Game machine

By using a method that involves deriving award correspondence information and executing specific processes within and outside predetermined address ranges, the gaming machine optimizes gameplay and enhances player experience.

JP2025085725AInactive Publication Date: 2025-06-05SANYO BUSSAN KK
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Patent Information

Application Number
JP2025040789
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-14
Publication Date
2025-06-05
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, face challenges in ensuring smooth gameplay and optimizing player experience.

Method used

The implementation of a method that determines whether a game value is awarded to a player using a predetermined derivation means, executing specific processes based on derived information, and processing within and outside predetermined address ranges in the program storage to optimize gameplay.

Benefits of technology

This approach ensures that games are played in an optimal manner, enhancing player experience and gameplay smoothness.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: A sorting device part 411 is provided in a game area. A normal electric device 401 that game balls flowing down toward the sorting device part 411 can enter is provided in an upstream side in a flow-down direction of the game balls relative to the sorting device part 411. In a high-frequency support mode, game balls more easily enter the normal electric device 401 than in a low-frequency support mode. On the basis that a game result of a game round in a second special pattern display part 37b becomes a small win, a sorting execution mode in which the sorting device part 411 is set to a closed state after being set to an open state is executed. On the basis that a game result of a game round in the second special pattern display part 37b becomes a small win and a high-frequency completion condition because of the number of occurrence times of the small win result is satisfied, the high-frequency support mode is completed and the low-frequency support mode is started.SELECTED DRAWING: Figure 206
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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, etc. In these gaming machines, an internal lottery is held when a predetermined lottery condition is met, and a bonus is awarded to a player according to the result of the internal lottery.

[0003] Specifically, there are known pachinko machines that are configured to transition to a special game state when an internal lottery based on a game ball entering a ball entry section provided in the game area is won, and that transition to a special game state based on a game ball entering a predetermined ball entry section. When the special game state is transitioned to, for example, a ball entry device provided in the game area starts opening and closing, and game balls are paid out based on the ball entering the ball entry device (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2019-005447 A Summary of the Invention [Problem to be solved by the invention]

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

[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has an object to provide a gaming machine that enables a game to be played in an optimal manner. [Means for solving the problem]

[0007] In order to solve the above problem, the present invention provides a method for determining whether a game value is awarded to a player in a predetermined situation by using a predetermined derivation means for deriving award correspondence information; A specific execution means for executing a specific process based on the fact that the added corresponding information derived by the specific derivation means becomes specific target information; an area processing execution means for executing an area processing by using a program in a predetermined address range in the program storage means; an outside-area processing execution means for executing outside-area processing by utilizing a program at an address outside the predetermined address range in the program storage means; Equipped with The processing within the area includes a predetermined processing for playing a game, The out-of-area processing includes a specific processing different from the predetermined processing, The process for deriving the added corresponding information in the predetermined deriving means is included in the outside area process, The specific processing is characterized in that it is included in the intra-area processing. Effect of the Invention

[0008] According to the present invention, it is possible to ensure that games are played in a favorable manner. [Brief description of the drawings]

[0009] [Figure 1] 1 is a perspective view showing a pachinko machine according to a first embodiment. [Diagram 2] 1 is an exploded perspective view showing the main components of a pachinko machine. [Diagram 3] FIG. 2 is a front view showing the configuration of the game board. [Figure 4] 13A and 13B are explanatory diagrams for explaining the display contents of the pattern display device when a game round is being executed. [Diagram 5] 13(a) to (j) are explanatory diagrams for explaining the main patterns and sub-patterns which 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] 3 is an explanatory diagram for explaining the contents of various counters and various storage areas. FIG. [Figure 8] FIG. 11 is an explanatory diagram for explaining the contents of a support mode. [Figure 9] (a) is an explanatory diagram for explaining the first win / loss table at low probability, (b) is an explanatory diagram for explaining the second win / loss table at low probability, and (c) is an explanatory diagram for explaining the win / loss table at high probability. [Figure 10] (a) is an explanatory diagram for explaining the jackpot allocation table for the first special chart, (b) is an explanatory diagram for explaining the jackpot allocation table for the second special chart, (c) is an explanatory diagram for explaining the time-saving allocation table for the first special chart, and (d) is 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] 13A to 13E are time charts showing how the time-saving state is set based on the time-saving result or ceiling time-saving. [Figure 13] 13 is a flowchart showing main processing in a main MPU. [Figure 14] 13 is a flowchart showing a timer interrupt process in a master MPU. [Figure 15] 13 is a flowchart showing the general-purpose power control processing in the main MPU. [Figure 16] 13 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] 13 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 19] 13 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 20]13 is a flowchart showing the special chart change start processing in the main MPU. [Figure 21] 13 is a flowchart showing the process of determining the variable display period in the master MPU. [Figure 22] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Diagram 23] 13 is a flowchart showing special call termination processing in the main MPU. [Figure 24] 13 is a flowchart showing the decrement process of the high-probability state counter in the main MPU. [Diagram 25] 13 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 stopping results of 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 a play turn triggered by the first hold information in the final play turn of a normal play state or a time-saving state; (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 play turn other than the final play turn of a high probability state or a time-saving state in a play turn 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 a play turn triggered by the first hold information. [Figure 28] 13 is a flowchart showing a process for determining a variation pattern in the sound / light side MPU. [Figure 29] 13 is a flowchart showing a decrement process of the ceiling counter in the master MPU. [Diagram 30] 13 is a flowchart showing the subtraction process of the time-saving status counter in the main MPU. [Diagram 31] (a) to (e) are time charts to explain the order of execution of processes during special chart determination processing. [Diagram 32] 13 is a flowchart showing a subtraction process of a variable selection state counter in a master MPU. [Diagram 33] (a) to (f) are time charts for explaining the relationship between the execution timing of a high-frequency reach state and a time-saving state triggered by a ceiling time-saving state. [Diagram 34] FIG. 11 is a front view of a game board in a second embodiment. [Diagram 35] FIG. 2A is a vertical cross-sectional view of the special prize-winning device in a non-guiding state, and FIG. 2B is a vertical cross-sectional view of the special prize-winning device in a guiding state. [Diagram 36] A vertical cross-sectional view to explain the internal structure of the prize distribution device. [Figure 37] (a) is an explanatory diagram for explaining the first win / lose table, (b) is an explanatory diagram for explaining the second win / lose table, (c) is an explanatory diagram for explaining the jackpot allocation table, and (d) is 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] 13 is a flowchart showing the special chart special power control processing in the main MPU. [Diagram 40] 13 is a flowchart showing the process of acquiring hold information in the main MPU. [Diagram 41] 13 is a flowchart showing the special chart change start processing in the main MPU. [Diagram 42] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Diagram 43] 13 is a flowchart showing a process for starting distribution in a master MPU. [Diagram 44] 13 is a flowchart showing a distribution process in a master MPU. [Diagram 45] 13 is a flowchart showing special call termination processing in the main MPU. [Figure 46] 13 is a flowchart showing the general-purpose power control processing in the main MPU. [Figure 47] 13 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] 13 is a flowchart showing a subtraction process of a support state counter in a master MPU. [Figure 50] 13 is a flowchart showing support end determination processing in a main MPU. [Figure 51] 11 is a time chart showing how a support mode changes. [Figure 52] 13 is a flowchart showing the performance control process in the sound and light side MPU. [Figure 53] (a) is an explanatory diagram for explaining the display contents of the notification image of the specified number of times to be released and the time measurement image that are displayed when the presentation for the game round is being executed, and (b) is an explanatory diagram for explaining the display contents of the notification image of the specified number of times to be released that are displayed when the presentation for the allocation execution mode is being executed. [Figure 54] 13 is a flowchart showing support end determination processing of a main MPU in the third embodiment. [Figure 55] FIG. 13 is a front view of the main control device in the fourth embodiment. [Figure 56] FIG. 2 is an explanatory diagram for explaining a setting mode of programs and data in a main ROM. [Figure 57] FIG. 2 is an explanatory diagram for explaining a setting mode of each area in the main RAM. [Figure 58] 11 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] 10 is an explanatory diagram for explaining an electrical configuration for transmitting commands from the main side MPU to the audio / optical side MPU. FIG. [Figure 60] 11 is a time chart showing how commands are transmitted (a) to (d). [Figure 61] 13 is a flowchart showing main processing in a main MPU. [Figure 62] 13 is a flowchart showing a setting confirmation process in a main MPU. [Figure 63] 13 is a flowchart showing a setting value update process in a master 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] 13 is a flowchart showing a first management process in a master MPU. [Figure 66] 13 is a flowchart showing an initial setting process in a master MPU. [Figure 67] 13 is a flowchart showing a disconnection / short-circuit process in the main MPU. [Figure 68] 13 is a flowchart showing a first timer interrupt process in a main MPU. [Figure 69] An explanatory diagram to explain the configuration regarding the discharge of game balls that have flowed down the game area. [Figure 70] 10 is an explanatory diagram for explaining a configuration in which the detection results of the detection sensors are input to a main MPU. FIG. [Figure 71] 13 is a flowchart showing the ball entry detection processing in the main MPU. [Figure 72] 13 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 73] 13 is a flowchart showing a fraud detection process in the main MPU. [Figure 74] 13 is a flowchart showing an information clearing process in a master MPU. [Figure 75] 13 is a flowchart showing a fraud detection execution process in a main MPU. [Figure 76] 13 is a flowchart showing normal power control processing 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] 13 is a flowchart showing a magnetic monitoring process in a main MPU. [Figure 79] 13 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 actuation port detection sensor as an example. [Figure 81] 13 is a flowchart showing security processing in a master MPU. [Figure 82] 13(a) to (h) are time charts showing how a security signal is output to the outside. [Figure 83] 11 is an explanatory diagram for explaining various areas of a work area for non-specific control used for managing game history. FIG. [Figure 84] FIG. 4 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. FIG. [Figure 86] 5(a) to 5(c) are explanatory diagrams for explaining the display contents of the first to fourth notification display devices. FIG. [Figure 87] 13 is a flowchart showing a second management process in a master MPU. [Figure 88] 13 is a flowchart showing a check process in a master MPU. [Figure 89] 13 is a flowchart showing the normal entry management processing in the main MPU. [Figure 90] 13 is a flowchart showing a result calculation process in a master MPU. [Figure 91] FIG. 11 is a block diagram for explaining a configuration for controlling the display of various display circuits by a main MPU. [Figure 92] FIG. 11 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]13 is a flowchart showing a second timer interrupt process in the main MPU. [Figure 95] 13 is a flowchart showing a setting process for an eighth display data buffer in the main MPU. [Figure 96] 13 is a flowchart showing a display process in the main MPU. [Figure 97] 13(a) to 13(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] 13 is a flowchart showing a RAM clear process in a main MPU. [Figure 99] 13 is a flowchart showing an information anomaly monitoring process in a 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] 13 is a time chart showing how a predetermined difference in the number of balls is measured using a total winning number counter. [Figure 102] 11 is a flowchart showing a first timer interrupt process executed by a main MPU. [Figure 103] 13 is a flowchart showing a check process executed by a main MPU. [Figure 104] 13 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. [Fig. 106] This is a flowchart showing the processing during special drawing confirmation executed by the main MPU. [Figure 107] 13 is a flowchart showing the special call termination processing executed by the main MPU. [Figure 108] 13 is a flowchart showing an ending control process executed by the audio / optical side MPU. [Fig. 109] 13 is a flowchart showing a first management process executed by a main MPU. [Figure 110] (a)~(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 ending standard number. [Figure 111] 13 is a flowchart showing the processing during special line release of the main MPU in the sixth embodiment. [Figure 112] A flowchart showing the special chart special power control processing of the main MPU in the seventh embodiment. [Figure 113] (a) is a flowchart showing the special chart change start processing of the main MPU in the eighth embodiment, (b) is a flowchart showing the special chart determination processing executed by the main MPU, and (c) is a flowchart showing the special call end processing executed by the main MPU. [Fig. 114] 4 is a flowchart showing main processing executed by a main MPU. [Figure 115] A flowchart showing the special chart special power control processing of the main MPU in the 9th embodiment. [Fig. 116] A front view showing the configuration of the game board in the tenth embodiment. [Figure 117] (a) is a longitudinal cross-sectional view of the first special ball entry device in a non-guiding state, and (b) is 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 presentation during normal game play, and (b) is an explanatory diagram for explaining the content of the game presentation during time-saving game play. [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 / lose table, (b) An explanatory diagram for explaining the second win / lose table, (c) An explanatory diagram for explaining the jackpot distribution table, (d) An explanatory diagram for explaining the opening / closing execution mode corresponding to each jackpot result and the combination of processing after the opening / closing execution mode ends, (e) An explanatory diagram for explaining the small win distribution table, and (f) An explanatory diagram for explaining the opening / closing execution mode corresponding to each small win result and the combination of processing after the opening / closing execution mode ends. [Figure 121] 13 is a flowchart showing a port output process in the main MPU. [Figure 122] 13 is a flowchart showing launch control processing in a main MPU. [Figure 123] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 124] 11 is a flowchart showing the first special chart special power control processing in the main MPU. [Fig. 125] 13 is a flowchart showing the first special chart variation start processing in the main MPU. [Fig. 126] A flowchart showing processing during the first special chart change in the main MPU. [Figure 127] 13 is a flowchart showing the processing during determination of the first special chart in the main MPU. [Figure 128] 13 is a flowchart showing a time-saving management process in a main MPU. [Figure 129] 13 is a flowchart showing the first special call termination processing in the main MPU. [Fig. 130] 13 is a flowchart showing the second special chart special power control processing in the main MPU. [Fig. 131] 13 is a flowchart showing the second special chart variation start processing in the main MPU. [Fig. 132] A flowchart showing processing during the second special chart change in the main MPU. [Fig. 133] A flowchart showing the processing during confirmation of the second special chart in the main MPU. [Fig. 134]13 is a flowchart showing a distribution process in a master MPU. [Fig. 135] 13 is a flowchart showing the processing at the end of the second special chart in the main MPU. [Fig. 136] 13 is a flowchart showing the second special call termination processing in the main MPU. [Fig. 137] 13(a) to (h) are time charts showing how a game round in the first special chart display section is temporarily stopped and how a game round 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] FIG. 13A is an explanatory diagram for explaining the content of the pause effect, and FIG. 13B is an explanatory diagram for explaining the content of the effect for the distribution execution mode. [Fig. 140] (a) and (b) are explanatory diagrams for explaining the content of the rewind effect that is executed when the period of 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 immediate notification period. [Fig. 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. [Fig. 142] (a) is an explanatory diagram for explaining the variable display period of the pattern set in the first special chart display unit or the second special chart display unit in the time-saving state, and (b) is an explanatory diagram for explaining the selection probability of various variable display periods selected as the variable display period of the pattern in the second special chart display unit in the time-saving state. [Fig. 143] A flowchart showing the process of determining the first variable display period in the main MPU. [Fig. 144] A flowchart showing the process of determining the second variable display period in the main MPU. [Fig. 145] FIG. 2 is an explanatory diagram for explaining the configuration of an audio / optical side RAM. [Fig. 146] 13 is a flowchart showing the first performance start setting process in the sound and light side MPU. [Fig. 147] 13 is a flowchart showing the second performance start setting process in the sound / light side MPU. [Fig. 148] 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] 13 is a flowchart showing the performance adjustment process in the sound and light side MPU. [Fig. 150] 13 is a flowchart showing the production-side forced termination response processing in the sound and light side MPU. [Fig. 151] 13 is a flowchart showing the rewind performance start setting process in the audio / video side MPU. [Fig. 152] 13 is a flowchart showing the processing for executing the first performance in the sound and light side MPU. [Fig. 153] 13 is a flowchart showing the processing for executing the second performance in the sound and light side MPU. [Fig. 154] 13(a) to (k) are time charts showing how the rewinding effect is executed. [Fig. 155] 16 is a flowchart showing the second special call termination processing of the main MPU in the 11th embodiment. [Fig. 156] FIG. 23(a) is an explanatory diagram for explaining the contents of the first small win result and the second small win result in the twelfth embodiment, and (b) is an explanatory diagram for explaining the configuration of the main RAM. [Fig. 157] 13 is a flowchart showing the second special chart variation start processing in the main MPU. [Fig. 158] A flowchart showing processing during the first special chart change in the main MPU. [Fig. 159] 13 is a flowchart showing the second special call termination processing in the main MPU. [Fig. 160] 13 is a flowchart showing the processing at the end of the second special chart in the main MPU. [Fig. 161] 13(a) to (f) are time charts showing how the gaming state is set to the time-saving state. [Fig. 162] FIG. 23(a) is an explanatory diagram for explaining a small win distribution table in the thirteenth embodiment, and FIG. 23(b) is an explanatory diagram for explaining the contents of the first to fourth small win results. [Fig. 163] A flowchart showing processing during the second special chart change in the main MPU. [Fig. 164] 13 is a flowchart showing the second special call termination processing in the main MPU. [Fig. 165] (a) is an explanatory diagram for explaining the variable display period of the pattern set in the first special chart display unit or the second special chart display unit in the time-saving state in the 14th embodiment, and (b) is an explanatory diagram for explaining the selection probability of various variable display periods selected as the variable display period of the pattern in the second special chart display unit in the time-saving state. [Fig. 166] A flowchart showing the process of determining the second variable display period of the main MPU. [Fig. 167] FIG. 23A is an explanatory diagram for explaining the contents of the time-saving first variable display period table in the fifteenth embodiment, and FIG. 23B is a flowchart showing the process of identifying the first variable display period in the main MPU. [Fig. 168] A flowchart showing processing during the second special chart change in the main MPU. [Fig. 169] (a) is an explanatory diagram to explain the contents of the rewind effect and double speed update display executed when the sound / light side MPU receives the first special chart forced termination command during the time difference notification period, and (b) is an explanatory diagram to explain the contents of the rewind effect executed when the sound / light side MPU receives the first special chart forced termination command during the immediate notification period. [Fig. 170] 1 is an explanatory diagram for explaining the configuration of the sound / light side RAM used to execute rewinding effects and double-speed update display. FIG. [Fig. 171] 13 is a flowchart showing the performance adjustment process in the sound and light side MPU. [Fig. 172] 13 is a flowchart showing the production-side forced termination response processing in the sound and light side MPU. [Fig. 173]13 is a flowchart showing a rewind amount selection process in the audio / optical side MPU. [Fig. 174] 13A is a flowchart showing a target time setting process in the sound-and-light side MPU, and FIG. 13B is a flowchart showing a remaining variation time display counter update process in the sound-and-light side MPU. [Fig. 175] 13 is a flowchart showing the first performance start setting process in the sound and light side MPU. [Fig. 176] A flowchart showing the processing during the second special chart variation of the main MPU in the 16th embodiment. [Fig. 177] 13 is a flowchart showing a distribution process in a master MPU. [Fig. 178] 13 is a flowchart showing forced termination switching processing in the main MPU. [Fig. 179] 13 is a flowchart showing the production-side forced termination response processing in the sound and light side MPU. [Fig. 180] A front view showing the configuration of the game board in the 17th embodiment. [Fig. 181] (a) is an explanatory diagram for explaining the first closed state and the second closed state of the special electric prize winning device, and (b) is an explanatory diagram for explaining the first open state and the second open state of the special electric prize winning device. [Fig. 182] This is an explanatory diagram to explain the configuration of the main MPU for performing the opening and closing control of the special electricity prize-winning device. [Fig. 183] 11 is an explanatory diagram for explaining the contents of the special line opening drive table and the special line closing drive table. FIG. [Fig. 184] 13 is a flowchart showing main processing in a main MPU. [Fig. 185] FIG. 13A is a flowchart showing the special call start processing in the main MPU, and FIG. 13B is a flowchart showing the round game start processing in the main MPU. [Fig. 186] 13 is a flowchart showing the processing during special call release in the main MPU. [Fig. 187] 13 is a flowchart showing special power switching control processing in the main MPU. [Fig. 188] 13 is a flowchart showing the ball entry detection processing in the main MPU. [Fig. 189] 13 is a flowchart showing the processing during special line closure in the main MPU. [Fig. 190] 13 is a flowchart showing special call termination processing in the main MPU. [Fig. 191] (a) to (c) are explanatory diagrams illustrating how a state in which game balls are stuck around the special electric winning device during the execution period of a round of play is resolved. [Fig. 192] (a) to (c) are explanatory diagrams illustrating how a state in which a gaming ball becomes stuck around the special electric winning device during an interval period or an ending period is resolved. [Fig. 193] (a) to (h) are time charts showing how the special line opening switching operation and the special line closing switching operation of the special line winning device are executed. [Fig. 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. [Fig. 195] 23 is a flowchart showing the start processing of a round of play by the main MPU in the 18th embodiment. [Fig. 196] 13 is a flowchart showing the processing during special call release in the main MPU. [Figure 197] 13 is a flowchart showing special power switching control processing in the main MPU. [Figure 198] 13 is a flowchart showing special call termination processing in the main MPU. [Figure 199] An explanatory diagram to explain the switching operation when the special telephone winning device is open and the switching operation when it is closed. [Figure 200] (a) to (f) are time charts to explain how the opening / closing switching operation of the special electric prize-winning device is performed. [Figure 201] 20 is a flowchart showing the special call release processing of the main MPU in the 19th embodiment. [Fig. 202] 13 is a flowchart showing special power switching control processing in the main MPU. [Fig. 203] An explanatory diagram to explain the switching operation when the special telephone winning device is open and the switching operation when it is closed. [Fig. 204] FIG. 13A is an explanatory diagram for explaining the configuration of the main RAM in the 20th embodiment, and FIG. 13B is a flowchart showing the special call start processing in the main MPU. [Fig. 205] A flowchart showing the special call start processing of the main MPU in the 21st embodiment. [Fig. 206] A front view showing the configuration of the game board in the 22nd embodiment. [Fig. 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. [Fig. 208] FIG. 2A is an oblique view of a normal power opening / closing member and a normal power passage forming body in a closed state of the normal power device, and FIG. 2B is an oblique view of a normal power opening / closing member and a normal power passage forming body in an open state of the normal power device. [Fig. 209] FIG. 2A is a cross-sectional view of the game board showing the power supply device in a closed state, and FIG. 2B is a cross-sectional view of the game board showing the power supply device in an open state. [Fig. 210] FIG. [Fig. 211] FIG. 2A is an oblique view of the sorting device section and the sorting opening / closing member in the sorting closed state, and FIG. 2B is an oblique view of the sorting device section and the sorting opening / closing member in the sorting open state. [Fig. 212] 4 is a plan view of the distribution opening / closing member and the distribution drive unit. FIG. [Fig. 213] FIG. 2A is a cross-sectional view of the sorting unit in a sorting closed state, and FIG. 2B is a cross-sectional view of the sorting unit in a sorting open state. [Fig. 214] (a) is a vertical cross-sectional view of the sorting device unit in the V prize-winning closed state, and (b) is a vertical cross-sectional view of the sorting device unit in the V prize-winning open state. [Fig. 215] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 216] FIG. 13 is an explanatory diagram for explaining the electrical configuration for conducting various lotteries in the main MPU. [Fig. 217] (a) is an explanatory diagram for explaining the first win / lose table and the second win / lose table, (b) is an explanatory diagram for explaining the contents of each jackpot result, and (c) is an explanatory diagram for explaining the contents of each small win result. [Fig. 218] 11 is an explanatory diagram for explaining the contents of each game state. FIG. [Fig. 219] (a) An explanatory diagram for explaining the high-frequency termination condition based on the number of times a small win result occurs; (b) An explanatory diagram for explaining the actual occurrence rate of the game result that triggers the transition when a game round is executed in the second special chart display unit in the high-frequency support mode and a transition is made to one of the game states that is the high-frequency support mode after the end of the open-close execution mode; (c) An explanatory diagram for explaining the probability of continuing the time-saving mode when the setting value of the object 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, in which the high-frequency termination condition based on the number of times a small win result occurs is met in the high-frequency support mode and a transition is made to the distribution execution mode when a game ball is detected by the V winning detection sensor. [Fig. 220] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Fig. 221] 13 is a flowchart showing the process of starting normal map changes in the main MPU. [Fig. 222] 13 is a flowchart showing the special chart special power control processing in the main MPU. [Fig. 223] 13 is a flowchart showing the process of acquiring hold information in the main MPU. [Fig. 224] 13 is a flowchart showing the special chart change start processing in the main MPU. [Fig. 225] 13 is a flowchart showing processing during special chart changes in the main MPU. [Fig. 226]This is a flowchart showing the small win result response processing in the main MPU. [Fig. 227] 13A is a flowchart showing immediate high-frequency termination processing in a main MPU, and FIG. 13B is a flowchart showing high-frequency termination setting processing in the main MPU. [Fig. 228] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Fig. 229] 13 is a flowchart showing a process for starting distribution in a master MPU. [Fig. 230] 13 is a flowchart showing a distribution process in a master MPU. [Fig. 231] 13 is a flowchart showing special call termination processing in the main MPU. [Fig. 232] (a) is a flowchart showing the process of setting the termination preparation state in the main MPU; (b) is a flowchart showing the process of setting the first time-saving state in the main MPU; (c) is a flowchart showing the process of setting the third time-saving state in the main MPU; and (d) is a flowchart showing the process of setting the second time-saving state in the main MPU. [Fig. 233] 13 is a flowchart showing the state setting process in the main MPU when a special call ends. [Fig. 234] (a) to (i) are time charts showing how the high-frequency support mode ends when the high-frequency ending condition is met based on the number of small win results. [Fig. 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 game plays is satisfied, and how the high-frequency support mode ends when the high-frequency termination condition based on the number of small win results occurs during the termination preparation state is satisfied. [Fig. 236] (a) to (g) are time charts showing how the number of small win results required to end the high frequency support mode differs depending on the type of small win result. [Fig. 237](a) is an explanatory diagram for explaining the contents of the state selection presentation, (b) is an explanatory diagram for explaining the contents of the selection result notification presentation, (c) is an explanatory diagram for explaining the configuration of the sound-light side ROM, and (d) is an explanatory diagram for explaining the configuration of the sound-light side RAM. [Fig. 238] 13 is a flowchart showing the process for distribution performance in the sound and light side MPU. [Fig. 239] A flowchart showing the process of reading the post-allocation performance table in the audio / optical side MPU. [Fig. 240] A flowchart showing the processing during special drawing confirmation by the main MPU in the 23rd embodiment. [Fig. 241] FIG. 27A is a flowchart showing the process of setting the termination preparation state of the main MPU in the 24th embodiment, and FIG. 27B is a flowchart showing the process of responding to the small win result in the main MPU. [Fig. 242] (a) is an explanatory diagram for explaining the configuration of the main ROM in the 25th embodiment, (b) is an explanatory diagram for explaining the low probability table on the regular side and the high probability table on the regular side, and (c) is a flowchart showing the special call termination processing in the main MPU. [Fig. 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. [Fig. 244] FIG. 13A is a flowchart showing the high-frequency end setting process in the master MPU, and FIG. 13B is a flowchart showing the process of specifying the variable display period in the master MPU. [Fig. 245] 13 is a flowchart showing the process for hold promotion notification in the audio / visual side MPU. [Fig. 246] (a)-(i) are time charts showing the transition to a preparation state for termination after a hold promotion notification is executed, and the transition to a normal game state when a high-frequency termination condition based on the number of game plays is satisfied in the preparation state for termination. [Fig. 247](a) to (g) are time charts showing the state in which the high-frequency support mode ends after a hold promotion notification is executed, and the allocation execution mode ends without the detection of a game ball by the V winning detection sensor. [Fig. 248] FIG. 27(a) is an explanatory diagram for explaining the contents of each big win result in the 27th embodiment, and FIG. 27(b) is an explanatory diagram for explaining the contents of each small win result. [Fig. 249] 11 is an explanatory diagram for explaining the contents of each game state. FIG. [Fig. 250] (a)~(h) are time charts showing the state in which, after a hold promotion notification is executed, the high-frequency termination condition based on the number of small win results is met, the high-frequency support mode ends, and a game round is executed in normal game mode. [Fig. 251] An explanatory diagram for explaining the contents of the time-saving end notice and the hold promotion notification in the 28th embodiment. [Fig. 252] 13 is a flowchart showing the process of determining the variable display period in the master MPU. [Fig. 253] FIG. 13A is an explanatory diagram for explaining the configuration of the audio / optical side RAM, and FIG. 13B is a flowchart showing the process for displaying hold in the audio / optical side MPU. [Fig. 254] 13 is a flowchart showing the processing for executing effects for a game in the sound / 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 based on the number of second hold information stored on hold reaching an upper limit number. [Fig. 256] (a) is an explanatory diagram for explaining the contents of each small win result in the 29th embodiment, and (b) is an explanatory diagram for explaining the high frequency end condition based on the number of times the small win result occurs. [Fig. 257] 11 is an explanatory diagram for explaining the contents of each game state. FIG. [Fig. 258](a) is an explanatory diagram to explain the number of rounds of play executed in the opening and closing execution mode to which the transition occurs when the high-frequency termination condition is met based on the number of times small win results occur and the detection of a game ball by the V winning detection sensor occurs, the transition destination and transition probability after the opening and closing execution mode ends, and (b) is a flowchart to explain the small win result response processing in the main MPU. [Fig. 259] 13 is a flowchart showing the state setting process in the main MPU when a special call ends. [Fig. 260] FIG. 13A is an explanatory diagram for explaining the contents of each small win result in the 30th embodiment, and FIG. 13B is an explanatory diagram for explaining the high frequency end condition based on the number of times the small win result occurs. [Fig. 261] 11 is an explanatory diagram for explaining the contents of each game state. FIG. [Fig. 262] (a) is an explanatory diagram to explain the number of rounds of play executed in the opening and closing execution mode to which the transition occurs when the high-frequency termination condition is met due to the number of small win results and the detection of a game ball by the V winning detection sensor, the transition destination and transition probability after the opening and closing execution mode ends, and (b) is an explanatory diagram to explain the configuration of the main RAM. [Fig. 263] 13 is a flowchart showing special call termination processing in the main MPU. [Fig. 264] 13 is a flowchart showing the state setting process in the main MPU when a special call ends. [Fig. 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 / lose table and the second win / lose table, and (c) an explanatory diagram for explaining the contents of each jackpot result. [Fig. 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 condition based on the number of times the small win result occurs. [Fig. 267] 11 is an explanatory diagram for explaining the contents of each game state. FIG. [Fig. 268](a) is an explanatory diagram to explain the number of rounds of play executed in the opening and closing execution mode to which the transition occurs when the high-frequency termination condition is met due to the number of small win results and the detection of a game ball by the V winning detection sensor, the transition destination and transition probability after the opening and closing execution mode ends, and (b) is an explanatory diagram to explain the configuration of the main RAM. [Fig. 269] This is a flowchart showing the small win result response processing in the main MPU. [Fig. 270] 13 is a flowchart showing special call termination processing in the main MPU. [Fig. 271] 13 is a flowchart showing the state setting process in the main MPU when a special call ends. [Fig. 272] FIG. 13A is an explanatory diagram for explaining the configuration of the main ROM in the 32nd embodiment, and FIG. 13B is 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 condition based on the number of times the small win result occurs. [Fig. 274] 11 is an explanatory diagram for explaining the contents of each game state. FIG. [Fig. 275] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Fig. 276] This is a flowchart showing the small win result response processing in the main MPU. [Fig. 277] 13 is a flowchart showing special call termination processing in the main MPU. [Fig. 278] 13 is a flowchart showing the state setting process in the main MPU when a special call ends. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] <First embodiment> Hereinafter, a first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is one type of gaming machine, will be described in detail with reference to the drawings. Fig. 1 is a perspective view of a 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 game area.

[0011] As shown in Fig. 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 as to be rotatable forward. The outer frame 11 is made 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 an island facility. Note that the outer frame 11 is not a required component of the pachinko machine 10, and the outer frame 11 may be installed in the island facility of the amusement hall.

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

[0014] The gaming machine body 12 is provided with a locking device at its rotating tip, which has the function of locking the gaming machine 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 is released by using an unlocking key to perform an unlocking operation on the cylinder lock 17 exposed at 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 having an outer shape substantially identical to 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 side of the game board 24 is exposed to the front side of the inner frame 13 through the window hole 23 of the resin base 21.

[0017] The structure 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 the inner rail section 25 and the outer rail section 26 form a guide rail as a guide means. Game balls launched from a game ball launching mechanism 27 (see FIG. 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] Incidentally, the game ball launching mechanism 27 includes a launching rail 27a extending toward the guide rail, a ball feeder 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. The solenoid 27c is driven and controlled by rotating a launching operation device (or a launch handle) 28 provided on the front door frame 14. The game balls are launched.

[0020] A plurality of openings, large and small, penetrating in the front-rear direction are formed in the game board 24. 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 chart unit 37, and a general chart unit 38, etc.

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

[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. In addition, 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 multiple number, and may be one when a ball enters the first actuation port 33, one when a ball enters the second actuation port 34, or one when both are 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 are discharged from the game area PA through the outlet 24a. In addition, the game board 24 is provided with a large number of nails 24b for appropriately dispersing and adjusting the falling direction of the game balls, and various components such as windmills are also provided.

[0024] Here, the term "entering the ball" means that the game ball passes through a specified opening, and includes not only the state in which the game ball passes through the opening and is discharged from the game area PA, but also the state in which the game ball continues to flow down the game area PA without being discharged from the game area PA after passing through the opening. However, in the following explanation, in order to clearly distinguish from the game ball entering the outlet 24a, the game ball entering the general winning port 31, the special electric winning device 32, the first operating port 33, the second operating port 34, and the through gate 35 will also be expressed 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 the lower frame section 36a, which is a portion below the symbol display device 41 in the variable display unit 36, so as to extend horizontally above the first operating port 33, and a warp passage entrance section 36d is formed in the left frame section 36c, which is a portion to the left of the symbol display device 41 in the variable display unit 36, to guide the game ball flowing down the left area of ​​the variable display unit 36 ​​to the stage section 36b. The horizontal center section of the stage section 36b exists vertically above the first operating port 33, and a lead-out section 36e is formed in the center section to lead the game ball by its own weight to the lower side of the stage section 36b. In this case, a game ball that is guided to the stage portion 36b from an area other than the lead-out portion 36e to below the stage portion 36b is unlikely to enter the first operating port 33, but a game ball that is guided from the lead-out portion 36e to below the stage portion 36b has a high probability of entering the first operating port 33.

[0027] The first actuation port 33 is open upward, and is not provided with any member such as an opening / closing member for preventing game balls from entering the first actuation port 33. In addition, in a situation where game balls are shot in the same manner, the probability of winning at the first actuation port 33 is constant regardless of the game state. In other words, the first actuation port 33 is always capable of receiving game balls flowing down the game area PA toward the first actuation port 33.

[0028] A normal power device 34a, which is 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 flow direction of the game ball. The through gate 35 has a through hole (not shown) that penetrates vertically, and the game ball that enters the through gate 35 flows down the game area PA after entering. This makes it possible for the game 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 role 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 win / loss determination process, and the image is displayed in the normal power display section 38a of the normal power unit 38 provided in the lower right corner of the game area PA, which is an area where the game ball does not pass. Then, when the result of the normal power win / loss determination process is a win for the electric role release and the stop result corresponding to the result is displayed and the variable display of the normal power display section 38a is terminated, the state transitions to the normal power open state. In the normal power open state, the normal power role 34a is opened in a predetermined manner.

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

[0032] In the normal map unit 38, a normal map reserve display section 38b is provided adjacent to the normal map display section 38a. The number of game balls that enter the through gate 35 is reserved up to a maximum of four, and the number of reserved balls is displayed by lighting up the normal map reserve display section 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 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 chart unit 37 is provided with a first special chart display section 37a and a second special chart display section 37b. In the first special chart display section 37a, a winning / losing determination process is performed with the winning / losing result as a trigger, and a variation display of the pattern is performed. Then, a stop result corresponding to the result of the winning / losing determination process is displayed. In this case, the winning / losing determination process results in a jackpot result, a time-saving result, and a loss result, which will be described later, exist, but the contents of the stop result in the first special chart display section 37a are different for each of the winning / losing result, the time-saving result, and the loss result. The display of the stop result in the first special chart display section 37a is maintained until the next game round is started and a new variation display of the pattern is started in the first special chart display section 37a. In addition, in the second special chart display section 37b, a winning / losing determination process is performed with the winning / losing result as a trigger, and a variation display of the pattern is performed. Then, a stop result corresponding to the result of the winning / losing determination process is displayed. In this case, the results of the hit / miss determination process include the jackpot result, the time-saving result, and the miss result, which will be described later, but the contents of the stop results on the second special chart 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 chart display section 37b is maintained until the next game round starts and the second special chart display section 37b starts displaying a new pattern.

[0035] The first special chart display section 37a and the second special chart display section 37b are configured by a segment display in which a plurality of segment light emitting sections are arranged in a predetermined manner, but are not limited thereto, and may be configured by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display device. In addition, as the patterns displayed on the first special chart display section 37a and the second special chart display section 37b, a configuration in which a plurality of types of characters are displayed, a configuration in which a plurality of types of symbols are displayed, a configuration in which a plurality of types of characters are displayed, or a configuration in which a plurality of types of colors are displayed may be considered.

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

[0037] In detail, the pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display contents are controlled by a display control device described later. 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 pattern is displayed in the first special pattern display section 37a based on a winning entry into the first operating port 33, a pattern is displayed accordingly, and when a pattern is displayed in the second special pattern display section 37b based on a winning entry into the second operating port 34, a pattern is displayed accordingly. In addition to the display performance triggered by the winning entry into the first operating port 33 or the second operating port 34, the pattern display device 41 also displays a display performance during the opening and closing execution mode described below, which is entered after a jackpot result.

[0039] Based on a winning entry into any of the operating ports 33, 34, display is started on any of the special symbol display units 37a, 37b and the pattern display device 41, and the display ends after displaying a stop result corresponding to the result of the win / lose determination process, and one game session corresponds to the completion of execution of the special symbol determination process in the main control unit 71, which will be described later.

[0040] In this pachinko machine 10, a winning / losing determination process is executed based on winning into the operating ports 33, 34, and the winning / losing determination process results in a jackpot result, and the machine transitions to the opening / closing execution mode. In the opening / closing execution mode, the opening / closing control of the special electric winning device 32 is executed, and the payout of game balls is executed when a winning occurs in the special electric winning device 32 that is in an open state. Specifically, in the opening / closing execution mode, a predetermined number of round games are executed. The round game is a game that continues until one of the conditions is satisfied: a predetermined open duration has elapsed, and a predetermined upper limit number of game balls have won in the special electric winning device 32. In this case, in a configuration in which the game ball launching mechanism 27 is driven and controlled so that one game ball is launched toward the game area PA every 0.6 seconds when the launch operation device 28 is operated by the player, the open duration is set to 29 seconds, and the upper limit number is set to 10. Therefore, since the open duration of the round game is set to a time longer than the product of the game ball launch cycle and the upper limit number of balls in one round game, it is expected that more than the upper limit number of game balls will enter the special winning device 32 in each round game. Also, the upper limit number of round games varies depending on the type of big win result that triggered the transition.

[0041] As the winning / losing lottery mode of the winning / losing judgment process, there are a high probability mode and a low probability mode so that the probability of a jackpot result that causes a transition to the opening / closing execution mode is relatively high and low. In addition, in this pachinko machine 10, a plurality of types of support modes are set so that the manner in which the normal power accessory 34a of the second operating port 34 is in an open state is different from each other. In detail, the support modes are set to a high frequency support mode (a first high frequency support mode and a second high frequency support mode described later) and a low frequency support mode so that the frequency at which the normal power accessory 34a is in an open state per unit time is relatively high and low when compared with a situation in which the launch of game balls continues in the same manner to the game area PA. The game state in a situation other than the opening / closing execution mode differs depending on the type of combination of the winning / losing lottery mode and the support mode. As the game state, 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 are set. In the high probability state and the time-saving state, the average period required to play one game is shorter than that in the normal game state.

[0042] Both the first actuation port 33 and the second actuation port 34 are installed in the lower area PAU, which is the area below the variable display unit 36 ​​in the game area PA. The first actuation port 33 and the second actuation port 34 are vertically arranged side by side, with the first actuation port 33 at the top and the second actuation port 34 at the bottom, and are unitized as an actuation port device. The normal electric device 34a of the second actuation port 34 can be controlled to an open state upon winning at the through gate 35, which is disposed in the left area PAL, which is the area to the left of the variable display unit 36 ​​in the game area PA. The game ball flowing down the left area PAL is guided to the lower area PAU, and the game ball guided to the lower area PAU can be guided to the 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 through the first operating port 33, not only is there a possibility of winning through the first operating port 33, but there is also a possibility of winning through the second operating port 34, and when a firing operation is performed with the aim of winning through the second operating port 34, there is also a possibility of winning through 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 the execution of the game round is basically the first special symbol display section 37a, and when a winning at the second actuation port 34 occurs accidentally, the second special symbol display section 37b becomes the target for the execution of the game round.

[0044] On the other hand, when the game state is a high probability state or a time-saving state, the support mode becomes the high frequency support mode as described above, so that 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, when 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 lead-out portion 36e of the stage portion 36b will win in the first actuation port 33 with a high probability, so that winning in the first actuation port 33 occurs 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 game round, the game round performance is executed on the symbol display unit 41. The display contents of the symbol display unit 41 when the game round performance is executed will be described.

[0046] FIG. 4(a) and FIG. 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 pattern rows Z1, Z2, and Z3, which are upper, middle, and lower rows, are set on the display surface of the pattern display device 41 as a plurality of display areas. Each of the pattern rows Z1 to Z3 is configured by arranging main and sub patterns in a predetermined order. In other words, when a game round is played, most of the display surface of the pattern display device 41 is used to display the varying patterns.

[0048] Figures 5(a) to 5(j) are explanatory diagrams for explaining the main and sub-patterns 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), in the upper pattern row Z1, nine main patterns from "1" to "9" are arranged in descending numerical order, and one sub-pattern is arranged between each main pattern. In the lower pattern row Z3, nine main patterns from "1" to "9" are arranged in ascending numerical order, and one sub-pattern is arranged between each main pattern. In other words, the upper pattern row Z1 and the lower pattern row Z3 are composed of 18 patterns. In contrast, in the middle pattern row Z2, nine main patterns from "1" to "9" are arranged in ascending numerical order, and a main pattern of "4" is additionally arranged between the main pattern of "9" and the main pattern of "1", and one sub-pattern is arranged between each of these main patterns. In other words, only the middle pattern row Z2 is composed of 20 patterns, with 10 main patterns arranged. On the display surface, the symbols of each of the symbol rows Z1 to Z3 are displayed variably so as to scroll in a predetermined direction with periodicity. 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 of 3×3 being stopped and displayed. In addition, as shown in FIG. 4(a), the symbol display device 41 is configured with five effective lines, namely, a left line L1, a middle line L2, a right line L3, a right downward line L4, and a right upward line L5.

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

[0051] When the variable display of the patterns ends, if the result of the winning / losing determination process in the main control device 71, which will be described later, is a jackpot result, which will be described later, a combination of the same patterns will be formed on any of the effective lines L1 to L5. Also, if the result of the winning / losing determination process is a time-saving result, which will be described later, and the time-saving state is set with the time-saving result as a trigger, a combination of predetermined patterns (e.g., "1·2·3", "3·4·1") that is neither the same pattern combination nor a reach pattern combination will be formed on any of the effective lines L1 to L5 when the variable display of the patterns ends. In this case, since there are multiple types of time-saving results, as will be described later, the content of the combination of predetermined patterns also differs depending on the type of time-saving result. On the other hand, if the result of the winning / losing determination process is a time-saving result, which will be described later, and the time-saving state is not set with the time-saving result as a trigger, a stop pattern for a non-reach miss that does not form a reach pattern combination will be displayed when the variable display of the patterns ends. In other words, if the result of the win / loss 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 result for the pattern sequences Z1 to Z3 may be the same as the stopping result when the win / loss determination process is a loss result.

[0052] In the configuration in which the variable display of the symbols is performed in each of the symbol rows Z1 to Z3 as described above, an expectation effect is set as the display effect of the symbol display device 41 when a game round is executed. The expectation effect is a display state for making 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 for making the player expect the occurrence of a reach display or a jackpot result 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 symbol column Z1 and the lower symbol column Z3 among the multiple symbol columns Z1 to Z3 to display a combination of reach symbols, and in that state, the remaining middle symbol column Z2 displays a variable pattern. In addition, in the state in which the reach symbol combination is displayed as described above, the remaining symbol columns display a variable pattern, and a reach performance is performed by displaying a predetermined character or the like as a moving image on the background screen, and a reach performance is performed by displaying a predetermined character or the like as a moving image on almost the entire display screen after reducing or hiding the reach symbol combination. If the game result is a jackpot, the same type of symbol as the symbol forming the reach symbol combination is displayed on the reach line in the middle symbol column Z2, and if the game result is not a jackpot, a symbol of a different type from the symbol forming the reach symbol combination is displayed on the reach line in the middle symbol column Z2.

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

[0055] As shown in FIG. 4(b), a reserved display area 42 and a state suggestion area 43 are set on the display surface of the pattern display device 41 in addition to the pattern rows Z1 to Z3. The reserved display area 42 is set at the bottom of the display surface of the pattern display device 41. The reserved display area 42 has a first reserved display area 42a in which an image is displayed to notify the player of the number of reserved information acquired by the main control device 71, which will be described later, based on winning at the first operation port 33, and a second reserved display area 42b in which an image is displayed to notify the player of the number of reserved information acquired by the main control device 71, which will be described later, based on winning at the second operation port 34. The reserved 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 as a result of winning the first operation port 33 (hereinafter also referred to as the first reserved information) becomes a trigger for the execution of a game round in the first special chart display section 37a, and the reserved information acquired as a result of winning the second operation port 34 (hereinafter also referred to as the second reserved information) becomes a trigger for the execution of a game round in the second special chart display section 37b. Up to four pieces of first reserved information are reserved and stored, and up to four pieces of second reserved information are also reserved and stored.

[0056] The first reserved display area 42a displays the first reserved images G1 in a number corresponding to the number of the first reserved information. That is, if the number of the reserved first reserved information is 0, the first reserved image G1 is not displayed in the first reserved display area 42a. Also, if the number of the reserved first reserved information is 1, one first reserved image G1 is displayed, if the number of the reserved first reserved information is 2, two first reserved images G1 are displayed, if the number of the reserved first reserved information is 3, three first reserved images G1 are displayed, and if the number of the reserved first reserved information is 4, four first reserved images G1 are displayed. When a plurality of first reserved images G1 are displayed, the plurality of first reserved images G1 are displayed side by side at a certain interval. Also, when the number of the reserved first reserved information increases, the first reserved images G1 are displayed to increase toward the right, and when the first reserved information becomes a trigger for starting a game round and the number of the reserved first reserved information decreases, the first reserved images G1 are displayed to decrease toward the left.

[0057] The second reserved display area 42b displays the second reserved images G2 in a number corresponding to the number of the second reserved information. That is, if the number of the reserved stored second reserved information is 0, the second reserved image G2 is not displayed in the second reserved display area 42b. Also, if the number of the reserved stored second reserved information is 1, one second reserved image G2 is displayed, if the number of the reserved stored second reserved information is 2, two second reserved images G2 are displayed, if the number of the reserved stored second reserved information is 3, three second reserved images G2 are displayed, and if the number of the reserved stored second reserved information is 4, four second reserved images G2 are displayed. When a plurality of second reserved images G2 are displayed, the plurality of second reserved images G2 are displayed side by side at a certain interval. Also, if the number of the reserved stored second reserved information increases, the second reserved images G2 are displayed to increase toward the right, and if the second reserved information becomes a trigger for the start of a game round and the number of the reserved stored second reserved information decreases, the second reserved images G2 are displayed to decrease toward the left.

[0058] In addition, in Figure 4 (b), the number of first pending information stored in the pending state is four and the number of second pending information is four, so that 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 state suggestion area 43 is set at the top of the display surface of the pattern display device 41. The state suggestion area 43 has a display area smaller than the display area of ​​the patterns in the pattern rows Z1 to Z3. In the state suggestion area 43, when the variable display of the patterns for the game round is being performed in the pattern rows Z1 to Z3 of the pattern display device 41 and the stop result corresponding to the result of the winning / losing judgment process of the game round is not stopped and displayed, the color is switched and displayed. Specifically, a predetermined display color pattern is repeated such as red → blue → green → red → blue → green → red . . . Then, at the timing when the stop result corresponding to the result of the winning / losing judgment process is displayed in the pattern rows Z1 to Z3 and the fixed display (static display) is started, the game status at that time and the stop result corresponding to the result of the winning / losing judgment process are displayed. In this case, when the result of the winning / losing judgment process is a jackpot result or a loss result, the red color is stopped and displayed in the state suggestion area 43. In addition, when the result of the winning / loose judgment process is a time-saving result to be described later, if the time-saving state is set triggered by the time-saving result, red is stopped and displayed regardless of the type of the time-saving result, and if the time-saving state is not set triggered by the time-saving result, blue or green is stopped and displayed depending on the type of the time-saving result. In the configuration in which the stop result in the pattern sequence Z1 to Z3 can be the same as the stop result in the winning / loose judgment process when the result of the winning / loose judgment process is a time-saving result to be described later and the time-saving state is not set triggered by the time-saving result as described above, by making the display content of the state suggestion area 43 different between the case where the result of the winning / loose judgment process is a time-saving result to be described later and the time-saving state is not set triggered by the time-saving result, and the case where the result of the winning / loose judgment process is a failure result, it is possible to display different display content as a whole on the pattern display device 41 between the case where the result of the winning / loose judgment process is a time-saving result to be described later and the time-saving state is not set triggered by the time-saving result, and the case where the result of the winning / loose judgment process is a failure result.

[0060] Returning to the explanation of the game board 24 (see FIG. 3), if the result of the winning / losing judgment process is a big win result, the mode is switched to the opening / closing execution mode as already explained. In the opening / closing execution mode, the opening / closing control of the special electric winning device 32 is executed. The special electric winning device 32 has a big winning port (not shown) that leads to the back side of the game board 24, and has an opening / closing door 32a that opens and closes the big winning port. The opening / closing door 32a is arranged in either a closed state or an open state. Specifically, the opening / closing door 32a is normally in a closed state in which the game ball cannot win a prize, and is switched to an open state in which the game ball can win a prize when a big win result is selected in the winning / losing judgment process. Note that in the closed state, a prize is not impossible, but it may be configured to be in a state in which a prize is less likely to occur than in the open state. In the opening / closing execution mode, a display performance corresponding to the opening / closing execution mode is executed by the pattern display device 41.

[0061] The 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 of the above 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 glass so as to be colorless and transparent, but is not limited thereto and may be formed of synthetic resin so as to be colorless and transparent, or may be formed of colored transparency as long as the game area PA can be viewed through the window panel 62 from the front of the pachinko machine 10.

[0062] Above the window 61, a display light-emitting unit 64 is provided. A pair of left and right speaker units 65 are provided to output sound effects according to the game state. Below the window 61, an upper bulge 66 and a lower bulge 67 are arranged vertically side by side, bulging toward the front. An upper tray 66a opening upward is provided inside the upper bulge 66, and a lower tray 67a opening upward is provided inside the lower bulge 67. The upper tray 66a has a function of temporarily storing game balls dispensed from a dispensing device described later, and guiding the game balls to the game ball launching mechanism 27 while aligning them in a row. The lower tray 67a has a function of storing game balls that are surplus 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 that mainly controls 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 joins multiple case bodies constituting the board box and requires destruction of a predetermined portion when separating the case bodies, and a structure in which a seal seal that leaves a trace of its removal by leaving an adhesive layer on the bonded object when peeled off is attached so as to straddle the boundaries between multiple case bodies. Also, a trace structure may be a structure in which an adhesive is applied to the boundaries between multiple case bodies constituting the board box.

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

[0066] The payout mechanism 73 includes a tank 75 to which game balls are successively replenished from the island equipment of the gaming hall, and a payout device 76 for paying out the game balls stored in the tank 75. The game balls paid out from the payout device 76 are discharged to 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 supply on and off.

[0067] The control device assembly 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 in front of and behind each other, with the payout control device 77 at the rear of the pachinko machine 10.

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

[0069] The main control device 71 is equipped with a main control board 81 which is responsible for the main control of the game. The main control board 81 is equipped with an MPU 82. The MPU 82 is equipped with a ROM 83 which stores various control programs and fixed value data executed by the MPU 82, a RAM 84 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 83, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as a random number generator, and the like. It is not essential that the ROM 83 and the RAM 84 are integrated into a single chip for the MPU 82, and each may be integrated into a separate chip. This also 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 failure monitoring board 85 provided in the main control device 71, and is also connected to the dispensing control device 77. The power failure monitoring board 85 is connected to a power supply / launch control device 78 having a function of supplying operating power, and power is supplied to the MPU 82 via the power failure monitoring board 85.

[0071] Various sensors such as various winning detection sensors 86a to 86e are connected to the input side of the MPU 82. The various winning detection sensors 86a to 86e include a detection sensor 86a provided in the general winning port 31, a detection sensor 86b provided in the special winning device 32, a detection sensor 86c provided in the first operating port 33, a detection sensor 86d provided in the second operating port 34, and a detection sensor 86e provided in the through gate 35. Based on the detection results of these various winning detection sensors 86a to 86e, the MPU 82 judges whether or not a prize has been won in each winning ball entry section. In addition, the MPU 82 executes various lotteries based on the winning of the first operating port 33 or the second operating port 34.

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

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

[0074] That is, in the opening and 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, in the case where the normal power role 34a is selected for the electric role opening, the MPU 82 executes drive control of the normal power drive unit 34b so that the normal power role 34a is opened and closed. Also, in each game, the MPU 82 executes display control of the special chart unit 37. Also, in the case where the lottery result of whether or not the normal power role 34a is to be 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 maximum voltage of 24 volts DC, 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 / 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 supply unit 78a for when power is turned on and a power supply unit 78b for when power is turned off. The power supply unit 78a for when power is turned on is connected to a commercial power source in, for example, a game hall, and has a function of generating operating power when external power is being supplied from the commercial power source and supplying the generated operating power. The power supply unit 78b for when power is turned off is composed of a capacitor, and is charged by power supplied from the power supply unit 78a for when power is turned on when the power of the pachinko machine 10 is ON (when power is being supplied from an external power source). In addition, when the power of the pachinko machine 10 is OFF or in a power-off state (when power supply from an external power source is cut off) such as when a power outage occurs in the commercial power source, backup power is supplied to the RAM 84 of the main control device 71 and the RAM (not shown) of the payout control device 77 by discharging from the power supply unit 78b for when power is turned off. 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 outage.

[0078] Here, the RAM 84 of the main control device 71 temporarily stores information on the current game state and game progress, and the RAM of the payout control device 77 temporarily stores information on the number of prize balls not paid out. In this case, by supplying backup power from the power supply unit 78b during power outage as described above to these RAMs, it becomes possible to store and hold the current game state, game progress, and prize ball information for a predetermined period of time even in a situation where there is no power supply from the power supply unit 78a during power in. On the other hand, the sound and light emission control device 91 and the display control device 101 are not supplied with backup power from the power supply unit 78b during power outage. Therefore, the information stored in the RAM 95 of the sound and light emission control device 91 and the RAM 105 of the display control device 101 is not backed up, and is destroyed or erased when the power supply from the power supply unit 78a during power in is stopped.

[0079] The power supply unit 78b for use during power interruption has a relatively large capacity, and information stored in the RAM 84 of the main control device 71 before the 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 interruption is not limited to a capacitor, and may be a battery, a non-rechargeable battery, or the like.

[0080] The power supply / launch control device 78 is provided with a power supply unit for use during power outages (not shown) that is different from the power supply unit for use during power outages 78b. The power supply / launch control device 78 is configured to maintain the output of 5 volts, which is the driving 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 supply unit for use during power outages, even after the stable 24 volt DC power supply falls below 22 volts. This allows the main control device 71 and the like to normally execute and complete the power outage processing.

[0081] In addition to various power supply units 78a and 78b, a firing control unit 78c is provided in the power supply / launch control device 78. The touch sensor 28a, the push sensor 28b, and the 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, a predetermined electrical signal corresponding to the handle operation detection is output 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. In addition, the launch control unit 78c determines whether the launch stop switch of the launch operating device 28 has been operated according to the electrical signal received from the push sensor 28b, and determines the amount of rotation of the operating handle according to the electrical signal received through the variable resistor 28c.

[0083] The launch control unit 78c transmits a condition satisfaction signal of a predetermined signal form to the MPU 82 of the main control device 71 when a predetermined condition for launching a game ball is satisfied. Specifically, the launch control unit 78c continuously transmits a HI level condition satisfaction signal (a signal corresponding to the satisfaction of the condition) to the MPU 82 on the condition that it receives a signal from the touch sensor 28a indicating that the operation handle is touched by the player and receives a signal from the push sensor 28b indicating that the launch stop switch is not manually operated by the player. If any of the above signals is not received, it transmits a LOW level condition satisfaction signal (a signal not corresponding to the satisfaction 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 the ball dispensing device is connected to the pachinko machine 10 may be added as a condition for transmitting a condition satisfaction signal corresponding to the satisfaction of the condition.

[0084] In the MPU 82, if a HI level condition satisfaction signal is received and the launch of the game ball can be 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 the MPU 82 does not receive a HI level condition satisfaction signal from the launch control unit 78c, it 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 period (specifically, 0.6 seconds). In addition, since the launch strength is adjusted based on the signal received from the variable resistor 28c at the time of this launch, the game ball is launched with strength according to the rotation operation amount of the operation 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 storing various control programs and fixed value data executed by the MPU 93, a RAM 95 serving as a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 94, 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 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 executing the control programs stored in the ROM 104, 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), a character ROM, a video RAM, and the like in addition to the MPU 103. The VDP is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display driver built into the pattern display device 41. The VDP is involved in reading and writing data from the video RAM, and reads image data to be stored in the video RAM from the character ROM at a predetermined timing and displays it on the pattern display device 41. The character ROM serves as an image data library for storing character data such as patterns to be displayed on the pattern display device 41. The character ROM holds bitmap format image data of various display patterns, a color palette table to be referenced when determining the expression color of each dot of 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, and the display content of the pattern display device 41 is changed based on rewriting the content 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 emission 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] The main MPU 82 uses various counter information during play to perform a lottery for winning, settings for the display of the special chart display units 37a and 37b, settings for the display of the pattern display unit 41, settings for the display of the normal chart display unit 38a, etc. Specifically, as shown in Fig. 7, a winning random number counter C1 used for lottery for winning, a type random number counter C2 used for determining the type of big win result and the type of time-saving result, a reach random number counter C3 used for lottery for reaching when the pattern display unit 41 misses and fluctuates, a random number initial value counter CINI used for setting the initial value of the winning random number counter C1, and a fluctuation type counter CS for determining the fluctuating display period in the special chart display units 37a and 37b and the pattern display unit 41. In addition, a normal power random number counter C4 used for lottery for whether or not the normal power role 34a of the second operating port 34 is in a normal power open state is used. 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-C3, CINI, CS, C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to "0" after reaching the maximum value. Each counter is updated at short intervals. Information corresponding to the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 is stored in a special chart reserve area 84a provided in the main RAM 84 when a winning occurs in the first actuation port 33 or the second actuation port 34. The special chart reserve area 84a includes a first special chart reserve area 111, a second special chart reserve area 112, and an execution area 113 for special charts.

[0093] The first special chart 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 winning 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 the first reserved information according to the winning history of the first operating port 33. In this case, when the winning of the first operating port 33 occurs multiple times in succession, 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 in chronological order. By providing the four areas 111a to 111d in this way, the winning history of the game balls in the first operating port 33 is reserved and stored up to four pieces. 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 other multiples such as two, three, or five or more, or may be singular.

[0094] The second special chart 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 winning random number counter C1, the type random number counter C2, and the reach random number counter C3 is stored as the second reserve information in any of the areas 112a to 112d according to the winning history in the second operation port 34. In this case, in the first area 112a to the fourth area 112d, when the winning in the second operation port 34 occurs multiple times in succession, the numerical information is stored in the order of the first area 112a → the second area 112b → the third area 112c → the fourth area 112d in chronological order. In this way, by providing the four areas 112a to 112d, the winning history of the game ball in the second operation port 34 can be reserved and stored up to four pieces. 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 other multiples such as two, three, or five or more, or may be singular.

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

[0096] Information corresponding to the normal random number counter C4 is stored in the normal map reserve area 84c when a winning entry into the through gate 35 occurs. The normal map reserve area 84c includes a first area 114a, a second area 114b, a third area 114c, and a fourth area 114d, and the numerical information of the normal random number counter C4 is stored in one of the areas 114a to 114d as reserved information on the normal map side according to the winning history into the through gate 35. In this case, in the first area 114a to the fourth area 114d, when a winning entry into the through gate 35 occurs multiple times in succession, the numerical information is stored in the order of the first area 114a → the second area 114b → the third area 114c → the fourth area 114d in chronological order. In this way, by providing four areas 114a to 114d, a maximum of four winning history of game balls into 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 is arbitrary, and may be other multiples such as two, three, or five or more, or may be singular. The regular map reservation area 84c is provided with 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 above 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 be incremented by 1 in the range of 0 to 250, for example, and to return to "0" after reaching the maximum value. The normal random number counter C4 is periodically updated, and is stored in the normal map reserve area 84c when the game 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. Fig. 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 opens per unit time is relatively high and low when compared with a situation in which the launch of game balls continues in the same manner in the game area. Also, a first high-frequency support mode and a second high-frequency support mode are set as the high-frequency support mode.

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

[0102] When the normal drawing hit / miss judgment process is executed, the display of the pattern change will start in the normal drawing display section 38a. In this case, the normal drawing change period, which is the duration of the change display in which the pattern change display is executed in the normal drawing display section 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 ends a change display round, the normal map display unit 38a displays a stop result corresponding to the result of the normal map hit / miss judgment process that triggered the execution of the change display round. In this case, if the result of the normal map hit / miss judgment process is a miss result, the normal map display unit 38a displays a stop result corresponding to the miss result, and the transition to the normal power open state does not occur. If the normal map side reserved information is stored in the normal map reserve area 84c, a new normal map hit / miss judgment process is executed for the reserved information on the normal map side, and a new change display round is started in the normal map display unit 38a. On the other hand, if the result of the normal map hit / miss judgment process is a result corresponding to the electric role opening win, the normal map display unit 38a displays a stop result corresponding to the win result, and the transition to the normal power open state occurs.

[0104] As execution modes of the normal power opening state, there are a high expectation mode and a low expectation mode so that the expectation of the game ball entering the normal power role 34a is relatively high and low. In the low expectation mode, a short opening of the normal power role 34a occurs once. The duration of the short opening is 0.7 seconds. As already explained, since the firing cycle of the game ball is 0.6 seconds, when a short opening of the normal power role 34a occurs once, the game ball does not enter the second operating port 34 basically, and even if it does, the number of balls that enter is about one. In addition, the normal power opening state also ends when the number of game balls that enter the second operating port 34 reaches 10, which is the upper limit number on the normal power side. However, when a short opening occurs once, even if a game ball enters the second operating port 34 as described above, it is about one, so the upper limit number of game balls on the normal power side will not enter the second operating port 34.

[0105] In the high expectation mode, the long opening of the normal power device 34a occurs three times. The duration of the long opening is two seconds. As already explained, the firing cycle of the game balls is 0.6 seconds, so when the long opening of the normal power device 34a occurs once, about three game balls can enter the second operating port 34. In the normal power opening state of the high expectation mode, the long opening occurs three times with an interval period (specifically, one second) on the normal power side in which the second operating port 34 is in a closed state. Therefore, when the normal power opening state of the high expectation mode occurs, about nine game balls can enter. As described above, the normal power opening state ends when the number of game balls entering the second operating port 34 reaches the upper limit number on the normal power side, which is 10. 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 number of game balls on the normal power side enters the second operating port 34.

[0106] In the configuration in which the judgment mode of the normal map hit / miss judgment process, the fluctuation period of the normal map in the normal map display unit 38a, and the execution mode of the normal power open state are set as described above, in the low frequency support mode, the judgment mode of the normal map hit / miss judgment process is a low probability mode on the normal map side, the fluctuation period of the normal map is long, and the execution mode of the normal power open state is a low expectation mode in which one short opening occurs. Also, in the first high frequency support mode, the judgment mode of the normal map hit / miss judgment process is a high probability mode on the normal map side, the fluctuation period of the normal map is short, and the execution mode of the normal power open state is a high expectation mode in which three long openings occur. Also, in the second high frequency support mode, the judgment mode of the normal map hit / miss judgment process is a low probability mode on the normal map side, the fluctuation period of the normal map is short, and the execution mode of the normal power open state is a high expectation mode in which three long openings occur. Therefore, when the launch of game balls continues in the same manner so that winning occurs in the through gate 35, the expectation of the rate at which the normal power feature 34a of the second operating port 34 is in an open state per unit time is the highest in the first high frequency support mode, the second highest in the second high frequency support mode, and the lowest in the low frequency support mode. Also, since the execution mode of the normal power open state in the low frequency support mode is a low expectation mode, in the low frequency support mode, the game ball hardly enters 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, the game ball can be expected to enter the second operating port 34 more than the upper limit number of the second reserved information in the second special chart reserved area 112.

[0107] The configuration for making the expectation of the rate at which the normal power role 34a of the second operating port 34 is in an open state per unit time different between the first high-frequency support mode and the second high-frequency support mode is not limited to the above, and may be configured such that, for example, a short period is selected as the normal map fluctuation period in the first high-frequency support mode, whereas a medium period between a short period and a long period is selected in the second high-frequency support mode, and a long opening occurs three times in the first high-frequency support mode, whereas a long opening occurs twice in the second high-frequency support mode, as the execution mode of the normal power opening state. In addition, although the judgment mode of the normal map hit / miss judgment process in the first high-frequency support mode and the second high-frequency support mode are the same as in the high probability mode on the normal map side, the expectation of the rate at which the normal power role 34a of the second operating port 34 is in an open state per unit time may be higher in the first high-frequency support mode than in the second high-frequency support mode depending on the content of the fluctuation period of the normal map or the execution mode of the normal power opening 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 the range of 0 to 9999, and to return to "0" after reaching the maximum value. In particular, when the winning random number counter C1 goes around once, 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 the game ball enters the first operating port 33, and is stored in the second special symbol reserve area 112 when the game ball enters the second operating port 34. Then, the winning / losing determination process is performed using the numerical information of the winning random number counter C1 stored therein.

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

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

[0111] As shown in Figs. 9(a) to 9(c), there are a jackpot result, a time-saving result, and a loss result as results of the win / loss determination process. The jackpot result is a win / loss result that may trigger a transition to an opening / closing execution mode in which multiple rounds of play are played, as well as a transition to a win / loss selection mode and a support mode. The time-saving result is a win / loss result that does not trigger a transition to the opening / closing execution mode or a transition to the win / loss selection mode, but may trigger a transition to the support mode. The loss result is a win / loss result that does not trigger a transition to the opening / closing execution mode, and does not trigger a transition to the win / loss selection mode or the support mode.

[0112] This pachinko machine 10 has a setting value that determines the degree of advantage per unit time. The setting value is "setting n" (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 FIG. 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 the lowest setting value "Setting 1", 50 pieces of numerical information of the winning random number counter C1 that results in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that results in a time-saving result, and 9850 pieces of numerical information of the winning random number counter C1 that results in a miss result are set. In addition, in "Setting 2", which is a setting value one step higher than "Setting 1", 52 pieces of numerical information of the winning random number counter C1 that results in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that results in a time-saving result, and 9848 pieces of numerical information of the winning random number counter C1 that results in a miss result are set. In addition, in "Setting 3", which is a setting value one step higher than "Setting 2", 54 pieces of numerical information of the winning random number counter C1 that results in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that results in a time-saving result, and 9846 pieces of numerical information of the winning random number counter C1 that results in a miss result are set. In addition, in "Setting 4", which is a setting value one step higher than "Setting 3", 56 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9844 pieces of numerical information of the winning random number counter C1 that will result in a miss are set. In "Setting 5", which is a setting value one step higher than "Setting 4", 58 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9842 pieces of numerical information of the winning random number counter C1 that will result in a miss are set. In "Setting 6", which is the highest setting value, 60 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9840 pieces of numerical information of the winning random number counter C1 that will result in a miss are set. 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 Fig. 9(b), in the second win / lose table 122 at low probability, the higher the set value, the higher the probability of a big win result, and the higher the set 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".

[0115] Specifically, in the lowest setting value "Setting 1", 50 pieces of numerical information of the winning random number counter C1 that results in a jackpot, 120 pieces of numerical information of the winning random number counter C1 that results in a time-saving result, and 9830 pieces of numerical information of the winning random number counter C1 that results in a miss result are set. In addition, in "Setting 2", which is a setting value one step higher than "Setting 1", 52 pieces of numerical information of the winning random number counter C1 that results in a jackpot, 120 pieces of numerical information of the winning random number counter C1 that results in a time-saving result, and 9828 pieces of numerical information of the winning random number counter C1 that results in a miss result are set. In addition, in "Setting 3", which is a setting value one step higher than "Setting 2", 54 pieces of numerical information of the winning random number counter C1 that results in a jackpot, 120 pieces of numerical information of the winning random number counter C1 that results in a time-saving result, and 9826 pieces of numerical information of the winning random number counter C1 that results in a miss result are set. In addition, in "Setting 4", which is a setting value one step higher than "Setting 3", 56 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 120 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9824 pieces of numerical information of the winning random number counter C1 that will result in a miss are set. In "Setting 5", which is a setting value one step higher than "Setting 4", 58 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 120 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9822 pieces of numerical information of the winning random number counter C1 that will result in a miss are set. In "Setting 6", which is the highest setting value, 60 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 120 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9820 pieces of numerical information of the winning random number counter C1 that will result in a miss are set.

[0116] In other words, the probability of a jackpot result for each setting value is the same for the first win / loss table 121 at low probability and the second win / loss table 122 at low probability. In contrast, the probability that the time-saving result is selected in the win / loss determination process is higher for the second win / loss table 122 at low probability than for the first win / loss table 121 at low probability. Therefore, when the win / loss lottery mode is the low probability mode, the probability that the time-saving result is 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 the time-saving result being selected in the winning / losing judgment process may be the same or approximately the same in the first winning / losing table 121 at low probability and the second winning / losing table 122 at low probability, and the first winning / losing table 121 at low probability may be higher than the second winning / losing table 122 at low probability. In addition, in the first winning / losing table 121 at low probability, the probability of the time-saving result is not limited to a configuration in which it is the same for each set value, and may be a configuration in which it varies depending on the set value. In this case, the higher the set value, the higher the probability of the time-saving result may be, or the higher the set value, the lower the probability of the time-saving result may be. In addition, in the second winning / losing table 122 at low probability, the probability of the time-saving result is not limited to a configuration in which it is the same for each set value, and may be a configuration in which it varies depending on the set value. In this case, the higher the set value, the higher the probability of the time-saving result may be, or the higher the set value, the lower the probability of the time-saving result may be.

[0118] As shown in Fig. 9(c), in the high probability winning / losing table 123, the higher the setting value, the higher the probability of a big win result, and the higher the setting value, the lower the probability of a loss 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".

[0119] Specifically, in the lowest setting value "Setting 1", 500 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9400 pieces of numerical information of the winning random number counter C1 that will result in a miss result are set. In addition, in "Setting 2", which is a setting value one step higher than "Setting 1", 520 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9380 pieces of numerical information of the winning random number counter C1 that will result in a miss result are set. In addition, in "Setting 3", which is a setting value one step higher than "Setting 2", 540 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9360 pieces of numerical information of the winning random number counter C1 that will result in a miss result are set. In addition, in "Setting 4", which is a setting value one step higher than "Setting 3", 560 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9340 pieces of numerical information of the winning random number counter C1 that will result in a miss are set. In "Setting 5", which is a setting value one step higher than "Setting 4", 580 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9320 pieces of numerical information of the winning random number counter C1 that will result in a miss are set. In "Setting 6", which is the highest setting value, 600 pieces of numerical information of the winning random number counter C1 that will result in a jackpot, 100 pieces of numerical information of the winning random number counter C1 that will result in a time-saving result, and 9300 pieces of numerical information of the winning random number counter C1 that will result in a miss are set.

[0120] The high probability hit / fail table 123 is referenced in the high probability mode in both cases where the hit / fail judgment process is performed on the first reserved information and where the hit / fail judgment process is performed on the second reserved information. This makes it possible to reduce the storage capacity of the main ROM 83 required to store the hit / fail table, compared to a configuration in which a hit / fail table is provided corresponding to each of the cases where the hit / fail judgment process is performed on the first reserved information in the high probability mode and the hit / fail judgment process is performed on the second reserved information in the 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 about 1 / 167 in low probability mode, and 10 times that, or about 1 / 16.7, in high probability mode. In other words, regardless of whether "Setting 1" to "Setting 6" is used, 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 "Setting 1" to "Setting 6" in the first win / loss table 121 at low probability and the win / loss table 123 at high probability, and is approximately 1 / 83 for any of "Setting 1" to "Setting 6" in the second win / loss table 122 at low probability. However, this is not limited to this, and the probability of a time-saving result in the win / loss table 123 at high probability may be configured to be higher than the first win / loss table 121 at low probability and lower than the second win / loss table 122 at low probability, or may be configured to be higher than the second win / loss table 122 at low probability.

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

[0124] As described above, whether the first reserved information or the second reserved information is used as a trigger, the higher the setting value, the higher the probability of a jackpot result, so that 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 increases the most per unit time, and the probability of a jackpot result that triggers the transition to the open / close execution mode varies 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 times (specifically 10 times) higher than the probability of a jackpot result in the low probability mode, which is a number greater than "1", regardless of the setting state. This makes it possible to keep the fluctuation rate of the probability of a jackpot result constant between the low probability mode and the high probability mode, regardless of the setting state.

[0126] When comparing combinations with the same combination of setting values ​​and winning / losing lottery modes, the probability of a jackpot result is the same when the first reserved information is used as a trigger and when the second reserved information is used as a trigger. This makes it possible to prevent a difference in the probability of a jackpot result occurring when the first reserved information is used as a trigger and when the second reserved information is used as a trigger.

[0127] The probability of a time-saving result when the first reserved information is triggered is the same for any of "setting 1" to "setting 6". Also, the probability of a time-saving result when the second reserved information is triggered is the same for any of "setting 1" to "setting 6". This makes it possible to limit the target that the player focuses on in order to guess the setting value to the big win result, making it difficult to guess the setting value. On the other hand, the probability of a time-saving result when the second reserved information is triggered is higher than when the first reserved information is triggered. This makes it possible to make the frequency of occurrence of a time-saving result different between when a game round is executed when the first reserved information is triggered and when a game round is executed when the second reserved information is triggered.

[0128] The type random number counter C2 is configured to be incremented by 1 in 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 game ball enters the first operating port 33, and is stored in the second special symbol reserve area 112 when the game ball enters the second operating port 34.

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

[0130] Fig. 10(a) is an explanatory diagram for explaining the jackpot distribution table 125 for the first special symbol, and Fig. 10(b) is an explanatory diagram for explaining the jackpot distribution table 126 for the second special symbol. As shown in Fig. 10(a) and Fig. 10(b), in each jackpot distribution table 125, 126, 5R low probability result, 5R high probability result, and 10R high probability result are set as the type of jackpot 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 win / loss determination process determines that the result is a jackpot and the jackpot allocation determination process selects the result. The 5R low probability result is a jackpot result in which the number of rounds played in the open / close execution mode is 5, the win / loss selection mode after the open / close execution mode ends becomes the low probability mode, and the support mode after the open / close execution mode ends becomes the first high frequency support mode. In this case, the low probability mode continues at least until the next open / close execution mode occurs. The first high frequency support mode ends when 100 play times are consumed without a new open / close execution mode occurring. When 100 play times are consumed, the support mode becomes the low frequency support mode.

[0132] As already explained, the 5R high probability result occurs when the win / loss determination process determines that the result is a jackpot and the jackpot allocation determination process selects the result. The 5R high probability result is a jackpot result in which the number of rounds played in the open / close execution mode is 5, the win / loss selection mode after the open / close execution mode ends becomes the high probability mode, and the support mode after the open / close 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 are played without a new open / close execution mode occurring. When 100 play times are played, the win / loss selection 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 win / loss determination process determines that the result is a jackpot 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 open / close execution mode is 10, the win / loss selection mode after the open / close execution mode ends becomes the high probability mode, and the support mode after the open / close 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 are played without a new open / close execution mode occurring. When 100 play times are played, the win / loss selection 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 distribution table 125 for the first special symbol has 5R low probability result, 5R high probability result, and 10R high probability result set as the types of jackpot results to be distributed. In the jackpot distribution table 125 for the first special symbol, the type random number counter C2 of "0-14" corresponds to the 5R low probability result, the type random number counter C2 of "15-22" corresponds to the 5R high probability result, and the type random number counter C2 of "23-29" corresponds to the 10R high probability result. On the other hand, as shown in FIG. 10(b), the jackpot distribution table 126 for the second special symbol has 5R low probability result and 10R high probability result set as the types of jackpot results to be distributed. In the jackpot distribution table 126 for the second special symbol, the type random number counter C2 of "0-14" corresponds to the 5R low probability result, and the type random number counter C2 of "15-29" corresponds to the 10R high probability result.

[0135] The probability of the high probability mode after the open / close execution mode in the case of winning a jackpot is the same for the jackpot allocation table 125 for the first special symbol and the jackpot allocation table 126 for the second special symbol. On the other hand, the average number of rounds 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, as for the type of jackpot result that can be selected in the case of winning a jackpot, it is more advantageous for the player to have the winning / losing determination process performed when the winning / losing determination process is performed after the winning / losing determination process is performed when the winning / losing determination process is performed after the winning / losing determination process is performed in the case of winning a jackpot.

[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 a random number for selecting the time-saving result in the win / loss determination process used, but the type random number counter C2 used to select the type of jackpot result is used as a random number for selecting the type of time-saving result when the time-saving result is selected in the win / loss determination process. This makes it possible to reduce the number of counters for lottery, and to reduce the storage capacity of the main RAM 84 required for lottery.

[0137] A time-saving allocation table 127 for the first special chart is provided as a time-saving allocation table to be referred to in the allocation judgment process for time-saving when the time-saving result is selected in the success / failure judgment process for the first reserved information. Also, a time-saving allocation table 128 for the second special chart is provided as a time-saving allocation table to be referred to in the allocation judgment process for time-saving when the time-saving result is selected in the success / failure judgment 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 chart, and Fig. 10(d) is an explanatory diagram for explaining the time-saving allocation table 128 for the second special chart. As shown in Fig. 10(c) and Fig. 10(d), the first time-saving result and the second time-saving result are set as the type of the time-saving result in each time-saving allocation table 127, 128. Fig. 11(b) is an explanatory diagram for explaining the contents of each time-saving opportunity.

[0139] As already explained, the first time-saving result is generated by being the time-saving result in the win / lose determination process and being 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 / lose lottery mode, and 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 played without a new open / close execution mode occurring. When 100 play times have been played, the support mode becomes the low-frequency support mode.

[0140] As already explained, the second time-saving result is generated by being selected in the time-saving allocation judgment process as the time-saving result in the win / lose judgment process. The second time-saving result is a time-saving result that does not trigger a transition to the open / close execution mode or the win / lose lottery mode, and sets the support mode to the second high-frequency support mode. In this case, the second high-frequency support mode ends when 150 game rounds are played without a new open / close execution mode occurring. When 150 game rounds are played, the support mode becomes the low-frequency support mode. In other words, the second time-saving result has a greater number of game rounds in which the second high-frequency support mode continues than the first time-saving result. Therefore, the second time-saving result is more advantageous 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 chart has the first time-saving result and the second time-saving result set as the type of time-saving result to be allocated. In the time-saving allocation table 127 for the first special chart, the type random number counter C2 of "0-19" corresponds to the first time-saving result, and the type random number counter C2 of "20-29" 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 chart has the first time-saving result and the second time-saving result set as the type of time-saving result to be allocated. In the time-saving allocation table 128 for the second special chart, the type random number counter C2 of "0-9" corresponds to the first time-saving result, and the type random number counter C2 of "10-29" 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. Thus, as for the type of time-saving result that can be selected in the time-saving result in the win / loss determination process, the case where the win / loss determination process is performed after the win at the second operation port 34 is more favorable for the player than the case where the win / loss determination process is performed after the win at the first operation port 33.

[0143] Here, the selection of the time-saving result in the winning / losing judgment process may occur whether the winning / losing lottery mode is the low probability mode or the high probability mode, but even if the 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 the time-saving result in the winning / losing judgment process may 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 the 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 the support mode based on the time-saving result selected in the winning / losing judgment process occurs only in a situation in which the mode is the low probability mode and the low frequency support mode. Note that the situation in which the mode is the low probability mode and the low frequency support mode includes a situation after the process for terminating the high frequency support mode and transitioning to the low frequency support mode is executed in the last play of the high frequency support mode in a situation in which the mode is the low probability mode and 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 the time-saving result occurs only in the low probability mode, when the time-saving result occurs and the transition to the second high-frequency support mode occurs, the low probability mode becomes the second high-frequency support mode. In other words, the time-saving result is the result of transitioning the game state to the above-mentioned time-saving state without the intervening opening and closing execution mode. Also, the support mode set after the opening and closing execution mode in response to the jackpot result is the first high-frequency support mode, whereas the support mode set in response to the time-saving result is the second high-frequency support mode. In other words, the support mode triggered by the jackpot result is more advantageous than the support mode triggered by the time-saving result.

[0145] In this pachinko machine 10, in addition to the time-saving results described above, there is a ceiling time-saving event that causes the support mode to transition to the second high-frequency support mode without generating the opening / closing execution mode. The ceiling time-saving event occurs when the ceiling number of game plays is consumed without a jackpot result, as shown in FIG. 11(b). The ceiling number of game plays is set when a jackpot result occurs, and also when the supply of operating power begins. This will be described in detail later. The ceiling time-saving event does not trigger a transition to the opening / closing execution mode, nor does it trigger a transition to the winning / losing lottery mode, but results in the support mode being the second high-frequency support mode. In this case, the second high-frequency support mode ends when 100 game plays are consumed without a new opening / closing execution mode occurring. When 100 game plays are consumed, the support mode becomes the low-frequency support mode.

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

[0147] The consumption of the ceiling number of times of play does not occur in the high probability mode. Therefore, even if the ceiling number of times is newly set by the 5R high probability result or the 10R high probability result, the remaining ceiling number of times is not subtracted until the high probability mode ends. On the other hand, the consumption of the ceiling number of times of play occurs in the low probability mode regardless of the support mode. However, even if the consumption of the ceiling number of times of play is completed in the first high frequency support mode or the second high frequency support mode, the setting of the support mode triggered by the consumption of the ceiling number of times of play is not performed. In other words, the setting of the support mode triggered by the ceiling time reduction in response to the consumption of the ceiling number of times of play is completed occurs only in the low probability mode and the low frequency support mode. Note that the situation of the low probability mode and the low frequency support mode also includes the situation after the process for terminating the high frequency support mode and transitioning to the low frequency support mode is executed in the last play of the high frequency support mode in the low probability mode and the first high frequency support mode or the second high frequency support mode.

[0148] Since the transition to the second high frequency support mode due to the ceiling time reduction occurs only in the low probability mode, when the ceiling time reduction occurs and the transition to the second high frequency support mode occurs, the low probability mode 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 time reduction state without the intervening opening and closing execution mode. Also, the support mode set after the opening and closing execution mode in response to a jackpot result is the first high frequency support mode, whereas the support mode set in response to a 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 win / loss judgment process, and Fig. 12(e) shows the period in the time-saving state.

[0150] First, we will explain the case where an event in which the time-saving state is triggered by a time-saving result and an event in which the time-saving state is triggered by a ceiling time-saving result occur discontinuously.

[0151] When the result of the winning / losing judgment process becomes a 5R high probability result or a 10R high probability result, the opening / closing execution mode is started at timing t1 as shown in Fig. 12(a). In this case, as a trigger for the start of the opening / closing execution mode, as shown in Fig. 12(b), the ceiling counter 131 provided in the master RAM 84 is set to 500 times, which is the fixed ceiling number of times. The ceiling counter 131 is a counter for specifying the remaining ceiling number of times by the master MPU 82.

[0152] After that, the opening and closing execution mode ends at the timing of t2 as shown in FIG. 12(a), and the state becomes a high probability state as shown in FIG. 12(c). The high probability state is a game state that is a high probability mode and a first high frequency support mode. The high probability state ends at the timing of t4 when 100 game times are consumed. In the opening and closing execution mode, since game times are not executed, the ceiling counter 131 is not decremented, and furthermore, in the high probability mode, even if game times are executed, the ceiling counter 131 is not decremented. Therefore, at the timing of t4 when the high probability state ends, the value of the ceiling counter 131 has not changed from the timing of t1 when the fixed ceiling number of times was set in the ceiling counter 131. Also, at the timing of t3, which is a timing in the middle of the high probability state, a time-saving result is selected in the winning / losing judgment process as shown in FIG. 12(d), but since it is a high probability mode, the time-saving result is invalidated.

[0153] At the timing of t4, the high probability state ends as shown in Fig. 12(c), and the game state becomes the normal game state. In the normal game state, the value of the ceiling counter 131 is subtracted as shown in Fig. 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] After that, at the timing of t5, the time-saving result is selected in the winning / losing judgment process as shown in FIG. 12(d). Since the game state at the timing of t5 is the normal game state, the time-saving result is used as a trigger to 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 winning / losing lottery mode is maintained in the low probability mode. The time-saving state is a game state in the low probability mode and the second high frequency support mode. In the time-saving state, the value of the ceiling counter 131 is subtracted as shown in FIG. 12(b), regardless of whether a game round triggered by the first reserved information is executed or a game round triggered by the second reserved information is executed. After that, the time-saving state ends as shown in FIG. 12(e) when the remaining number of times the time-saving state continues becomes 0 at the timing of t6 without a jackpot result occurring in the time-saving state. In this case, the game state becomes the normal game state.

[0155] After that, at the timing of t7, the value of the ceiling counter 131 becomes "0" as shown in FIG. 12(b). That is, the consumption of the ceiling number of times of play is completed. Since the game state at the timing of t7 is the normal game state, the ceiling time-saving triggers the 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 does not intervene, and the winning / losing lottery mode is maintained in the low probability mode. The time-saving state is a game state that is a low probability mode and a second high frequency support mode. After that, the remaining number of times of the time-saving state becomes 0 at the timing of t8 without a jackpot result occurring in the time-saving state, and the time-saving state ends as shown in FIG. 12(e). In this case, the game state becomes the normal game state.

[0156] The value of the ceiling counter 131 is not set in either case of a transition to the time-shortened state triggered by the ceiling time-shortened state or the end of the time-shortened state. In addition, a transition to the time-shortened state triggered by the ceiling time-shortened state occurs when a game is played in a situation where the value of the ceiling counter 131 is 1 or more, and the value of the ceiling counter 131 is subtracted as a result of the game being played, resulting in the value of the ceiling counter 131 becoming "0". Therefore, a transition to the time-shortened state triggered by the ceiling time-shortened state occurs only once after a jackpot result occurs, and if a transition to the time-shortened state triggered by the ceiling time-shortened state occurs once, basically, a transition to the time-shortened state triggered by the ceiling time-shortened state does not occur unless a jackpot result occurs thereafter and the value of the ceiling counter 131 is set.

[0157] Next, a case will be described in which 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 state occur consecutively.

[0158] When the result of the winning / losing judgment 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 Fig. 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 Fig. 12(b).

[0159] After that, the opening and closing execution mode ends at the timing of 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 the timing of t11 as 100 game rounds are consumed. In this case, the ceiling counter 131 is not decremented because no game rounds are executed in the opening and closing execution mode, and furthermore, the ceiling counter 131 is not decremented even if a game round is executed in the high probability mode. Therefore, at the timing of t11 when the high probability state ends, the value of the ceiling counter 131 has not changed from the timing of 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 Fig. 12(c), and the game state becomes the normal game state. In the normal game state, the value of the ceiling counter 131 is subtracted as shown in Fig. 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] After that, at the timing of t12, the time-saving result is selected by the winning / losing judgment process as shown in FIG. 12(d). Since the game state at the timing of t12 is the normal game state, the time-saving result is used as a trigger to 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 winning / losing lottery mode is maintained in the low probability mode. The time-saving state is a game state that is a low probability mode and a second high frequency support mode. In the time-saving state, the value of the ceiling counter 131 is subtracted as shown in FIG. 12(b), regardless of whether a game round triggered by the first reserved information is executed or a game round triggered by the second reserved information is executed. After that, at the timing of t13, which is a timing in the middle of the time-saving state, the time-saving result is selected by the winning / losing judgment process as shown in FIG. 12(d), but since the time-saving state is in effect, the time-saving result is invalidated.

[0162] After that, the remaining number of times the time-saving state continues becomes 0 at the timing of t14 without a jackpot result occurring in the time-saving state, 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 at the timing when the last game round in the time-saving state is started, but the support mode is changed from the second high-frequency support mode to the low-frequency support mode by specifying that the remaining number of times the time-saving state continues becomes 0 in the process executed when the game round ends, and the game state changes from the time-saving state to the normal game state. In addition, when the game round ends, the value of the ceiling counter 131 is subtracted by 1 after the process is executed, and the value of the ceiling counter 131 becomes "0". In other words, after the game state is set from the time-saving state to the normal game state in the game round, the value of the ceiling counter 131 becomes "0". Therefore, the time-saving state is set in response to the completion of the consumption of the ceiling number of times in the game round. Therefore, the time-saving state continues without ending at the timing of t14. The time-saving state is a low probability mode and a second high frequency support mode. After that, the remaining number of times the time-saving state continues becomes 0 at the timing of t15 without a jackpot result occurring in the time-saving state, and the time-saving state ends as shown in FIG. 12(e). In this case, the game state becomes a normal game state.

[0163] Next, the reach random number counter C3 in FIG. 7 will be described. The reach random number counter C3 is configured to be incremented by 1 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. Also, 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. Also, 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 described. The variation type counter CS is configured to be incremented by 1 in 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] <Various processes executed by the main MPU 82> Next, we will explain each process executed to progress the game by the master MPU 82. The processes of the master 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 (in this embodiment, at 4 msec intervals).

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

[0167] First, the power-on initial setting process is executed (step S101). In the power-on initial setting process, for example, the main process is started and a predetermined waiting time (specifically, 1 second) elapses before 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] After that, 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 details of the timer interrupt process (FIG. 14) will be explained later. In addition to setting the interrupt period, the internal function register setting process also executes a process of setting the numerical range of various counters, such as the numerical range of the hit random number counter C1.

[0169] Thereafter, the start-up processing flag provided in the main RAM 84 is set to "1" (step S103). The start-up processing flag is a flag for the main MPU 82 to specify that even if the timer interrupt processing (FIG. 14) is started, the timer interrupt processing (FIG. 14) should end without executing any process for progressing the game, while the timer interrupt processing (FIG. 14) should execute processes for power outage monitoring, updating of various counters, and fraud monitoring among various processes set in the timer interrupt processing (FIG. 14).

[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) is started. In the timer interrupt processing (Fig. 14), when the startup processing flag is set to "1", the processing of steps S207 to S220 is not executed, so that it is possible to prevent the processing for progressing the game from being executed in a situation where the setting confirmation processing (step S112) or the 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 in a situation where the setting confirmation processing (step S112) or setting value update processing (step S117) described below is being executed among the processing at the start of the supply of operating power (steps S101 to S126), 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 if the start-up processing flag is set to "1", the power failure monitoring process (step S201) is executed, so that even if a power failure occurs in a situation where a setting confirmation process (step S112) or a setting value update process (step S117) described later among the processes at the start of the supply of operating power (steps S101 to SB126) is being executed, it is possible to execute a power failure process. In the power failure process, the power failure 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, so that when the supply of operating power is restarted, it is possible to prevent the occurrence of an abnormality in the main RAM 84 from being identified. As a result, if a power failure occurs during the setting confirmation process (step S112) or the setting value update process (step S117) described later, it is possible to identify the occurrence of a power failure during these setting-related processes at the start of the supply of operating power the next time. 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 and can be interrupted at any timing.

[0172] After the start-up processing flag is set to "1" in step S103, it is determined whether or not the power failure flag provided in the main RAM 84 is set to "1" (step S104). The power failure flag is set to "1" when power failure processing is executed in the power failure monitoring processing (step S201) of the timer interrupt processing (FIG. 14). The power failure flag is a flag for the main MPU 82 to determine whether or not power failure processing was properly executed the previous time the power was shut off.

[0173] If the power failure flag is set to "1" (step S104: YES), it is determined whether the checksum is normal or not (step S105). Specifically, first, a checksum is calculated for the main RAM 84. The method of calculating the checksum is arbitrary, but the calculation method is the same as the calculation method when the checksum is calculated in the power failure processing in the power failure monitoring processing (step S201) of the timer interrupt processing (FIG. 14) described later. Then, the checksum calculated in the power failure 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. Then, it is determined whether the 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 storage area in which information is stored for the main MPU 82 to specify the setting value set as the target for use in the current pachinko machine 10. If the numerical information of "1" is stored in the setting reference area, the setting value of the current pachinko machine 10 is "setting 1". If the numerical information of "2" is stored in the setting reference area, the setting value of the current pachinko machine 10 is "setting 2". If the numerical information of "3" is stored in the setting reference area, the setting value of the current pachinko machine 10 is "setting 3". If the numerical information of "4" is stored in the setting reference area, the setting value of the current pachinko machine 10 is "setting 4". If the numerical information of "5" is stored in the setting reference area, the setting value of the current pachinko machine 10 is "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 the determination is affirmative in all of steps S104 to S106, this means that no information abnormality has occurred in the main RAM 84. In this case, it is determined whether or not the 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 for the main MPU 82 to identify that a setting value update process (step S117) described later is being executed, and when the setting update in progress flag is set to "1", a display indicating that the setting value is being updated and a display indicating the setting value being updated are performed on the notification display device 141 (see FIG. 6) mounted on the main control board 81 of the main control device 71. The notification display device 141 is provided with a plurality of segment displays. These plurality of segment displays are arranged side by side on the element mounting surface of the main control board 81, and the display surface of each segment display can be viewed from the outside of 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, so that the setting update in progress flag is not basically set to "1" in a situation where 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 in a situation where 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 started thereafter. This state where 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 judgment is made in step S107 because the setting updating flag is not set to "1", it is judged whether or not the reset button 142 (see FIG. 6) is 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 judged whether or not the power of the pachinko machine 10 is turned on while the reset button 142 is being pressed, and the supply of operating power to the main side MPU 82 is started.

[0178] If the reset button 142 is not pressed (step S108: NO), it is determined whether or not the game stop flag provided in the main RAM 84 is set to "1" (step S109). The game stop flag is a flag that is set to "1" when the power failure flag is not set to "1", when the checksum does not match, or when the set 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) described later, while the processing of steps S207 to S220 is not executed by making a positive determination in step S206. As a result, when the power failure processing was not properly performed at the time of the previous power failure and the power failure flag was not set to "1", when the checksum does not match due to the change in the memory state of the main RAM 84 since the time of the previous power failure, or when the set value is abnormal, the processing for performing power failure monitoring, updating of various counters, and fraud monitoring is executed, while the processing for proceeding with the game is not executed. If an affirmative decision is made in step S109, the processes of steps S124 and S125 described below are executed.

[0179] If the determination in step S109 is negative, it is determined 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 element mounting surface of the main control board 81, and a 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). 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, and when the setting confirmation flag is set to "1", the notification display device 141 displays a display indicating that the setting value is being confirmed and a display indicating the currently set setting value. The setting confirmation flag is a flag that 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 ended, so that the setting confirmation flag is not basically set to "1" in a situation where the setting confirmation process (step S112) is not being executed. However, when the supply of operating power to the main MPU 82 is stopped in a situation where the setting confirmation process (step S112) is being executed, the setting confirmation flag is set to "1" when the supply of operating power to the main MPU 82 is started thereafter. The setting confirmation flag is maintained set to "1" until the RAM clear process (step S119) described below is executed, the setting value update process (step S117) described below is executed, or the setting confirmation process (step S112) clears the setting confirmation flag to "0."

[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 ON (i.e., when the "setting confirmation operation" is performed), but also when the reset button 142 is not pressed and the setting confirmation flag is set to "1". Therefore, when the power failure process is executed in a situation where the setting confirmation process (step S112) is being executed, the setting confirmation process (step S112) is executed even if the "setting confirmation operation" is not performed when the supply of the operating power is resumed thereafter. This makes it possible to continue checking the current setting value of the pachinko machine 10. On the other hand, even if the power failure process is executed in a situation where the setting confirmation process (step S112) is being executed, if the reset button 142 is pressed when the supply of the operating power is resumed thereafter, the setting confirmation process (step S112) is not executed and the process corresponding to the operation performed when the supply of the operating power is resumed is executed among the RAM clear process (step S119) and the setting value update process (step S117). 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, first, interrupt permission is set. This causes the timer interrupt process (FIG. 14) to interrupt and be started at a predetermined cycle. In this pachinko machine 10, in the process at the start of the supply of operating power (steps S101 to S126), the interruption of the timer interrupt process (FIG. 14) is basically prohibited, and the execution of the timer interrupt process (FIG. 14) is permitted in a situation where the setting confirmation process (step S112) and the setting value update process (step S117) are being executed. However, since the start-up process in progress flag is set to "1" in a situation where 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 of various counters, and fraud monitoring among the various processes of the timer interrupt process (FIG. 14) are executed, while the process for progressing the game is not executed, and the timer interrupt process (FIG. 14) is terminated. Thereafter, the setting confirmation flag of the main RAM 84 is set to "1" on the condition that the setting confirmation flag is not set to "1". By setting the setting confirmation flag to "1", a display indicating that the setting value of the pachinko machine 10 is being confirmed and a display indicating the current setting value of the pachinko machine 10 are displayed on the notification display device 141. Then, 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] Then, 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. When 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 of the main RAM 84 is cleared to "0". As a result, the state in which the display indicating that the current setting value of the pachinko machine 10 is being confirmed and the display indicating the current setting value of the pachinko machine 10 are performed on the notification display device 141 are canceled. Then, the interrupt prohibition setting is performed. 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) is returned to (steps S101 to S126), the interrupt of the timer interrupt process (FIG. 14) is prohibited. Then, a return command at the time of confirmation is transmitted to the sound / light side MPU 93. As a result, the display of the image indicating that the setting confirmation process (step S112) is being performed on the pattern display device 41 and the image for enabling the recognition of the operation content for terminating the setting confirmation process (step S112) is terminated.

[0185] Returning to the explanation of the main process (FIG. 13), if the setting key insertion section 143 is not turned on using the setting key and the setting confirmation flag is not set to "1" (steps S110 and S111: NO), it is determined whether 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 side MPU 82, and transmits a LOW level open detection signal to the main side 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 side MPU 82 when the gaming machine main body 12 is in an open state relative to the outer frame 11. Note that these LOW-HI relationships may be reversed. In step S113, it is determined whether a HI level open detection signal is 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 500 times, which is the fixed ceiling number, 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, the reset button 142 is not pressed, and the setting key is not turned ON by the setting key insertion section 143, and both the setting update flag and the setting confirmation flag of the main RAM 84 are not set to "1". This is a situation in which the setting confirmation processing (step S112), the setting value update processing (step S117), and the RAM clear processing (step S119) are not executed in the processing at the start of the supply of operating power (steps S101 to S126). In addition, in the arcade, the main power supply for supplying 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 each pachinko machine 10 is started up simultaneously.

[0187] In such a situation, a positive judgment 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 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 such a situation, the information of the fixed ceiling number of 500 times is set in the ceiling counter 131. This makes it possible to generate a situation where the information of the fixed ceiling number of 500 times is set in the ceiling counter 131 when the supply of operating power starts as a situation different from the start of normal business, and also makes it possible to generate it without involving 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 process of step S114 is executed, a normal return command is sent to the sound / light side MPU 93 (step S115). By receiving the normal return command, the sound / light side MPU 93 determines that the process 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 process (step S119), the setting confirmation process (step S112), and the setting value update process (step S117) have been executed in the process at the start of the current supply of operating power (steps S101 to S126).

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

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

[0191] In the setting value update process, first, interrupt permission is set. This causes the timer interrupt process (FIG. 14) to interrupt and be started at a predetermined cycle. In this pachinko machine 10, in the process at the start of the supply of operating power (steps S101 to S126), the interruption of the timer interrupt process (FIG. 14) is basically prohibited, and the execution of the timer interrupt process (FIG. 14) is permitted in a situation where the setting confirmation process (step S112) and the setting value update process (step S117) are being executed. However, since the start-up process in progress flag is set to "1" in a situation where 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 of various counters, and fraud monitoring among the various processes of the timer interrupt process (FIG. 14) are executed, while the process for progressing the game is not executed, and the timer interrupt process (FIG. 14) is terminated. Thereafter, on 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 as the update targets for the pachinko machine 10 are displayed on the notification display device 141.

[0192] Then, the game stop flag of the main RAM 84 is cleared to "0". The game stop flag is a flag that is set to "1" in step S121 of the main process (FIG. 13) when the power failure flag is not set to "1" because the power failure process was not properly performed at the time of the previous power failure (step S104: NO), when the checksum does not match because the memory state of the main RAM 84 has changed since the previous power failure (step S105: NO), or when the setting value corresponding to the information stored in the setting reference area is not within the normal range (step S106: NO). By setting the game stop flag to "1", the processes of steps S201 to S205 are executed in the timer interrupt process (FIG. 14), while the processes of steps S207 to S220 are not executed by making a positive determination in step S206. As a result, when an information abnormality occurs in the main RAM 84 as described above, the processes for power failure monitoring, updating of various counters, and fraud monitoring are executed, but the processes for progressing the game are 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 storage area in which information on the setting value being updated is stored in the setting value update process (step S117). When numerical information of "1" is stored in the setting update area, the setting value to be updated becomes "Setting 1". When numerical information of "2" is stored in the setting update area, the setting value to be updated becomes "Setting 2". When numerical information of "3" is stored in the setting update area, the setting value to be updated becomes "Setting 3". When numerical information of "4" is stored in the setting update area, the setting value to be updated becomes "Setting 4". When numerical information of "5" is stored in the setting update area, the setting value to be updated becomes "Setting 5". When 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 audio / optical side MPU 93. As a result, the display side MPU 103 is controlled so that an image indicating that the setting value update process (step S117) is being executed, an image for enabling the user to recognize the operation content for changing the setting value, and an image for enabling the user to recognize the operation content for terminating the setting value update process (step S117) are displayed on the pattern display device 41.

[0194] In the setting value update process, on the condition that the reset button 142 is pressed, the value in the setting update area is incremented by 1. 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 revert to "Setting 1" when the reset button 142 is pressed once when 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. When 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 updated 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. After that, interrupt prohibition is set. As a result, when the setting value update process (step S117) is ended and the process at the start of the supply of operating power in the main process (FIG. 13) (steps S101 to S126) is returned to, the interrupt of the timer interrupt process (FIG. 14) is prohibited.

[0196] Then, the RAM clear process is executed. In the RAM clear process, the main RAM 84 is cleared to "0" and the initial setting is executed, except for the area in the main RAM 84 where the information of the setting value 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 the information for calculating the role ratio is stored. As a result, the area indicating whether the winning / losing lottery mode is the high probability mode or not 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, the game round is not being executed, and the opening / closing execution mode is not being executed, and further, the normal map display unit 38a is not displaying a variable display and the normal power role 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 reserved information, the second reserved information, and the reserved information on the normal map side are erased. In addition, the setting update flag, the setting confirmation flag, and the setting update area are cleared to "0". In the RAM clear process, various registers of the main MPU 82 are also cleared to "0" before the initial settings are performed. In the initial settings, the same processing 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, the ceiling counter 131 in the main RAM 84 is not initialized, and furthermore, no new ceiling number is set, including the information on the fixed ceiling number. This makes it possible to maintain the remaining ceiling number even if the set value update process (step S117) is executed.

[0198] Then, a return command at the time of updating 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) in the pattern display device 41 is being executed, 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 process (FIG. 13), if it is determined in step S108 that the reset button 142 has been pressed and 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 failure flag is not set to "1", when the checksums do not match, or when the setting value is abnormal. By setting the game stop flag to "1", the processes of steps S201 to S205 are executed in the timer interrupt process (FIG. 14), while the processes of steps S207 to S220 are not executed by making an affirmative determination 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 of 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 an initial setting is executed, except for an area in the main RAM 84 where information on the setting value indicating the setting state of the pachinko machine 10 is set (i.e., a setting reference area), the ceiling counter 131, and an area in the main RAM 84 where information for calculating the role ratio is stored. As a result, the area indicating whether the winning / losing lottery mode is a high probability mode or not is cleared to "0", so that the winning / losing lottery mode becomes a 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, the game round is not executed, and the open / close execution mode is not executed, and further, the normal map display unit 38a is not displayed variably and the normal power role 34a is in a closed state. In addition, the special map reservation area 84a and the regular map reservation area 84c are also cleared to "0", so the first reservation information, the second reservation information, and the reservation information on the regular map side are erased. The setting update flag and the setting confirmation flag are also cleared to "0". In the RAM clear process, the various registers of the main MPU 82 are also cleared to "0" before the 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, the ceiling counter 131 in the main RAM 84 is not initialized, and furthermore, the ceiling number including the information on the fixed ceiling number is not newly set. This makes it possible to maintain the remaining ceiling number even if the RAM clear process (step S119) is executed.

[0202] Thereafter, the sound / light side MPU 93 transmits a clearing return command to the sound / light side MPU 93 (step S120). By receiving the clearing return command, the sound / light 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 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] When a negative judgment is made in any of steps S104 to S106 in the main processing (FIG. 13), that is, when "1" is not set in the power failure flag, when the checksum does not match, or when the set 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 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 by making a positive judgment in step S206. As a result, when "1" is not set in the power failure flag because the power failure processing was not properly performed at the time of the previous power failure, when the checksum does not match due to the change in the memory state of the main RAM 84 since the time of the previous power failure, or when the set value is abnormal, the processing for performing power failure monitoring, updating of various counters, and fraud monitoring is executed, while the processing for proceeding with the game is not executed.

[0204] After that, 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, the initialization of the ceiling counter 131 of the main RAM 84 is not executed, and furthermore, the ceiling number including the information of the fixed ceiling number is not newly set. Therefore, even if the setting value update process (step S117) is executed to release the game stop state due to the information abnormality when the information abnormality of the main RAM 84 occurs, the information of the ceiling counter 131 is maintained as it is. On the other hand, when it is specified that the information abnormality of the main RAM 84 occurs and the game 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 is rewritten when the information abnormality of the main RAM 84 occurs, it is possible to reset the information of the ceiling counter 131 to the information of 500 times, which is the fixed ceiling number.

[0205] Then, it is determined whether the reset button 142 is pressed (step S123). If the reset button 142 is not pressed (step S123: NO), an abnormality command indicating that an abnormality occurred in the power failure flag, the checksum, or the setting value at the start of the supply of operating power is transmitted to the sound / light side MPU 93 (step S124). By 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 saying "Please change the setting." Also, the pattern display device 41 is made to display a text image saying "Please change the setting." 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] After that, 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 performed for a predetermined period of time (e.g., 100 milliseconds). However, this is not limited to this, and the signal output of the abnormality signal may be continued under a situation in which the game stop flag is set to "1", and the signal output of the abnormality signal may be stopped by clearing the game stop flag 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), the setting value update process is executed (step S117). The contents of the setting value update process are as already explained. That is, if the operating power is supplied to the main MPU 82 in a situation where the "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. Also, in the setting value update process (step S117), the game stop flag is cleared to "0" as already explained. As a result, when the set value update process (step S117) is executed, it becomes possible to eliminate the state in which an abnormality occurs in the main RAM 84 after the update of the set value is completed.

[0208] On the other hand, if the reset button 142 is pressed but the setting key insertion unit 143 is not 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 process 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 abnormality command is sent to the sound / light side MPU 93 in step S124, and an abnormality signal is output to the outside in step S125.

[0209] That is, when an abnormality occurs in the power failure flag, the checksum, and the setting value, and a negative judgment 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 started in a situation where the "RAM clear operation" is being performed. In addition, the RAM clear process (step S119) is not executed even if the supply of operating power to the main MPU 82 is started in a situation where the game stop flag is set to "1" and the "RAM clear operation" is being performed. This makes it possible to prevent the state in which the game stop flag is set to "1" from being canceled even if the supply of operating power to the main MPU 82 is started in a situation where the "RAM clear operation" is being performed. In contrast, when the "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" or not, and the game stop flag is cleared to "0" in the setting value update process (step S117). As a result, in order to cancel the state in which the game stop flag is set to "1", it becomes necessary to execute the setting value update process (step S117). 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 in a situation where the game stop flag is set to "1", if the "setting change operation" is not performed, that is, if there is "no operation" or if the "RAM clear operation" or the "setting confirmation operation" is performed, an affirmative determination is made in step S109 or step S118, and an abnormality command is transmitted in step S124 and an external output process in the event of an abnormality is executed in step S125. As a result, when the game stop flag is set to "1", an abnormality notification in the pachinko machine 10 and an external output in the event of an abnormality to the outside of the pachinko machine 10 are executed every 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 process (step S117) is executed. Therefore, it is possible to make the manager of the game hall aware that the setting value should be changed.

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

[0212] Thereafter, the process proceeds to the remaining process of steps S127 to S130. That is, the main MPU 82 is configured to periodically execute timer interrupt processing (FIG. 14), but there will be 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 utilized 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 inhibition is set to inhibit 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, the current numerical value information is read from the corresponding counter in the main RAM 84, and the read numerical value 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". After that, in step S130, interrupt permission is set to switch from a state in which the occurrence of timer interrupt processing (FIG. 14) is inhibited to a state in which it is permitted. When the processing of step S130 is 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, a power failure monitoring process is executed (step S201). In the power failure monitoring process, it is monitored whether a power failure signal corresponding to the occurrence of a power cut is received from the power failure monitoring board 85, and if the occurrence of a power failure is identified, a power failure process is executed and then an infinite loop is entered. In the power failure process, the power failure flag in the main RAM 84 is set to "1", and a checksum is calculated and the calculated checksum is saved.

[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 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 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 process (FIG. 13), and in step S204, a variation counter update process is executed similar to step S129 in the main process (FIG. 13).

[0217] Then, a fraud detection process is executed to monitor whether or not a predetermined event set as a monitoring target for fraud has occurred (step S205). In the fraud detection process, the occurrence of a plurality of 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] Then, it is determined whether or not 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 both the game stop flag and the start-up processing flag are not set to "1" (step S206: NO), the process for progressing the game in steps S207 to S220 is executed. Specifically, first, the port output process is executed (step S207). In the port output process, if the output information is set in the previous timer interrupt process, the process for outputting the output corresponding to the output information to the various drive units 32b, 34b is executed. For example, if the information for switching the special power winning device 32 to the open state is set, the output of the drive signal to the special power drive unit 32b is started, and if the information for switching to the closed state is set, the output of the drive signal is stopped. Also, if the information for switching the normal power role 34a of the second operating port 34 to the open state is set, the output of the drive signal to the normal power drive unit 34b is started, and if the information for switching to the closed state is set, the output of the drive signal is stopped.

[0220] After that, a read process is executed (step S208). In the read process, signals other than the power failure 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-86e are read, and a process is executed to determine whether or not a ball has entered the general winning port 31, the special electric 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 to collectively update the numerical information of a plurality of types of timer counters provided in the main RAM 84 (step S210). 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 subtractive timer counters and the additive timer counters.

[0222] After that, a launch control process is executed to control the launch of the game balls (step S211). In a state where the launch operation is continued for the launch operation device 28, as already described, one game ball is launched every 0.6 seconds so as 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 of the winning detection sensors 86a to 86e is disconnected and whether the gaming machine main body 12 and the front door frame 14 are open (step S212).

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

[0225] In the next step S215, based on the processing results of the previous steps S213 and S214, output information is set to reflect the increase / 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 / 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 / decrease in the number of reserved information on the regular side in the regular chart reserved display unit 38b. Also, in step S215, based on the processing results of the previous 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 regular chart 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). In addition, a payout output process is executed to set the winning ball command as an output target (step S217). In addition, an external information setting process is executed to control the start and end of the output of an external signal according to the processing results of various processes executed in this timer interrupt process (step S218).

[0227] Then, a setting monitoring process is executed (step S219). In the setting monitoring process, by judging whether the setting value information stored in the setting reference area of ​​the main RAM 84 is any of "1" to "6", it is judged whether the setting value set as the target for use is any of "setting 1" to "setting 6". If the setting value information stored in the setting reference area is "0" or 7 or more, it means that the setting value set as the target for use is abnormal, so "1" is set to the game stop flag of the main RAM 84. This makes it impossible to proceed with the game until the setting value to be used is newly set in the setting value update process (step S117). Then, 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] <Ultra-high-speed power 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), the number of reserved information on the regular side stored in the first area 114a to the fourth area 114d of the regular reserve area 84c is less than the upper limit of four (step S302: NO), and a storage process is executed in the regular reserve area 84c (step S303). In this storage process, the numerical information of the regular random number counter C4 is stored as reserved information on the regular side in the area on the earlier side of the consumption order among the areas in which reserved information on the regular side is not stored in the first area 114a to the fourth area 114d of the regular reserve area 84c. In addition, when reserved information on the regular side is acquired, data setting is performed so that the display content of the regular reserve display unit 38b is updated in accordance with the increase in the number of reserved information on the regular side this time.

[0230] When a negative judgment is made in step S301, when an affirmative judgment is made in step S302, or when 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 has a start address set for 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 for the main MPU 82 to specify 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) which is a process for starting the change display in the normal map display unit 38a is executed, when the value of the normal map normal power counter is "1", a normal map change in progress process (step S308) which is a process for progressing the change display in the normal map display unit 38a is executed, when the value of the normal map normal power counter is "2", a normal map confirmation process (step S309) which is a process for ending the change display in the normal map display unit 38a is executed, and when the value of the normal map normal power counter is "3", a normal power control process (step S310) which is a process for controlling the normal power open state of the normal power role 34a in the second operating port 34 is executed.

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

[0233] <Regular 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 normal map change start process, data setting process is executed (step S402) on the condition that the reserved information on the normal map side is stored in the normal map reserved area 84c (step S401: YES). In the data setting process, data stored in the first area 114a of the normal map reserved area 84c is moved to the execution area 115 for normal maps. After that, a process of shifting data stored in the memory area of ​​the normal map reserved area 84c is executed. This data shift process is a process of shifting data stored in the first to fourth areas 114a to 114d in order to the lower area side, 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 process, data setting is performed so that the display contents of the normal map reserved display unit 38b are updated in accordance with the current decrease in the number of reserved information on the normal 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 specifying in the main MPU 82 whether the support mode is the first high frequency support mode or not, and the first high frequency flag is set to "1" when a transition to the first high frequency support mode occurs, and the first high frequency flag is cleared to "0" when the first high frequency support mode ends.

[0236] If it is the open / close 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 open / close 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 open / close 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 is the winning of 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 number of values ​​of the normal random number counter C4 that will result in winning the electric role opening is set to be greater in the high probability table on the normal side than in the low probability table on the normal side. As a result, the probability of winning the electric role opening is higher when the high probability table on the normal side is referenced than when the low probability table on the normal side is referenced. In other words, 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 and low as the judgment mode of the normal role winning / losing judgment process (step S407) described later. The low probability table on the normal side is set so that the probability of winning the electric role opening is 1 / 2, and the high probability table on the normal side is set so that the probability of winning the electric role opening is 4 / 5, but if the high probability mode on the normal side is more likely to win the electric role opening than the low probability mode on the normal side, these probabilities of winning the electric role opening are arbitrary.

[0237] When the process of step S405 or the process of step S406 is executed, a normal map correctness determination process is executed (step S407). In the normal map correctness determination process, the numerical information of the normal random number counter C4 in the reserved information of the normal map side that is the target of the normal map correctness determination process is compared with the table read out 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 the current variable display in the normal 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 win for the electric role opening (step S408: NO), a stop result setting process for a normal losing result is executed (step S410). Specifically, information on the stopping mode of the pattern for the normal losing result to be finally stopped and displayed in the normal display unit 38a in the current 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 stopping mode of the pattern for the normal winning result.

[0240] When the process of step S409 or the process of step S410 is executed, it is determined whether or not the current state is the open / close execution mode (step S411), and when it is not the open / close execution mode, it is determined whether or not 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 specify whether or not the support mode is the first high frequency support mode, 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". The second high frequency flag is a flag for the main MPU 82 to specify whether or not the support mode is the second high frequency support mode, and when a transition to the second high frequency support mode occurs, the second high frequency flag is set to "1", and when the second high frequency support mode ends, the second high frequency flag is cleared to "0".

[0241] If the 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 normal map display unit 38a, is set in the normal 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 normal map display unit 38a, is set in the normal map side timer counter provided in the main RAM 84 (step S413). The update of the numerical information set in the normal map side timer counter is performed in 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 normal map display unit 38a is performed for a long period that is a relatively long duration.

[0242] If the first high frequency flag or the second high frequency flag is set to "1" (step S412: YES), that is, if the support mode is the first high frequency support mode or the second high frequency support mode, information corresponding to one second, which is a short period of time for 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 relatively short period of time.

[0243] Thereafter, the display of the pattern change in the normal map display unit 38a is started (step S415). A change display table for the normal map is pre-stored in the main ROM 83 as a table to be referred to by the main MPU 82 when the pattern change display is performed in the normal map display unit 38a. When the pattern change 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 hit / miss judgment process. When the pattern change display is performed in the normal map display unit 38a, the change display of the pattern according to a predetermined pattern is repeated, and the change display table for the normal map is set with control data for one revolution in the change display of the pattern according to the predetermined pattern. Therefore, when the pattern change 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 confirmation display is performed. Then, 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" corresponding to the normal map change processing (step S308).

[0244] <Processing during normal map changes> 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 or not the timing is before the fixed display while the pattern is being displayed in the normal map display unit 38a. Specifically, when the value of the normal map timer counter that measures the duration of the current variable display is 0.4 seconds remaining, it is determined that the timing is before the fixed display. If it is before the fixed display, a process is executed to regularly change the display mode of the pattern in the normal map display unit 38a. This regular change continues until the timing to start the fixed display. In addition, this regular change is performed in a certain manner regardless of whether the result of the normal map hit / miss judgment process (step S407) is a win for the electric role opening or not. In addition, when it is time to display the fixed display, the display mode of the pattern in the normal map display unit 38a is set to a stop mode corresponding to the result of the normal map hit / miss judgment process. This stop mode is a stop mode corresponding to the information read out to the main RAM 84 in step S409 or step S410 of the normal map fluctuation start process (Figure 16). Then, by adding 1 to the value of the normal map normal electric counter, the value of the counter is updated to one corresponding to the normal map fixed processing.

[0246] <Processing during confirmation of general map> 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 judging whether the value of the timer counter on the normal map side, which measures the duration of the current variable display, is "0", it is judged whether the fixed display period (specifically, 0.4 seconds) of the current variable display has elapsed (step S501). If the fixed display period has elapsed (step S501: YES), it is judged whether the result of the normal map win / loss judgment process in the current variable display is a win for the electric role opening (step S502). If the electric role opening 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 fixed process is terminated. As a result, the value of the normal map normal power counter corresponds to the normal map variable start process.

[0248] If the electric 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, "1" is set to the normal power opening counter provided in the main RAM 84 (step S506). Also, "10" is set to the normal power winning counter provided in the main RAM 84 (step S507). Also, information corresponding to 0.7 seconds, which is the duration of the short opening on the normal power side, is set to the normal power side timer counter of the main RAM 84 (step S508). The normal power opening counter is a counter for the main MPU 82 to specify the number of times that the normal power role 34a of the second operating port 34 is opened in the current normal power opening state. The normal power winning counter is a counter for the main MPU 82 to specify whether the number of game balls entering 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 processes 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, the short opening of the normal power role 34a occurs once. As already explained, since the firing cycle of the game ball is 0.6 seconds, when the short opening of the normal power role 34a occurs once, the game ball does not basically enter the second operating port 34, and even if it does, 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 open on the normal power side, is set to the normal power side 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 of the high expectation mode, the long opening of the normal power role 34a occurs three times. As already explained, the firing cycle of the game balls is 0.6 seconds, so when the long opening of the normal power device 34a occurs once, about three game balls can enter the second operating port 34. In the normal power opening state of the high expectation mode, the long opening occurs three times, with an interval period on the normal power side in which the second operating port 34 is in a closed state. Therefore, when the normal power opening state of the high expectation mode occurs, about nine game balls can enter. Note that the normal power opening state ends when the number of game balls entering the second operating port 34 reaches 10, which is the upper limit number on the normal power side, so 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 number of game balls on the normal power side enters the second operating port 34.

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

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

[0254] In the normal power control process, if a winning entry has occurred in the second operating port 34, a value corresponding to the number of winning entries is subtracted from the value of the normal power winning counter in the main RAM 84. Then, if the value of the normal power winning counter is "0", the value of the normal power opening counter in the main RAM 84 is cleared to "0", and the second operating port 34 is closed by stopping the output of the drive signal to the drive unit 34b for normal power. Then, 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 round of the normal map normal power control process becomes the normal map 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", it is determined whether the value of the normal power side timer counter in the main RAM 84 is "0". If the value of the normal power side timer counter is "0", the second operating port 34 is closed by stopping the output of the drive signal to the normal power drive unit 34b. Then, the value of the normal power opening counter in the main RAM 84 is subtracted by 1, and it is determined whether the value of the normal power opening counter after the subtraction of 1 is "0". If the value of the normal power opening counter after the subtraction of 1 is 1 or more, the second operating port 34 is kept in a closed state for an interval period on the normal power side (specifically, 1 second), and then the second operating port 34 is opened by again outputting a drive signal to the normal power drive unit 34b. In addition, information corresponding to 2 seconds, which is the duration of the long opening on the normal power side, is set in the normal power side timer counter in the main RAM 84. As a result, the second operating port 34 is opened again, and the duration of the 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 operation 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 (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 reserved counter provided in the main RAM 84 is incremented by 1 in order to grasp the number of unprocessed first reserved information stored in the first special chart reserved area 111 by the main MPU 82 (step S703). The display contents of the first special chart reserved display section 37c in the special chart unit 37 are adjusted according to the value of the first special chart reserved counter. As a result, the display contents of the first special chart reserved display section 37c correspond to the number of first reserved information stored in the first special chart reserved area 111. After that, 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 chart reserved area 111, that is, the storage area corresponding to the reserved memory number incremented by 1 in step S703 (step S704). After that, the first reserved command is transmitted to the sound / light side 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 winning jackpot has been entered into the second operating port 34 (step S706: YES), and further, provided that the number of second reserved information stored in the second special chart reserved area 112 is less than the upper limit of the number of second reserved information stored (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 reserved counter provided in the main RAM 84 is incremented by 1 in order to grasp the number of unprocessed second reserved information stored in the second special reserved area 112 in the main MPU 82 (step S708). The display content of the second special reserved display unit 37d in the special reserved unit 37 is adjusted according to the value of the second special reserved counter. As a result, the display content of the second special reserved display unit 37d corresponds to the number of second reserved information stored in the second special reserved area 112. After that, 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 reserved area 112, that is, the storage area corresponding to the reserved memory number incremented by 1 in step S708 (step S709). After that, the second reserved command is sent to the sound / light side 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 call control process (FIG. 18), after executing the process of acquiring the reserved information in step S601, the numerical information of the special picture special call counter provided in the main RAM 84 is read (step S602), and the special picture special call 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 call counter is acquired from the special picture special call address table (step S604), and the process indicated by the acquired start address is jumped to (step S605).

[0262] The special picture special message counter is a counter that allows the main MPU 82 to determine which of the processes from step S606 to step S612 in the special picture special message control processing should be executed, and the special picture special message 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 message counter. If the value of the special drawing special line counter is "0", the process jumps to the special drawing change start process of step S606, if the value of the special drawing special line counter is "1", the process jumps to the special drawing change process of step S607, if the value of the special drawing special line counter is "2", the process jumps to the special drawing confirmation process of step S608, if the value of the special drawing special line counter is "3", the process jumps to the special line start process of step S609, if the value of the special drawing special line counter is "4", the process jumps to the special line open process of step S610, if the value of the special drawing special line counter is "5", the process jumps to the special line closed process of step S611, if the value of the special drawing special line counter is "6", the process jumps to the special line end process of step S612. Each process of steps S606 to S612 will be explained individually below.

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

[0264] In the special chart change 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), the first data setting process is executed (step S803). In the first data setting process, the data stored in the first area 111a of the first special 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 in order to the lower area side, and 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 chart reserved counter in the main RAM 84 is decremented by 1. As a result, the display content of the first special chart reserved display section 37c in the special chart unit 37 is changed to a content in which the first reserved information is decreased by one. In addition, in the data setting process, a first decrease command indicating that the first reserved information in the first special chart reserved area 111 is decreased by one is sent to the sound / light side MPU 93. As a result, the display side MPU 103 controls the display of the pattern display device 41 so that the display content of the first reserved display area 42a of the pattern display device 41 becomes a display content corresponding to the decrease in the first reserved information.

[0265] On the other hand, when 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 before 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, and 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 chart reserved counter in the main RAM 84 is decremented by 1. As a result, the display content of the second special chart reserved display section 37d in the special chart unit 37 is changed to a content in which the second reserved information is decreased by one. In addition, in the data setting process, a second decrease command indicating that the second reserved information in the second special chart reserved area 112 is decreased by one is sent to the sound / light side MPU 93. As a result, the display side MPU 103 controls the display of the pattern display device 41 so that the display content of the second reserved display area 42b of the pattern display device 41 becomes a display content corresponding to the decrease in the second reserved 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 shifting to the special chart execution area 113. As a result, the second reserved information is consumed in preference to the first reserved information as a target for starting a game round.

[0267] When the process of step S803 or the process of step S804 is executed, a win / loss judgment process is executed (step S805). In the win / loss judgment process, if the win / loss selection 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 selection 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 selection 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 winning / losing judgment information, i.e., 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 judged whether the read numerical information matches any of the numerical information set as a jackpot result in the data group corresponding to the currently used setting value in the winning / losing tables 121-123 read out above. Also, if it does not match the numerical information set as a jackpot result, it is judged whether the winning / losing judgment information matches any of the numerical information set as a time-saving result in the data group corresponding to the currently used setting value in the winning / losing tables 121-123 read out above.

[0268] If the result of the win / loss determination process is a jackpot result (step S806: YES), a jackpot distribution determination process is executed (step S807). In the jackpot distribution determination process, if the start target of the game round is the first reserved information, the jackpot distribution 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, the jackpot distribution 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 distribution tables 125 and 126, information for distribution 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 the jackpot distribution tables 125 and 126 are referred to to identify which type of jackpot result the read numerical information corresponds to.

[0269] After executing the distribution determination process for the jackpot, the flag of the main RAM 84 corresponding to the type of the jackpot result specified in the distribution determination process for the jackpot is set to "1" (step S808). Then, the stop result setting process for the jackpot result is executed (step S809). Specifically, the information on the stop mode of the pattern to be finally stopped and displayed on the special chart display unit 37a, 37b that is the start target of the current game round is specified from the stop result table for the jackpot result stored in advance in the main ROM 83, and the specified information is stored in the main RAM 84. In this stop result table for the jackpot result, the type of the stop mode of the pattern to be stopped and displayed on the first special chart display unit 37a or the second special chart display unit 37b is set differently for each type of the jackpot result, and in step S809, the information on the stop mode of the pattern corresponding to the type of the jackpot result specified in step S808 is stored in the main RAM 84. In addition, the stop pattern of the picture may be set in one-to-one correspondence with each jackpot result, or multiple types of stop patterns may be set for at least some jackpot results. The method of selecting the stop result for a jackpot result for which multiple types of stop patterns 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 win / loss 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, the 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, the 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 the time-saving allocation tables 127 and 128 are read, the allocation determination information, i.e., the numerical information acquired from the type random number counter C2, is read from the reserved information stored in the execution area 113 for the special symbol, and the time-saving allocation tables 127 and 128 are referred to to identify which type of time-saving result the read numerical information corresponds to.

[0271] After the time-saving allocation determination process is executed, the flag of the main RAM 84 corresponding to the type of time-saving result specified in the time-saving allocation determination process is set to "1" (step S812). Then, the stop result setting process for the time-saving result is executed (step S813). Specifically, the information on the stop mode of the pattern to be finally stopped and displayed on the special pattern display unit 37a, 37b that is the start target of the current game round is specified from the stop result table for the time-saving result stored in advance in the main ROM 83, and the specified information is stored in the main RAM 84. In the stop result table for the time-saving result, the type of the stop mode of the pattern to be stopped and displayed on the first special pattern display unit 37a or the second special pattern display unit 37b is set differently for each type of time-saving result, and in step S813, the information on the stop mode of the pattern corresponding to the type of time-saving result specified in step S812 is stored in the main RAM 84. The stop pattern 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 the time-saving result in 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 pattern type selected in step S813 is different from the information on the pattern type selected in the case of a jackpot result.

[0272] If the result of the hit / miss judgment 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, the information on the pattern to be finally stopped and displayed on the first special pattern display unit 37a or the second special pattern display unit 37b in the current game round is specified from a stop result table for a miss result pre-stored in the main ROM 83, and the specified information is stored in the main RAM 84. The information on the pattern mode selected in this case is different from the information on the pattern mode selected in the case of a jackpot result and the information on the pattern mode selected in the case of a time-saving result, and is one type common to the first special pattern display unit 37a and the second special pattern 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 or not 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 specify whether or not the winning / losing lottery mode is the high probability mode, and 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". When the high probability flag is set to "1" (step S901: YES), that is, when the winning / losing lottery mode is the high probability mode, a table group for high probability is read from the main ROM 83 to the main RAM 84 (step S902). In a situation where the selection process of the variable display period 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 collated 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 is longer than the variable display period when a reach display does not occur.

[0275] In the case where no big win result occurs in the current game round and no miss reach display occurs, if the game round is started in a situation where the second reserved information is the execution 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 of the current game round. This makes it possible to increase the efficiency of the game round that is 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 is started in a situation where the second reserved information is the execution 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, in the case where the current game round does not generate a jackpot result and the game round started in a situation where the second reserved information is the target of the game round and one piece of second reserved information is stored in the second special chart reserved area 112, or in the case where the current game round does not generate a jackpot result and the game round started in a situation where the first reserved information is the target of the game round, the information of the medium period (specifically, 10 seconds) on the special chart side is read out as the variable display period of the current game round. This makes it possible to guarantee the situation where the second reserved information is acquired in the high probability mode. Also, even if a time-saving result occurs in the current game round, in the case where the second reserved information is the target of the game round and the game round started in a situation where one piece of second reserved information is stored in the second special chart reserved area 112, or in the case where the first reserved information is the target of the game round, the information of the medium period (specifically, 10 seconds) on the special chart side is read out.

[0277] In the high probability mode, even if a time-saving result is selected in the winning / losing judgment 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 table group for high probability, the time-saving result is treated the same as a losing result, so that the occurrence of the invalidated time-saving result is not noticeable.

[0278] If the high probability flag of the main RAM 84 is not set to "1" (step S901: NO), it is determined whether or not 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 selection 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 selection process of the variable display period is executed in step S908 with reference to the table group for high frequency support, 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 collated with the reach-corresponding table in the table group for high frequency support, thereby reading out information on the variable display period of the reach display mode. In this case, the selection mode of the variable display period of the reach display mode is different from the case where the table group for high probability is referenced, and specifically, when the table group for high probability is referenced, a longer variable display period is more likely to be selected than when the table group for high frequency support is referenced. However, this relationship may be reversed.

[0279] In the case where no jackpot result occurs in the current game round and no miss reach display occurs, if the game round is started in a situation where the second reserved information is the execution 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 of the current game round. This makes it possible to increase the efficiency of the game round triggered by the second reserved information in the first high frequency support mode or the second high frequency support mode. In addition, even if a time-saving result occurs in the current game round, if the game round is started in a situation where the second reserved information is the execution 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, in the case where the current game round does not generate a jackpot result and the game round started in a situation where the second reserved information is the target of the game round and one piece of second reserved information is stored in the second special chart reserved area 112, or in the case where the current game round does not generate a jackpot result and the game round started in a situation where the first reserved information is the target of the game round, the information of the medium period (specifically, 10 seconds) on the special chart side is read out as the variable display period of the current game round. This makes it possible to guarantee the situation where 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, in the case where the second reserved information is the target of the game round and the game round started in a situation where one piece of second reserved information is stored in the second special chart reserved area 112, or in the case where the first reserved information is the target of the game round, the information of the medium period (specifically, 10 seconds) on the special chart side is read out.

[0281] In a situation where the mode is the first high frequency support mode or the second high frequency support mode and the mode is the low probability mode, even if a time-saving result is selected in the win / loss judgment 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 of the game round is selected by referring to the table group for high frequency support, the time-saving result is treated the same as a miss result, so that it is possible to make the occurrence of the invalidated time-saving result less noticeable. In addition, when a time-saving result is selected in the last game round in the high frequency support mode, the second high frequency support mode is generated by the time-saving result, but even in this case, the variable display period of the game round is selected to be the same as the case of a miss result in which no reach display occurs, so that it is possible to make it difficult for the player to recognize whether it is a time-saving result or a miss result from the variable display period of the game round.

[0282] If neither the first high frequency flag nor the second high frequency flag is set to "1" (step S903; NO), that is, if the win / lose selection 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 specify whether or not it is a reach high frequency state that can occur in the low probability mode and the 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 reach high frequency state is not in a low probability mode and the 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 variable display period selection process 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 variable display period selection process is executed in step S908 with reference to a table group for low frequency support described later.

[0284] When a jackpot result occurs in the current game round, or when the result of the hit / miss judgment 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 fluctuation type counter CS at that time is collated with the reach-corresponding table in the table group for high reach frequency, thereby reading out information on the variable display period of the reach display mode. In this case, the selection mode of the variable display period of the reach display mode is such that a longer variable display period is more likely to be selected than when the table group for low frequency support described later is referenced. In addition, the selection mode of the variable display period of the reach display mode in this case is the same as when the table group for high probability is referenced, but it may be configured so that a longer variable display period is more likely to be selected than when the table group for high probability is referenced, or a shorter variable display period is more likely to be selected than when the table group for high probability is referenced, or a configuration that is the same as when the table group for high frequency support is referenced, or a configuration that is such that a shorter variable display period is more likely to be selected than when the table group for high frequency support is referenced.

[0285] When a time-saving result occurs in the current game, the information on the variable display period corresponding to the time-saving result is read out by checking the numerical information of the variable type counter CS at that time against the table corresponding to the time-saving result in the table group for high frequency of reach. Multiple types of information on the variable display period corresponding to the time-saving result are set, and the variable display period corresponding to any of the time-saving results is longer than the shortest period on the special chart side and shorter than the variable display period corresponding to the occurrence of the reach display. Specifically, 10 seconds, 11 seconds, 12 seconds, and 13 seconds are set as the variable display period corresponding to the time-saving result, and the period corresponding to the obtained value of the variable type counter CS is selected as the variable display period for the current game.

[0286] In the case where no jackpot result or time-saving result occurs in the current game round, and no miss reach display occurs, if the game round is started in a situation where the first reserved information is the execution target of the game round and three or more pieces of first reserved information are stored in the first special chart reserved area 111, the information of the shortest period (specifically, 3 seconds) on the special chart side is read out as the variable display period of the current game round. This makes it possible to increase the consumption efficiency of the game round triggered by the first reserved information in the low frequency support mode.

[0287] On the other hand, in the case where the first reserved information is the target of the game round when neither a jackpot result nor a time-saving result occurs in the current game round, nor a reach-to-miss display occurs, and the game round is started in a situation where one or two pieces of first reserved information are stored in the first special chart reserved area 111, or in the case where the second reserved information is the target of the game round when neither a jackpot result nor a time-saving result occurs in the current game round, nor a reach-to-miss display occurs, the numerical information of the fluctuation type counter CS at that time is compared with the table corresponding to the complete miss result in the reach-high frequency table group, thereby reading out information on the variable display period corresponding to the complete miss result. There are multiple types of information on the variable display period corresponding to the complete miss result, and any of the variable display periods corresponding to the complete miss result is longer than the shortest period on the special chart side and shorter than the variable display period corresponding to the time-saving result and the variable display period corresponding to the occurrence of the reach display. Specifically, the variation display periods corresponding to a complete miss result are set to 5 seconds, 6 seconds, 7 seconds, and 8 seconds, and among these, the period corresponding to the acquired value of the variation type counter CS is selected as the variation display period for the current game round.

[0288] If the reach high frequency state flag is not set to "1" (step S905: NO), that is, if the mode is low probability mode, low frequency support mode, and not a reach high frequency state, the table group for low frequency support is read from the main ROM 83 to the main RAM 84 (step S907). In a situation where the variable display period selection process is executed in step S908 with reference to the table group for low frequency support, 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 lower than in a situation where the variable display period selection process is executed in step S908 with reference to the table group for reach high frequency as already explained.

[0289] If a jackpot occurs in the current game, 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 to be executed corresponds to the occurrence of a miss reach display and a miss reach display occurs in the current game, the numerical information of the fluctuation type counter CS at that time is compared with the reach-corresponding table in the low frequency support table group, and the information of the variable display period of the reach display mode is read out. In this case, as already explained, the selection mode of the variable display period of the reach display mode is such that a shorter variable display period is more likely to be selected than when the high frequency reach table group is referenced.

[0290] When a time-saving result occurs in the current game, the information on the variable display period corresponding to the time-saving result is read out by checking the numerical information of the variable type counter CS at that time against the table corresponding to the time-saving result in the table group for low frequency support. The selection manner of the information on the variable display period corresponding to the time-saving result is the same as when the table corresponding to the time-saving result in the table group for high frequency of reach is referenced. In other words, multiple types of information on the variable display period corresponding to the time-saving result are set, and the variable display period corresponding to any of the time-saving results is longer than the shortest period on the special chart side and shorter than the variable display period corresponding to the occurrence of the reach display. Specifically, 10 seconds, 11 seconds, 12 seconds, and 13 seconds are set as the variable display period corresponding to the time-saving result, and the period corresponding to the value of the obtained variable type counter CS among these is selected as the variable display period for the current game.

[0291] In the case where no jackpot result or time-saving result occurs in the current game round, and no miss reach display occurs, if the game round is started in a situation where the first reserved information is the execution target of the game round and three or more pieces of first reserved information are stored in the first special chart reserved area 111, the information of the shortest period (specifically, 3 seconds) on the special chart side is read out as the variable display period of the current game round. This makes it possible to increase the consumption efficiency of the game round triggered by the first reserved information in the low frequency support mode.

[0292] On the other hand, in the case where the first reserved information is the target of the game round when neither a jackpot result nor a time-saving result occurs in the current game round, nor a reach-to-miss display occurs, and the game round is started in a situation where one or two pieces of first reserved information are stored in the first special chart reserved area 111, or in the case where the second reserved information is the target of the game round when neither a jackpot result nor a time-saving result occurs in the current game round, nor a reach-to-miss display occurs, the information on the variable display period corresponding to the complete miss result is read out by collating the numerical information of the variable type counter CS at that time against the table corresponding to the complete miss result in the low frequency support table group. The selection mode of the information on the variable display period corresponding to the complete miss result is the same as when the table corresponding to the complete miss result in the high reach frequency table group is referenced. In other words, multiple types of information on the variable display period corresponding to the complete miss result are set, and whichever variable display period corresponds to the complete miss result, is longer than the shortest period on the special chart side and shorter than the variable display period corresponding to the time-saving result and the variable display period corresponding to the occurrence of the reach display. Specifically, the variation display periods corresponding to a complete miss result are set to 5 seconds, 6 seconds, 7 seconds, and 8 seconds, and among these, the period corresponding to the acquired value of the variation type counter CS is selected as the variation display period for the current game round.

[0293] When the process of step S902, the process of step S904, the process of step S906, or the process of step S907 is executed, the selection process of the variable display period is executed by referring to the table group read in any of these processes (step S908). The contents of the selection process have already been described. Then, the information of the variable display period selected in step S908 is set in the special drawing side timer counter provided in the main side RAM 84 (step S909). The update of the numerical information set in the special drawing side timer counter is executed by the timer update process of step S210 in the timer interrupt process (FIG. 14).

[0294] Returning to the explanation of the special chart variation start process (FIG. 20), after the process of specifying the variation display period is executed in step S815, a variation command and a type command corresponding to the game round to be started this time are sent to the sound / light side MPU 93 (step S816). The variation command includes information on the variation display period specified in step S815 and also includes information indicating which of the first special chart display section 37a and the second special chart display section 37b the game round to be started corresponds to. Note that the variation command does not include information on whether or not to execute a reach display, but since the variation display period when the reach display occurs is set as a period longer than the variation display period when the reach display does not occur, the sound / light side MPU 93 can specify whether or not the reach display occurs from the information on the variation display period. The type command includes information on whether or not the game round to be started this time corresponds to a jackpot result, and if it corresponds to a jackpot result, includes information indicating which type of jackpot result it is. The type command also includes information as to whether or not the game round to be started corresponds to a time-saving result, and if it does correspond to a time-saving result, includes information indicating what type of time-saving result it is.

[0295] Then, the display unit that is the start target of the current game round among the first special chart display unit 37a and the second special chart display unit 37b starts displaying the changing of the pattern (step S817). Then, the value of the special chart special electricity counter is incremented by 1 (step S818). As a result, the value of the special chart special electricity counter becomes "1" corresponding to the special chart changing process (step S607).

[0296] When the sound / light side MPU 93 receives the variation command and the type command, it executes a process to determine the execution contents of the game round performance corresponding to those commands. Then, it executes the light emission control of the display light emitting unit 64 and the sound output control of the speaker unit 65 according to the table corresponding to the processing result. As a result, the light emission performance in the display light emitting unit 64 and the sound output performance in the speaker unit 65 are executed over the variable display period of the current game round. In addition, the sound / light side MPU 93 transmits a command corresponding to the execution contents of the game round performance determined this time to the display side MPU 103. By receiving the command, the display side MPU 103 executes the display control of the pattern display device 41 according to the table corresponding to the command. As a result, the display performance in the pattern display device 41 is executed over the variable display period of the current game round.

[0297] <Special chart change processing> Next, the special chart changing process executed in step S607 of the special chart special power control process (FIG. 18) will be described.

[0298] When the value of the special picture timer counter is 1 or more and the variable display period of the current game has not elapsed, and it is time to update the display contents of the special picture display units 37a and 37b that are the targets of the current game, data setting is performed to update the display contents of the special picture display units 37a and 37b. As a result, the display contents of the patterns in the special picture display units 37a and 37b that are the targets of the control are updated to the display contents of the next order.

[0299] The mode at the start of the variable display of the patterns in the special chart display units 37a and 37b, and the update mode of the variable display of the patterns are performed in a fixed manner regardless of the result of the win / lose judgment and the result of the allocation judgment, and are performed in a fixed manner regardless of the content of the performance for the game round in the pattern display device 41. For example, the display content of the patterns goes around once by the occurrence of a predetermined number of update timings, and the display pattern with a fixed display order is repeated, and when the variable display period has elapsed, the stop result determined at the start of the game round is displayed regar...

Claims

[Claim 1] A predetermined derivation means for deriving the awarded corresponding information by utilizing at least the number of game values ​​awarded to the player in a predetermined situation; A specific execution means for executing a specific process based on the fact that the added corresponding information derived by the specific derivation means becomes specific target information; an area processing execution means for executing an area processing by using a program in a predetermined address range in the program storage means; an outside-area processing execution means for executing outside-area processing by utilizing a program at an address outside the predetermined address range in the program storage means; Equipped with The processing within the area includes a predetermined processing for playing a game, The out-of-area processing includes a specific processing different from the predetermined processing, The process for deriving the added corresponding information in the predetermined deriving means is included in the outside area process, A gaming machine characterized in that the specific process is included in the in-area process.

Citation Information

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