 33, or the second actuation port 34 may have a larger number of prize balls than the first actuation port 33. Furthermore, the number of prize balls when a ball enters the first actuation port 33 and the number of prize balls when a ball enters the second actuation port 34 are not limited to a configuration in which both are multiple, and the number of prize balls when a ball enters the first actuation port 33 may be one, the number of prize balls when a ball enters the second actuation port 34 may be one, or both may be one.

[0023] In addition, an outlet 24a is provided at the bottom of the game board 24, and game balls that do not enter the various winning holes etc. are discharged from the game area PA through the outlet 24a. Also, on the game board 24, a large number of nails 24b are planted to appropriately distribute and adjust the falling direction of the game balls, and various components such as windmills are also arranged.

[0024] Here, "entering" means that a gaming ball passes through a predetermined opening, and includes not only the case where the gaming ball passes through the opening and is discharged from the gaming area PA, but also the case where the gaming ball continues to flow down the gaming area PA without being discharged from the gaming area PA after passing through the opening. However, in the following explanation, in order to clearly distinguish from the gaming ball entering the outlet 24a, the gaming ball entering the general winning opening 31, the special electric winning device 32, the first operating opening 33, the second operating opening 34, and the through gate 35 will also be referred to as "winning."

[0025] The first actuation port 33 and the second actuation port 34 are unitized as an actuation port device and installed on the game board 24. Both the first actuation port 33 and the second actuation port 34 open upward. In addition, both actuation ports 33, 34 are aligned vertically with the first actuation port 33 facing upward.

[0026] A stage section 36b is provided in a lower frame section 36a, which is a portion below the symbol display device 41 in the variable display unit 36, so as to extend laterally above the first actuation port 33, and a left frame section 36c, which is a portion to the left of the symbol display device 41 in the variable display unit 36, is provided with an entrance section 36d of a warp passage that can guide game balls flowing down the left area of ​​the variable display unit 36 ​​to the stage section 36b. The central section in the horizontal direction of the stage section 36b is located vertically above the first actuation port 33, and a lead-out section 36e is formed in the central section to lead game balls under their own weight to below the stage section 36b. In this case, game balls that are led to the stage portion 36b and led to below the stage portion 36b from an area other than the lead-out portion 36e are unlikely to enter the first operating port 33, but game balls that are led from the lead-out portion 36e to below the stage portion 36b have a high probability of entering the first operating port 33.

[0027] The first actuation opening 33 is open upward, and is not provided with any opening / closing member to prevent game balls from entering the first actuation opening 33. When game balls are shot in the same manner, the probability of winning at the first actuation opening 33 is constant regardless of the game state. In other words, the first actuation opening 33 is always capable of receiving game balls that flow down the game area PA toward the first actuation opening 33.

[0028] A normal power device 34a as a guide piece consisting of a pair of left and right movable pieces is provided in the second operating port 34. When the normal power device 34a is in a closed state, the game ball cannot enter the second operating port 34, but when the normal power device 34a is in an open state, the game ball can enter the second operating port 34.

[0029] A through gate 35 is provided upstream of the second operating port 34 in the direction in which the gaming ball flows down. The through gate 35 has a through hole (not shown) that penetrates vertically, and a gaming ball that enters the through gate 35 flows down through the gaming area PA after winning. This allows a gaming ball that enters the through gate 35 to enter the second operating port 34.

[0030] Based on the winning of the through gate 35, the normal power device 34a of the second operating port 34 is switched from a closed state to an open state. Specifically, the winning of the through gate 35 triggers the normal power hit / miss determination process, and the image is displayed in the normal power display section 38a of the normal power unit 38, which is located in the lower right corner of the game area PA, an area where the game ball does not pass. Then, when the result of the normal power hit / miss determination process is a win in the electric power release, the stop result corresponding to that result is displayed, and the variable display of the normal power display section 38a is terminated, the game transitions to the normal power release state. In the normal power release state, the normal power device 34a is opened in a predetermined manner.

[0031] The map display unit 38a is configured with a segment display in which a plurality of segment light-emitting elements are arranged in a predetermined manner, but is not limited to this and may be configured with other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display. As for the image displayed variably on the map display unit 38a, a configuration in which a plurality of types of letters are displayed variably, a configuration in which a plurality of types of symbols are displayed variably, a configuration in which a plurality of types of characters are displayed variably, or a configuration in which a plurality of types of colors are displayed in an alternating manner may be considered.

[0032] In the normal map unit 38, a normal map reserve display unit 38b is provided adjacent to the normal map display unit 38a. Up to four game balls that enter the through gate 35 are reserved, and the number of reserved balls is displayed by lighting up the normal map reserve display unit 38b.

[0033] A winning / losing determination process is performed by triggering a winning entry into the first operating port 33 or the second operating port 34. The result of the winning / losing determination process is then clearly displayed through the display effects on the special symbol unit 37 and the symbol display device 41 of the variable display unit 36.

[0034] The special symbol unit 37 is provided with a first special symbol display section 37a and a second special symbol display section 37b. In the first special symbol display section 37a, a win / loss determination process is performed triggered by a win / loss entry into the first actuation port 33, thereby displaying a varying pattern. A stop result corresponding to the result of the win / loss determination process is then displayed. In this case, the results of the win / loss determination process include a jackpot result, a time-saving result, and a loss result, which will be described later. However, the content of the stop result in the first special symbol display section 37a differs for each of the jackpot result, the time-saving result, and the loss result. The display of the stop result in the first special symbol display section 37a is maintained until the next game round begins and a new varying pattern display is started in the first special symbol display section 37a. In addition, in the second special symbol display section 37b, a win / loss determination process is performed triggered by a win / loss entry into the second actuation port 34, thereby displaying a varying pattern. A stop result corresponding to the result of the win / loss determination process is then displayed. In this case, the results of the hit / miss determination process include a jackpot result, a time-saving result, and a miss result, which will be described later, but the contents of the stop results on the second special symbol display section 37b are different for each of the jackpot result, the time-saving result, and the miss result. The display of the stop results on the second special symbol display section 37b is maintained until the next game round starts and the second special symbol display section 37b starts displaying a new pattern.

[0035] The first special symbol display unit 37a and the second special symbol display unit 37b are configured by a segment display device in which a plurality of segment light emitting units are arranged in a predetermined manner, but are not limited to this and may be configured by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix display device, etc. Also, the images displayed on the first special symbol display unit 37a and the second special symbol display unit 37b may be configured to display multiple types of letters, multiple types of symbols, multiple types of characters, or multiple types of colors.

[0036] In the special symbol unit 37, a first special symbol reserve display section 37c and a second special symbol reserve display section 37d are provided adjacent to the first special symbol display section 37a and the second special symbol display section 37b. A maximum of four game balls that have entered the first operating port 33 are reserved, and the number of reserved balls is displayed by lighting up the first special symbol reserve display section 37c. Also, a maximum of four game balls that have entered the second operating port 34 are reserved, and the number of reserved balls is displayed by lighting up the second special symbol reserve display section 37d.

[0037] More specifically, the pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 41 is not limited to a liquid crystal display device, and may be other display devices having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display device.

[0038] In the pattern display device 41, when a variable pattern display is performed in the first special pattern display unit 37a based on a winning entry into the first operating port 33, a variable pattern display is performed accordingly, and when a variable pattern display is performed in the second special pattern display unit 37b based on a winning entry into the second operating port 34, a variable pattern display is performed accordingly. In addition to the display performance triggered by a winning entry into the first operating port 33 or the second operating port 34, the pattern display device 41 also performs display performance during the opening and closing execution mode described below, which is entered after a jackpot result.

[0039] Based on a win in either of the operating ports 33, 34, display begins on either of the special symbol display units 37a, 37b and the pattern display device 41, and ends when a stop result corresponding to the result of the win / loss determination process is displayed, and one game session corresponds to the completion of the special symbol determination process in the main control device 71 described below.

[0040] In this pachinko machine 10, a win / loss determination process is executed based on the winning of the operation ports 33 and 34. If the result of the win / loss determination process indicates a jackpot, the machine transitions to the open / close execution mode. In the open / close execution mode, the special power winning device 32 is controlled to open and close, and if a winning occurs in the open special power winning device 32, game balls are paid out. Specifically, in the open / close execution mode, a predetermined number of rounds of play are executed. A round of play refers to a game that continues until either a predetermined open duration has elapsed or a predetermined upper limit number of game balls has entered the special power winning device 32. In this case, when the launch operation device 28 is operated by the player, the game ball launching mechanism 27 is driven and controlled to launch one game ball into the play area PA every 0.6 seconds, with the open duration set to 29 seconds and the upper limit set to 10 balls. Therefore, the duration of the round game is set to be longer than the product of the game ball firing cycle and the upper limit number of balls in one round game, so that in each round game, it can be expected that more than the upper limit number of game balls will enter the special winning device 32. In addition, the upper limit number of round games varies depending on the type of jackpot result that triggered the transition.

[0041] The win / loss lottery mode for the win / loss determination process includes a high-probability mode and a low-probability mode, so that the probability of a jackpot result that triggers a transition to the open / close execution mode is relatively high or low. In addition, the pachinko machine 10 has multiple support modes that differ in the manner in which the normal power device 34a of the second operating port 34 is opened. Specifically, the support modes include a high-frequency support mode (a first high-frequency support mode and a second high-frequency support mode, described below) and a low-frequency support mode, so that the frequency with which the normal power device 34a is opened per unit time is relatively high or low when compared with a situation in which game balls are continuously released into the game area PA in the same manner. The game state in a situation other than the open / close execution mode differs depending on the type of combination of the win / loss lottery mode and the support mode. The game states include a normal game state, which is a low-probability mode and a low-frequency support mode; a high-probability state, which is a high-probability mode and a high-frequency support mode; and a time-saving state, which is a low-probability mode and a high-frequency support mode. In the high probability state and the time-saving state, the average period required for one game to be completed is shorter than that in the normal game state.

[0042] The first actuation port 33 and the second actuation port 34 are both installed in a lower area PAU, which is an area below the variable display unit 36 ​​in the game area PA. The first actuation port 33 and the second actuation port 34 are united as an actuation port device, vertically arranged side by side with the first actuation port 33 on the top and the second actuation port 34 on the bottom. The normal power device 34a of the second actuation port 34 can be controlled to an open state in response to a winning entry into the through gate 35, which is located in the left area PAL, which is an area to the left of the variable display unit 36 ​​in the game area PA. A gaming ball flowing down the left area PAL is guided to the lower area PAU, and the gaming ball guided to the lower area PAU can be guided to an area where the first actuation port 33 and the second actuation port 34 are provided. Therefore, when a firing operation is performed with the aim of winning the first operating port 33, not only is it possible for the ball to win the first operating port 33, but it is also possible for the ball to win the second operating port 34, and when a firing operation is performed with the aim of winning the second operating port 34, it is also possible for the ball to win the first operating port 33.

[0043] When the game state is the normal game state, the support mode becomes the low frequency support mode as described above, so that winning at the second actuation port 34 is less likely to occur, and winning at the first actuation port 33 is more likely to occur than at the second actuation port 34. Therefore, in the normal game state, the target for execution of the game round is basically the first special symbol display unit 37a, and if winning at the second actuation port 34 occurs accidentally, the second special symbol display unit 37b becomes the target for execution of the game round.

[0044] On the other hand, when the gaming state is a high probability state or a time-saving state, the support mode becomes the high-frequency support mode as described above, and therefore, winning is more likely to occur in the second actuation port 34. In this case, winning is more likely to occur in the second actuation port 34 than in the first actuation port 33. However, as already explained, if a firing operation is performed with the aim of winning in the second actuation port 34, winning in the first actuation port 33 may occur, and the game ball guided to the outlet portion 36e of the stage portion 36b will have a high probability of winning in the first actuation port 33, so winning in the first actuation port 33 will occur with the same frequency as in the low-frequency support mode, even in the high-frequency support mode.

[0045] In a mode corresponding to the pattern of the special symbol display units 37a and 37b that are the targets of the execution of the game round, the effect for the game round is executed on the symbol display device 41. The display contents of the symbol display device 41 when the effect for the game round is executed will be described.

[0046] 4(a) and 4(b) are explanatory diagrams for explaining the display contents of the symbol display device 41 when a game round is executed.

[0047] As shown in Fig. 4(a), three symbol rows Z1, Z2, and Z3, each consisting of an upper row, a middle row, and a lower row, are set on the display surface of the symbol display device 41 as a plurality of display areas. Each symbol row Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. In other words, when a game is played, most of the display surface of the symbol display device 41 is used to display the varying symbols.

[0048] Figures 5(a) to 5(j) are explanatory diagrams for explaining the main and sub-patterns that are variably displayed in each of the pattern rows Z1 to Z3. As shown in Figures 5(a) to 5(j), the pattern, which is a type of picture, is composed of nine main patterns each numbered "1" to "9" and a sub-pattern consisting of a shell-shaped picture pattern. More specifically, the main patterns are composed of nine character patterns such as an octopus each numbered "1" to "9."

[0049] As shown in FIG. 4(b), the upper pattern column Z1 includes nine main symbols ("1" through "9") arranged in descending numerical order, with one sub-symbol between each main symbol. The lower pattern column Z3 includes nine main symbols ("1" through "9") arranged in ascending numerical order, with one sub-symbol between each main symbol. In other words, the upper and lower pattern columns Z1 and Z3 are composed of 18 symbols. In contrast, the middle pattern column Z2 includes nine main symbols ("1" through "9") arranged in ascending numerical order, with a "4" main symbol between the "9" main symbol and the "1" main symbol, with one sub-symbol between each of these main symbols. In other words, the middle pattern column Z2 includes 10 main symbols, for a total of 20 symbols. On the display surface, the symbols of each of the symbol rows Z1 to Z3 are displayed variably, scrolling periodically in a predetermined direction. The symbol display device 41 is configured to stop and display three symbols for each of the symbol rows Z1 to Z3, resulting in a total of nine symbols (3 x 3) being stopped and displayed. Also, as shown in FIG. 4(a), the symbol display device 41 has five activated lines, namely, a left line L1, a center line L2, a right line L3, a downward-right line L4, and an upward-right line L5.

[0050] When a variable display of symbols is performed on the symbol display device 41 based on a winning entry into the first actuation port 33 or the second actuation port 34, the variable display starts so that the symbols in each symbol column Z1 to Z3 scroll periodically in a predetermined direction. Then, the variable display is switched to a standby display basically in the order of upper symbol column Z1 → lower symbol column Z3 → middle symbol column Z2, and finally ends with the predetermined symbols being statically displayed in each symbol column Z1 to Z3.

[0051] When the variable symbol display ends, if the result of the hit / miss determination process in the main control device 71 (described later) is a jackpot result, the same symbol combination will be formed on one of the active lines L1-L5. Also, if the result of the hit / miss determination process is a time-saving result (described later) and the time-saving state is set in response to that time-saving result, a predetermined symbol combination (e.g., "1-2-3" or "3-4-1") that is neither the same symbol combination nor a reach symbol combination will be formed on one of the active lines L1-L5 when the variable symbol display ends. In this case, because there are multiple types of time-saving results (described later), the content of the predetermined symbol combination also differs depending on the type of time-saving result. On the other hand, if the result of the hit / miss determination process is a time-saving result (described later) and the time-saving state is not set in response to that time-saving result, a non-reach symbol combination that does not form a reach symbol combination will be displayed when the variable symbol display ends. In other words, if the result of the hit / miss determination process is a time-saving result described below and the time-saving state is not set based on that time-saving result, the stopping results for the pattern sequences Z1 to Z3 may be the same as if the result of the hit / miss determination process was a miss result.

[0052] In the configuration in which the variable display of the symbols is performed in each of the symbol columns Z1 to Z3 as described above, an expectation effect is set as a display effect of the symbol display device 41 when a game round is executed. The expectation effect is a display state that makes the player think that the variable display state is likely to result in a jackpot result, from the start of the variable display of the symbols on the symbol display device 41 until the stop result is derived and displayed. Two types of expectation effects are set: a reach display, and a notice display that makes the player expect the occurrence of a reach display or a jackpot result, such as in a stage before the reach display occurs.

[0053] The reach display includes a display state in which the same type of symbols are displayed in the upper and lower symbol columns Z1 and Z3 among the multiple symbol columns Z1 to Z3 to display a reach symbol combination, and in that state, the remaining middle symbol column Z2 displays a variable pattern. Also included are a reach effect in which, while a reach symbol combination is displayed as described above, the remaining symbol columns display a variable pattern while displaying predetermined characters or the like as animation in the background screen, and a reach effect in which the reach symbol combination is displayed in a reduced size or is not displayed, and a predetermined character or the like is displayed as animation on almost the entire display screen. If a game result in a jackpot, symbols of the same type as those forming the reach symbol combination are displayed on the reach line in the middle symbol column Z2, and if a game result does not result in a jackpot, symbols of a different type from those forming the reach symbol combination are displayed on the reach line in the middle symbol column Z2.

[0054] The advance notice display includes a mode in which a character is displayed separately from the symbols on the symbol columns Z1 to Z3 in a situation in which the symbols are being displayed variably on all symbol columns Z1 to Z3 after the variable display of symbols on each symbol column Z1 to Z3 has begun, or in a situation in which the symbols are being displayed variably on some symbol columns Z1 to Z3 but on multiple symbol columns Z1 to Z3. It also includes a mode in which the background screen is displayed in a predetermined mode different from its previous mode, or a mode in which the symbols on the symbol columns Z1 to Z3 are displayed in a predetermined mode different from their previous mode. Such advance notice displays can occur in both game turns when a reach display is made and when a reach display is not made, but are set to occur with a higher probability when a reach display is made than when a reach display is not made.

[0055] As shown in Figure 4(b), in addition to the symbol rows Z1 to Z3, a reserve display area 42 and a status suggestion area 43 are set on the display surface of the symbol display device 41. The reserve display area 42 is set at the bottom of the display surface of the symbol display device 41. The reserve display area 42 has a first reserve display area 42a in which an image is displayed to notify the player of the number of reserve information pieces acquired by the main control device 71 (described later) based on a winning entry into the first actuation port 33, and a second reserve display area 42b in which an image is displayed to notify the player of the number of reserve information pieces acquired by the main control device 71 (described later) based on a winning entry into the second actuation port 34. The reserve information is information that triggers the execution of a win / loss determination process in the main control device 71, and is information that triggers the execution of a game round. The reserved information acquired in response to a winning entry into the first operating port 33 (hereinafter also referred to as the first reserved information) triggers the execution of a game in the first special symbol display unit 37a, and the reserved information acquired in response to a winning entry into the second operating port 34 (hereinafter also referred to as the second reserved information) triggers the execution of a game in the second special symbol display unit 37b. A maximum of four pieces of first reserved information are reserved and stored, and a maximum of four pieces of second reserved information are also reserved and stored.

[0056] The first hold display area 42a displays a number of first hold images G1 corresponding to the number of first hold information. In other words, if the number of first hold information stored is zero, no first hold image G1 is displayed in the first hold display area 42a. Furthermore, if the number of first hold information stored is one, one first hold image G1 is displayed; if the number of first hold information stored is two, two first hold images G1 are displayed; if the number of first hold information stored is three, three first hold images G1 are displayed; and if the number of first hold information stored is four, four first hold images G1 are displayed. When multiple first hold images G1 are displayed, the multiple first hold images G1 are displayed side by side with a fixed interval between them. Furthermore, if the number of first hold information stored is increasing, the first hold images G1 are displayed increasing toward the right. If the first hold information triggers the start of a game round and the number of first hold information stored is decreasing, the first hold images G1 are displayed decreasing toward the left.

[0057] The second hold display area 42b displays a number of second hold images G2 corresponding to the number of second hold information. In other words, if the number of second hold information stored is zero, no second hold image G2 is displayed in the second hold display area 42b. Furthermore, if the number of second hold information stored is one, one second hold image G2 is displayed; if the number of second hold information stored is two, two second hold images G2 are displayed; if the number of second hold information stored is three, three second hold images G2 are displayed; and if the number of second hold information stored is four, four second hold images G2 are displayed. When multiple second hold images G2 are displayed, the multiple second hold images G2 are displayed side by side with a fixed interval between them. Furthermore, if the number of second hold information stored is increasing, the second hold images G2 are displayed increasing toward the right. If the second hold information triggers the start of a game round and the number of second hold information stored is decreasing, the second hold images G2 are displayed decreasing toward the left.

[0058] In Figure 4(b), since the number of first pending information stored is four and the number of second pending information is four, four first pending images G1 are displayed in the first pending display area 42a and four second pending images G2 are displayed in the second pending display area 42b.

[0059] The status suggestion area 43 is located at the top of the display surface of the symbol display device 41. The status suggestion area 43 has a smaller display area than the display area of ​​the symbols in the symbol columns Z1 to Z3. In the status suggestion area 43, when the variable display of symbols for a game round is being performed in the symbol columns Z1 to Z3 of the symbol display device 41 and the stop result corresponding to the result of the win / loss determination process for that game round is not displayed, the color is switched. Specifically, a predetermined display color pattern is repeated, such as red → blue → green → red → blue → green → red... Then, when the stop result corresponding to the result of the win / loss determination process is displayed in the symbol columns Z1 to Z3 and a fixed display (static display) begins, the stop result corresponding to the game status and the result of the win / loss determination process at that time is displayed. In this case, if the result of the win / loss determination process is a jackpot result or a loss result, the status suggestion area 43 is displayed in red. Furthermore, if the result of the pass / fail determination process is a time-saving result (to be described later), and if the time-saving state is set as a trigger of the time-saving result, a red stop display is displayed regardless of the type of time-saving result, and if the time-saving state is not set as a trigger of the time-saving result, a blue or green stop display is displayed depending on the type of time-saving result. As described above, in a configuration in which if the result of the pass / fail determination process is a time-saving result (to be described later) and if the time-saving state is not set as a trigger of the time-saving result, the stop result in the pattern strings Z1 to Z3 can be the same as if the result of the pass / fail determination process was a miss result, by differentiating the display content in the state suggestion area 43 between a case in which the result of the pass / fail determination process is a time-saving result (to be described later) and if the time-saving state is not set as a trigger of the time-saving result, and a case in which the result of the pass / fail determination process is a miss result, it is possible to display different overall display content on the pattern display device 41 between a case in which the result of the pass / fail determination process is a time-saving result (to be described later) and if the time-saving state is not set as a trigger of the time-saving result, and a case in which the result of the pass / fail determination process is a miss result.

[0060] Returning to the explanation of the game board 24 (see FIG. 3), if the result of the hit / miss determination process is a jackpot result, the game board 24 transitions to the open / close execution mode as already explained. In the open / close execution mode, the opening and closing control of the special power winning device 32 is executed. The special power winning device 32 is equipped with a large winning opening (not shown) that leads to the back side of the game board 24, and an opening / closing door 32a that opens and closes the large winning opening. The opening / closing door 32a is positioned in either a closed state or an open state. Specifically, the opening / closing door 32a is normally in a closed state that prevents game balls from winning, and is configured to switch to an open state that allows game balls to win if a jackpot result is selected in the hit / miss determination process. Note that while a win is not impossible in the closed state, it may be configured to be less likely to occur than in the open state. In addition, in the open / close execution mode, a display effect corresponding to the open / close execution mode is executed by the pattern display device 41.

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

[0062] A display light-emitting unit 64 is provided above the window 61. A pair of left and right speaker units 65 are also provided to output sound effects and the like according to the game status. An upper bulge 66 and a lower bulge 67, which bulge toward the front, are arranged vertically below the window 61. An upper tray 66a that opens upward is provided inside the upper bulge 66, and a lower tray 67a that also opens upward is provided inside the lower bulge 67. The upper tray 66a has the function of temporarily storing game balls dispensed from the dispensing device (described later) and guiding them in a row toward the game ball launching mechanism 27. The lower tray 67a also has the function of storing surplus game balls in the upper tray 66a.

[0063] Next, the configuration of the rear side of the gaming machine main body 12 will be described.

[0064] As shown in FIG. 2, a main control device 71, which is responsible for the primary control of the game, is mounted on the back of the inner frame 13 (specifically, the game board 24). The main control device 71 is configured by housing a main control board in a board box. The board box may be provided with a trace means for leaving a trace of its opening, or a trace structure for leaving a trace of its opening. Possible trace means include a joint structure that inseparably connects the multiple case bodies that make up the board box and requires destruction of a predetermined portion when they are separated, or a structure in which a seal is attached across the boundaries between the multiple case bodies, leaving a trace of its removal by leaving an adhesive layer on the object when peeled off. Also, a possible trace structure may be a structure in which an adhesive is applied to the boundaries between the multiple case bodies that make up the board box.

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

[0066] The payout mechanism 73 includes a tank 75 to which gaming balls supplied from the island equipment of the gaming hall are successively replenished, and a payout device 76 for paying out the gaming balls stored in the tank 75. The gaming balls paid out from the payout device 76 are discharged into the upper tray 66a or the lower tray 67a through a payout passage provided downstream of the payout device 76. The payout mechanism 73 is supplied with a main power supply of, for example, 24 volts AC, and is equipped with a back pack board having a power switch for turning the power on and off.

[0067] The control device aggregate unit 74 is equipped with a payout control device 77 having the function of controlling the payout device 76, and a power supply / launch control device 78 which generates and outputs the predetermined power required by the various control devices, etc., and controls the launch of game balls in response to the player's operation of the launch operation device 28. The payout control device 77 and the power supply / launch control device 78 are stacked one behind the other so that the payout control device 77 is at the rear of the pachinko machine 10.

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

[0069] The main control device 71 is equipped with a main control board 81 that is responsible for the main control of the game. The main control board 81 is equipped with an MPU 82. The MPU 82 has built-in ROM 83 that stores various control programs and fixed value data executed by the MPU 82, RAM 84 that is memory for temporarily storing various data when the control programs stored in the ROM 83 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits such as a random number generator, etc. It is not essential that the ROM 83 and RAM 84 be integrated into a single chip for the MPU 82; each may be integrated into a separate chip. The same applies to the MPUs of control devices other than the main control device 71.

[0070] The MPU 82 is provided with an input port and an output port. The input side of the MPU 82 is connected to a power outage monitoring board 85 provided in the main control unit 71, and also to a dispensing control unit 77. The power outage monitoring board 85 is connected to a power supply / launch control unit 78 having the function of supplying operating power, and power is supplied to the MPU 82 via the power outage monitoring board 85.

[0071] Various sensors, such as winning detection sensors 86a-86e, are connected to the input side of the MPU 82. The winning detection sensors 86a-86e include a detection sensor 86a provided in the general winning opening 31, a detection sensor 86b provided in the special winning device 32, a detection sensor 86c provided in the first operating opening 33, a detection sensor 86d provided in the second operating opening 34, and a detection sensor 86e provided in the through gate 35. Based on the detection results of these winning detection sensors 86a-86e, the MPU 82 determines whether a ball has been won in each winning entry section. The MPU 82 also conducts various lotteries based on the winning of the ball in the first operating opening 33 or the second operating opening 34.

[0072] The output side of the MPU 82 is connected to a power outage monitoring board 85, a payout control device 77, and an audio / light emitting control device 91. For example, a prize ball command is output to the payout control device 77 based on the result of winning the winning ball entry section. Various commands such as a variation command, a type command, and an opening command are output to the audio / light emitting control device 91.

[0073] The output side of the MPU 82 is connected to the special power drive unit 32b, which opens and closes the opening / closing door 32a of the special power winning device 32, the normal power drive unit 34b, which opens and closes the normal power device 34a of the second operating port 34, the special power unit 37, and the normal power unit 38. The special power unit 37 is provided with a first special power display unit 37a, a second special power display unit 37b, a first special power reserve display unit 37c, and a second special power reserve display unit 37d, all of which are connected to the output side of the MPU 82. Similarly, the normal power unit 38 is provided with a normal power display unit 38a and a normal power reserve display unit 38b, all of which are connected to the output side of the MPU 82. The main control board 81 is provided with various driver circuits, and the MPU 82 controls the drive of various drive units through these driver circuits.

[0074] That is, in the opening / closing execution mode, the MPU 82 executes drive control of the special power drive unit 32b so that the special power winning device 32 is opened and closed. Also, when the electric role opening of the normal power device 34a is won, the MPU 82 executes drive control of the normal power drive unit 34b so that the normal power device 34a is opened and closed. Also, during each game, the MPU 82 executes display control of the special chart unit 37. Also, when the lottery result of whether or not to enter the normal power opening state in which the normal power device 34a is opened is to be clearly indicated, the MPU 82 executes display control of the normal chart unit 38.

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

[0076] The power supply and launch control device 78 is connected to a commercial power supply (external power supply) in, for example, an amusement hall, etc. Then, based on the external power supplied from the commercial power supply, it generates the operating power required for each of the main control device 71, the payout control device 77, etc., and supplies the generated operating power.

[0077] Specifically, the power supply / launch control device 78 is provided with a power-on power supply unit 78a and a power-off power supply unit 78b. The power-on power supply unit 78a is connected to a commercial power source, for example, in an amusement hall, and has the function of generating and supplying operating power when external power is supplied from the commercial power source. The power-off power supply unit 78b is composed of a capacitor, and is charged with power supplied from the power-on power supply unit 78a when the power to the pachinko machine 10 is ON (when power is being supplied from an external power source). Furthermore, when the power to the pachinko machine 10 is OFF or in a power-off state (when power supply from the external power source is cut off), such as when a power outage occurs in the commercial power source, power is discharged from the power-off power supply unit 78b to supply backup power to the RAM 84 of the main control device 71 and the RAM (not shown) of the payout control device 77. Therefore, even in such a situation, the information stored in the RAM 84 of the main control unit 71 and the RAM of the dispensing control unit 77 is retained without being erased as long as backup power is supplied from the power supply unit 78b for use during power outages.

[0078] Here, the RAM 84 of the main control device 71 temporarily stores information on the current game status and game progress, and the RAM of the payout control device 77 temporarily stores information on the number of unpaid prize balls. In this case, by supplying backup power from the power-off power supply unit 78b to these RAMs as described above, it is possible to store and retain the current game status, game progress, and unpaid prize ball information for a predetermined period of time even when there is no power supply from the power-on power supply unit 78a. On the other hand, backup power is not supplied from the power-off power supply unit 78b to the audio and light-emitting control device 91 and the display control device 101. Therefore, the information stored in the RAM 95 of the audio and light-emitting control device 91 and the RAM 105 of the display control device 101 is not backed up and is destroyed or erased when the power supply from the power-on power supply unit 78a is stopped.

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

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

[0081] In addition to various power supply units 78a and 78b, a firing control unit 78c is provided in the power supply / firing control device 78. The touch sensor 28a, push sensor 28b, and variable resistor 28c built into the firing operation device 28 are electrically connected to the firing control unit 78c.

[0082] The touch sensor 28a has a built-in capacitor, and when the player's hand touches the outer surface of the operating handle and the capacitance of the capacitor changes, it outputs a predetermined electrical signal corresponding to the detection of the handle operation to the launch control unit 78c. Upon receiving the predetermined electrical signal, the launch control unit 78c recognizes that the player's hand is touching the outer surface of the operating handle. The launch control unit 78c also determines whether the launch stop switch of the launch operating device 28 has been operated based on the electrical signal received from the push sensor 28b, and determines the amount of rotation of the operating handle based on the electrical signal received via the variable resistor 28c.

[0083] The launch control unit 78c transmits a condition fulfillment signal of a predetermined signal format to the MPU 82 of the main control device 71 when a predetermined condition for launching a game ball is fulfilled. Specifically, the launch control unit 78c continuously transmits a HI level condition fulfillment signal (a signal corresponding to the fulfillment of the condition) to the MPU 82 on the condition that the launch control unit 78c receives a signal from the touch sensor 28a indicating that the operation handle is being touched by the player and a signal from the push sensor 28b indicating that the launch stop switch is not being manually operated by the player. Note that if the launch control unit 78c does not receive any of the above signals, it transmits a LOW level condition fulfillment signal (a signal not corresponding to the fulfillment of the condition) to the MPU 82. However, the relationship between the LOW level and the HI level may be reversed. In addition to the above conditions, a condition that a ball dispensing device is connected to the pachinko machine 10 may be added as a condition for transmitting a condition fulfillment signal corresponding to the fulfillment of the condition.

[0084] In the MPU 82, if a HI level condition fulfillment signal is received and the launch of the game ball is permitted, the MPU 82 continues to transmit a HI level launch permission signal (a signal corresponding to launch permission) to the launch control unit 78c. Note that, if a HI level condition fulfillment signal is not received from the launch control unit 78c, the MPU 82 transmits a LOW level launch permission signal (a signal not corresponding to launch permission), but the relationship between the LOW level and the HI level of the launch permission signal may be reversed.

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

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

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

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

[0089] For the sake of convenience, in the following explanation, the MPU 82, ROM 83 and RAM 84 of the main control unit 71 will be referred to as the main side MPU 82, main side ROM 83 and main side RAM 84, the MPU 93, ROM 94 and RAM 95 of the audio / light emitting control unit 91 will be referred to as the audio / light side MPU 93, audio / light side ROM 94 and audio / light side RAM 95, and the MPU 103, ROM 104 and RAM 105 of the display control unit 101 will be referred to as the display side MPU 103, display side ROM 104 and display side RAM 105.

[0090] <Electrical configuration for performing various lotteries on the main MPU82> Next, the electrical configuration for performing various lotteries in the main MPU 82 will be described with reference to FIG.

[0091] During play, the main MPU 82 uses various counter information to perform a winning lottery, set the display of the special symbol display units 37a and 37b, set the symbol display of the symbol display unit 41, set the display of the normal symbol display unit 38a, etc. Specifically, as shown in Figure 7, it uses a winning random number counter C1 used to perform a winning lottery, a type random number counter C2 used to determine the type of jackpot result and the type of time-saving result, a reach random number counter C3 used to perform a reach lottery when the symbol display unit 41 misses and fluctuates, a random number initial value counter CINI used to set the initial value of the winning random number counter C1, and a fluctuation type counter CS that determines the variable display period in the special symbol display units 37a and 37b and the symbol display unit 41. Furthermore, it uses a normal power random number counter C4 used to perform a lottery to determine whether the normal power device 34a of the second operating port 34 is set to the normal power open state. The counters C1 to C3, CINI, CS, and C4 are provided in the various counter area 84b of the main RAM 84.

[0092] Each counter C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to "0" after reaching its maximum value. Each counter is updated at short intervals. Information corresponding to the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 is stored in a special symbol reserve area 84a provided in the main RAM 84 when a win occurs in the first actuation port 33 or the second actuation port 34. The special symbol reserve area 84a includes a first special symbol reserve area 111, a second special symbol reserve area 112, and an execution area 113 for special symbols.

[0093] The first special symbol reserve area 111 includes a first area 111a, a second area 111b, a third area 111c, and a fourth area 111d, and the numerical information of the win random number counter C1, the type random number counter C2, and the reach random number counter C3 is stored in any one of the areas 111a to 111d as first reserved information according to the winning history of the first operating port 33. In this case, when multiple winnings occur consecutively in the first operating port 33, the numerical information is stored in the first area 111a to the fourth area 111d in the order of the first area 111a → the second area 111b → the third area 111c → the fourth area 111d. By providing the four areas 111a to 111d in this way, up to four winning histories of game balls entering the first operating port 33 can be reserved and stored. In addition, the number of items that can be reserved and stored in the first special chart reservation area 111 is not limited to four and is arbitrary, and may be any number such as two, three, five or more, or may be singular.

[0094] The second special symbol reserve area 112 includes a first area 112a, a second area 112b, a third area 112c, and a fourth area 112d, and the numerical information of the win random number counter C1, the type random number counter C2, and the reach random number counter C3 is stored in any one of the areas 112a to 112d as second reserve information in accordance with the winning history of the second actuation port 34. In this case, when multiple winnings into the second actuation port 34 occur consecutively, the numerical information is stored in the first area 112a to the fourth area 112d in chronological order from the first area 112a to the second area 112b to the third area 112c to the fourth area 112d. By providing the four areas 112a to 112d in this way, up to four winning histories of game balls entering the second actuation port 34 can be reserved and stored. In addition, the number of items that can be reserved and stored in the second special chart reservation area 112 is not limited to four and is arbitrary, and may be any number such as two, three, five or more, or may be singular.

[0095] The execution area 113 for special symbols is an area in which reserved information for which a win / fail judgment, allocation judgment, etc. is performed when variable display is started in either of the special symbol display units 37a, 37b. Specifically, when variable display in the first special symbol display unit 37a is started, the reserved information stored in the first area 111a of the first special symbol reserve area 111 is moved to the execution area 113 for special symbols. On the other hand, when variable display in the second special symbol display unit 37b is started, the reserved information stored in the first area 112a of the second special symbol reserve area 112 is moved to the execution area 113 for special symbols.

[0096] Information corresponding to the normal random number counter C4 is stored in the normal map reserve area 84c when a win occurs at the through gate 35. The normal map reserve area 84c includes a first area 114a, a second area 114b, a third area 114c, and a fourth area 114d. The numerical information of the normal random number counter C4 is stored in one of the areas 114a-114d as reserved information on the normal map side according to the winning history at the through gate 35. In this case, when multiple consecutive wins at the through gate 35 occur, the numerical information is stored in the first area 114a-4 area 114d in the order of the first area 114a → the second area 114b → the third area 114c → the fourth area 114d in chronological order. By providing four areas 114a-114d in this way, up to four winning histories of game balls at the through gate 35 can be reserved and stored. The number of reserved items that can be stored in the regular map reservation area 84c is not limited to four and can be any number, such as two, three, five or more, or it can be a single number. The regular map reservation area 84c has an execution area 115 for regular maps. The execution area 115 for regular maps is an area in which reserved information for which regular map pass / fail judgment processing is performed when the regular map display unit 38a starts displaying changes. Specifically, when the regular map display unit 38a starts displaying changes, the reserved information stored in the first area 114a of the regular map reservation area 84c is moved to the execution area 115 for regular maps.

[0097] Each of the counters will now be described in detail.

[0098] First, the normal random number counter C4 will be described. The normal random number counter C4 is configured to increment by one in sequence within a range of, for example, 0 to 250, and return to "0" after reaching the maximum value. The normal random number counter C4 is periodically updated, and is stored in the normal map holding area 84c when a gaming ball enters the through gate 35. Then, at a predetermined timing, a normal map hit / miss judgment process is performed to determine whether or not to control the normal random number device 34a to an open state based on the value of the stored normal random number counter C4.

[0099] As already explained, in the present pachinko machine 10, a plurality of types of support modes are set so that the manner of support by the normal power device 34a differs from one another. Figure 8 is an explanatory diagram for explaining the contents of the support modes.

[0100] The support modes are set to a high-frequency support mode and a low-frequency support mode so that the frequency with which the normal electric device 34a of the second operating port 34 is opened per unit time is relatively high or low when compared under conditions in which game balls are continuously released in the same manner into the game area. Also, a first high-frequency support mode and a second high-frequency support mode are set as the high-frequency support modes.

[0101] When the normal winning / losing determination process is executed to determine by lottery whether the normal winning feature 34a will be in the open state, there are a high probability mode on the normal side and a low probability mode on the normal side so that the probability of winning the electric role opening is relatively high or low. In the low probability mode on the normal side, the probability of winning the electric role opening in one normal winning / losing determination process is 1 / 2, while in the high probability mode on the normal side, the probability of winning the electric role opening in one normal winning / losing determination process is 4 / 5.

[0102] When the normal map correctness determination process is executed, the normal map display unit 38a starts displaying the changing pattern. In this case, the normal map change period, which is the duration of the change display in which the changing pattern display is executed in the normal map display unit 38a, has a long period and a short period so that the period is relatively long and short. The long period is 10 seconds, while the short period is 1 second.

[0103] When the normal map display unit 38a's variable display cycle ends, the normal map display unit 38a displays a stop result corresponding to the judgment result of the normal map correct / incorrect judgment process that triggered the execution of the variable display cycle. In this case, if the judgment result of the normal map correct / incorrect judgment process is a wrong result, the normal map display unit 38a displays a stop result corresponding to the wrong result, and no transition to the normal power open state occurs. If the normal map side reserved information is stored in the normal map reserved area 84c, a new normal map correct / incorrect judgment process is executed for the reserved information on the normal map side, and a new variable display cycle begins in the normal map display unit 38a. On the other hand, if the judgment result of the normal map correct / incorrect judgment process is a result corresponding to a winning electric game release, the normal map display unit 38a displays a stop result corresponding to the winning result, and a transition to the normal power open state occurs.

[0104] The normal power release state has two execution modes: a high expectation mode and a low expectation mode, so that the probability of a game ball entering the normal power device 34a is relatively high or low. In the low expectation mode, a short opening of the normal power device 34a occurs once. The short opening lasts for 0.7 seconds. As explained above, the ball launch cycle is 0.6 seconds, so when a short opening of the normal power device 34a occurs once, game balls do not generally enter the second operating port 34, and even if they do, the number of balls that do enter is approximately one. The normal power release state also ends when the number of game balls that enter the second operating port 34 reaches the normal power side's upper limit of 10. However, when a short opening occurs once, as described above, even if a game ball enters the second operating port 34, it is approximately one, so the upper limit of game balls on the normal power side will not enter the second operating port 34.

[0105] In the high expectation mode, the normal power feature 34a experiences three long releases. The duration of each long release is two seconds. As explained above, the ball launch cycle is 0.6 seconds, so one long release of the normal power feature 34a can result in approximately three game balls entering the second operating port 34. In the normal power release state of the high expectation mode, three long releases occur, separated by an interval period (specifically, one second) on the normal power side during which the second operating port 34 is closed. Therefore, when the normal power release state of the high expectation mode occurs, approximately nine game balls can enter the second operating port 34. As mentioned above, the normal power release state ends when the number of game balls entering the second operating port 34 reaches the upper limit of ten on the normal power side. Therefore, when the normal power release state of the high expectation mode occurs, the normal power release state can end when the upper limit of game balls on the normal power side enters the second operating port 34.

[0106] In a configuration in which the judgment mode for the normal map correctness determination process, the normal map fluctuation period in the normal map display unit 38a, and the execution mode for the normal power release state are set as described above, in the low-frequency support mode, the judgment mode for the normal map correctness determination process is a low-probability mode on the normal map side, the normal map fluctuation period is long, and the execution mode for the normal power release state is a low-expectation mode in which one short release occurs. Also, in the first high-frequency support mode, the judgment mode for the normal map correctness determination process is a high-probability mode on the normal map side, the normal map fluctuation period is short, and the execution mode for the normal power release state is a high-expectation mode in which three long releases occur. Also, in the second high-frequency support mode, the judgment mode for the normal map correctness determination process is a low-probability mode on the normal map side, the normal map fluctuation period is short, and the execution mode for the normal power release state is a high-expectation mode in which three long releases occur. Therefore, if the launch of game balls continues in the same manner so that a winning entry into the through gate 35 occurs, the expected rate of the normal power feature 34a of the second operating port 34 being in the open state per unit time is highest in the first high-frequency support mode, next highest in the second high-frequency support mode, and lowest in the low-frequency support mode. Also, in the low-frequency support mode, the execution mode of the normal power open state is a low-expectation mode, so in the low-frequency support mode, game balls rarely enter the second operating port 34, whereas in the first high-frequency support mode and the second high-frequency support mode, the execution mode of the normal power open state is a high-expectation mode, so in the first high-frequency support mode or the second high-frequency support mode, it can be expected that game balls will enter the second operating port 34 more than the upper limit number of second reserved information in the second special chart reserved area 112.

[0107] The configuration for differentiating the expected rate at which the normal power feature 34a of the second operating port 34 is open per unit time between the first high-frequency support mode and the second high-frequency support mode is not limited to the above. For example, the normal power fluctuation period may be selected as a short period in the first high-frequency support mode, while a medium period between short and long periods may be selected in the second high-frequency support mode. Alternatively, the execution mode of the normal power open state may be configured such that a long open occurs three times in the first high-frequency support mode, while a long open occurs twice in the second high-frequency support mode. Also, although the determination mode for the normal power pass / fail determination process is the same in the first and second high-frequency support modes as the high-probability mode for the normal power pass / fail side, the first high-frequency support mode may be configured to have a higher expected rate at which the normal power feature 34a of the second operating port 34 is open per unit time than the second high-frequency support mode depending on the normal power fluctuation period or the execution mode of the normal power open state.

[0108] Next, the winning random number counter C1 will be described. The winning random number counter C1 is configured to be incremented by one within a range of 0 to 9999 and to return to "0" after reaching a maximum value. In particular, when the winning random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 9999). The winning random number counter C1 is periodically updated, and is stored in the first special symbol reserve area 111 when a gaming ball enters the first operating port 33, and is stored in the second special symbol reserve area 112 when a gaming ball enters the second operating port 34. Then, the win / loss determination process is performed using the numerical information of this stored winning random number counter C1.

[0109] The value of the random number that will be a winning result in the hit / miss determination process is stored as a hit / miss table in the main ROM 83. In this pachinko machine 10, there are a high probability mode and a low probability mode as hit / miss lottery modes for the hit / miss determination process, in which the probability of a jackpot result is relatively high and low. As hit / miss tables referenced in the hit / miss determination process in the low probability mode, a first hit / miss table 121 at low probability that is referenced when the hit / miss determination process is executed on the first reserved information, and a second hit / miss table 122 at low probability that is referenced when the hit / miss determination process is executed on the second reserved information are provided. In addition, a high probability hit / miss table 123 is provided as a hit / miss table referenced in the hit / miss determination process in the high probability mode.

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

[0111] As shown in Figures 9(a) to 9(c), the results of the hit / miss determination process include a jackpot result, a time-saving result, and a miss result. The jackpot result is a hit / miss result that triggers a transition to an opening / closing execution mode in which multiple rounds of play are executed, and can also trigger a transition to a hit / miss lottery mode and a support mode. The time-saving result is a hit / miss result that does not trigger a transition to the opening / closing execution mode or a hit / miss lottery mode, but can trigger a transition to a support mode. The miss result is a hit / miss result that does not trigger a transition to the opening / closing execution mode, and does not trigger a transition to a hit / miss lottery mode or a support mode.

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

[0113] Specifically, in "Setting 1," the lowest setting, 50 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,850 numerical information pieces of the winning random number counter C1 that result in a loss result are set. Also, in "Setting 2," which is a setting one level higher than "Setting 1," 52 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,848 numerical information pieces of the winning random number counter C1 that result in a loss result are set. Also, in "Setting 3," which is a setting one level higher than "Setting 2," 54 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,846 numerical information pieces of the winning random number counter C1 that result in a loss result are set. In addition, in "Setting 4," which is one setting higher than "Setting 3," 56 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 100 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,844 numerical information pieces are set for the winning random number counter C1 that result in a loss result. In "Setting 5," which is one setting higher than "Setting 4," 58 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 100 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,842 numerical information pieces are set for the winning random number counter C1 that result in a loss result. In "Setting 6," which is the highest setting, 60 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 100 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,840 numerical information pieces are set for the winning random number counter C1 that result in a loss result. As described above, regardless of the setting value, in the low probability mode, the probability of a time-saving result is higher than the probability of a jackpot result.

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

[0115] Specifically, in "Setting 1," the lowest setting, 50 is set as the number of numerical information pieces of the winning random number counter C1 that result in a jackpot, 120 is set as the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,830 is set as the number of numerical information pieces of the winning random number counter C1 that result in a loss result. Also, in "Setting 2," which is a setting one level higher than "Setting 1," 52 is set as the number of numerical information pieces of the winning random number counter C1 that result in a jackpot, 120 is set as the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,828 is set as the number of numerical information pieces of the winning random number counter C1 that result in a loss result. Also, in "Setting 3," which is a setting one level higher than "Setting 2," 54 is set as the number of numerical information pieces of the winning random number counter C1 that result in a jackpot, 120 is set as the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,826 is set as the number of numerical information pieces of the winning random number counter C1 that result in a loss result. In addition, in "Setting 4," which is one setting higher than "Setting 3," 56 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 120 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,824 numerical information pieces are set for the winning random number counter C1 that result in a loss result. In "Setting 5," which is one setting higher than "Setting 4," 58 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 120 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,822 numerical information pieces are set for the winning random number counter C1 that result in a loss result. In "Setting 6," which is the highest setting, 60 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 120 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,820 numerical information pieces are set for the winning random number counter C1 that result in a loss result.

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

[0117] However, without being limited to this, the probability of selecting a time-saving result in the win / loss determination process may be the same or approximately the same between the first win / loss table 121 at low probability and the second win / loss table 122 at low probability, or the first win / loss table 121 at low probability may be higher than the second win / loss table 122 at low probability. Furthermore, in the first win / loss table 121 at low probability, the probability of the time-saving result is not limited to being the same for each setting value, but may be varied depending on the setting value. In this case, the higher the setting value, the higher the probability of the time-saving result, or the higher the setting value, the lower the probability of the time-saving result. Furthermore, in the second win / loss table 122 at low probability, the probability of the time-saving result is not limited to being the same for each setting value, but may be varied depending on the setting value. In this case, the higher the setting value, the higher the probability of the time-saving result, or the higher the setting value, the lower the probability of the time-saving result.

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

[0119] Specifically, in "Setting 1," the lowest setting, 500 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,400 numerical information pieces of the winning random number counter C1 that result in a loss result are set. Also, in "Setting 2," which is a setting one level higher than "Setting 1," 520 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,380 numerical information pieces of the winning random number counter C1 that result in a loss result are set. Also, in "Setting 3," which is a setting one level higher than "Setting 2," 540 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,360 numerical information pieces of the winning random number counter C1 that result in a loss result are set. In addition, in "Setting 4," which is one setting higher than "Setting 3," the number of numerical information pieces of the winning random number counter C1 that result in a jackpot is set to 560, the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result is set to 100, and the number of numerical information pieces of the winning random number counter C1 that result in a loss result is set to 9,340. In "Setting 5," which is one setting higher than "Setting 4," the number of numerical information pieces of the winning random number counter C1 that result in a jackpot is set to 580, the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result is set to 100, and the number of numerical information pieces of the winning random number counter C1 that result in a loss result is set to 9,320. In "Setting 6," which is the highest setting, the number of numerical information pieces of the winning random number counter C1 that result in a jackpot is set to 600, the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result is set to 100, and the number of numerical information pieces of the winning random number counter C1 that result in a loss result is set to 9,300.

[0120] The high probability pass / fail table 123 is referenced in high probability mode both when the pass / fail determination process is performed on the first pending information and when the pass / fail determination process is performed on the second pending information. This makes it possible to reduce the storage capacity of the main ROM 83 required to store the pass / fail table compared to a configuration in which a pass / fail table is provided corresponding to each of the cases in which the pass / fail determination process is performed on the first pending information in high probability mode and the pass / fail determination process is performed on the second pending information in high probability mode.

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

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

[0123] The numerical information of the winning random number counter C1 that results in a jackpot may be configured to be set in a concentrated manner so as to be consecutive numbers, or may be configured to be set in a dispersed manner so that at least a part or all of the information is not consecutive numbers.Furthermore, the numerical information of the winning random number counter C1 that results in a time-saving result may be configured to be set in a concentrated manner so as to be consecutive numbers, or may be configured to be set in a dispersed manner so that at least a part or all of the information is not consecutive numbers.

[0124] As described above, whether the trigger is the first pending information or the second pending information, the higher the setting value, the higher the probability of a jackpot result, so the higher the setting value, the more advantageous it is for the player. Also, the open / close execution mode is the period during which the number of balls held by the player per unit time increases the most, and the probability of a jackpot result that triggers the transition to the open / close execution mode fluctuates according to the setting value, making it possible to increase the player's attention to the setting value.

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

[0126] When comparing combinations with the same set value and winning / losing lottery mode, the probability of a jackpot result is the same whether the first reserved information is the trigger or the second reserved information is the trigger. This makes it possible to prevent a difference in the probability of a jackpot result occurring whether the first reserved information is the trigger or the second reserved information is the trigger.

[0127] The probability of a time-saving result when triggered by the first pending information is the same regardless of whether the setting is "1" to "6." Furthermore, the probability of a time-saving result when triggered by the second pending information is the same regardless of whether the setting is "1" to "6." This allows the player to focus on the jackpot result in order to guess the setting value, making it more difficult to guess the setting value. Meanwhile, the probability of a time-saving result when triggered by the second pending information is higher than when triggered by the first pending information. This allows the frequency of a time-saving result to differ between when a game is played triggered by the first pending information and when a game is played triggered by the second pending information.

[0128] The type random number counter C2 is configured to be incremented by 1 in sequence within the range of 0 to 29, and to return to "0" after reaching the maximum value. The type random number counter C2 is periodically updated, and is stored in the first special symbol reserve area 111 when the gaming ball enters the first operating port 33, and is stored in the second special symbol reserve area 112 when the gaming ball enters the second operating port 34.

[0129] In this pachinko machine 10, multiple jackpot results are set by providing differences in three conditions: the number of rounds played in the opening / closing execution mode, the win / loss lottery mode after the opening / closing execution mode ends, and the support mode after the opening / closing execution mode ends. A jackpot allocation table 125 for the first special symbol is provided as a jackpot allocation table to be referenced in the jackpot allocation determination process when a jackpot result is selected in the win / loss determination process for the first reserved information. Also, a jackpot allocation table 126 for the second special symbol is provided as a jackpot allocation table to be referenced in the jackpot allocation determination process when a jackpot result is selected in the win / loss determination process for the second reserved information.

[0130] Fig. 10(a) is an explanatory diagram for explaining the jackpot allocation table 125 for the first special symbol, and Fig. 10(b) is an explanatory diagram for explaining the jackpot allocation table 126 for the second special symbol. As shown in Fig. 10(a) and Fig. 10(b), in each jackpot allocation table 125, 126, the types of jackpot results are set as 5R low probability result, 5R high probability result, and 10R high probability result. Fig. 11(a) is an explanatory diagram for explaining the contents of each jackpot result.

[0131] As already explained, the 5R low probability result occurs when the hit / miss determination process results in a jackpot result and the result is selected in the jackpot allocation determination process. The 5R low probability result is a jackpot result in which the number of rounds played in the opening / closing execution mode is 5, the hit / miss lottery mode after the opening / closing execution mode ends becomes low probability mode, and the support mode after the opening / closing execution mode ends becomes first high frequency support mode. In this case, the low probability mode continues at least until the next opening / closing execution mode occurs. Furthermore, the first high frequency support mode ends when 100 play times are consumed without a new opening / closing execution mode occurring. Once 100 play times are consumed, the support mode becomes low frequency support mode.

[0132] As already explained, the 5R high probability result occurs when the hit / miss determination process results in a jackpot result and the result is selected in the jackpot allocation determination process. The 5R high probability result is a jackpot result in which the number of rounds played in the opening / closing execution mode is 5, the hit / miss lottery mode after the opening / closing execution mode ends becomes the high probability mode, and the support mode after the opening / closing execution mode ends becomes the first high frequency support mode. In this case, the high probability mode and the first high frequency support mode end when 100 play times have been played without a new opening / closing execution mode occurring. When 100 play times have been played, the hit / miss lottery mode becomes the low probability mode, and the support mode becomes the low frequency support mode.

[0133] As already explained, the 10R high probability result occurs when the hit / miss determination process results in a jackpot result and the result is selected in the jackpot allocation determination process. The 10R high probability result is a jackpot result in which the number of rounds played in the opening / closing execution mode is 10, the hit / miss lottery mode after the opening / closing execution mode ends becomes the high probability mode, and the support mode after the opening / closing execution mode ends becomes the first high frequency support mode. In this case, the high probability mode and the first high frequency support mode end when 100 play times have been played without a new opening / closing execution mode occurring. When 100 play times have been played, the hit / miss lottery mode becomes the low probability mode, and the support mode becomes the low frequency support mode.

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

[0135] The jackpot allocation table 125 for the first special symbol and the jackpot allocation table 126 for the second special symbol have the same probability of switching to the high probability mode after the open / close execution mode in the event of a jackpot win. On the other hand, the average number of rounds played is higher for the jackpot allocation table 126 for the second special symbol than for the jackpot allocation table 125 for the first special symbol. Therefore, in terms of the types of jackpot results that can be selected in the event of a jackpot win, it is more advantageous for the player if a win occurs in the second actuation port 34 and a win / loss determination process is performed than if a win occurs in the first actuation port 33 and a win / loss determination process is performed.

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

[0137] A time-saving allocation table 127 for the first special symbol is provided as a time-saving allocation table to be referred to in the allocation determination process for time-saving when a time-saving result is selected in the success / failure determination process for the first reserved information. Also, a time-saving allocation table 128 for the second special symbol is provided as a time-saving allocation table to be referred to in the allocation determination process for time-saving when a time-saving result is selected in the success / failure determination process for the second reserved information.

[0138] Fig. 10(c) is an explanatory diagram for explaining the time-saving allocation table 127 for the first special symbol, and Fig. 10(d) is an explanatory diagram for explaining the time-saving allocation table 128 for the second special symbol. As shown in Fig. 10(c) and Fig. 10(d), each time-saving allocation table 127, 128 has a first time-saving result and a second time-saving result set as the type of time-saving result. Fig. 11(b) is an explanatory diagram for explaining the contents of each time-saving trigger.

[0139] As already explained, the first time-saving result occurs when it is determined as a time-saving result in the win / loss determination process and is selected in the time-saving allocation determination process. The first time-saving result does not trigger a transition to the open / close execution mode, nor does it trigger a transition to the win / loss lottery mode, but is a time-saving result that sets the support mode to the second high-frequency support mode. In this case, the second high-frequency support mode ends when 100 play times have been consumed without a new open / close execution mode occurring. When 100 play times have been consumed, the support mode becomes the low-frequency support mode.

[0140] As already explained, the second time-saving result occurs when it is determined as a time-saving result in the win / loss determination process and is selected in the time-saving allocation determination process. The second time-saving result does not trigger a transition to the open / close execution mode, nor does it trigger a transition to the win / loss lottery mode, but rather sets the support mode to the second high-frequency support mode. In this case, the second high-frequency support mode ends when 150 play times are played without a new open / close execution mode occurring. Once 150 play times are played, the support mode becomes the low-frequency support mode. In other words, the second time-saving result results in a greater number of play times during which the second high-frequency support mode continues than the first time-saving result. Therefore, the second time-saving result is more advantageous to the player than the first time-saving result.

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

[0142] In the time-saving allocation table 127 for the first special symbol, the selection probability of the relatively unfavorable first time-saving result is higher than the selection probability of the relatively favorable second time-saving result, whereas in the time-saving allocation table 128 for the second special symbol, the selection probability of the relatively favorable second time-saving result is higher than the selection probability of the relatively unfavorable first time-saving result. Furthermore, the selection probability of the relatively favorable second time-saving result is higher in the time-saving allocation table 128 for the second special symbol than in the time-saving allocation table 127 for the first special symbol. Consequently, as for the type of time-saving result that can be selected in the win / loss determination process, it is more advantageous for the player if a win / loss determination process is performed when ...

[0143] Here, the selection of a time-saving result in the win / loss determination process can occur whether the win / loss lottery mode is the low-probability mode or the high-probability mode, but even if a time-saving result is selected in the high-probability mode, the support mode is not set based on the time-saving result. Also, the selection of a time-saving result in the win / loss determination process can occur whether the support mode is the low-frequency support mode, the first high-frequency support mode, or the second high-frequency support mode, but even if a time-saving result is selected in the first high-frequency support mode or the second high-frequency support mode, the support mode is not set based on the time-saving result. In other words, the setting of a support mode based on the time-saving result selected in the win / loss determination process occurs only in a situation where the low-probability mode is the low-frequency support mode. The low-probability mode and low-frequency support mode situation also includes a situation where a process is executed to terminate the high-frequency support mode and transition to the low-frequency support mode during the last play of the high-frequency support mode in a situation where the low-probability mode is the first high-frequency support mode or the second high-frequency support mode.

[0144] Since the transition to the second high-frequency support mode due to a time-saving result only occurs in the low-probability mode, when a time-saving result occurs and a transition to the second high-frequency support mode occurs, the game state transitions to the low-probability mode, but becomes the second high-frequency support mode. In other words, the time-saving result results in the transition of the game state to the above-mentioned time-saving state without the intervening opening / closing execution mode. Also, the support mode set after the opening / closing execution mode in response to a jackpot result is the first high-frequency support mode, while the support mode set in response to a time-saving result is the second high-frequency support mode. In other words, the support mode triggered by a jackpot result is more advantageous than the support mode triggered by a time-saving result.

[0145] In addition to the time-saving results described above, the pachinko machine 10 also includes a ceiling time-saving event that transitions the support mode to the second high-frequency support mode without triggering the opening / closing execution mode. The ceiling time-saving event occurs when the ceiling number of play times is reached without a jackpot result, as shown in Figure 11(b). The ceiling number of play times is set when a jackpot result is reached and also when power supply begins. This will be explained in more detail later. The ceiling time-saving event does not trigger a transition to the opening / closing execution mode or the win / lose lottery mode, but rather results in the support mode transitioning to the second high-frequency support mode. In this case, the second high-frequency support mode ends when 100 play times are reached without triggering a new opening / closing execution mode. Once 100 play times are reached, the support mode transitions to the low-frequency support mode.

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

[0147] The consumption of the ceiling number of rounds does not occur in high-probability mode. Therefore, even if a new ceiling number of rounds is set due to a 5R high-probability result or a 10R high-probability result, the remaining ceiling number of rounds is not deducted until the high-probability mode ends. On the other hand, the consumption of the ceiling number of rounds occurs in low-probability mode regardless of the support mode. However, even if the ceiling number of rounds is consumed in the first or second high-frequency support mode, the support mode is not set in response to the consumption of the ceiling number of rounds. In other words, the support mode is set in response to the ceiling time reduction triggered by the consumption of the ceiling number of rounds only in low-probability mode and low-frequency support mode. The low-probability mode and low-frequency support mode situation also includes the situation after the process to terminate the high-frequency support mode and transition to the low-frequency support mode is executed during the last round of the high-frequency support mode in the low-probability mode and first or second high-frequency support mode.

[0148] Since the transition to the second high-frequency support mode due to the ceiling time reduction only occurs in the low-probability mode, when the ceiling time reduction occurs and the transition to the second high-frequency support mode occurs, the game state transitions to the low-probability mode, but becomes the second high-frequency support mode. In other words, the ceiling time reduction results in the transition of the game state to the above-mentioned time-shortened state without the intervening opening / closing execution mode. Also, the support mode set after the opening / closing execution mode in response to a jackpot result is the first high-frequency support mode, while the support mode set in response to the ceiling time reduction is the second high-frequency support mode. In other words, the support mode triggered by a jackpot result is more advantageous than the support mode triggered by the ceiling time reduction.

[0149] Fig. 12 is a time chart showing how the time-saving state is set by the time-saving result or the ceiling time-saving. Fig. 12(a) shows the period in the open / close execution mode, Fig. 12(b) shows the state of the ceiling counter 131 provided in the main RAM 84, Fig. 12(c) shows the period in the high probability state, Fig. 12(d) shows the timing when the time-saving result is selected in the success / failure determination process, and Fig. 12(e) shows the period in the time-saving state.

[0150] First, we will explain the case where an event that triggers a time-saving state due to a time-saving result and an event that triggers a time-saving state due to a ceiling time-saving result occur discontinuously.

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

[0152] Subsequently, at timing t2, the open / close execution mode ends as shown in FIG. 12(a), and the high probability state is entered as shown in FIG. 12(c). The high probability state is a gaming state that is a high probability mode and is the first high frequency support mode. The high probability state ends at timing t4 when 100 game rounds are played. Since no game rounds are played in the open / close execution mode, the ceiling counter 131 is not decremented. Furthermore, even if game rounds are played in the high probability mode, the ceiling counter 131 is not decremented. Therefore, at timing t4 when the high probability state ends, the value of the ceiling counter 131 has not changed from timing t1 when the fixed ceiling number was set in the ceiling counter 131. Furthermore, at timing t3 during the high probability state, as shown in FIG. 12(d), a time-saving result is selected in the win / loss determination process, but because the high probability mode is in effect, the time-saving result is invalidated.

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

[0154] Then, at timing t5, the time-saving result is selected in the win / loss determination process as shown in Figure 12(d). Because the game state at timing t5 is the normal game state, the time-saving result triggers a transition to the time-saving state as shown in Figure 12(e). In this case, the open / close execution mode is not intervened as shown in Figure 12(a), and the win / loss lottery mode remains in the low-probability mode. The time-saving state is a low-probability mode and a game state in the second high-frequency support mode. In the time-saving state, regardless of whether a game round triggered by the first reserved information or a game round triggered by the second reserved information is executed, the value of the ceiling counter 131 is decremented as shown in Figure 12(b). Subsequently, if a jackpot result does not occur in the time-saving state and the remaining number of times the time-saving state continues reaches 0 at timing t6, the time-saving state ends as shown in Figure 12(e). In this case, the game state returns to the normal game state.

[0155] After that, at timing t7, the value of the ceiling counter 131 becomes "0" as shown in FIG. 12(b). In other words, the consumption of the ceiling number of game plays is completed. Since the game state at timing t7 is the normal game state, the ceiling time-saving triggers a transition to the time-saving state as shown in FIG. 12(e). In this case, as shown in FIG. 12(a), the open / close execution mode is not intervened, and the win / lose lottery mode remains in the low-probability mode. The time-saving state is a low-probability mode, which is a game state in the second high-frequency support mode. After that, if no jackpot result occurs in the time-saving state, the remaining number of times the time-saving state continues becomes 0 at timing t8, and the time-saving state ends as shown in FIG. 12(e). In this case, the game state returns to the normal game state.

[0156] The value of the ceiling counter 131 is not set whether the ceiling time reduction triggers a transition to the time-shortened state or whether the time-shortened state has ended. Furthermore, a transition to the time-shortened state triggered by the ceiling time reduction occurs when, in a situation where the value of the ceiling counter 131 is 1 or more, a game is played and the value of the ceiling counter 131 is decremented, resulting in the value of the ceiling counter 131 becoming "0." Therefore, a transition to the time-shortened state triggered by the ceiling time reduction occurs only once after a jackpot result occurs, and if a transition to the time-shortened state triggered by the ceiling time reduction has occurred once, basically, a transition to the time-shortened state triggered by the ceiling time reduction does not occur unless a jackpot result occurs thereafter and the value of the ceiling counter 131 is set.

[0157] Next, we will explain the case where an event in which a time-saving state is triggered by a time-saving result and an event in which a time-saving state is triggered by a ceiling time-saving result occur consecutively.

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

[0159] After that, the opening / closing execution mode ends at timing t10 ​​as shown in FIG. 12(a), and the high probability state is entered as shown in FIG. 12(c). The high probability state ends at timing t11 when 100 game rounds have been played. In this case, since no game rounds are played in the opening / closing execution mode, the ceiling counter 131 is not decremented, and even if game rounds are played in the high probability mode, the ceiling counter 131 is not decremented. Therefore, at timing t11 when the high probability state ends, the value of the ceiling counter 131 has not changed from timing t9 when the fixed ceiling number was set in the ceiling counter 131.

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

[0161] Then, at timing t12, the time-saving result is selected in the win / loss determination process as shown in FIG. 12(d). Because the game state at timing t12 is the normal game state, the time-saving result triggers a transition to the time-saving state as shown in FIG. 12(e). In this case, the open / close execution mode is not intervened as shown in FIG. 12(a), and the win / loss lottery mode remains in the low-probability mode. The time-saving state is a low-probability mode and a game state in the second high-frequency support mode. In the time-saving state, regardless of whether a game round triggered by the first reserved information or a game round triggered by the second reserved information is executed, the value of the ceiling counter 131 is decremented as shown in FIG. 12(b). Then, at timing t13, which is midway through the time-saving state, the time-saving result is selected in the win / loss determination process as shown in FIG. 12(d), but because the time-saving state is in effect, the time-saving result is invalidated.

[0162] Subsequently, without a jackpot result occurring in the time-saving state, the remaining number of times the time-saving state continues becomes zero at time t14, and the value of the ceiling counter 131 becomes "0" as shown in FIG. 12(b). In this case, the time-saving state is in effect when the last game round in the time-saving state begins. However, the process executed when the game round ends identifies that the remaining number of times the time-saving state continues as zero, causing the support mode to change from the second high-frequency support mode to the low-frequency support mode, and the game state changes from the time-saving state to the normal game state. Furthermore, when the game round ends, the process is executed, and the value of the ceiling counter 131 is decremented by one, causing the value of the ceiling counter 131 to become "0." In other words, after the game round is changed from the time-saving state to the normal game state in the game round, the value of the ceiling counter 131 becomes "0." Therefore, the time-saving state is set upon the completion of the ceiling number of game rounds in the game round. Therefore, the time-saving state continues without ending at time t14. The time-saving state is a low-probability mode and a gaming state in the second high-frequency support mode. After that, if no jackpot result occurs in the time-saving state and the remaining number of times the time-saving state continues becomes 0 at timing t15, the time-saving state ends as shown in Figure 12(e). In this case, the gaming state becomes the normal gaming state.

[0163] Next, the reach random number counter C3 of FIG. 7 will be described. The reach random number counter C3 is configured to be incremented by one in sequence within a range of, for example, 0 to 238, and to return to "0" after reaching a maximum value. The reach display is executed regardless of the value of the reach random number counter C3 in a game round in which the same symbol combination is finally stopped and displayed. Furthermore, in a game round corresponding to a time-saving result, the reach display is not executed regardless of the value of the reach random number counter C3. Furthermore, in a game round corresponding to a miss result, the reach display is executed when the reach random number counter C3 corresponds to the occurrence of the reach display by referring to the reach table stored in the main ROM 83.

[0164] Next, the variation type counter CS will be explained. The variation type counter CS is configured to be incremented by 1 in sequence within the range of, for example, 0 to 198, and to return to "0" after reaching the maximum value. The variation type counter CS is used in determining the variation display period in the special chart display units 37a and 37b and the variation display period of the pattern in the pattern display device 41 in the main MPU 82. The variation type counter CS is repeatedly updated and is acquired when determining the variation pattern at the start of the variation display in the special chart display units 37a and 37b and at the start of the variation of the pattern by the pattern display device 41.

[0165] <Regarding various processes executed by the main MPU 82> Next, we will explain the processes executed to progress the game by the main MPU 82. The processes of the main MPU 82 are roughly divided into main processes that are started when the power is turned on, and timer interrupt processes that are started periodically (every 4 msec in this embodiment).

[0166] <Main processing> First, the main processing will be described with reference to the flowchart of FIG.

[0167] First, the power-on initialization process is executed (step S101). In the power-on initialization process, for example, the main process is started and then the process waits until a predetermined waiting time (specifically, 1 second) has elapsed without proceeding to the next process. During this predetermined waiting period, the operation start and initial setting of the pattern display device 41 are completed. In addition, access to the main RAM 84 is permitted.

[0168] Thereafter, an internal function register setting process is executed (step S102). In the internal function register setting process, the interrupt period of the timer interrupt process (FIG. 14), which is a process that periodically interrupts the main process and is started, is set to a predetermined period (specifically, 4 milliseconds). The timer interrupt process (FIG. 14) will be described in detail later. In addition to setting the interrupt period, the internal function register setting process also executes processes such as setting the numerical range of various counters, such as the numerical range of the winning random number counter C1.

[0169] Thereafter, the startup processing flag provided in the main RAM 84 is set to "1" (step S103). The startup processing flag is a flag for the main MPU 82 to identify a situation in which, even if the timer interrupt processing (Fig. 14) is started, the timer interrupt processing (Fig. 14) should be terminated without executing any processing for progressing the game, while the processing for power outage monitoring, updating of various counters, and fraud monitoring among the various processing set in the timer interrupt processing (Fig. 14) is executed.

[0170] The startup processing flag is set to "1" when the processing at the start of the supply of operating power (steps S101 to S126) is started in the main processing (Fig. 13), and is cleared to "0" before the processing at the start of the supply of operating power (steps S101 to S126) ends and the remaining processing (steps S127 to S130) starts. In the timer interrupt processing (Fig. 14), if the startup processing flag is set to "1", the processing of steps S207 to S220 is not executed, thereby making it possible to prevent the processing for progressing the game from being executed in a situation where the setting confirmation processing (step S112) or setting value update processing (step S117), which will be described later, is being executed among the processing at the start of the supply of operating power (steps S101 to S126). On the other hand, as described above, in the timer interrupt processing (Figure 14), even if the startup processing in progress flag is set to "1", by executing the processing of steps S201 to S205, power outage monitoring is performed even when the setting confirmation processing (step S112) or setting value update processing (step S117) described below, which are part of the processing at the start of the supply of operating power (steps S101 to S126), is being executed, and the hit random number counter C1, type random number counter C2, reach random number counter C3 and random number initial value counter CINI are updated, and further fraud detection is performed.

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

[0172] After the startup processing in progress flag is set to "1" in step S103, it is determined whether or not the power outage flag provided in the main RAM 84 is set to "1" (step S104). The power outage flag is set to "1" when power outage processing is executed in the power outage monitoring processing (step S201) of the timer interrupt processing (FIG. 14). The power outage flag is a flag that allows the main MPU 82 to determine whether power outage processing was performed appropriately the previous time the power was shut off.

[0173] If the power outage flag is set to "1" (step S104: YES), it is determined whether the checksum is normal (step S105). Specifically, first, a checksum is calculated for the main RAM 84. Any method for calculating the checksum can be used, but this method is the same as the method used when a checksum is calculated in the power outage processing in the power outage monitoring processing (step S201) of the timer interrupt processing (FIG. 14) described later. Thereafter, the checksum calculated in the power outage processing executed immediately before the supply of operating power to the main MPU 82 was stopped and stored in the main RAM 84 is read, and the read checksum is compared with the checksum calculated in the current main processing. It is then determined whether these checksums match.

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

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

[0176] The setting update in progress flag is a flag that is set to "1" when the setting value update process (step S117) is started and cleared to "0" when the setting value update process (step S117) is ended, and therefore the setting update in progress flag is not generally set to "1" when the setting value update process (step S117) is not being executed. However, if the supply of operating power to the main MPU 82 is stopped while the setting value update process (step S117) is being executed, the setting update in progress flag will be set to "1" when the supply of operating power to the main MPU 82 is subsequently started. This state in which the setting update in progress flag is set to "1" is maintained until the process of clearing the setting update in progress flag to "0" is executed in the setting value update process (step S117).

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

[0178] If the reset button 142 is not pressed (step S108: NO), the CPU 101 determines whether a game stop flag stored in the main RAM 84 is set to "1" (step S109). The game stop flag is set to "1" when the power outage flag is not set to "1," when the checksums do not match, or when the setting value is abnormal. When the game stop flag is set to "1," steps S201 to S205 are executed in the timer interrupt process (FIG. 14), which will be described later. However, a positive determination in step S206 prevents the execution of steps S207 to S220. As a result, if the power outage flag is not set to "1" because the power outage process was not properly performed during the previous power outage, if the checksums do not match due to changes in the memory state of the main RAM 84 since the previous power outage, or if the setting value is abnormal, the CPU 101 executes the processes for power outage monitoring, updating of various counters, and fraud monitoring, but does not execute the processes for progressing the game. If the determination in step S109 is affirmative, the processes in steps S124 and S125, which will be described later, are executed.

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

[0180] The setting confirmation flag is a flag for the main MPU 82 to identify that the setting confirmation process (step S112) is being executed. When the setting confirmation flag is set to “1,” the notification display device 141 displays a message indicating that the setting values ​​are being confirmed and a message indicating the currently set setting values. The setting confirmation flag is set to “1” when the setting confirmation process (step S112) is started and cleared to “0” when the setting confirmation process (step S112) is terminated. Therefore, the setting confirmation flag is not generally set to “1” when the setting confirmation process (step S112) is not being executed. However, if the supply of operating power to the main MPU 82 is stopped while the setting confirmation process (step S112) is being executed, the setting confirmation flag will be set to “1” when the supply of operating power to the main MPU 82 is subsequently started. The setting confirmation flag remains set to "1" until the RAM clear process (step S119) described later is executed, the setting value update process (step S117) described later is executed, or the process of clearing the setting confirmation flag to "0" is executed in the setting confirmation process (step S112).

[0181] As described above, the setting confirmation process (step S112) is executed not only when the reset button 142 is not pressed and the setting key insertion unit 143 is turned on (i.e., when a "setting confirmation operation" is performed), but also when the reset button 142 is not pressed and the setting confirmation flag is set to "1." Therefore, if a power outage process is performed while the setting confirmation process (step S112) is being executed, the setting confirmation process (step S112) is executed even if a "setting confirmation operation" is not performed when the supply of operating power is subsequently resumed. This allows the current setting values ​​of the pachinko machine 10 to be continuously confirmed. On the other hand, even if a power outage process is performed while the setting confirmation process (step S112) is being executed, if the reset button 142 is pressed when the supply of operating power is subsequently resumed, the setting confirmation process (step S112) is not executed and the RAM clear process (step S119) and the setting value update process (step S117) corresponding to the operation performed when the supply of operating power is subsequently resumed are executed. This makes it possible to give priority to the execution of the RAM clear process (step S119) or the setting value update process (step S117) over the setting confirmation process (step S112).

[0182] Here, the setting confirmation process executed in step S112 will be described.

[0183] In the setting confirmation process, interrupt permission is first set. This causes the timer interrupt process (FIG. 14) to interrupt and be started at a predetermined interval. In this pachinko machine 10, interrupts by the timer interrupt process (FIG. 14) are basically prohibited during the process (steps S101 to S126) when the supply of operating power is started. However, execution of the timer interrupt process (FIG. 14) is permitted when the setting confirmation process (step S112) and the setting value update process (step S117) are being executed. However, since the start-up process flag is set to "1" when the setting confirmation process (step S112) or the setting value update process (step S117) is being executed, even if the timer interrupt process (FIG. 14) is started, the processes for power outage monitoring, updating various counters, and fraud monitoring among the various processes of the timer interrupt process (FIG. 14) are executed, but the timer interrupt process (FIG. 14) is terminated without executing the process for progressing the game. Thereafter, on the condition that the setting confirmation flag of the main RAM 84 is not set to "1", the setting confirmation flag is set to "1". By setting the setting confirmation flag to "1", a display indicating that the setting values ​​of the pachinko machine 10 are being confirmed and a display indicating the current setting values ​​of the pachinko machine 10 are displayed on the notification display device 141. Thereafter, a confirmation start command is sent to the sound / light side MPU 93. As a result, the display side MPU 103 is controlled to display an image indicating that the setting confirmation process (step S112) is being executed and an image for enabling the user to recognize the operation content for terminating the setting confirmation process (step S112) on the pattern display device 41.

[0184] Thereafter, it is determined whether the setting key insertion unit 143 has been switched from the ON state to the OFF state using the setting key. If it is determined that the setting key insertion unit 143 has been switched from the ON state to the OFF state, the setting confirmation flag in the main RAM 84 is cleared to "0." This cancels the state in which the notification display device 141 displays a message indicating that the current setting values ​​of the pachinko machine 10 are being confirmed and a message indicating the current setting values ​​of the pachinko machine 10. Thereafter, interrupt prohibition is set. As a result, when the setting confirmation process (step S112) is terminated and the process at the start of the supply of operating power in the main process (FIG. 13) (steps S101 to S126) is resumed, the timer interrupt process (FIG. 14) is prohibited from interrupting. Thereafter, a return command upon confirmation is sent to the sound / light side MPU 93. This terminates the display of the image indicating that the setting confirmation process (step S112) is being executed in the symbol display device 41 and the image for enabling the user to recognize the operation content for terminating the setting confirmation process (step S112).

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

[0186] When a HI level open detection signal is received from the main body open detection sensor 144 (step S113: YES), that is, when the gaming machine main body 12 is in an open state relative to the outer frame 11, information on the fixed ceiling number of 500 is set in the ceiling counter 131 of the main RAM 84 (step S114). The processing of step S113 is executed when the supply of operating power to the pachinko machine 10 is started, and the reset button 142 is not pressed and the setting key in the setting key insertion section 143 is not turned ON, and further, both the setting update flag and the setting confirmation flag in the main RAM 84 are not set to "1". This case means that the setting confirmation process (step S112), the setting value update process (step S117), and the RAM clear process (step S119) are not executed in the processes at the start of the supply of operating power (steps S101 to S126). In addition, in the amusement hall, the main power supply that supplies operating power to each pachinko machine 10 is turned off, and the power switch provided on the power supply / launch control device 78 of each pachinko machine 10 is turned on in advance, so that when it is time to start business for the day, the main power supply is turned on so that all pachinko machines 10 are simultaneously activated.

[0187] In such circumstances, a positive determination is made in step S113 when the supply of operating power is started in a situation where the gaming machine main body 12 is intentionally left in an open state without executing the setting confirmation process (step S112), the setting value update process (step S117), and the RAM clear process (step S119). In this situation, the ceiling counter 131 is set to 500 times, which is the fixed ceiling number. This makes it possible to create a situation where the ceiling counter 131 is set to 500 times, which is the fixed ceiling number, when the supply of operating power starts, as a situation different from the start of normal business hours, and also makes it possible to create this situation without the setting confirmation process (step S112), the setting value update process (step S117), and the RAM clear process (step S119).

[0188] If a negative determination is made in step S113 or if the processing of step S114 is executed, a normal return command is sent to the acousto-optical side MPU 93 (step S115). By receiving the normal return command, the acousto-optical side MPU 93 determines that the processing at the start of the supply of operating power (steps S101 to S126) in the main side MPU 82 has ended, and determines that none of the RAM clear processing (step S119), setting confirmation processing (step S112), and setting value update processing (step S117) has been executed in the processing at the start of the current supply of operating power (steps S101 to S126).

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

[0190] Here, the setting value update process executed in step S117 will be described.

[0191] In the setting value update process, interrupt permission is first set. This causes the timer interrupt process (FIG. 14) to be started by interrupting at a predetermined interval. In this pachinko machine 10, interrupts of the timer interrupt process (FIG. 14) are basically prohibited during the process (steps S101 to S126) when the supply of operating power starts. However, execution of the timer interrupt process (FIG. 14) is permitted when the setting confirmation process (step S112) and the setting value update process (step S117) are being executed. However, since the start-up process flag is set to "1" when the setting confirmation process (step S112) or the setting value update process (step S117) is being executed, even if the timer interrupt process (FIG. 14) is started, the processes for power outage monitoring, updating various counters, and fraud monitoring among the various processes of the timer interrupt process (FIG. 14) are executed, but the timer interrupt process (FIG. 14) is terminated without executing the process for progressing the game. Thereafter, on the condition that the setting update in progress flag of the main RAM 84 is not set to "1," the setting update in progress flag is set to "1." By setting the setting update in progress flag to "1," a display indicating that the setting values ​​of the pachinko machine 10 are being updated and a display of the setting values ​​selected to be updated for the pachinko machine 10 are displayed on the notification display device 141.

[0192] Thereafter, the game stop flag in the main RAM 84 is cleared to "0." The game stop flag is set to "1" in step S121 of the main processing (FIG. 13) if the power outage flag was not set to "1" because power outage processing was not performed properly during the previous power outage (step S104: NO), if the checksum does not match because the memory state of the main RAM 84 has changed since the previous power outage (step S105: NO), or if the setting value corresponding to the information stored in the setting reference area is not within the normal range (step S106: NO). When the game stop flag is set to "1," steps S201 to S205 are executed in the timer interrupt processing (FIG. 14), while a positive determination is made in step S206, so steps S207 to S220 are not executed. As a result, when an information abnormality such as that described above occurs in the main RAM 84, processing for power outage monitoring, updating of various counters, and fraud monitoring is executed, but processing for progressing the game is not executed. By clearing the game stop flag to "0" in the setting value update process, it is possible to release the state in which an information abnormality has been identified in the main RAM 84 when the setting value update process (step S117) is executed.

[0193] Then, "1" is set in the setting update area provided in the main RAM 84. The setting update area is a memory area in which information on setting values ​​being updated is stored in the setting value update process (step S117). If numerical information of "1" is stored in the setting update area, the setting value to be updated becomes "Setting 1". If numerical information of "2" is stored in the setting update area, the setting value to be updated becomes "Setting 2". If numerical information of "3" is stored in the setting update area, the setting value to be updated becomes "Setting 3". If numerical information of "4" is stored in the setting update area, the setting value to be updated becomes "Setting 4". If numerical information of "5" is stored in the setting update area, the setting value to be updated becomes "Setting 5". If numerical information of "6" is stored in the setting update area, the setting value to be updated becomes "Setting 6". Then, an update start command is sent to the acoustic / optical side MPU 93. As a result, the display side MPU 103 is controlled to display on the pattern display device 41 an image indicating that the setting value update process (step S117) is being executed, an image that makes it possible to recognize the operation content for changing the setting value, and an image that makes it possible to recognize the operation content for terminating the setting value update process (step S117).

[0194] In the setting value update process, the value in the setting update area is incremented by 1 on the condition that the reset button 142 is pressed. This causes the setting value to be updated to the next higher level each time the reset button 142 is pressed. Furthermore, if the value in the setting update area after incrementing by 1 is 7 or greater, "1" is set in the setting update area. This causes the setting to return to "Setting 1" when the reset button 142 is pressed once while the setting is "Setting 6."

[0195] In the setting value update process, it is determined whether the setting key insertion unit 143 has switched from the ON state to the OFF state using the setting key. If it is determined that the setting key insertion unit 143 has switched from the ON state to the OFF state, the setting value information stored in the setting update area is overwritten in the setting reference area. As a result, the setting value information resulting from the update in this setting value update process (step S117) is set in the setting reference area, and the setting value corresponding to the set information becomes the current setting value of the pachinko machine 10. Thereafter, interrupt prohibition is set. As a result, when the setting value update process (step S117) is terminated and the process at the start of the supply of operating power in the main process (FIG. 13) (steps S101 to S126) is resumed, the interrupt of the timer interrupt process (FIG. 14) is prohibited.

[0196] After that, RAM clearing processing is performed. In the RAM clearing processing, the main RAM 84 is cleared to "0" and initialized, except for the area in the main RAM 84 where setting value information indicating the setting status of the pachinko machine 10 is set (i.e., the setting reference area), the ceiling counter 131, and the area in the main RAM 84 where information for calculating the winning ratio is stored. As a result, the area indicating whether the winning / losing lottery mode is in the high-probability mode is cleared to "0," so the winning / losing lottery mode becomes the low-probability mode regardless of the winning / losing lottery mode immediately before the supply of operating power to the pachinko machine 10 is stopped. In addition, a game round is not being executed, the open / close execution mode is not being executed, and further, the normal map display unit 38a is not displaying a variable display and the normal power device 34a is in a closed state. In addition, the special map reserve area 84a and the normal map reserve area 84c are also cleared to "0," so the first reserve information, second reserve information, and normal map side reserve information are erased. In addition, the setting update in progress flag, setting confirmation in progress flag, and setting update area are cleared to "0." In addition, in the RAM clear process, various registers of the main MPU 82 are also cleared to "0" before initial setting is performed. In this initial setting, the same process as the internal function register setting process in step S102 is performed.

[0197] Here, even if the set value update process (step S117) is executed, initialization of the ceiling counter 131 in the main RAM 84 is not executed, and furthermore, a new setting of the ceiling number including the information of the fixed ceiling number is not executed. This makes it possible to maintain the remaining ceiling number even if the set value update process (step S117) is executed.

[0198] Thereafter, a return command at the time of update is sent to the sound / light side MPU 93. This ends the display of the image indicating that the setting value update process (step S117) is being executed in the pattern display device 41, the image for making it possible to recognize the operation content for changing the setting value, and the image for making it possible to recognize the operation content for terminating the setting value update process (step S117).

[0199] Returning to the explanation of the main processing (FIG. 13), if it is determined in step S108 that the reset button 142 has been pressed, and if it is determined that the setting key insertion unit 143 has not been turned ON using the setting key (step S116: NO), it is determined whether or not the game stop flag in the main RAM 84 is set to "1" (step S118). The game stop flag is a flag that is set to "1" when the power outage flag is not set to "1", when the checksums do not match, or when the setting value is abnormal. When the game stop flag is set to "1", the processing of steps S201 to S205 is executed in the timer interrupt processing (FIG. 14), while the processing of steps S207 to S220 is not executed because an affirmative determination is made in step S206. As a result, if the power outage flag is not set to "1" because power outage processing was not performed properly the last time the power was shut down, if the checksum does not match because the memory state of the main RAM 84 has changed since the last time the power was shut down, or if the setting value is abnormal, processing for power outage monitoring, updating various counters, and fraud monitoring will be executed, but processing for progressing the game will not be executed.

[0200] If the game stop flag is not set to "1" (step S118: NO), a RAM clear process is executed (step S119). In the RAM clear process, the main RAM 84 is cleared to "0" and initial settings are executed, except for the area in the main RAM 84 where the setting value information indicating the setting state of the pachinko machine 10 is set (i.e., the setting reference area), the ceiling counter 131, and the area in the main RAM 84 where information for calculating the winning ratio is stored. As a result, the area indicating whether the winning / losing lottery mode is the high probability mode is cleared to "0", so that the winning / losing lottery mode becomes the low probability mode regardless of the winning / losing lottery mode immediately before the supply of operating power to the pachinko machine 10 is stopped. In addition, a game round is not being executed, and the open / close execution mode is not being executed. Furthermore, the normal map display unit 38a is not displaying a variable display, and the normal power device 34a is in a closed state. In addition, the special map reserve area 84a and the regular map reserve area 84c are also cleared to "0", so the first reserve information, second reserve information, and regular map side reserve information are erased. The setting update flag and setting confirmation flag are also cleared to "0". In the RAM clear process, various registers of the main MPU 82 are also cleared to "0", and then initial settings are performed. In this initial setting, the same process as the internal function register setting process of step SB102 is performed.

[0201] Here, even if the RAM clear process (step S119) is executed, initialization of the ceiling counter 131 in the main RAM 84 is not executed, and furthermore, new setting of the ceiling number including information on the fixed ceiling number is not executed. This makes it possible to maintain the remaining ceiling number even if the RAM clear process (step S119) is executed.

[0202] Thereafter, a clearing return command is transmitted to the acousto-optical side MPU 93 (step S120). By receiving the clearing return command, the acousto-optical side MPU 93 determines that the processing at the start of the supply of operating power (steps S101 to S126) in the main side MPU 82 has ended, and also determines that the RAM clear processing (step S119) has been executed in the current processing at the start of the supply of operating power (steps S101 to S126).

[0203] If a negative determination is made in any of steps S104 to S106 in the main processing (FIG. 13), i.e., if the power outage flag is not set to "1," if the checksums do not match, or if the setting value is abnormal, the game stop flag in the main RAM 84 is set to "1" (step S121). As already explained, when the game stop flag is set to "1," the processes of steps S201 to S205 are executed in the timer interrupt processing (FIG. 14), while a positive determination is made in step S206, the processes of steps S207 to S220 are not executed. As a result, if the power outage flag is not set to "1" because the power outage processing was not properly performed at the previous power outage, if the checksums do not match because the memory state of the main RAM 84 has changed since the previous power outage, or if the setting value is abnormal, the processes for power outage monitoring, updating various counters, and fraud monitoring are executed, but the processes for progressing the game are not executed.

[0204] Thereafter, the information of 500 times, which is the fixed ceiling number, is set in the ceiling counter 131 of the main RAM 84 (step S122). As already explained, even if the setting value update process (step S117) is executed, initialization of the ceiling counter 131 of the main RAM 84 is not executed, and furthermore, a new setting of the ceiling number, including the information of the fixed ceiling number, is not performed. Therefore, even if an information abnormality occurs in the main RAM 84 and the setting value update process (step S117) is executed to release the gaming stop state caused by the information abnormality, the information of the ceiling counter 131 is maintained as it is. In contrast, if it is determined that an information abnormality has occurred in the main RAM 84 and the gaming stop flag of the main RAM 84 is set to "1," the information of 500 times, which is the fixed ceiling number, is set in the ceiling counter 131. As a result, even if the information of the ceiling counter 131 has been rewritten when an information abnormality occurs in the main RAM 84, the information of the ceiling counter 131 can be reset to the information of 500 times, which is the fixed ceiling number.

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

[0206] Thereafter, external output processing in the event of an abnormality is executed (step S125). In the external output processing in the event of an abnormality, processing is executed to externally output an abnormality signal to the gaming hall's management computer. In this case, the signal output of the abnormality signal is carried out for a predetermined period of time (for example, 100 milliseconds). However, this is not limited to this, and the signal output of the abnormality signal may be continued when the gaming stop flag is set to "1", and the signal output of the abnormality signal may be stopped when the gaming stop flag is cleared to "0".

[0207] If the reset button 142 is pressed (step S123: YES), it is determined whether the setting key insertion unit 143 is turned on using the setting key (step S116). If the reset button 142 is pressed and the setting key insertion unit 143 is turned on using the setting key (step S116 and step S123: YES), a setting value update process is executed (step S117). The processing content of the setting value update process has already been described. That is, if operating power is supplied to the main MPU 82 while a "setting change operation" is being performed, the setting value update process (step S117) is executed even if a negative determination is made in any of steps S104 to S106 due to an abnormality occurring in the main RAM 84. This makes it possible to prioritize the change of the setting value. Furthermore, in the setting value update process (step S117), the game stop flag is cleared to "0" as already described. As a result, when the set value update process (step S117) is executed, it becomes possible to eliminate the state in which an abnormality has occurred in the main RAM 84 after the update of the set value is completed.

[0208] On the other hand, if the reset button 142 has been pressed but the setting key insertion unit 143 has not been turned ON (step S123: YES, step S116: NO), it is determined whether the game stop flag in the main RAM 84 is set to "1" (step S118). Since the game stop flag is naturally set to "1" in the processing of step S118 after the game stop flag is set to "1" in step S121, an affirmative determination is made in step S118. In this case, an abnormal command is sent to the sound / light side MPU 93 in step S124, and an abnormal signal is output to the outside in step S125.

[0209] In other words, if an abnormality occurs in the power outage flag, checksum, or setting value and a negative determination is made in any of steps S104 to S106, the RAM clear process (step S119) is not executed even if the supply of operating power to the main MPU 82 is initiated while the "RAM clear operation" is being performed. Similarly, the RAM clear process (step S119) is not executed even if the supply of operating power to the main MPU 82 is initiated while the "RAM clear operation" is being performed and the game stop flag is set to "1." This prevents the game stop flag from being set to "1" even if the supply of operating power to the main MPU 82 is initiated while the "RAM clear operation" is being performed. In contrast, if a "setting change operation" is being performed, the setting value update process (step S117) is executed regardless of whether the game stop flag is set to "1," and the game stop flag is cleared to "0" during the setting value update process (step S117). As a result, it becomes necessary to execute the setting value update process (step S117) in order to cancel the state in which the game stop flag is set to "1." Therefore, when an information abnormality occurs in the main RAM 84, it becomes possible to require not only the process for initializing a part of the area of ​​the main RAM 84 but also the resetting of the setting value.

[0210] When the supply of operating power to the main MPU 82 is started while the game stop flag is set to "1," if a "setting change operation" has not been performed, i.e., if there is "no operation," or if a "RAM clear operation" or a "setting check operation" has been performed, an affirmative determination is made in step S109 or step S118, causing an abnormality command to be sent in step S124 and external output processing in the event of an abnormality to be executed in step S125. As a result, when the game stop flag is set to "1," an abnormality alarm is issued in the pachinko machine 10 and an external output in the event of an abnormality is executed to the outside of the pachinko machine 10 each time the supply of operating power to the main MPU 82 is started, regardless of the processing results of steps S104 to S106 in the subsequent main processing, unless the setting value update processing (step S117) is executed. This makes it possible to make the gaming hall manager aware that the setting value should be changed.

[0211] When the processing of step S112, step S115, step S117, step S120, or step S125 is executed, the startup processing flag in the main RAM 84 is cleared to "0" (step S126). When the startup processing flag is cleared to "0," a negative determination is made in step S206 when the timer interrupt processing (FIG. 14) is started, and not only the processing of steps S201 to S205 but also the processing of steps S207 to S220 is executed, thereby canceling the state in which processing for progressing the game is not executed. Note that in step S126, the power outage flag in the main RAM 84 is also cleared to "0."

[0212] Thereafter, the process proceeds to the remaining process of steps S127 to S130. In other words, the main MPU 82 is configured to periodically execute timer interrupt processing (FIG. 14), but there is a remaining time between one timer interrupt processing and the next timer interrupt processing. This remaining time will vary depending on the processing completion time of the timer interrupt processing, but this irregular time is used to repeatedly execute the remaining process of steps S127 to S130. In this respect, the remaining process of steps S127 to S130 can be said to be non-periodic processing that is executed non-periodically.

[0213] In the remaining process, first, in step S127, interrupt prohibition is set to prohibit the occurrence of timer interrupt processing (FIG. 14). In the following step S128, random number initial value update processing is executed to update the random number initial value counter CINI, and in step S129, fluctuation counter update processing is executed to update the fluctuation type counter CS. In these update processing, current numerical information is read from the corresponding counter in the main RAM 84, and the read numerical information is incremented by 1, and then the counter from which it was read is overwritten. In this case, when the counter value exceeds the maximum value, it is cleared to "0". Thereafter, in step S130, interrupt permission is set to switch from a state in which the occurrence of timer interrupt processing (FIG. 14) is prohibited to a state in which it is permitted. After the processing of step S130 has been executed, the process returns to step S127, and the processing of steps S127 to S130 is repeated.

[0214] <Timer interrupt processing> Next, the timer interrupt process will be described with reference to the flowchart in Fig. 14. The timer interrupt process is repeatedly started at a cycle of 4 msec.

[0215] First, power outage monitoring processing is executed (step S201). In the power outage monitoring processing, it is monitored whether a power outage signal corresponding to the occurrence of a power outage has been received from the power outage monitoring board 85, and if a power outage is identified, power outage processing is executed and then an infinite loop is entered. In the power outage processing, the power outage flag in the main RAM 84 is set to "1", and a checksum is calculated and stored.

[0216] Then, a lottery random number update process is executed (step S202). In the lottery random number update process, the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the normal power random number counter C4 are updated. Specifically, the current numerical information is read out sequentially from the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the normal power random number counter C4, and the read numerical information is incremented by 1, and then the counter from which it was read is overwritten. In this case, when the counter value exceeds the maximum value, each is cleared to "0." Then, in step S203, a random number initial value update process is executed similar to step S128 in the main processing (Figure 13), and in step S204, a variable counter update process is executed similar to step S129 in the main processing (Figure 13).

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

[0218] Thereafter, it is determined whether either the game stop flag or the startup processing flag of the main RAM 84 is set to "1" (step S206). If either the game stop flag or the startup processing flag is set to "1" (step S206: YES), this timer interrupt process is terminated without executing the processes of steps S207 to S220. As a result, in a situation where the game stop flag or the startup processing flag is set to "1", it is possible to prevent the processes for progressing the game in steps S207 to S220 from being executed while executing power outage monitoring, random number updating, and fraud monitoring in the timer interrupt process (FIG. 14).

[0219] If neither the game stop flag nor the startup processing flag is set to "1" (step S206: NO), the process for progressing the game is executed in steps S207 to S220. Specifically, port output process is executed first (step S207). In the port output process, if output information was set in the previous timer interrupt process, a process for providing output corresponding to the output information to the various drive units 32b, 34b is executed. For example, if information to switch the special power winning device 32 to an open state is set, output of a drive signal to the special power drive unit 32b is started, and if information to switch to a closed state is set, output of the drive signal is stopped. Furthermore, if information to switch the normal power device 34a of the second operating port 34 to an open state is set, output of a drive signal to the normal power drive unit 34b is started, and if information to switch to a closed state is set, output of the drive signal is stopped.

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

[0221] Thereafter, a timer update process is executed (step S210) for collectively updating the numerical information of the multiple types of timer counters provided in the main RAM 84. In this case, the timer counters in which the stored numerical information is updated by subtraction are handled collectively, but it is also possible to collectively update both the subtraction type timer counters and the addition type timer counters.

[0222] Thereafter, a launch control process is executed to control the launch of the game balls (step S211). In a situation where the launch operation is continued for the launch operation device 28, as already explained, one game ball is launched every 0.6 seconds to achieve a predetermined launch cycle.

[0223] Thereafter, as an input state monitoring process, based on the information read in the reading process of step S208, it is confirmed whether each winning detection sensor 86a to 86e is disconnected and whether the gaming machine main body 12 and the front door frame 14 are open (step S212).

[0224] Thereafter, a special power control process for controlling the execution of the game round and the open / close execution mode is executed (step S213), and a normal power control process for controlling the display of the normal power display unit 38a and the execution of the normal power open state is executed (step S214). These special power control processes and normal power control processes will be described in detail later.

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

[0226] Thereafter, the contents of the command and signal received from the payout control device 77 are confirmed, and a payout status receiving process is executed to perform processing corresponding to the confirmation result (step S216). Also, a payout output process is executed to set the prize ball command as an output target (step S217). Also, an external information setting process is executed to control the start and end of output of an external signal according to the processing results of various processes executed in this timer interrupt process (step S218).

[0227] Thereafter, a setting monitoring process is executed (step S219). In the setting monitoring process, by determining whether the setting value information stored in the setting reference area of ​​the main RAM 84 is any one of "1" to "6", it is determined whether the setting value set to be used is any one of "Setting 1" to "Setting 6". If the setting value information stored in the setting reference area is "0" or 7 or greater, this means that the setting value set to be used is abnormal, and the game stop flag in the main RAM 84 is set to "1". This makes it impossible to proceed with the game until a new setting value to be used is set in the setting value update process (step S117). Thereafter, a management process is executed (step S220). In the management process, a process for storing a game history for calculating a winning combination ratio, a process for calculating a winning combination ratio using the stored game history, and a process for displaying the calculated winning combination ratio on the notification display device 141 are executed.

[0228] <General Electricity Control Processing> Next, the normal power control process executed in step S214 of the timer interrupt process (FIG. 14) will be described with reference to the flowchart of FIG.

[0229] If a win has occurred in the through gate 35 (step S301: YES), provided that the number of reserved information on the normal map side stored in the first area 114a to the fourth area 114d of the normal map reserve area 84c is less than the upper limit of four (step S302: NO), a storage process is executed in the normal map reserve area 84c (step S303). In this storage process, the numerical information of the normal random number counter C4 is stored as reserved information on the normal map side in the area with the earlier consumption order among the areas in the first area 114a to the fourth area 114d of the normal map reserve area 84c where reserved information on the normal map side is not stored. In addition, when reserved information on the normal map side is acquired, data settings are made to update the display content of the normal map reserve display unit 38b in accordance with the current increase in the number of reserved information on the normal map side.

[0230] If a negative judgment is made in step S301, if an affirmative judgment is made in step S302, or if the processing of step S303 is executed, the normal map normal power address table stored in the main ROM 83 is read (step S304). The normal map normal power address table contains the start address of a program for executing processing corresponding to the numerical information of the normal map normal power counter. The normal map normal power counter is a counter used by the main MPU 82 to identify the processing content to be executed in the normal map normal power control processing.

[0231] The normal map normal power counter can take a value of "0" to "3", and each value of "0" to "3" corresponds to each process (step S307 to step S310). Specifically, when the value of the normal map normal power counter is "0", a normal map change start process (step S307) is executed, which is a process for starting the change display in the normal map display unit 38a. When the value of the normal map normal power counter is "1", a normal map change process (step S308) is executed, which is a process for progressing the change display in the normal map display unit 38a. When the value of the normal map normal power counter is "2", a normal map confirmation process (step S309) is executed, which is a process for ending the change display in the normal map display unit 38a. When the value of the normal map normal power counter is "3", a normal power control process (step S310) is executed, which is a process for controlling the normal power open state of the normal power device 34a in the second operating port 34.

[0232] In the normal map normal power control process, after reading the normal map normal power address table (step S304), the start address corresponding to the information of the normal map normal power counter is acquired from the normal map normal power address table (step S305), and the process jumps to the process indicated by the acquired start address (step S306). Below, each process of steps S307 to S310 will be explained individually.

[0233] <General map change start processing> First, the general map change start process in step S307 will be described with reference to the flowchart in FIG.

[0234] In the general map change start process, data setting processing is executed (step S402) on the condition that reserved information on the general map side is stored in the general map reservation area 84c (step S401: YES). In the data setting processing, data stored in the first area 114a of the general map reservation area 84c is moved to the execution area 115 for the general map. Then, a process is executed to shift the data stored in the memory area of ​​the general map reservation area 84c. This data shift processing shifts the data stored in the first to fourth areas 114a to 114d sequentially to the lower areas. Specifically, the data in each area is shifted from the second area 114b to the first area 114a, the third area 114c to the second area 114b, and the fourth area 114d to the third area 114c. Then, the fourth area 114d is cleared to "0." In addition, in the data setting processing, data setting is performed to update the display content of the general map reservation display unit 38b in accordance with the current decrease in the number of reserved information on the general map side.

[0235] Thereafter, it is determined whether the current state is the opening / closing execution mode (step S403), and if the current state is not the opening / closing execution mode, it is determined whether the first high frequency flag provided in the main RAM 84 is set to "1" (step S404). The first high frequency flag is a flag for the main MPU 82 to identify whether the support mode is the first high frequency support mode or not, and when a transition to the first high frequency support mode occurs, the first high frequency flag is set to "1", and when the first high frequency support mode ends, the first high frequency flag is cleared to "0".

[0236] If it is the opening and closing execution mode (step S403: YES), the low probability table of the normal side is read from the main ROM 83 to the main RAM 84 (step S405). Also, if it is not the opening and closing execution mode but the first high frequency flag is not set to "1" (step S404: NO), that is, if the support mode is the low frequency support mode or the second high frequency support mode, the low probability table of the normal side is read from the main ROM 83 to the main RAM 84 (step S405). On the other hand, if it is not the opening and closing execution mode and the first high frequency flag is set to "1" (step S404: YES), that is, if the support mode is the first high frequency support mode, the high probability table of the normal side is read from the main ROM 83 to the main RAM 84 (step S406). The value of the normal random number counter C4 that will result in the electric role opening is set in each of the low probability table of the normal side and the high probability table of the normal side. In this case, the high probability table on the normal side is set to have a larger number of values ​​for the normal random number counter C4 that will result in an electric role release win than the low probability table on the normal side. As a result, when the high probability table on the normal side is referenced, the probability of an electric role release win is higher than when the low probability table on the normal side is referenced. In other words, there are high probability modes on the normal side and low probability modes on the normal side so that the probability of an electric role release win is relatively high or low as a judgment mode for the normal role win / loss judgment process (step S407) described later. The low probability table on the normal side is set so that the probability of an electric role release win is 1 / 2, and the high probability table on the normal side is set so that the probability of an electric role release win is 4 / 5. However, if the high probability mode on the normal side is more likely to result in an electric role release win than the low probability mode on the normal side, the probability of these electric role release wins is arbitrary.

[0237] When the process of step S405 or step S406 is executed, a normal map validity determination process is executed (step S407). In the normal map validity determination process, the numerical information about the normal random number counter C4 in the reserved information of the normal map side that is the target of the normal map validity determination process is compared with the table read in step S405 or step S406.

[0238] If the result of the normal winning / losing determination process is a winning of the electric role opening (step S408: YES), a stop result setting process for the normal winning result is executed (step S409). Specifically, information on the stop mode of the pattern for the normal winning result to be finally stopped and displayed in this variable display in the normal winning result display unit 38a is read from the main ROM 83 to the main RAM 84. Note that the stop mode of one type of pattern may be set as the stop mode of the pattern for the normal winning result, or the stop mode of multiple types of patterns may be set.

[0239] If the result of the normal winning / losing determination process is not a winning of the electric role opening (step S408: NO), the stop result setting process for the normal winning result is executed (step S410). Specifically, the information on the stop mode of the pattern for the normal winning result that will be finally stopped and displayed on the normal winning display unit 38a in this display continuation is read from the main ROM 83 to the main RAM 84. The information on the pattern mode selected in this case is different from the information on the stop mode of the pattern for the normal winning result.

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

[0241] If the mode is the opening / closing execution mode (step S411: YES), information corresponding to 10 seconds, which is a long period as the duration of the current variable display in the general map display unit 38a, is set in the general map side timer counter provided in the main RAM 84 (step S413). Also, if both the first high frequency flag and the second high frequency flag are not set to "1" (step S412: NO), that is, if the support mode is the low frequency support mode, information corresponding to 10 seconds, which is a long period as the duration of the current variable display in the general map display unit 38a, is set in the general map side timer counter provided in the main RAM 84 (step S413). The numerical information set in the general map side timer counter is updated by the timer update process of step S210 in the timer interrupt process (FIG. 14). As a result, if the mode is the opening / closing execution mode or the support mode is the low frequency support mode, the variable display in the general map display unit 38a is performed for a relatively long period of time.

[0242] If the first high frequency flag or the second high frequency flag is set to "1" instead of the opening / closing execution mode (step S412: YES), that is, if the support mode is the first high frequency support mode or the second high frequency support mode, information corresponding to 1 second, which is a short period as the duration of the current variable display in the general map display unit 38a, is set in the general map timer counter of the main RAM 84 (step S414). As a result, when the support mode is the first high frequency support mode or the second high frequency support mode, the variable display in the general map display unit 38a is performed for a short period of time, which is a relatively short duration.

[0243] Thereafter, the display of the changing pattern in the normal map display unit 38a is started (step S415). A change display table for the normal map is stored in advance in the main ROM 83 as a table referenced by the main MPU 82 when the changing pattern display is performed in the normal map display unit 38a. When the changing pattern display is performed in the normal map display unit 38a, the same change display table is used regardless of the result of the normal map correct / incorrect judgment process. When the changing pattern display is performed in the normal map display unit 38a, the changing pattern display is repeated according to a predetermined pattern, and the change display table for the normal map contains control data for one cycle of the changing pattern display according to that predetermined pattern. Therefore, when the changing pattern display is performed in the normal map display unit 38a, the change display table for the normal map is repeatedly used until just before the final display is performed. Thereafter, the value of the normal map normal power counter is incremented by 1 (step S416). As a result, the value of the normal map normal power counter becomes "1", which corresponds to the normal map change processing (step S308).

[0244] <Processing during normal map fluctuations> Next, the normal map fluctuation processing in step S308 in the normal map normal power control processing (FIG. 15) will be described.

[0245] In the normal map variation processing, it is determined whether the timing is before the final display while the pattern is being displayed on the normal map display unit 38a. Specifically, it is determined that the timing is before the final display when the value of the normal map timer counter, which measures the duration of the current variation display, is 0.4 seconds remaining. If the timing is before the final display, a process is executed to regularly change the display mode of the pattern on the normal map display unit 38a. This regular change continues until the timing to start the final display. Furthermore, this regular change is performed in a fixed manner regardless of whether the result of the normal map hit / miss determination processing (step S407) is a winning or non-winning electric role release. Furthermore, when the timing is for the final display, the display mode of the pattern on the normal map display unit 38a is changed to a stop mode corresponding to the result of this normal map hit / miss determination processing. This stop mode corresponds to the information read into the main RAM 84 in step S409 or step S410 of the normal map variation start processing (Figure 16). Then, the value of the normal map normal electric counter is incremented by 1 to update the value of the counter to that corresponding to the normal map confirmation processing.

[0246] <Processing during general map confirmation> Next, the process during normal map determination in step S309 in the normal map normal power control process (FIG. 15) will be described with reference to the flowchart in FIG.

[0247] By determining whether the value of the timer counter on the normal map side, which measures the duration of this variable display, is "0", it is determined whether the final display period (specifically, 0.4 seconds) for this variable display has elapsed (step S501). If the final display period has elapsed (step S501: YES), it is determined whether the result of the normal map win / loss determination process for this variable display is a win for the electric role release (step S502). If the electric role release is not a win (step S502: NO), the value of the normal map normal power counter is cleared to "0" (step S503), and then this normal map confirmation process is terminated. As a result, the value of the normal map normal power counter corresponds to the normal map fluctuation start process.

[0248] If the electric role release win has occurred (step S502: YES), it is determined whether the current state is the opening / closing execution mode (step S504), and if it is not the opening / closing execution mode, it is determined whether either the first high frequency flag or the second high frequency flag of the main RAM 84 is set to "1" (step S505). If it is the opening / closing execution mode (step S504: YES), the processing of steps S506 to S508 is executed. Also, if it is not the opening / closing execution mode but both the first high frequency flag and the second high frequency flag are not set to "1" (step S505: NO), that is, if the support mode is the low frequency support mode, the processing of steps S506 to S508 is executed.

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

[0250] By executing the processing of steps S506 to S508, the execution mode of the normal power opening state that occurs in the low frequency support mode becomes the low expectation mode. In other words, in the normal power opening state of the low expectation mode, a short opening of the normal power device 34a occurs once. As already explained, since the firing cycle of the game balls is 0.6 seconds, when a short opening of the normal power device 34a occurs once, the game balls do not basically enter the second operating port 34, and even if they do, the number of balls that enter is about one.

[0251] If the first high frequency flag or the second high frequency flag is set to "1" instead of the open / close execution mode (step S505: YES), that is, if the support mode is the first high frequency support mode or the second high frequency support mode, the normal power release counter of the main RAM 84 is set to "3" (step S509), the normal power winning counter of the main RAM 84 is set to "10" (step S510), and information corresponding to 2 seconds, which is the duration of the long release on the normal power side, is set to the normal power timer counter of the main RAM 84 (step S511). By executing the processing of steps S509 to S511, the execution mode of the normal power release state that occurs in the first high frequency support mode or the second high frequency support mode becomes the high expectation mode. In other words, in the normal power release state in the high expectation mode, the long release of the normal power role 34a occurs three times. As already explained, the ball launch cycle is 0.6 seconds, so when a long opening of the normal power device 34a occurs once, approximately three game balls can enter the second operating port 34. Furthermore, in the normal power opening state of the high expectation mode, three long openings occur, separated by interval periods on the normal power side during which the second operating port 34 is closed. Therefore, when the normal power opening state of the high expectation mode occurs, approximately nine game balls can enter. The normal power opening state ends when the number of game balls entering the second operating port 34 reaches 10, which is the upper limit on the normal power side. Therefore, when the normal power opening state of the high expectation mode occurs, an event may occur in which the normal power opening state ends when the upper limit on the normal power side of game balls enters the second operating port 34.

[0252] When the process of step S507 or step S510 is executed, the output of a drive signal to the drive unit 34b for normal power is started, thereby opening the normal power accessory 34a of the second operating port 34. After that, the value of the normal power counter is incremented by 1, thereby updating the value of the counter to correspond to the normal power control process.

[0253] <General power control processing> Next, the normal power control process in step S310 in the normal power control process (FIG. 15) will be described.

[0254] In the normal power control process, if a win has occurred in the second operating port 34, a value corresponding to the number of wins is subtracted from the value of the normal power winning counter in the main RAM 84. If the value of the normal power winning counter is "0", the value of the normal power open counter in the main RAM 84 is cleared to "0", and the output of the drive signal to the normal power drive unit 34b is stopped, thereby closing the second operating port 34. Then, the value of the normal power counter is cleared to "0". As a result, the process to be executed in the next processing round of the normal power control process becomes the normal power fluctuation start process (step S307).

[0255] If no winning has occurred in the second operating port 34 or if the value of the normal power winning counter is not "0," the system determines whether the value of the normal power timer counter in the main RAM 84 is "0." If the value of the normal power timer counter is "0," the system stops outputting the drive signal to the normal power drive unit 34b, thereby closing the second operating port 34. The system then subtracts one from the value of the normal power release counter in the main RAM 84 and determines whether the value of the normal power release counter after the subtraction is "0." If the value of the normal power release counter after the subtraction is 1 or greater, the system maintains the second operating port 34 in a closed state for the normal power interval period (specifically, 1 second), and then again outputs a drive signal to the normal power drive unit 34b, thereby opening the second operating port 34. The system also sets information in the normal power timer counter in the main RAM 84 that corresponds to 2 seconds, which is the duration of the normal power side long-open state. As a result, the second operating port 34 is again set to the open state, and the duration of this open state is set to 2 seconds, which is the duration of the long open state on the normal power side. If the value of the normal power open counter after subtracting 1 is "0", the value of the normal map normal power counter is cleared to "0". As a result, the process to be executed in the next processing of the normal map normal power control process becomes the normal map fluctuation start process (step S307).

[0256] <Special diagram special signal control processing> Next, the special picture special power control process executed in step S213 of the timer interrupt process (FIG. 14) will be described with reference to the flowchart of FIG.

[0257] First, the process of acquiring reserved information is executed (step S601). In the process of acquiring reserved information, as shown in the flowchart of Fig. 19, if a winning has occurred in the first actuation port 33 (step S701: YES), and the number of first reserved information stored in the first special chart reserved area 111 is less than the upper limit number of stored information (step S702: YES), the process of acquiring the first reserved information is executed.

[0258] In the process for acquiring the first reserved information, first, the value of the first special symbol reserved counter provided in the main RAM 84 is incremented by 1 so that the main MPU 82 can grasp the number of unprocessed first reserved information stored in the first special symbol reserved area 111 (step S703). The display content of the first special symbol reserved display unit 37c in the special symbol unit 37 is adjusted according to the value of the first special symbol reserved counter. As a result, the display content of the first special symbol reserved display unit 37c corresponds to the number of first reserved information stored in the first special symbol reserved area 111. Thereafter, the values ​​of the hit random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in the first storage area of ​​the first special symbol reserved area 111, i.e., the storage area corresponding to the reserved memory number incremented by 1 in step S703 (step S704). Thereafter, a first reserved command is sent to the audio / visual MPU 93 (step S705). As a result, the display side MPU 103 controls the display of the pattern display device 41 so that the display content in the first hold display area 42a of the pattern display device 41 corresponds to the increase in the first hold information.

[0259] If a negative judgment is made in step S701, if a negative judgment is made in step S702, or if the processing of step S705 is executed, a prize has been won in the second operating port 34 (step S706: YES), and further, on the condition that the number of second reserved information stored in the second special chart reserved area 112 is less than the upper limit number of stored information (step S707: YES), processing is executed to obtain the second reserved information.

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

[0261] Returning to the explanation of the special picture special power control process (FIG. 18), after executing the process of acquiring the reserved information in step S601, the numerical information of the special picture special power counter provided in the main RAM 84 is read (step S602), and the special picture special power address table provided in the main ROM 83 is read (step S603). Then, a start address corresponding to the numerical information of the special picture special power counter is acquired from the special picture special power address table (step S604), and the process jumps to the process indicated by the acquired start address (step S605).

[0262] The special picture special power counter is a counter that allows the main MPU82 to determine which of the processes from step S606 to step S612 in the special picture special power control processing should be executed, and the special picture special power address table has a start address set in the program for executing each process from step S606 to step S612 corresponding to the numerical information of the special picture special power counter. If the value of the special diagram special power counter is "0", it jumps to the special diagram change start processing of step S606, if the value of the special diagram special power counter is "1", it jumps to the special diagram change processing of step S607, if the value of the special diagram special power counter is "2", it jumps to the special diagram confirmation processing of step S608, if the value of the special diagram special power counter is "3", it jumps to the special power start processing of step S609, if the value of the special diagram special power counter is "4", it jumps to the special power open processing of step S610, if the value of the special diagram special power counter is "5", it jumps to the special power close processing of step S611, if the value of the special diagram special power counter is "6", it jumps to the special power end processing of step S612. Below, each process of step S606 to step S612 will be explained individually.

[0263] <Special chart change start processing> First, the special chart variation start process of step S606 will be described with reference to the flowchart of Fig. 20. Note that the special chart variation start process is not executed in a situation where a game round has already been executed or in a situation where the opening and closing execution mode is executed.

[0264] In the special chart variation start process, if the second reserved information is not stored in the second special chart reserve area 112 and the first reserved information is stored in the first special chart reserve area 111 (step S801: YES, step S802: NO), a first data setting process is executed (step S803). In the first data setting process, the data stored in the first area 111a of the first special chart reserve area 111 is moved to the execution area 113 for the special chart. After that, a process of shifting the data stored in the memory area of ​​the first special chart reserve area 111 is executed. This data shift process is a process of shifting the data stored in the first to fourth areas 111a to 111d sequentially to the lower area side, specifically, the data in each area is shifted in the following manner: the second area 111b → the first area 111a, the third area 111c → the second area 111b, and the fourth area 111d → the third area 111c. Then, the fourth area 111d is cleared to "0". Then, the value of the first special symbol reservation counter in the main RAM 84 is decremented by 1. As a result, the display content of the first special symbol reservation display unit 37c in the special symbol unit 37 is changed to one in which the first reservation information has been reduced by one. Also, in the data setting process, a first decrease command indicating that the first reservation information in the first special symbol reservation area 111 has been reduced by one is sent to the sound / light side MPU 93. As a result, the display of the pattern display device 41 is controlled by the display side MPU 103 so that the display content of the first reservation display area 42a of the pattern display device 41 becomes the display content corresponding to the reduction of the first reservation information.

[0265] On the other hand, if the second reserved information is stored in the second special chart reserved area 112 (step S801 and step S802: YES), even if the first reserved information acquired earlier than the second reserved information is stored in the first special chart reserved area 111, the second data setting process is executed (step S804). In the second data setting process, the data stored in the first area 112a of the second special chart reserved area 112 is moved to the execution area 113 for the special chart. After that, a process of shifting the data stored in the memory area of ​​the second special chart reserved area 112 is executed. This data shift process is a process of shifting the data stored in the first to fourth areas 112a to 112d in order to the lower area side. Specifically, the data in each area is shifted in the following manner: the second area 112b → the first area 112a, the third area 112c → the second area 112b, and the fourth area 112d → the third area 112c. Then, the fourth area 112d is cleared to "0". Then, the value of the second special symbol reservation counter in the main RAM 84 is decremented by 1. As a result, the display content of the second special symbol reservation display unit 37d in the special symbol unit 37 is changed to a content in which the second reservation information has been reduced by one. Also, in the data setting process, a second decrease command indicating that the second reservation information in the second special symbol reservation area 112 has been reduced by one is sent to the sound / light side MPU 93. As a result, the display of the pattern display device 41 is controlled by the display side MPU 103 so that the display content of the second reservation display area 42b of the pattern display device 41 becomes a display content corresponding to the reduction of the second reservation information.

[0266] When the second reserved information is stored as described above, even if the first reserved information acquired before the second reserved information is stored, the second reserved information is subject to shift to the special pattern execution area 113. As a result, the second reserved information is consumed with priority over the first reserved information as a target for starting a game round.

[0267] When the processing of step S803 or the processing of step S804 is executed, a win / loss determination process is executed (step S805). In the win / loss determination process, if the win / loss lottery mode is the low probability mode and the start target of the game round is the first reserved information, the first win / loss table 121 (see FIG. 9(a)) at the time of low probability is read from the main ROM 83 to the main RAM 84, if the win / loss lottery mode is the low probability mode and the start target of the game round is the second reserved information, the second win / loss table 122 (see FIG. 9(b)) at the time of low probability is read from the main ROM 83 to the main RAM 84, and if the win / loss lottery mode is the high probability mode, whether the start target of the game round is the first reserved information or the second reserved information, the win / loss table 123 (see FIG. 9(c)) at the time of high probability is read from the main ROM 83 to the main RAM 84. After reading out the winning / losing tables 121-123, the information for winning / losing judgment, that is, the numerical information acquired from the winning random number counter C1, is read out from the reserved information stored in the execution area 113 for the special chart, and it is determined whether or not the read numerical information matches any of the numerical information set as a jackpot result in the data group corresponding to the currently used setting value in the winning / losing tables 121-123 that have been read out. Also, if it does not match the numerical information set as a jackpot result, it is determined whether or not the information for winning / losing judgment matches any of the numerical information set as a time-saving result in the data group corresponding to the currently used setting value in the winning / losing tables 121-123 that have been read out.

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

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

[0270] If the result of the hit / miss determination process is not a jackpot result but a time-saving result (step S806: NO, step S810: YES), a time-saving allocation determination process is executed (step S811). In the time-saving allocation determination process, if the start target of the game round is the first reserved information, a time-saving allocation table 127 (see FIG. 10(c)) for the first special symbol is read from the main ROM 83 to the main RAM 84, and if the start target of the game round is the second reserved information, a time-saving allocation table 128 (see FIG. 10(d)) for the second special symbol is read from the main ROM 83 to the main RAM 84. After reading the time-saving allocation tables 127 and 128, information for allocation determination, i.e., numerical information obtained from the type random number counter C2, is read from the reserved information stored in the execution area 113 for the special symbol, and by referring to the time-saving allocation tables 127 and 128, it is determined which type of time-saving result the read numerical information corresponds to.

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

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

[0273] When the process of step S809, the process of step S813, or the process of step S814 is executed, a process of specifying a dynamic display period is executed (step S815). Fig. 21 is a flowchart showing the process of specifying a dynamic display period.

[0274] First, it is determined whether the high probability flag in the main RAM 84 is set to "1" (step S901). The high probability flag is a flag for the main MPU 82 to identify whether the win / loss lottery mode is the high probability mode or not; when a transition to the high probability mode occurs, the high probability flag is set to "1," and when the high probability mode ends, the high probability flag is cleared to "0." If the high probability flag is set to "1" (step S901: YES), that is, when the win / loss lottery mode is the high probability mode, a group of tables for high probability is read from the main ROM 83 to the main RAM 84 (step S902). In a situation where the variable display period selection process is executed in step S908 with reference to the high probability table group, if a jackpot result occurs in the current game round, or if the result of the hit / miss determination process is a miss result and the numerical information corresponding to the reach random number counter C3 in the pending information to be executed corresponds to the occurrence of a miss reach display and a miss reach display occurs in the current game round, the numerical information of the variation type counter CS at that time is compared with the reach-corresponding table in the high probability table group, thereby reading out information on the variable display period of the reach display mode. There are multiple types of variable display periods for the reach display mode, but the variable display period of any of the reach display modes will be longer than the variable display period when a reach display does not occur.

[0275] If no jackpot result occurs in the current game round and no miss reach display occurs, and if the game round started in a situation where the second reserved information is the target of the game round and two or more pieces of second reserved information are stored in the second special chart reserve area 112, the information of the shortest period (specifically, 3 seconds) on the special chart side is read out as the variable display period for the current game round. This makes it possible to increase the efficiency of game rounds triggered by the second reserved information in the high probability mode. Also, even if a time-saving result occurs in the current game round, if the game round started in a situation where the second reserved information is the target of the game round and two or more pieces of second reserved information are stored in the second special chart reserve area 112, the information of the shortest period (specifically, 3 seconds) on the special chart side is read out.

[0276] On the other hand, if the current game round does not result in a jackpot and no reach-to-miss display occurs, and the game round started with the second reserved information indicating that the game round is to be executed and one piece of second reserved information is stored in the second special symbol reserve area 112, or if the current game round does not result in a jackpot and no reach-to-miss display occurs and the first reserved information is the game round to be executed, information on the medium period (specifically, 10 seconds) on the special symbol side is read out as the variable display period for the current game round. This makes it possible to ensure that the second reserved information is acquired in the high probability mode. Also, even if a time-saving result occurs in the current game round, if the current game round started with the second reserved information indicating that the game round is to be executed and one piece of second reserved information is stored in the second special symbol reserve area 112, or if the first reserved information is the game round to be executed, information on the medium period (specifically, 10 seconds) on the special symbol side is read out.

[0277] In the high probability mode, even if a time-saving result is selected in the hit / miss determination process (step S805), it is invalidated. In this case, when the variable display period of the number of games is selected by referring to the high probability table group, the time-saving result is treated the same as a miss result, so that the occurrence of the invalidated time-saving result does not stand out.

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

[0279] If no jackpot result occurs in the current game round and no miss reach display occurs, and if the game round started in a situation where the second reserved information is the target of the game round and two or more pieces of second reserved information are stored in the second special chart reserve area 112, the information of the shortest period (specifically, 3 seconds) on the special chart side is read out as the variable display period for the current game round. This makes it possible to increase the efficiency of game rounds triggered by the second reserved information in the first high frequency support mode or the second high frequency support mode. Also, even if a time-saving result occurs in the current game round, if the game round started in a situation where the second reserved information is the target of the game round and two or more pieces of second reserved information are stored in the second special chart reserve area 112, the information of the shortest period (specifically, 3 seconds) on the special chart side is read out.

[0280] On the other hand, if the current game round starts in a situation where no jackpot result occurs and no miss reach display occurs, and the second reserved information indicates that the game round is to be executed and one piece of second reserved information is stored in the second special symbol reserve area 112, or if the current game round starts in a situation where no jackpot result occurs and no miss reach display occurs and the first reserved information indicates that the game round is to be executed, information on the medium period (specifically, 10 seconds) on the special symbol side is read out as the variable display period for the current game round. This makes it possible to ensure that the second reserved information is acquired in the first high frequency support mode or the second high frequency support mode. Also, even if a time-saving result occurs in the current game round, if the current game round starts in a situation where the second reserved information indicates that the game round is to be executed and one piece of second reserved information is stored in the second special symbol reserve area 112, or if the first reserved information indicates that the game round is to be executed, information on the medium period (specifically, 10 seconds) on the special symbol side is read out.

[0281] In a low-probability mode in the first or second high-frequency support mode, even if a time-saving result is selected in the win / loss determination process (step S805), it is invalidated unless it is the last game in the high-frequency support mode. In this case, when the variable display period for the game round is selected by referring to the high-frequency support table group, the time-saving result is treated the same as a loss result, making it possible to prevent the occurrence of an invalid time-saving result from being noticeable. Furthermore, if a time-saving result is selected in the last game round in the high-frequency support mode, the second high-frequency support mode will be triggered by that time-saving result. Even in this case, the variable display period for that game round will be the same as that for a loss result in which no reach display is generated, making it difficult for the player to recognize whether it is a time-saving result or a loss result from the variable display period for the game round.

[0282] If neither the first high frequency flag nor the second high frequency flag is set to "1" (step S903; NO), that is, if the win / lose lottery mode is the low probability mode and the support mode is the low frequency support mode, it is determined whether or not the reach high frequency state flag provided in the main RAM 84 is set to "1" (step S905). The reach high frequency state flag is a flag for the main MPU 82 to identify whether or not the game is in a reach high frequency state that can occur in the low probability mode and low frequency support mode. The reach high frequency state is a game state in which a miss reach display occurs more frequently than in a situation in which the game is not in a reach high frequency state in the low probability mode and low frequency support mode.

[0283] When the reach high frequency state flag is set to "1" (step S905: YES), that is, when the mode is low probability mode and low frequency support mode and is also in a reach high frequency state, a table group for reach high frequency is read from the main ROM 83 to the main RAM 84 (step S906). In a situation where the process of selecting a variable display period is executed in step S908 with reference to the table group for reach high frequency, the probability that the numerical information corresponding to the reach random number counter C3 in the pending information to be executed when the result of the hit / miss judgment process is a miss is identified as corresponding to the occurrence of a miss reach display is higher than in a situation where the process of selecting a varia...

Claims

[Claim 1] An in-area processing execution means that executes in-area processing using a program in a predetermined address range in a program storage means, An out-of-bounds processing execution means that performs out-of-bounds processing using a program at an address outside the predetermined address range in the program storage means, Equipped with, The processing within the aforementioned region includes predetermined processing for playing games. The aforementioned processing outside the domain includes specific processing for managing game history. This gaming machine is A predetermined group of registers that are used in the processing within the aforementioned region but not in the processing outside the aforementioned region, A specific group of registers that are used in the out-of-bounds processing but not in the in-bounds processing, Means for allowing the execution of an interrupt process when the out-of-region processing is completed and the in-region processing is executed, Means for performing a predetermined determination process to determine whether a predetermined event has occurred when the supply of operating power is started, Equipped with, The domain-based processing execution means includes means for executing the initial setup processing of the predetermined register group as domain-based processing before the execution of the predetermined determination processing, The gaming machine is characterized in that the out-of-bounds processing execution means includes means for executing the initial setup processing of the specific register group as out-of-bounds processing after the execution of the predetermined determination processing.